Green Flame Rising (Exalted vs Dresden Files)

Etiquette should be far more appropriate. And it's Naked Wicked Souls. And we absolutely shouldn't use it right now. It's not relevant to the current situation, and we'll likely need to roll willpower not to puke at the atrocities Eiko committed.
1)Empathy Excellency applies to social Perception rolls.
Etiquette Excellency does not.

That means someone running Empathy Excellency + ATB has a much easier time figuring out if the person they are talking to is lying, or trying to be deceptive than someone witn Etiquette Excellency.
The application here should be obvious.

Mechanically, with ATB active?
Molly running Empathy Excellency has a 14 dice (Perception 2 + Empathy 4 + Excellency 6 + Stunt 2) pool to detect lies and deception.
Molly running Etiquette Excellency means only 8 dice (Perception 2 + Empathy 4 + Stunt 2) to detect deception.


Its critical that we know if she's lying. Ergo, Empathy Excellency.


2)No, NWS will do no such thing.
If pointing the Crown at a naagloshii's thousands of years of evil only got us to drink more water as a reaction, a shikome is barely going to twitch the meter.

And we could use the insight into her character as well; what a person is ashamed about is generally very telling.
 
2)No, NWS will do no such thing.
If pointing the Crown at a naagloshii's thousands of years of evil only got us to drink more water as a reaction, a shikome is barely going to twitch the meter.
NWS and Crown explicitely work differently in this quest:
Before you can fully grasp the implications you feel yourself tipping into Bela's eyes, following the scent of sin like a hound on a trail. Though this too is divination of a sort it could not be more different from the detached perspective of the Crown. It is almost as though you are Isabela Syliga and yet not, a shadowy parasite dragging at her heels.
OOC: Naked Wicked Souls reveals the greatest sources of shame not any sort of generally understood sin, so you can get results like this. I do not generally like doing re-votes like this, but you guys just got a hell of an insight into her motivations.
To be fair a part of why Molly reacted the way she did was because of who she is, a child of a loving family with a happy childhood. The very idea that someone's father would do that is a gut punch. Add that she witnessed it first hand and you get what you saw in the update.
The Crown gives us a detached perspective and, I think, mental protections implicitely. NWS makes us see stuff from the perspective of the one we are using it on. It's much more personal and might cause adverse reaction. This has happened already.
1)Empathy Excellency applies to social Perception rolls.
Etiquette Excellency does not.
Those two are for different things, and etiquette is important when dealing with such beings. Drop NWS, take etiquette excellency.

EDIT:
Actually, let me amend my vote

[X] Everyone (save the unnamed mooks)
-[X] Molly uses Etiquette and Empathy excellencies
-[X] Molly uses All Things Betray using willpower
-[X] Lydia uses Manipulation excellency.
--[X] Wan kuei are here for and because of you, but that does not matter. They are here. In Chicago. Messing with its leylines, killing the people living in and below its streets. This is not only about you now. It's about everyone who lives here. And so, as you step out of the elevator and into the corridor leading to lady Eiko's room, you are accompanied not just by your allies and friends coming to your aid and protection, but by representatives and defenders of the factions of Chicago. To your right walk mortals who are not to be underestimatid: the Warden Commander of the White Council, the Shih Master, and the commanding officer of the Chicago's special investigations department. To your left, are those who wield or are the powers beyond mortal ken: daughter of the god of death, Chooser of the Slain, and the Knight of the Cross.


2 motes and 1 WP. We will probably recoup motes if we convince her to flip.
 
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I think this approach is guaranteed to fail. You're treating Eiko like someone who has conventional free will, rather than someone mostly trapped in a web of literally unbreakable orders that she's found a (most likely) very narrow and convoluted way to try to escape from.

We have to discover and work within those constraints on her free will. A blunt approach is, as I discuss above, basically asking to fail. It doesn't matter how intimidating we are or how many social dice we throw down when it's literally impossible for her to disobey her orders and we've no idea why they are or what her interpretation of them are.

We also need to consider that the Will probably has her under surveillance.
If she's under surveillance we're already made. Molly is sitting with a van full of mercs and important figures from the local supernatural scene. Michael got picked up from his license plate of all things being on file with the red court. They'd have to be idiots not to have noticed us by now.

I also disagree with your fundamental assumptions on the Akuma. I don't think it's likely that there's a specific escape plan so much as loose desperation that peaks and falls off with opportunity.

While the Akuma do have limits on their free will, Emma-O's weird fetishes clearly limit the effectiveness with which those restrictions are leveraged. I think it's a good bet that she can work around her limitations if given motivation to take us seriously and try it.

I also think this is our best bet, because shenanigans like trying to claim to be her boss's boss don't make any sense in context. Every Yama king claims that prize, and most of them have better claims than Molly since they're technically insiders to the struggle and she isn't from a political perspective.
Eventually enough force will work, might have to usurp the white god for that one. Which is fairly out of character, but you never know, if the white god fucks up enough and somehow betrays Michal then i can see it happening.
"Eventually enough force will work" is what every schmuck thinks when they try this, and they tend to fail because of it.

Look at the common threads among people who get and keep power long term are. Nice isn't on the list, but reliability for lack of a better term is.
1)You are misunderstanding me.
If this was something that Odin was known for, or was capable of, the svartalfar wouldnt have been trading with the pantheon he was known to have headed because it would have exposed all their secrets.

After all, they both come from the same area; the only svartalfar store is supposed to still be in Norway.
Still talking past each other. I'm not talking about anything special on Odin's part, I'm talking about basic investigative stuff because we've been around for hardly any time at all.

Asking for good swords/tanks without specifying anything else gets him simple and basic information about us from how we fill the order that he can't get elsewhere because the information hasn't permeated the market yet.

If we have him mortal grade work with demons in it making up the difference in performance it'd tell him something different from exalted grade shenanigans backed by weird alchemy.

This isn't trade secret level analysis, which is why the information isn't priced that highly on Odin's scale. It's a read ahead on a data point to fill out a profile on Molly.

2)I dont buy it.
I dont think he'll get more information than he otherwise would from watching us finish Last Station or hear about us creating least gods to guard apartment buildings or expanding our interaction with the rest of the supernatural world.

I mean, do recall that Watchful Bane guards Helen's apartment, and Helen works for Marcone, who has Gard as a magical contractor and bodyguard. There's going to be a lot of passive intel gathering.
He can't exactly give a least god a medical checkup without being aggressive.

This really isn't that big of a point either, I just don't see how the amount of long term headache involved in keeping a custom built one off armored vehicle around could be worth it as anything other than a novelty and minor information source.

Think about the trouble for getting parts and repair work done on uncommon varieties of car. It's like that but worse for something like this.

Thats the point: They didnt screw him, he screwed himself.
This is having an enemy shoot himself with a gun he stole from your house, after you displayed it in the window of your house when you knew he would see it.

No, my assumptions rest on Odin's self-interest.
All this talk about what he could potentially do with a favor are all stuff he can already do, and more, if he's hostile.
Not worth worrying about unless he turns hostile.

That's splitting hairs; they purposefully set him up to fail. Loopholes that make it acceptable by the rules of the game don't change what they were obviously up to and don't render us immune to similar plays.

He doesn't need to be hostile to decide it's in his interest to do something inconvenient or harmful to us. That's what I'm getting at when I'm talking about your assumptions here. You're trusting he'll see his interests the same way you do without actually having a clear picture of what they are.

I don't expect him to hit us like Mab did Nicodemus, but it wouldn't surprise me if set us to do something unpleasant or that introduced us to noteworthy long term complications without too much of a concern for if we choke on it as long as the job gets done.

Agreed that Harry is not the best example.
Arawn isnt a better example either, though; dude made an unprompted deal with Mab and Winter for fealty, then tried to screw her on it. At least Harry has the excuse of being 16, alone and desperate at the time.
That's fair, but when you keep seeing people get screwed making mistakes that seemed reasonable at the time it's probably a good plan to stop and consider if your "sounds reasonable" moments are actually that solid.

Funnily enough, the Naagolshii might be a better comparison here. It got sent on a simple job that left it stuck away from home for a significant period of time and involved in business that ended with it picking fights it probably shouldn't have.

Harry has a strong and distinct reputation, a brand identity in the supernatural.

Gard, as far as I know, didnt.
She kept a low profile by design; Dresden didnt even know she was a Valk until maybe a month before Small Favor iirc.
She represents Monoc and Odin; Harry always represents himself, even when working for other organizations.


I am not saying give Odin a blank check. Or even trust.
I am asserting that even if they tried to get the best deal they can, their best interests do not lie in a screw job or unnecessary friction, especially if said person is presumably going to be around for a while.

One Call For Aid/battlefield intervention card is a marker you only get to play once, and whether or not you get others depends on subsequent relations.

Mab certainly manages to get what she wants 90+% of the time while being abrasive. The risk isn't as high as a straight blank check, but this is a significant amount of trust for someone we have no real information on.
1)Remember that <loosely defined> works both ways.


2) Looking at the Dresdenverse books, Harry has worked with or for people he considered assholes in *checks, deep breath*
Grave Peril(then!Thomas threw Susan to the Reds as a distraction),
Summer Knight(Mab, Maeve, Winter, the Merlin),
Death Masks(Marcone, Martin),
Blood Rites(Lara Raith,Kincaid)
Dead Beat(Marcone, Mavra, Morgan),
White Night(Marcone, Lara),
Turn Coat(Morgan, Lara),
Small Favor(Mab, Marcone),
Changes(Mab, Lea, Martin),
Cold Days(Winter),
Skin Game(Nicodemus, Deirdre, Binder,the Genoskwa),
Peace Talks and Battlegrounds(like half the supernatural world).

And thats just the novels. Even the Knights have had to work with the support of Marcone and his organization in Chicago.
Im suspecting we dont get the luxury of being picky about allies when the fecal matter hits the rotary impeller.


3)No, I am pointng out that we have easy options and always have, some of them inside our own charmset.
Some of those charms we want anyway.
1) Only if he's dumb about the request. Loosely defined maps to "he writes in the dollar value" here. We can evil genie this, but I don't expect us to wiggle out via basic errors on this. See Harry's deal with Mab where technically asking him to pass the salt would burn a favor. That sort of thing can be argued to sound fair, but functionally screws the debtor more than the creditor.

2) The terms under which that happens are different though. We might reluctantly work with Denarians to stop an outer gods from screwing with the gates for example, but helping them pursue their mission statement isn't in the cards if we're primarily calling the shots.

3) You can point out charms for all kinds of things, but what we pick and when we pick them are things with associated opportunities costs and aren't guaranteed to match whatever timetable we're on.

1)By what standards? Kattrin was a renegade Valkyrie dodging that showed up a couple days before the Red Room Murders.
She kidnapped Cindy and imprisoned her in between our initial visit to Old Man Mathews on Friday afternoon and our return on Saturday morning.

Cindy was imprisoned in an improvised Undertown cell with magic bindings and a spectre on overwatch.
All Kattrin had helping her (we are aware of) was EvilBob and Corpsetaker, a handful of neoNazi goons and a bunch of ghoul contractors she paid in stray dog.

By comparison, the Greater Akuma serves a Yama King, with the polity-scale resources Emma-O was willing to spare, and has been here for two and half weeks or so, since September 16ish at least. He had 18 akuma(Eiko + 17 lessers) at his disposal and 4x bakemono. He has the resources and time to have spent more on his unused backup plans than Kattrin did on her Plan A.



2) I dont agree.
As demonstrated canonically in the Raith Deeps fight in White Night, and in our first fight with Corpsetaker in Undertown, minions very much have their place in defending against magical or distraction measures.

Whether its fending off mobs for the hero to act, or just speeding up evacuation of HVTs.

1) I just don't expect it to have preexisting perfect counters for every possible play we could make ready at a moment's notice. People aren't perfect machines, they have biases and make mistakes all the time. See the greater Akuma executing a valuable hostage out of frustration.

Have something? Sure. Have retrospectively built out exactly what they to handle any given change. No. This clearly wasn't a primary plan for them, so I expect it to be less smoothly put together.

Taking your approach there's no point in any of the screwing around we've done, because the GA's nation state resources and super planning have already accounted for us.

Surely they've counter-counter ritualed us by now after they caught Harry's change in a routine status sweep, and their local contacts in the phone company have given them out force composition ahead of time. Maybe they've got mercenaries too, which they bought anticipating us contacting someone for help.

2) Maybe, but even if more mooks than I was buying would be useful I don't think the additional guys you went for will be worth the price.

Not sure why we're arguing over it anyway, since no plan has included it.

Yeah, no need to cycle pointless arguments.

Personally, I think that this is a mistake, because rewriting reality is basically shaping, and, well, shaping defenses are built into exaltations on a very core levels. Holden did mess with the primacy of defense, and that is... controversial in my opinion.
For my part I think it's largely irrelevant because mages != magic users in general.

That quote gives the context that ruling was made in, maintaining mage "I reject your reality and substitute my own " themes above those of exalts. Nobody in the DF operates like that.

It's not just a matter of strength, it's one of leverage. Emma-O for example shouldn't be able to do things even an archmage he's nominally stronger than could for the same reason he can't use Exalted Ancient Sorcery. Biggatons don't grant access to every sort of leverage.

Edit: fixed weird issue with the spoiler tag
 
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Mercy in Servitude is a very limited one dot charm that in ExWoD works on one very specific category of problem of one flavour of supernatural being.

That's been extended here, but the inherent side effects of a supernatural being are ve et different to the consequences of having sold your soul to someone and them having power over you, and of your natural state being a frenzied animal and them protecting you from that.
Exalted magic gives zero shits.
Seriously, Rendered Villain Dispersal is a 1 dot charm that allows for whats effectively intercontinental instant teleportation.
Demonic Primacy of Excellence dominates a broad range of CoDs.

Akuma in this setting are a specific class of sapient, with a set of common features.
They qualify for MiS.
Should it protect someone from the consequences of knowing your True Name, or having sworn service to Mab?

Or give an animal spaience?
The consequences of someone knowing your True Name is not intrinsic to the condition of being a member of a supernatural class of being. If it was, then it would.
Ditto with service to Mab.

It wont give an animal sapience,
But it will protect a sapient animal from having its sapience taken away becuse it stopped obeying its maker.
My two cents.
NWS and Crown explicitely work differently in this quest:
The Crown gives us a detached perspective and, I think, mental protections implicitely. NWS makes us see stuff from the perspective of the one we are using it on. It's much more personal and might cause adverse reaction. This has happened already.
Its a hard rule of Exalted that your own charms dont cause you unintentional harm, at least when used as intended.
We could stare into Oblivion with All Encompassing Solar Sight or Essence Dissecting Stare and it would do nothing to us besides what we chose to stunt.

Seeing a lesser akuma's secrets are not going to make us flub a social meeting.

Those two are for different things, and etiquette is important when dealing with such beings. Drop NWS, take etiquette excellency.
No, you are wrong about this.

Just like you can use Charisma or Manipulation for the same social encounter depending on our chosen approach?
We could also use Etiquette, Empathy or even Intimidation, again depending on our chosen approach and the person on the other side of the table.

===
In this case, Empathy serves multiple purposes and is more Essence-efficient.
Critically, Per + Empathy is the only way we currently have of knowing we succeed. The same Empathy Excellency that we are using for persuasion would simultaneously apply to social Perception rolls to see if we are actually convincing her, or if she's just lying.

-E2 Molly running Empathy Excellency is spending 1m Essence every 2 3minutes for both persuasion and lie detection
-E2 Molly running Etiquette Excellency would have to run Empathy Excellency as well for lie detection, which means spending 2m Essence every 2 3 minutes of social combat.

The argument seems straightforward,
 
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Technically, it's every 3 minutes, since the formula is (1 + Essence rating) minutes. Or rounds in combat. Same deal.
Yeah.
Thank you for the correction. Current tally:
Adhoc vote count started by uju32 on Mar 14, 2023 at 6:01 PM, finished with 68 posts and 13 votes.

  • [X] Everyone (save the unnamed mooks)
    -[X] Molly uses Etiquette and Empathy excellencies
    -[X] Molly uses All Things Betray using willpower
    -[X] Lydia uses Manipulation excellency.
    --[X] Wan kuei are here for and because of you, but that does not matter. They are here. In Chicago. Messing with its leylines, killing the people living in and below its streets. This is not only about you now. It's about everyone who lives here. And so, as you step out of the elevator and into the corridor leading to lady Eiko's room, you are accompanied not just by your allies and friends coming to your aid and protection, but by representatives and defenders of the factions of Chicago. To your right walk mortals who are not to be underestimatid: the Warden Commander of the White Council, the Shih Master, and the commanding officer of the Chicago's special investigations department. To your left, are those who wield or are the powers beyond mortal ken: daughter of the god of death, Chooser of the Slain, and the Knight of the Cross.
    [X] Daughters of the New Millennium
    -[X] Lydia
    -[X] Gard
    -[X] Have the rest set up to cover the exits and come in after us at a signal from Clippy.
    -[X] Use Intimidation excellency.
    -[X] Lydia uses Manipulation excellency.
    -[X] Stunt: Stepping into the lobby Molly nods at Gard, sending her to manage the mortals before catching up.
    —[X] Taking the stairs, Molly and Lydia move unerringly towards Eiko's room. As they make the final approach Molly takes a deep breath, and loosens her grip on the quiet fury that has been building behind her heart.
    —[X] With each step the shadows sharpen without deepening as the lights seem to flicker green in the corner of the eye. Around them air seems to thicken, charged with the silent tension of the calm before a storm.
    —[X] As they reach the door something like the caw of a raven lingers on the ear despite the dead silence of the hall.
    —[X] "I received your letter Lady Eiko, now I think it's time we discuss my reply"
    [X]Plan Hostile Takeover
    -[X] Everyone
    --[X]<Molly> All Things Betray + Empathy Excellency + Imperial Primacy Mantle + Naked Wicked Souls: 4m
    --[X]<Lydia> Manipulation Excellency if necessary.
    --[X]STUNT: In the pre-dawn light, your little procession makes its way out of the stairwell and along the fourth-floor corridor, darkness gathering in your wake with your intent. As you are about to knock on the door of the suite, the door opens and an irritated voice begins "I specifically asked that I...." the words trail off as the woman you'd previously only seen before in video footage sees your party. "Good morning, Eiko-san. I got your letter." Blue eyes meet reddish brown eyes as the temperature in the corridor drops ten degrees."I and my associates are here to discuss your presence in my city. And your....personal options."
    [X] Everyone (save the unnamed mooks)
    -[X] Molly uses Etiquette excellency
    -[X] Molly uses All Things Betray
    -[X] Lydia uses Manipulation excellency.
    --[X] Wan kuei are here for and because of you, but that does not matter. They are here. In Chicago. Messing with its leylines, killing the people living in and below its streets. This is not only about you now. It's about everyone who lives here. And so, as you step out of the elevator and into the corridor leading to lady Eiko's room, you are accompanied not just by your allies and friends coming to your aid and protection, but by representatives and defenders of the factions of Chicago. To your right walk mortals who are not to be underestimatid: the Warden Commander of the White Council, the Shih Master, and the commanding officer of the Chicago's special investigations department. To your left, are those who wield or are the powers beyond mortal ken: daughter of the god of death, Chooser of the Slain, and the Knight of the Cross.
    [X] Plausible Deniability
    - [X] Brother Divsimar, skilled Shih Master
    - [X] Lydia, Daughter of Arwan, Once King of the Underworld
    - [X] Stunt: Use the Crown on an image of Lady Eiko to learn her plan to betray the Will, and if that doesn't tell you the orders she's bound by, ask that when you see her. Before going up, quickly brainstorm with your allies how to adapt her plan/work around her constraints. In the room, allow your anima to flare with the light of a dead green sun, cutting through the false darkness of her temporary haven. Then, use your knowledge of her plans to hint to her that you can offer a better deal, without tipping off any audience, under the guise of negotiating for a return of the hostages. Use the relevant Excellency to support making your case and passing on you message. Tell her your phone number to arrange another follow on meeting.
 
Its a hard rule of Exalted that your own charms dont cause you unintentional harm, at least when used as intended.
We could stare into Oblivion with All Encompassing Solar Sight or Essence Dissecting Stare and it would do nothing to us besides what we chose to stunt.

Seeing a lesser akuma's secrets are not going to make us flub a social meeting.

The follow up to the chapter where we first used it seems pretty clear in the implication that we'll have a noticeable reaction to what we see that could cause us to flub a social situation.

Even if it shouldn't, we still have to plan around what is happening. Like with reflexive mental defenses having an exploitable gap at activation.
 
If she's under surveillance we're already made. Molly is sitting with a van full of mercs and important figures from the local supernatural scene. Michael got picked up from his license plate of all things being on file with the red court. They'd have to be idiots not to have noticed us by now.

I also disagree with your fundamental assumptions on the Akuma. I don't think it's likely that there's a specific escape plan so much as loose desperation that peaks and falls off with opportunity.

While the Akuma do have limits on their free will, Emma-O's weird fetishes clearly limit the effectiveness with which those restrictions are leveraged. I think it's a good bet that she can work around her limitations if given motivation to take us seriously and try it.

I also think this is our best bet, because shenanigans like trying to claim to be her boss's boss don't make any sense in context. Every Yama king claims that prize, and most of them have better claims than Molly since they're technically insiders to the struggle and she isn't from a political perspective.

Remember that Lady Eiko is meant to be meeting Molly. The fact of a meeting isn't a problem. The fact we've brought bodyguards isn't.

The content and attendees of the meeting could well be.

I disagree that it's Emma-O's weird fetishs. I think it's hard to give sets of unbearable orders that are flexible enough to allow an akuma to respond to changing circumstances and also control them completely without leaving loopholes.

She'll have found a set of loopholes, but we need to know what those loopholes are to align with them. If we just blunder in we're likely to trigger a standing order in a bad way. The fact that she has a way to navigate the loopholes doesn't mean she can do so freely if we ignorantly blunder in and try to bully her directly to defect.

For example, if she's ordered to act in Emma-O's best interests and she's double thinking what his interests are then we could easily mess that up.
 
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Exalted magic gives zero shits.
Seriously, Rendered Villain Dispersal is a 1 dot charm that allows for whats effectively intercontinental instant teleportation.
Demonic Primacy of Excellence dominates a broad range of CoDs.

Akuma in this setting are a specific class of sapient, with a set of common features.
They qualify for MiS

Akuma don't qualify for default ExWoD MiS. They aren't bakemono.

In this setting; the problem they have isn't inherent to their nature, but to their choice to sell ownership of their soul and pledge obedience to a Yama King. They'r still Wan Kuei, just ones who have given some one else admin permissions to their soul.

I could see MiS applying to Wave or Fire soul. It shouldn't, as it wouldn't in ExWoD, as that's what the much more expensive False Spring is for, but given MiS applies to ghouls when it wouldn't in ExWoD, I could see it.

That isn't the case with an akuma's choice to sell their soul.

MiS shouldn't be a get out of all consequences free card.

Just like MiS shouldn't protect a human from the choice to give away their true name it shouldn't protect a Wan Kuei from the consequences of choosing to sell their soul.

The consequences of someone knowing your True Name is not intrinsic to the condition of being a member of a supernatural class of being. If it was, then it would.
Ditto with service to Mab.

It wont give an animal sapience,
But it will protect a sapient animal from having its sapience taken away becuse it stopped obeying its maker.
My two cents.

Akuma aren't a unique class of metaphysical being. These Akuma are Wan Kuei that have renounced their dharma and have sold ownership of their souls to a powerful entity. That gives that entity power over them just like someone knowing their True Name or having sworn fealty to another does. It's almost literally the same. They've put themselves under someone else's power and forsworn having a dharma, the thing that usually uplifts them from their normal state, making them extra vulnerable.

You can also have shapeshifter akuma, wizard akuma, divine messenger akuma, whatever. They're still their original species as well.

Unless MiS gives immunity to the consequences for selling your soul or your name in general it shouldn't give immunity to these consequences.

These are still Wan Kuei with all the consequences that brings. They're just Wan Kuei who have sworn themselves to the Yama Kings.

Your logic is that a Winter Knight or Lady would be free of Winter if they did what Molly told them.

Actually, do you think that regular humans subject to MiS need to eat? Or breathe? Or do they age? Are they subject to Red Vampire spit addiction? Can they be bound with their current true name? Those are all downsides of being human rather than another clas of entity that lacks those features. What about gravity? Many entities aren't effected by it. Should MiSed humans be?

Tbh I think it was a mistake for DP to apply MiS to anyone that wasn't spirit ridden like a bakemono. White Court vampires make sense as they basically are bakemono from a bakemono family possessed by a lust bane. Ghouls and anything else massively expand the scope of the charm. It's meant to apply to a limited class of being, not to everything in the setting. Just apply to bakemono and White Courts means it's just, or even more useful than it's intended to be.

As I say above; Infernals get a charm for other being, False Spring beckons. And even that still wouldn't allow you to dodge the fact that you've sold your soul.

Its a hard rule of Exalted that your own charms dont cause you unintentional harm, at least when used as intended.
We could stare into Oblivion with All Encompassing Solar Sight or Essence Dissecting Stare and it would do nothing to us besides what we chose to stunt.

That's totally not true; by the way. Charms can absolutely do health or limit track damage.
 
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We have Occult 5, a specialty in Kakuri, and we've had some flashes of future charms, like the last XP buy where we had a flash of our Bakemono charm where it was relevant to the conversation. Why don't we just ask @DragonParadox if we IC think we can deal with the akuma's servitude, and how, instead of fruitlessly arguing back and forth about our individual interpretations of the limitations of our charms in this situation.
 
The follow up to the chapter where we first used it seems pretty clear in the implication that we'll have a noticeable reaction to what we see that could cause us to flub a social situation.

Even if it shouldn't, we still have to plan around what is happening. Like with reflexive mental defenses having an exploitable gap at activation.
I forgot we had actually used it.:oops:

Nevertheless, going back to read that chapter, you'll notice there was no Willpower roll for control or to avoid flubbing a social situation like Yog said would happen
It was fluff. I expect much the same fluff if we use it here. I might balk at using it on Mab face to face, but not a shikome.

My plan is just that the more we know about major events in a person's life, how they reacte and what drives them, the better we get at understanding and managing them.
Thats definitely applicable to an akuma who we are trying to subvert.

Remember that Lady Eiko is meant to be meeting Molly. The fact of a meeting isn't a problem. The fact we've brought bodyguards isn't.
No, you are inaccurate.
Molly was supposed to be meeting Lady Eiko on midnight of the 5th at Ping Tom Park's dock.
Not on the morning of the 3rd at the Jaslin Hotel.

Furthermore, the greater akuma and half the akuma in town attacked our people and kidnapped them after we took in Tuzi to sanctuary. They will have interrogated them under Obligation for what we told them about Tuzi. The greater akuma knows one of our whampires escaped in time to report to us. They know Porter will talk to us about the attackers as soon as we visit next.

They arent stupid. WE arent stupid. Open hostilities are in effect.
Whether Eiko knows it or not.

Akuma don't qualify for basic MiS. They aren't bakemono. The problem they have
Not in this cosmology. This is not vanilla WoD.
Akuma aren't a specific class of metaphysical being. Akuma are Wan Kuei that have renounced their dharma and have sold ownership of their souls to a powerful entity. That gives that entity power over them just like someone knowing their True Name or having sworn fealty to another does. It's almost literally the same. They've put themselves under someone else's power and forsworn having a dharma, the thing that usually uplifts them from their normal state, making them extra vulnerable.

You can have shapeshifter akuma, wizard akuma, divine messenger akuma, whatever. They're still their original species as well.

Unless MiS gives immunity to the consequences for selling your soul or your Nar in general it shouldn't give immunity to these consequences.
1)Molly has Occult 5 as a Key Ability with a specialty in Kakuri, and an Occult Excellency.
This is literally her area of expertise; she knows more than anyone who still counts as a mortal.She wrote the Book of Yomi Wan.

She has Brother Devsimar with her, who also is a fair hand at kuejin and akuma lore.
If neither of them raised an objection to the idea of interrogating or subverting a lesser akuma, then I put it to you that you are wrong concerning how it works in this crossover setting.
 
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No, you are inaccurate.
Molly was supposed to be meeting Lady Eiko on midnight of the 5th at Ping Tom Park's dock.
Not on the morning of the 3rd at the Jaslin Hotel.

Furthermore, the greater akuma and half the akuma in town attacked our people and kidnapped them after we took in Tuzi to sanctuary. They will have interrogated them under Obligation for what we told them about Tuzi. The greater akuma knows one of our whampires escaped in time to report to us. They know Porter will talk to us about the attackers as soon as we visit next.

They arent stupid. WE arent stupid. Open hostilities are in effect.
Whether Eiko knows it or not.

What matters isn't just external watchers but also Eiko's interpretation of the orders she's been given. If she doesn't know open hostilities have broken out she may have more freedom for creative reinterpretation.

Also; the devils watching her may not have their orders updated.

Not in this cosmology. This is not vanilla WoD.

By your logic, we could have used MiS on Arawn and Mab would have been unable to do anything to him. He's part of a class of entity 'vassals of Winter' who is vulnerable to their bosses' authority.

Similarly, if we recruit some Chicago cops to our service, by your logic it's impossible for their bosses to sack them or discipline them if they're insubordinate.'Chicago cops' is a cross of being.

1)Molly has Occult 5 as a Key Ability with a specialty in Kakuri, and an Occult Excellency.
This is literally her area of expertise; she knows more than anyone who still counts as a mortal.She wrote the Book of Yomi Wan.

She has Brother Devsimar with her, who also is a fair hand at kuejin and akuma lore.
If neither of them raised an objection to the idea of interrogating or subverting a lesser akuma, then I put it to you that you are wrong concerning how it works in this crossover setting.

Or they consider that it's normally impossible but may be possible to gather information in the process of negoatiating.

Or Brother Devsimar has seen her pull off bullshit before and assumes she can again. Or thinks that this is a power play where we give them a literally impossible demand before brutally murdering them rather than a genuine offer.

Also, the QM has no obligation to interrupt us from making a mistake on an unprompted write-in when we know all that I've told you OOC, voters have been repeatedly warned by me that it's probably a terrible idea, and we've had plenty of opportunity to use the Crown to learn what we need to do make it work and refused to do so.

Akuma defecting isn't impossible. It's just incredibly difficult. We can, I believe, get them to defect between using the Crown to learn the loopholes in their orders and other charms to persuade them to use them.

What we can't do is be a lazy bully and try to brute force it with essence and intimidation.

That's the problem here. It's just a desire to posture and show off that means we're likely to fail because we refuse to engage with the likely constraints that the people we're dealing with are under.
 
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1)Molly has Occult 5 as a Key Ability with a specialty in Kakuri, and an Occult Excellency.
This is literally her area of expertise; she knows more than anyone who still counts as a mortal.She wrote the Book of Yomi Wan.

She has Brother Devsimar with her, who also is a fair hand at kuejin and akuma lore.
If neither of them raised an objection to the idea of interrogating or subverting a lesser akuma, then I put it to you that you are wrong concerning how it works in this crossover setting.
Wasn't Devsimar skeptical about the whole thing?

Even if MiS can't, we have Micheal with us. That's basically the DF equivalent of "we have a hulk" for all kinds of things.

If anything in the modern world can save damned souls yearning to be free from bad deals with hellbound monsters it's a knight of the cross.
Their rules are frustrating, but given even a hint of loophole to act through Amoraccius is exactly the sort of power who could yank Eiko's soul out of Kakuri and spank Emma-O in his own court for trying to stop it.

She'd probably have to face the white god's justice afterwards, which is a tough sell, but it's better than hell.
 
Well, looking over it, it looks like at the very least, Prayer Eating technique at the higher dots can almost definitely break the akuma contract, since the 5-dot power "is capable of shattering and replacing existing powers of slavery and obligation," but that requires them to genuinely worship us, and we have to have absorbed essence from them using the 4-dot power at least 10 times, when you can't use it on them more often than once per day. And also, obviously, it requires us to buy all 5 dots of Prayer Eating, which costs 30 XP even with Infernals getting a discount.

Of course, this technique is noted as being useable by non-Exalted, and is supposedly actively in use by the Hungry Dead of India, and being considered blasphemous for it by the rest, and a sidebar in ExvWod says it's explicitly underpowered compared to native Exalted charms, so if it can break those bonds, there's almost certainly a native charm in our toolset that can potentially do the same thing. It's just a matter of figuring out which one it is.
 
To your left, are those who wield or are the powers beyond mortal ken: daughter of the god of death, Chooser of the Slain, and the Knight of the Cross.
This seems an awful lot like stunting Gard into exactly the position she warned us not to. She's not here as a Chooser of the Slain; she's here as a mercenary we hired
 
The only charm I can see that can remove a Yama Kings control is VEE to outright remove the soul from their control. The Yama Kings control is an active effect done to Akuma by the Yama Kings, not a passive effect intrinsic to the Akuma's nature that MIS or other charms can halt.
 
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You could try it, I suppose, but it would be pretty hard to thread the needle with the core principles that underly all the Orthodox Dharma, the Great Principle of Xue.

If we're dealing with dozens of elder Centipedes, we're screwed as well.
I was mostly thinking about Eiko.

The mooks are propably just mooks.
You can bonk a Chin Mei over the head and use some mind-disciplines or rituals to forcibly domesticate them on a philosophy of your choice.
Wan Kuei are terribly vulnerable in their first time after the Second Breath after all.
 
Paths of Sorcery
EDIT: Updated with Psychic Phenomena.
EDIT2: Updated with Paths from Paranormalists Handbook and W20 Kinfolk.

People mentioning what Paths of Sorcery they would like to get has prompted me to get back to finishing up this summary of the available Paths from Sorcerer Revised and M20 Sorcerer. So people who don't have the RPG books can have at least some idea of what others are talking about. These are also the rules that most Practitioners, including the Ordo Lebes, will likely be using for their powers.

Now I am going to be using mostly M20 Sorcerer as the base for this as it is more recent and intended for use with the 20th Anniversary Edition rules, it also consolidates some extra Paths that didn't appear in Sorcerer Revised. Though I will reference Revised where necessary. Just to be clear, when I say Revised I mean Sorcerer: Revised Edition and when I mention M20 I mean M20 Sorcerer.

The M20 core rules for casting and using Path Magic are neater and more consistent, however some of the standard Aspects have issues with scaling that render the lower/mid levels much weaker than Revised. Given that the higher levels are at least as strong, I think this is due to not properly balancing the mechanics during writing, not an intended change. All examples below use the published Aspects as is, unless noted otherwise.

  • A Sorcerer has a specific Attribute, determined by how they practice magic, this is the characters casting attribute. (Molly's appears to be intelligence)
  • Each Path they learn has an Ability associated with it, determined by how they practice that Path, this is the characters Path Ability. (Molly's alchemy is based on craft)
  • Paths are rated 1 to 6, though 6 represents legendary mastery and is extremely rare (for non-Exalts at least). The actual rules for 6 dots in a Path appear only in Revised. Though M20 does mention that going beyond the fifth dot in an aspect may be possible.
  • Paths have spells and rituals, spells are quick magic that generally takes a base of one turn per level, rituals are slower and usually take 10 minutes per Path level. Generally Rituals allow the caster to achieve much greater effects than an equivalent spell, but are more effort intensive. Usually a Sorcerer can cast any spell they have sufficient Path dots for, but have to learn each specific ritual they want to use.
  • Spells have aspects, these are variables in the spell like duration, range, damage, area, sympathetic connection ect. The level of a spell is the level of the highest Aspect in the spell. A Sorcerer cannot use an aspect of a higher rating than their Path Level. Rituals also have aspects but they get [Path Ability] bonus successes to pay for aspects and often expand the scale/scope of aspects.
  • To cast a spell/ritual the caster spends 1 point of willpower and rolls [Casting Attribute] + [Path Ability] against a difficulty of [spell/ritual Path level + 4]. You usually need one success for each level of each aspect in a spell. If you don't have enough successes the spell fails completely.
  • You can lower the difficulty of your roll by spending Mana
  • You can shorten the time to cast a spell by increasing the difficulty by 1 for each turn shaved off the casting time.
  • You can cast spells as extended actions, each roll after the first (which takes the normal casting time) takes one turn. Rituals can also be cast as extended actions in Revised, but M20 doesn't give a specific rule regarding this. (The logical extrapolation of the rules for M20 would be generally 10 minutes per extra Ritual roll.)
  • Teamwork can be used to group cast spells and rituals this extends the casting time.
  • All paths that can use both rituals and spells have a 5 dot ritual that allows a Sorcerer to store a spell in an object for later use.
  • Rituals listed are examples of power/capability not the full width of what is available to a Path.
  • This is the basics, I have not covered various additional rules.
The common aspects are, Area, Damage/Healing, Distance, Duration, Number of Targets, Metaphysical Weight, Passengers, Range, Sympathetic Connection, Travel Speed and Weight.

A spell/ritual does not need to have all Aspects available to a path, applying 0 in an Aspect simply means the spell doesn't have that variable. (For example Fascination spells can be cast via Sympathetic Connection or directly at the target with Range, they don't require both.)

Scaling on Aspects is generally lower than Sphere Magick and is capped at [Path level] successes, in general don't expect Path Magic to directly match what the Awakened (or in DF Wizards) can do.

Most of the Aspects are fairly straight forward but some are a bit less intuitive:

Metaphysical Weight - How mystically powerful the subject is, covers all creatures, but the relevant tiers for Spirits are:
1 - minor gafflings and equivalents.
2 - powerful gafflings and weak ghosts.
3 - most jagglings and ghosts, servitor demons, notable elementals.
4 - powerful jagglings and umbrood preceptors, strong demons.
5 - Incarnae, Barons of Hell, very powerful Elementals.

Damage/Healing - 2 Dice of damage of healing per level, aggravated costs 2 additional levels to deal/heal. Remember Aspects are capped at [Path rating] levels/successes, thus damage is capped at [Path rating]x2 dice.

Sympathetic Connection - used to cast spells via links rather than range/LoS.
1 - physical contact
2 - True Name (full mortal name, not DF True Name)
3 - body part (including blood, hair ect.)
4 - prized possession
5 - any possession

Rituals only, no Spells, Alchemy calls its rituals recipes
Doesn't use Aspects
Time: One day per level of recipe, reduced by One day for every dot in [Path rating] above the recipes level, if reduced below one day time becomes several hours.

Alchemy is simply the Path of one use consumables and transmutation. Alchemical products are things that provide some temporary effect when used or are substances that have some unusual innate properties. Alchemy is focused on transmutation, refinement, purification and transformation and it products reflect this. You can turn lead into gold, make healing potions, create acid that burns ghosts or produce impossible alloys, but not produce love potions or elixirs of bad luck.

Consumables produced by Alchemy usually have a shelf life, though it may be years in some cases, while transmuted substances are generally permanent.

Alchemy needs equipment and resources to use, with higher tier recipes requiring more extensive gear and generally costlier or rarer ingredients.

At basic level an Alchemist can produce refined or improved versions of normal chemicals and substances, including pharmaceuticals and industrial products.
At intermediate level they can increase capabilities beyond human limits, grant temporary minor supernatural abilities, create materials that exceed normal limitations and make substances that do supernatural things.
A Master Alchemist can create potions that greatly slow or halt aging, replicate the effects of powers of up to the third dot, grant outright superhuman capability and produce substances with major supernatural properties.
The Alchemists of Legend can freely transmute materials, produce elixirs of youth, manufacture the most exotic of substances and similar feats of puissance.

The Path fits neatly into DF as is, it covers potions, magical substances and transmutation, which are the kinds of things we see various characters using/making quite a few times.
Aspects - Distance, Number of Targets, Weight, can also spend successes to have the conjured object act without needing to touch it.

Conjuration (aka apportation) is the art of summoning/moving objects and beings (though not the Sorcerer). It allows you to pull rabbits out of hats, shotguns out of vests and at the highest levels drop a car (or an elephant) wherever you please.

Conjuration is instantaneous, the object/being vanishes from it current location and appears where the Sorcerer directs. Things move from their current location to the vicinity of the Sorcerer, it doesn't allow sending things to distant locations, changing locations in the presence of the Sorcerer is allowed. Conjured objects also can be made to animate for a few turns when summoned, this can be used to make attacks or manipulate things.

Basic skill only allows coin tricks and otherwise moving tiny objects at a distance of a few feet.
Intermediate skill allows them to move up to ten targets massing up to 100 pounds 100 feet.
Masters can potentially move hundreds of targets with the total mass of a car or elephant up to 5 miles.
Legendary Conjurers can move a fully loaded 18-wheeler 50 miles, or make it rain coins around them.

Though very much a trick associated with magicians, the Path of Conjuration isn't really a power seen much in DF. It is just moving something else from point A to point B, so it does make a good talent for a Practitioner as its applications are limited mostly by how inventive the wielder is.
Aspects - Distance, Travel Speed and Passengers; also costs a success for each barrier that must be bypassed to get to the destination and teleportation add two successes to the required total.

Conveyance is the Path of magical transportation, everything from boosting speed to run somewhere, making you car fly across a river to just just teleporting somewhere directly.

Teleportation is not necessarily instant, it still takes time based on the travel distance and the Travel Speed Aspect to reach the destination. Distances given are for populated areas like cities, open areas or wilderness increase the maximum distance significantly.

With basic skill the Sorcerer can move across a room about 3 time faster than they could run, but they wouldn't bring their clothes along or use a ritual to double their running speed for several minutes.
At Intermediate level they can teleport themselves and someone else 100ft or with a hanging Ritual teleport back to a pre-prepared location from 50 miles away.
A Master of Conveyance can move 5 miles instantly with up to three passengers or Ritually create a multiple use two way gate between two points.
Legendary Conveyance allows for always arriving in the nick of time and rituals to build permanent portals or move large groups.

Conveyance slots fairly neatly into DF. While magical travel/teleportation other than the Ways isn't much of a thing, Conveyance allows magical transportation around the local area without invalidating the need for Ways to handle longer journeys.
No distinction between spells and rituals
Aspects - Time Period, Accuracy and Query (how complex the question is)
Time - casting time is determined directly by whatever practice the Sorcerer uses for this Path

Divination is the Path of prophecy, foresight and visions. It enable the Sorcerer to pose questions to the universe and receive visions and omens in answer.

Divinations of the future, no matter how accurate, are never set in stone, as the very act of viewing the future changes it and the future is an ever changing muddle. This Path can be used to ask questions about the past and present as well.

A novice Diviner can only ask simple yes or no questions about things no more than a day in the future/past, the answers will be incredibly vague and difficult to interpret.
With intermediate skill a Sorcerer can ask questions that could be answered through research of publicly available knowledge concerning things no more than one month ahead/behind and their visions will be accurate but vague and open to misinterpretation.
The Master of Divination can ask very detailed questions that require lost, destroyed or deliberately hidden information to answer from a decade away and the answers will be accurate, often easy to interpret, but still subject to human error.
A Sorcerer with Legendary skill in Divination can seek answers to almost any question covering things two decades ahead or almost unlimited behind, they will know what will happen, when it will happen and who it will happen to, unless they are wrong, of course.

Divination works great as is in DF, there are plenty of prophecies, ancient secrets and beings with uncanny knowledge or insight.

To make things easier on storytellers (or DP is this case) it very explicitly can't give absolute answers about the future and while it can give quite clear answers at higher levels, it tends to be highly symbolic and abstract about its answers. Further there are whole sidebars in both Revised and M20 stating that this Path is only directly open to players with storyteller permission due to how much it can muck with the story, so DP you have authorial approval to ban this Path if you want.
Aspects - Metaphysical Weight and Spiritual Reach

The Path of Ephemera is the art of shamanism, spirit pacts and negotiation. This Path allows the Sorcerer to contact and negotiate with spirits, in exchange for chiminage or sometimes other considerations the spirits beckoned by this Path can assist the summoner or carry out tasks for them.

Ephemera allows summoning and communication with spirits, but does not compel them. Calling up a spirit is an invitation to that spirit and provides an opportunity for that spirit to appear or communicate but can be refused without consequence. Many minor spirits are eager to perform feats that express their nature and will perform such for minimal or no payment. Typically Ephemera is aspected towards the Middle or Low Umbra. The Path also provides some social bonuses with spirits, though nothing overwhelming.

At basic skill with the Path a Sorcerer can communicate with and get the attention of local spirits.
With Intermediate skill a Sorcerer can summon specific spirits of up to Jaggling in power.
The Master of Ephemera can summon Incarnae, see into the penumbra, astral project and even fight spirits.

This Path is very much the nice alternative to Summoning, Binding and Warding, unlike that Path its based around social interaction, not compulsion. Ephemera is also better at actually summoning as it can get immediate presence/communication, rather than requiring the summoned to travel to the Sorcerer.

As the Path of shamanism, Ephemera works perfectly in DF. (Mortimer Lindquist is an excellent example of a practitioner with Ephemera(Ghosts) and the Spirit Magnet merit.)
Rituals only, no Spells
Does not use Aspects
Time - Crafting time for the object, plus 1-3 days per level of the enchantment

Enchantment is quite simply the Path of making magical items.

The base item for a Talisman generally needs to be crafted to a high standard to the Sorcerer. Talismans created by Enchantment have one function, they do not posses multiple powers. Talismans are usually permanent or have a set number of uses.

One dot Talismans are rarely noticeably magical, they add one to an attribute/ability roll or decrease the difficulty of an attack or ability by 1 or provide other minor boons.
Three dot Talismans can be obviously magical items, such as two dice to up to three attributes or abilities or replicate one dot supernatural powers.
Five dot Talismans are potent items that can add 5 dice to a roll, boost attributes to superhuman levels, reproduce 3 dot powers or benefits of similar magnitude.
(Six dot Talismans don't have defined capabilities but by extrapolation they would probably be equivalent to 4 dot powers)

(Further there is something rather odd about the example high-tier Talismans from Revised, they all seem to have onerous requirements or crippling drawbacks that make most of them inferior to the lower tier ones. Nowhere in either the fluff or rules description in Revised and M20 is there any mention of Talismans requiring major downsides, just in the example items carried over from Revised.)

Enchantment is a straight 1 to 1 port for the DF setting, doesn't really need any changes or adaption. Though I would advise ignoring the sample Talismans because some of them really don't match the rules text of what Talismans are supposed to do.
Aspects - Duration, Number of Targets, Range, Sympathetic Connection, Allure and Willbending (strangely Fascination lacks the Duration Aspect in M20, I assume this is an error as it has it in Revised. Further the Willbending Aspect does not allow any form of resistance in M20, this is grossly unbalanced so I have added a standard resistance roll)

Fascination is about using mental influence to charm and manipulate people. Classic charm spells, mindbending seduction and subtle irresistible suggestions are its domain.

Fascination can apply two different sorts of influence, Allure boosts social dice pools and Willbending directly enthralls targets. targets of Willbending may roll Willpower (difficulty 4 + Spell level) to resist, each success reduces the level of influence by one, orders that that go against the targets character allow the target to spend one willpower to make another resistance roll, reductions in influence are cumulative across multiple rolls.

A Sorcerer with basic skill in Fascination can add 1 dice to social dice pools, draw attention even in a crowd and make mild suggestions that align with the targets personality and situation.
With middling skill a Sorcerer can add 3 dice to social dice pools, influence up to ten people with a single spell, ensure those around them vie for their attention and make suggestions that don't align with a targets personality. With a Ritual they could influence everyone, guests and staff, at a social event to treat them as a VIP regardless of if they were invited.
A Master of Fascination can effect hundreds of people with a single spell, influencing to obey their requests and making their suggestions almost irresistible even if they wildly defy the targets character and situation.
Legendary Fascination can influence thousands of people and turn them into slaves utterly obedient to their new owner.

Very much appropriate for DF, this is straight up Black Magic Enthrallment and mental manipulation, even the social boost is black magic as it operates by messing with others minds.
Aspects - Duration, Number of Targets and Severity. Fortune determines all durations as if the Duration Aspect were 1 higher than its actual value.

The bending of the tides of probability, both blessing and cursing are available to the Path of Fortune. This Path operates entirely though fate and probability influencing the course of events.

Fortune is an extremely imprecise Path, the Sorcerer determines strength, duration and general impetus, but has no control over the specifics. When targeted at more than one person all targets must be part of a defined group (a family, a small town, an organisation ect). Supernaturals are highly resistant to curses and may roll willpower to negate them (difficulty 4 + [Path rating]) if they become aware of the curse and try to resist. Botches with Fortune tend to be even worse than botches with other Paths, botched blessings aimed at the caster tend to be particularly bad.

At basic level Fortune can produce brief inconveniences or minor weals, such as saying something stupid, stubbed toes or catching a bus just in time. Such spells effect a single target for no more than a scene.
At intermediate level spells can produce major setbacks or bonuses, including serious but not life threatening injuries/illnesses, lasting social setbacks or successes with gambling, luck with relationships, or perhaps getting the one helpful bureaucrat. Such spells can last for a fortnight and encompass groups of up to ten people. With ritual they can even preform greater feats like guiding someone to a potential true love in a few months to a year.
At Master level spells can lead the cursed to a painful and unusual death, blessings are similarly dramatic, providing last minute saves from certain death or victories rarer than one in a million. These blessings/curses can cover hundreds and linger for years. A ritual can bless a family for generations, if someone is willing to sacrifice their life for it.
Legendary Fortune can lay epic blessings and curses that effect entire towns and last for a lifetime.

Straight up luck magic, in DF this is the domain of Wizard entropy curses and the providence wielded by angels. Interestingly this Path also has a Death Curse ritual that allows the Sorcerer to sacrifice themself to power a much larger and stronger curse than they normally could.

In Revised Fortune gained increased benefits from teamwork and group casting, this was removed in M20, a change I agree with as it made an already powerful Path overwhelmingly strong.
Aspects - Healing, successes can also reduce wound penalties or the toxin ratings of poisons/drugs/illnesses.

The art of Healing magic, covering healing wounds, reliving pain and discomfort, neutralising poison and curing disease.

Healing operates at touch range. Healing aggravated damage increases the required level/successes by two.

At basic level spells can heal 2 dice of bashing/lethal damage and reduce wound penalties and toxin ratings by 1 per casting. A ritual can put a willing or unconscious patient into peaceful sleep.
Intermediate level allows spells to heal aggravated damage and reduce poisons/diseases by 3 levels. A rituals can unpleasantly purge all toxins from a patient, even magical potions.
At Master level a Sorcerer can heal minor congenital and neurological problems and cure all but the most virulent diseases with a single spell.
Legendary Healing allows the elimination of moderate neurological and congenital issues and with a ritual revive the recently dead or restore missing limbs.

Healing magic is uncommon in DF, but understandably highly valued.
Aspects - Damage, Range, Area and Special Effects.

Hellfire is the Path of direct damage via elemental effects.

Without extra Aspects Hellfire does lethal damage by fire. The caster is explicitly not immune to their own spells. Spells hit everything in the area of effect automatically, like explosives. Directly dealing supernatural aggravated damage requires two extra successes/levels to inflict. Elemental attacks can take advantage of a targets supernatural weaknesses, like fire vs kindred. The Damage Aspect is capped at [Path level] successes, capping damage at [Path level]x2 dice for a single spell.

Special Effects are demi-Aspects that can be learned, for [effect level + 1]xp that give the Sorcerer access to options that change the elemental nature and effects of the Path. Examples include blinding dust storms, lightning, icy blizzards, decay that only damages non-living objects and more.

At basic level spells can deal 2 dice of damage, across a 1 foot radius, at touch range and available effects include toxic smoke, blinding dust and similar things.
At intermediate level spells can deal encompass a 6 foot radius, at 25ft and the available effects include most elements, such as lightning, causing the earth to split underneath the area or animate and aggressive plants. Rituals can provide limited protection against an element or create a hanging effect that sets the first person to touch the caster on fire.
At master level spells can reach 150ft and have a radius of 25ft, alternate effects can encompass sophisticated elemental manipulation, such as having an existing body of water drown those in the target area. Rituals can store a standard spell in an object to be released later or ignite an entire building with un quenchable flame.

Hellfire with various Special Effect is rather common in DF, anyone launching a direct harmful magic attack that isn't a wizard is using this Path. Also just to cover my bases, the Path of Hellfire (conjuring elemental attacks) has nothing whatsoever to do with DF Hellfire (empowering your magic with infernalism).
(If this Path is used in quest for a Practitioner or Molly I would recommend reducing the base casting time to one turn, as it take far to long to deliver even basic attacks by RAW.)
Aspects - Duration, Number of Targets, Senses and Realism

Illusion is the art of confounding the senses.

By default the Path of Illusion creates false sensory impressions in the minds of its targets. However it can be altered to a separate Path creating free standing illusions that appear to all onlookers by switching the Number of Targets Aspect for the Area Aspect (for size of the illusion).

Illusions exist only in the minds of the targets and have no external reality. Targets can usually notice the deception with a Perception + Awareness roll [difficulty: 4 + Realism Aspect] requiring [Senses Aspect] successes.

At basic level spells can create a completely immobile and fixed (and flat if visual) illusion affecting one sense of one person.
Intermediate level illusions can effect three senses of ten people and generate illusions that can change with perspective and even have simple moving parts.
Mastery allows illusions effecting all senses of hundreds with illusion that are fully immersive.

Messing with perceptions isn't a rare thing in DF, though the default form of this Path is black magic due to being based around mind-tricks. Though some things that Wizards us, like veils, are solidly mind-whammies, so maybe this path would get a pass from the White Council.
This Path summons inclement weather by drawing winds and tempests from the Shadowlands. As it siphons energy directly from the Low Umbra it weakens, pacifies and at the highest levels harms ghosts.

Maelstroms is incompatible with the DF setting due to relying on metaphysics and associations that don't apply. It might be inspiration for new ways necromancers can mess with ghosts, but the Path itself is inappropriate.
(They renamed this Path from Mana Manipulation to Quintessence Manipulation between Revised and M20, but I prefer the older name and it fits the DF setting better anyway.)

Aspects - Area, Duration and Flow

Mana Manipulation is the art of sensing, controlling and directing mystical energies. Whether called mana, quintessence, chi, gnosis, essence, sekhem or many other names this Path bends the flow of mystic energies.

Mana Manipulation includes all forms of magical energy control and influence, both external and internal, including geomancy, feng shui, chi control, manipulating chakras and more. It includes sensing and examining mystical energies. Geomancy/feng shui can allow blessings/curses on an area or act as a power source for magical workings. This Path can also be used to directly disrupt the powers of others by channeling energy into counterspells (Per Sorcerer rules you can counterspell active powers from almost any supernatural).

At basic level a Sorcerer can sense energies in an area or objects and determine resonance, such sensory perception spells last a few minutes.
At intermediate level sensory spells can be used to perceive the subtle flows of others magic and allow the fine perceptions of the energies of others allowing examination of meridians and chakras or the judging of magical potential. Spells can disrupt or divert flows, forcing geomantic nodes into temporary dormancy or allowing power to be stored in objects. Rituals can enable the creating of consumable stores of mana (tass/mana potions) or allow the adjustment of local geomancy/feng shui in a building sized area.
At master level fine nuanced control becomes possible, spells can draw energy directly from places of power or the reserves of others, influence the flows with an individual greatly affecting their health and granting merits or flaws, directly channel extra energy into counterspells to enhance their power, block others from using their own energies or even alter the resonance of mana, cleaning tainted mana for use.
A Legendary Sorcerer can channel vast energies, even creating temporary upwellings of mana with spells or reshape the geomantic landscape with rituals.

In DF Mana Manipulation covers everything to do with leylines and is pretty important for powering the big rituals we see in the books. Note that in WoD mana/quintessence/chi/sekhem/gnosis ect are all forms of the same underlying stuff, as magic in DF is similar in it all seems to be variations of the same energies, this Path should function just like it does in WoD. Essence, due to being a condensed primal form, is probably harder to work with directly than the standard and may require a higher Path level to manipulate.
Aspects - Duration and Ghost Binding

The Path of Necromancy grants power over the spirits of the dead by channelling the energies of death.

Necromancy manipulate ghosts, it doesn't directly involve corpses or objects (no zombies). Casting a spell or ritual of this Path causes [Spell/Ritual level] levels of bashing damage to the Sorcerer, in addition to the normal cost, due exposure to the energies of death. Failing a spell/ritual of this path causes the caster to be overwhelmed by despair suffering a derangement for an hour.

At basic level spells allow the Sorcerer to perceive and communicate with ghosts, with a ritual they can peer into ghostly realms adjacent to the living world.
Intermediate level spells can infuse the caster with death energies intimidating the dead and force a ghost into corporeal form allowing physical interaction. A ritual can allow the caster to straddle the line between ling and dead for several minutes, letting them interact directly with both.
Master level spells can summon any ghost whose true name (full name, not DF true name) the caster knows or compel the obedience of any ghost whose will the Sorcerer can overpower. Rituals can temporarily make some far more vulnerable to possession by the dead, steal lifeforce from living victims and equivalent feats.

The Path of Ghost enslavement, in DF any practitioner/sorcerer compelling the spirits of the dead to obey is probably using this Path or Summoning, Binding and Warding.
Aspects - Area, Duration and Impedance, also Damage and Range for direct attack spells

The Path of the ghosthunter, specifically the hunter bit, Necronics uses the casters life energy to harm ghost and disrupt their powers.

Basic level spells can disrupt active ghostly powers in an area.
Intermediate spells increase the local shroud rating or can trap a ghost in a fake pocket realm. Rituals of this level can create a small bubble of impenetrable shroud or disrupt ghostling activity across a whole city block.
At Master level, spells can directly attack ghosts or create areas that rapidly harm ghost within them. Rituals can extract information about a ghost, even its passions/fetters/true name or with the ghost name and one of their fetters, inflict major changes on a ghost directly.

More Necromantic jackassery, in DF this is appropriate for necromancers dealing heavily with ghosts along with the preceding Path.
Aspects - Sympathetic Connection and Dreamwalking.

Oneiromancy is the magic of entering, observing and manipulating the dreams of others.

Lucid dreaming is a talent/merit not Path Magic. This Path involves the dreams of others, messing around with your own dreams is lucid dreaming and the Demesne background.

Basic Oneiromancy spells can touch the dreams of another, seeing flashes of imagery that can be interpreted to grant insight about the target.
An Intermediate Dreamwalker can fully enter the dreams of a target or observe them from outside the dream. They can transform the dreams they encounter, mimicking the Nightmares flaw or soothing the dreamer to gain an extra point of willpower from sleep. With a ritual they can invade a targets Demesne and attempt to control it, though they are at a significant disadvantage to the owner.
With Mastery, specific and detailed dream sequences can be sent and multiple dreamers can be drawn into a shared dream.
The Legendary Oneiromancer can physically enter into the realm of dreams and draw forth objects or even living things to the physical world for a time.

The ability to go wandering though others heads, Rosie seems to have native skill in this and the oneiromancy form of Divination. Causing night terrors and directly messing with peoples dreams is almost certainly considered black magic.
Aspects - Area, Duration, Distance, Number of Targets and Shadowgrip

The literal power of darkness, the Path of Shadows conjures and controls the very stuff of shadows and darkness.

This Path creates and shapes darkness/shadow, it doesn't directly affect light (other than to snuff it out). Spells can dampen existing light and sound. This Path can inflict supernatural fear and terror on its targets and. Magic can be used to directly boost stealth. By default shadows are intangible and exert no physical force, some rituals and legendary spells may change this. Bright light, does not generally inhibit this Path, though some specific effects may be weakened. Spells can be cast on self or others to provide bonuses to stealth, intimidation and identity concealment.

At basic level the Sorcerer can deepen existing shadows and slightly muffle sounds, granting bonuses to stealth or with a ritual grant the power to see perfectly in darkness for eight hours.
At intermediate Level spells can shape and animate darkness, wither light and induce limited sensory distortions in targets. A ritual can harden the shadows on their person for 24 hours, granting 2 points of armour and +2 dice to grappling.
Master level spells can assail targets with nightmarish shades, dampen the senses and wrap the Sorcerer in impenetrable blackness, recording devices exposed to such magics are typically destroyed.
The Legendary Sorcerer's spells can dim the sun across a defined area or even give the shadows physical form.

The path of spookyness, probably Anduriel's favourite magic if he was a mortal. Mostly not technically black magic as you don't
actually have to induce crippling fear.
Aspects - Scale, Subject and Disparity

The Path of physical transformations, Shapeshifting enables adopting human and animal shapes and combination thereof.

Shapeshifting grants human and animal transformations. All spells last for a scene. Shifts can be partial or full. At higher Path levels the Sorcerer can transform others and mix and match features from multiple animals. If adopting a full animal form it is possible to lose oneself in the transformation. Forms grant the full capabilities and sense of that shape.

At basic level spells can perform cosmetic shifts or with ritual copy the form of a human with some of their hair.
Intermediate Shapeshifting spells can change a single body part completely into that of another creature.
With Mastery of Shapeshifting a spell can change the Sorcerer completely into an animal, make three unrelated shifts at once and/or transform up to two subjects. A ritual at this level can transform the caster into a giant version of an existing animal.
The Legendary Sorcerer's spells can freely mix and match traits and even transform into mythic or imaginary shapes (doesn't grant supernatural powers).

Shapeshifting is all over the place in the DF, though most shifters have more specific forms than a Sorcerer with this path.
(Starlight is the Path of voyaging into and navigating the Underworld, it provides the ability to open doors in and out, resistance to hazards, bonuses to dealing with the environment and navigational ability. It is mechanically a direct match to using ways and traveling the Nevernever. Thus I have converted the Path to dealing with the Nevernever as it just fits so well.)

Aspects - Duration, Passengers and Wending

The Path of Starlight is the art of entering and navigating the Nevernever.

Doors opened by this Path allow only the Sorcerer and their passengers to pass, for others they usually don't exist. The Sorcerer may exit the Nevernever by a different threshold than they entered, this requires another casting of Starlight. This Path doesn't provide any combat bonuses, other than improved ability to deal with the environment in the Nevernever. The bonuses granted by this Path's magic only apply to the Nevernever.

At basic level the Sorcerer can open passages into the Nevernever at any doorway or physical threshold and likewise open such gates out, these gates last at most a few minutes.
Intermediate level Sorcerers can open passages that last for a day, grant protections that lower the difficulty of all Awareness, Leadership, Survival and Occult by 1 when dealing with the environment of the Nevernever and grant a general understanding of where a passage may exit the Nevernever and their general location within it
Mastery of Starlight grant a Sorcerer the ability to determine exactly where a passage will lead and where they are, always find their way to a passage out of the Nevernever no matter how deep or turned around they are and bless themsleves and others with -1 difficulty Awarness, Survival rolls and willpower rolls to resit fear/intimidation so long as they are in the Nevernever.

It is the Way travel Path, converted to the Nevernever from the Low Umbra.
Only Rituals, no Spells
Rituals has different Aspects depending on branch
Aspects (Warding) - Duration and Strength (While not mentioned in Revised or M20 warding circles should probably have Area as well)
Aspects (Summoning) - Duration, Number of Targets and Metaphysical Weight
Aspects (Binding) - Duration, Metaphysical Weight and Binding Intensity

The classic Sorcerer power, summoning and commanding creatures, spirits and other things.

There are multiple variants of this Path, each covering a particular category of target, including material creatures (animals and humans), ghosts, demons, fae, spirits of nature, inanimate objects, virtual constructs and more. Each variant must be learned as a separate Path.

Rituals exist to target both specific individual beings and specific classes of beings. There are separate rituals to summon, bind and ward against a specific target. A swarm of small creatures counts as a single target. This Path focuses on compulsion, rituals force the target to obey. It requires different rituals to affect each type of target (ward against vermin is different to ward against humans, even though both are part of the same Path variant).

Warding rituals subtract [Strength] dice from all actions against the Sorcerer by what is warded against, alternatively at level 3+ can create a warding circle that the warded cannot cross unless they achieve more than [Strength] successes on a willpower roll.

Summoning compels the summoned to appear before the Sorcerer. Summoned beings travel by their own power to the Sorcerer, the ritual doesn't transport them.

Bindings compel the target to obey the Sorcerer to some degree, from not attacking them at basic level, to truthfully answering questions at intermediate level or carrying out a task at adept/master level. Targets may spend willpower to resist a binding attempt, but the ritual can be recast to try again. Some beings are powerful enough that they require extra successes (sometimes A LOT extra) to bind, especially those with Metaphysical Weight 5.

The classic art of calling things up and then running like hell because you botched a binding roll. DF has lots of summoning things and using warding circles. Though this is the compel things to appear and force them to obey Path, cooperative/congenial summoning is Conjuration or Ephemera.

(I would advise adding the Travel Speed aspect to Summoning, as by default you generally end up standing around for long periods waiting for whatever you called to reach you and that sort of thing doesn't happen with DF summonings.

Further Summoning, Binding and Warding suffers from the Exalted Craft Problem where it requires you to pay for an entire Path for each version you want to use. If used in quest I would suggest folding all the variants into one Path. The need to buy rituals for specific classes of target already covers the cost for the benefit of being able to call up lot of different things.)
(Weather Control as written in M20 is problematic, the Intensity aspect (type of weather) remains the same as Revised, but they use the standard Distance aspect to determine Area, which results in those with less than 4 dots being incapable of actually affecting the weather, due to only being able to effect comparatively tiny areas. The ability to remove cloud cover in a 20ft radius isn't really weather control. Further due to dropping the high willpower cost from Revised the high end spells can now be spammed. Even though they cover a bit smaller area, they are still as destructive and unlike Revised there is no mention of changes taking time to happen, allowing city wrecking storms to be called up in less than a minute almost at will.)

Now we could just use Revised's Weather Control, but I like the unification of standard casting rules from M20, so I am kitbashing Revised's Aspects in and forming a Path in line with M20.

Weather Control
Only Spells, no Rituals
Aspects - Duration, Intensity, Scale and Speed
Cost - All spells cost [Intensity + 1] willpower points to cast

Weather created by this Path is fully real and behaves normally once the spell expires and may create effects beyond the area of the spell. Changes to weather can have knock on effects based on the size and speed of the change. This Path does not do fine control, other than some very limited ability to direct phenomena, it deals entirely with large scale environmental changes.

Intensity:
1 - Small changes only. This includes warm or cold breezes and slight but noticeable changes in temperature.
2 - Minor effects. Dense fog, create and clear cloud cover or winds in the direction they wish.
3 - Rainstorms and strong winds. Change the temperature by 15K and calm strong seas.
4 - Storms, command gale force winds, lightning, hail and other damaging weather effects. Heatwaves and coldsnaps (change temperature by 20K). Direct the phenomena of a storm (hailstones, lightning, powerful waves, smashing winds ect.) to target individuals, roll [Casting Attribute] + [Path Ability] (difficulty 7) to target. Damage is 4 + successes (bashing or lethal depending on phenomena). Each additional attack require a new roll.
5 - Thunderstorms, blizzards, great waves and other extreme weather. Elemental attacks deal 6 + successes damage.
6 - The most extreme weather patterns, tornados, raging hurricanes/cyclones, lethal heatwaves and killing frosts. Elemental attacks do 8 + successes damage.

Scale:
1 - 50 yards or so, minor changes only.
2 - About a half-mile area.
3 - Two mile diameter, extreme changes cannot take place in an area this small.
4 - Roughly 5 mile diameter, all but the most extreme changes are possible.
5 - Area with a 20 mile diameter, any kinda of change is possible.
6 - An area nearly 100 miles across.

Speed:
1 - A few minutes for minor changes, days for major changes, a week for extreme changes.
2 - Minor changes occur in a minute, major changes take hours to a couple of days, extreme changes take up to a week.
3 - Minor changes take effect in under a minute, major changes take a few hour to a day and extreme changes take days.
4 - Minor changes are almost instantaneous, major changes happen within a few hours and extreme changes take a day or two.
5 - Major changes happen within an hour and even extreme changes usually take place within a day.
6 - Even the most extreme changes and largest storms come within an hour or two.

The big one, Path Magic's apocalyptic hammer, Weather Control can shatter armies and wreck cities. Of course doing so is incredibly blatant (you can literally see such actions from orbit with the naked eye) and it offers somewhat more subtle effects as well. This Path requires strength of its Practitioners, the greatest magics require enormous effort to cast.

Maria Casselli from the Ordo Lebes has a talent for this path.

Psychic Powers:

In WoD it is explicitly left up to the Storyteller to determine for their Chronicle if Hedge Magic and Psychic Phenomena are slightly different manifestations of the same thing or actually completely separate types of power. In DF of course all human Practitioners are just using varying expressions of their underlying magic talents.

In general Sorcerers use tools, symbols and ritual action to manipulate magical energies while Psychics use concentration and raw will to shape their powers. Sorcerers can with sufficient dedication and study learn Psychic Phenomena and Psychics can likewise potentially learn Hedge Magic.

In general Psychic Phenomena tend have have more linear scaling than Hedge Magic Paths and so have less raw power at higher ratings. However they are often easier and quicker to use.

  • Powers are rated 1 to 5, the maximum rating an individual may have in a power in [Willpower/2].
  • The dice pool for all Psychic Phenomena is Willpower.
  • Usually to use a Power the Psychic spends 1 willpower point and rolls [Willpower] at difficulty [Power level + 3], typically only one success is needed for full effect.
  • Psychic Powers don't use Aspects, Rituals or by default Teamwork.
The ability to communicate with and command animals.

Does not work on insects or anything that lacks a brain. Getting animals to do things they are not already inclined to do via communication requires a Charisma + Animal Ken roll.

1 - Commune. Communicate with one animal perceived through mundane senses.
2 - Mass Communication. Communicate with all animals of a species.
3 - Mind Link. Create a mental link with a targeted animal that allow instantaneous two way communication and using the animals senses. Lasts as long as Psychic maintains the link.
4 - Dominate. Compel one animal to carry out one command, must be able to describe command to animal adequately.
5 - Swarm. May now use all lesser powers on as many animals in range as the Psychic wants, regardless of species.
The Psychic continuously projects a field that disrupts the use of all mental-based powers of any sort.

This power is always active but can be suppressed briefly by spending willpower. Works against all mental effects, not just Psychic Powers. Radius of effect and difficulty increase determined by Power level. For obvious reasons Anti-Psychics generally don't have other psychic powers.

Not sure if this power is appropriate for DF, people with it are roving anti-mental influence jammers and that doesn't match how Practitioners usually function.
Allows the Psychic to separate their spirit from their body and go wandering for a time.

The Psychic body is helpless while they project. This is not a sensory effect, the Psychic's astral form actually leaves the body and can interact directly with other spirits. Maximum distance they can wander from their body, duration and what senses they can use are determined by level.

1 - Peek. Vision only, max range one mile, [Stamina] minutes duration.
2 - Errand. Adds hearing, range 100 miles, [Stamina]x10 minutes.
3 - Journey. 1000 mile range, [Stamina]x30 minute duration and may manifest as a silent blurry image for one turn a cot of 1 willpower.
4 - Failsafe. May reflexively activate Astral Projection when stunned or knocked out. Global range, duration is [Stamina] hours, may extended duration by spending willpower. May now whisper while manifested.
5 - Odyssey. Range Global+, duration indefinite. May now speak normally when manifested, manifestation lasts up to an hour per willpower point spent.
The ability to consciously manipulate and control the processes of one's own body.

1 - Mindfullness. Alter biological processes in small ways while concentrating.
2 - Healing Factor. Accelerate healing with rest and meditation.
3 - Surge. Boost Attributes in one Attribute category for one scene (one dot to allocate per success, can't exceed attribute cap).
4 - Toggle Nerves. The psychic can adjust the sensitivity of their nerves, allowing them to deaden or heighten various senssations.
5 - Biological Mastery. Complete control of the Psychics bodily processes. Regulate processes with total control, adjust healing (including regrowing body parts and even soak lethal and aggravated damage.

Very much a power appropriate for Chi Masters and others who focus on their own self with magic rather than the world around them.
The way of mediumship, Channeling allows the Psychic to draw upon the Abilities of the dead via a voluntary form of limited possession. Channelers also have a limited power to sense ghosts and see into the Shadowlands.

By default the Channeler can only bring forth one spirit at a time. Successes add dice to the specified trait at one success per dice, multiple traits from one activation require successes to be divided between them however the Psychic wants. Dice bonuses last for one scene. Default duration of ghost sight is one minute per success.

1 - One Ability. Vaguely sense what ghost are present.
2 - Two Abilities. Identify specific ghosts, see ghostly landscape.
3 - Up to three Abilities. Verbally communicate with ghosts.
4 - Any number of Abilities. Ghost sight last for a scene.
5 - May channel two ghosts at once. If channeling the same ability from both ghosts add bonuses together.

While by default this power is about ghosts, variants are also appropriate for worshippers of the Loa, shamans and people who tap into the Astral realms.

Fairly straightforward power, its about borrowing the skills of whatever spirits you commune with. In DF an unwary Channeler is possession bait, but a careful experienced one is likely to have some immaterial friends as well as this power.
The power to project the Psychic's senses to remove locations.

Protections against magic perception apply to Clairvoyance. Clairvoyance forms a sensory link via connections/sympathy, the Psychic's spirit stays put.

1 - Gain sense impressions of target, successes determine clarity, maximum range 1 mile. Requires additional roll and willpower point to refocus on new target.
2 - Mildly distorted sight and unreliable sound (3+ successes for clear sight, 5+ for sound). Range 10 miles.
3 - Clear sight and sound, muffled touch. Range 10 miles per success. Refocusing requires a roll but no longer cost willpower.
4 - Clear sight, sound and touch, muffled smell and taste. Range 100 mile per success.
5 - Clear full senses, range 1000 miles per success, no roll needed to refocus.

Pretty much the standard scrying effect. Totally appropriate for DF, shows up whenever someone uses an effect to observe things they aren't actually present for.
The power to Psychically control electronic devices and computer systems.

Does not give any feedback from target (that requires Cyberpathy). All powers past the first require perception of the device's display or other means of receiving feedback. Does work on technomagical items, though they may resist. Default range is line of sight.

1 - Switch. Turn devices on or off. +2 difficulty to toggle physical relays instead of an electronic one.
2 - Remote. Control device without access to the controls. Does not provide credentials.
3 - Glitch. Disrupt functioning of device, causing lockups, blues sceens and other temporary failures.
4 - Spoof. Bypass or falsify credentials. Can now make a system do anything it is capable of doing.
5 - Overclock. May boost Psychics use of a device at cost of damage that degrading device performance.

The control half of Technopathic ability, potentially very powerful in the modern world. While not something that a Wizard is likely to consider, a Practitioner doesn't innately have their problems with sophisticated electronics.
The ability to read information directly from electronic systems.

Default range is line of sight. Usually powers take several minutes to use. Can be used in conjuction with both normal computer use/hacking and Cyberkinesis. Can be used on computerised systems, detached memory storage devices and media. Does not require target to be powered.

1 - Map Structure. Examine complete directory of all files on device, determines both location and properties.
2 - Read Only Mode. Read files, examine simple graphics and text, determine the functions of executables and applications, does not decrypt files.
3 - Download. May copy files from target to psychics mind. May not execute files in Psychics mind, but can write/edit files. Can download stored files to any device linked to with Cyberpathy.
4 - Remote Access. May now use Cyberpathy on any device on the same network as local device.
5 - Enigma. Psychic can now crack encryption at will. May Encrypt or Decrypt at will, can crack even heavily secured systems or improve digital security of targeted device.

The perceptive half of Technopathy, can be scary if combined with actual computer skills (especially 4 and 5 dot powers). Like Cyberkinesis not something we have seen in DF, but rather suitable for a tech focused Practitioner.
Manifest goop that is a form of raw spiritual matter and thus able to interact with both spirits and the material.

When not otherwise manipulated ectoplasm generally seems to be a weightless cold slick translucent gel. Regardless of apparent material form all ectoplasm is solid and almost immoveable to spirits. By default the Psychic extrudes ectoplasm from their mouth and/or nose. Ectoplasm leaves no physical or spirtual trace once it has sublimated.

1 - Produce a semiliquid mass the size of a softball or a quantity of mist with similar mass, material lasts willpower turns.
2 - Produce one quart per success, ectoplasm lasts willpower minutes. Mist cloud can be directed and shaped by the psychic at up to 10ft per turn.
3 - One gallon per success. Mist has density of cotton candy and is now almost opaque.
4 - Can produce semisolid matter. Creations have [Willpower] points to spend on Physical Attributes and can move 30ft per turn. All ectoplasm last as long as the Psychic concentrates.
5 - Can create seemingly fully animate constructs. May hand a construct to a nearby spirit for it to use as a body for willpower turns.

Bit of an odd power, heavily based on certain forms of mediumship.
Personal defense against mental intrusion and harm.

Minds Shields acts as a free and reflexive counterspell not any hostile mental effect. The Psychic can voluntarily lower their shields to allow others access.

What it says it is, a general personal mental defense. Given the general fear of mental effects in DF this power is very suitable for anyone who has actually trained up their mental defenses. Of course there don't actually seem to be many people with decent mental defenses in DF.
Gain clues about the future and judge probabilities with beyond hum accuracy.

While can be used consciously, may activate at random (ie the Storyteller's discretion) for free.

1 - Intuition. Make highly accurate guesses, fairly accurate for purely random events (lotteries, dice rolls ect), can intuitively know shortest route to destination and has a higher likelihood of beneficial chance meetings.
2 - Insight. Experience highly metaphorical prophetic dreams and visions.
3 - Danger Sense. Automatic free warnings if the psychic faces immediate danger.
4 - Clarity. Short term highly accurate view of immediate future (one turn ahead per success).
5 - Roads of Time. See branching possibilities of the future, including major decision points and their possible results.

It's future sight, though inferior to Divination it provides quicker more immediate insights and much faster use. Like Divination this is a highly suitable power for DF, there are oracles and prophecies everywhere.
Heal and provide medical with direct application of power.

Psychic Healing operates at touch range.

1 - Diagnosis. Instantly diagnose medical problems.
2 - Restorative Slumber. Acts as medical treatment for bashing/lethal damage and stabilisation for aggravated. Take one minutes to use and the patient fall into deep sleep.
3 - Urgent Care. Directly heal bashing damage and reduce the toxin rating of poisons, drugs and illnesses.
4 - Intensive Care. Heal lethal damage and more efficiently reduce toxin ratings. Takes 10 minutes per health level.
5 - Psychic Surgery. Heal aggravated damage. Takes 10 minutes per level. Can also be used to inflict pain in combat.

Healing magic is fairly uncommon in DF, though Psychic Healing acts more like magical surgical skills than most types of healing magic, so does fit a medical Practitioner rather well.
Place people into trance states and implant suggestions.

All powers (other than Trance State and Fast Trance) require the target to be in a trance state. The Hypnotist may us Trance State and Fast Trance on themself. While Trance State may not be used on unwilling targets, once in a trance there is no requirement that the target be willing.

1 - Trance State. Takes 5 turns to place willing target in trance. Target regains one willpower per success, may not benefit again until the target sleeps. Trance breaks in anyone disturbs the target.
2 - Suggestion. May give one command per success, commands may not directly result in targets death or go against their nature. Trance ends only at Psychic command.
3 - Implanted Suggestion. May implant commands that activate outside trance.
4 - Fast Trance. May instantly put willing targets in trance. Unwilling targets may be forced into trance if Psychic wins contested willpower roll, duration is Psychics net successes in turns.
5 - Sleeper Agent. Commands may force target to do anything. Takes 10 minutes to put target in trance, each command or condition take 1 hour to program.

More mind-control shenanigans, everything but the basic power is black magic of course.
Hide yourself from the perceptions of others. The power to cloud the minds of men.

Psychic Invisibility causes others to overlook or fail to notice the Psychic, this is a mental effect. Does work on live broadcasts, does not apply to recordings. Doesn't apply to animals unless the Psychic also has Animal Psychics. May block supernatural perceptions with a contested roll.

1 - Wallflower. Remain unnoticed while still and silent.
2 - Slink. May move but can't meaningfully interact with the world and maintain effect. (no opening/closing doors or picking thing up for instance)
3 - Invisibility. May now take actions that would draw attention. Those attacked by or actively searching for the Psychic may make a contested roll of Perception + Alertness at difficulty 9 vs activations successes to perceive the Psychic. Cannot vanish while directly observed.
4 - Selective Invisibility. May exempt limited targets from invisibility effect.
5 - I Was Never Here. May vanish in front of witnesses. Witnesses roll at difficulty 8 vs psychic, at three or more successes victims forget about the Psychics presence for one past turn per success.

This is a personal veil as various people use in DF. Olivia Deol of the Ordo Lebes has a natural talent for this art, though she has control issues.
The ability to siphon energies from others to strengthen the Psychic.

Gives euphoric high to user. Reduces difficulty by 2 when targeted on Vampires. Effects do not allow a resistance roll. Must be able to sense victims to target them with powers (except with distant drain).

1 - Tap Energy. Drains strong emotions, range 10 yards, gain willpower with 3+successes.
2 - Invigorate. Drains temporary willpower, drained points go to Psychic, range 15 yards.
3 - Leech Vitality. Drains health (lethal damage). heals Psychic, excess becomes 2 willpower points per level, touch range.
4 - Essence Feast. May target multiple individuals at up to 40 yards with lower powers.
5 - Distant Drain. May target those Psychic has fed upon or linked to with Telepathy with Psychic Vampirism at a distance. Activation successes determine max range (500 yards to 10+ miles)

A nasty, nasty power. In DF White Court Vampires seem to use a more restricted version of this power to feed. Further using this power on humans would qualify as black magic of course.
The power to move things with will alone.

Psychokinesis powers have effective Strength and Dexterity of [level -1].A psychic can target anything they can directly percieve. A psychic can manipulate [activation successes] objects at once, with a total mass no higher than what they can lift with their effective strength. Psychokinesis powers last as long as the Psychic maintains concentration. All rolls with manipulated objects use the powers effective Attribute and the Psychics normal Abilities. An individual lifted by Psychokinesis can try to grab a stable anchor point, if one is nearby, with a Strength + Athletics roll.

1 - Strength/Dexterity 0, lift 5 pounds, move objects at 5 + Wits yards per round.
2 - Strength/Dexterity 1, move at 7 + Wits yard per round.
3 - Strength/Dexterity 2, move at 9 + Wits yards per round. May focus their power to make ranged attacks (bashing damage)
4 - Strength/Dexterity 3, move at 11 + Wits yards per round. Can move self regardless of mass.
5 - Strength/Dexterity 4, move at 15 + Wits yards per round. Can make bashing or lethal pure kinetic attacks.

Telekinesis, useful for posing as a Jedi. (In M20 Psychokinesis has no written range, but it is Limited to line of sight in Revised, I am assuming rangeless telekinesis is an error.)
Read the impressions left on objects by emotions and events.

Reading the impression take seconds, even if the visions encompass more time that that. Objects with incredibly strong resonances may trigger a reflexive Psychometry activation on contact.

1 - Impression. Dreamlike impressions of recent events or more distant events associated with strong emotion. With 3+ successes gain an impression of the objects owner.
2 - Reveal Scar. Gain an impression of the event with the strongest emotional resonance associated with the object. With 3+ successes gain more information about the owner.
3 - Replay. Clearly experience the most resonant event and gain general impressions of the day or replay the last 24 hour for the object.
4 - Tether. Track and give current insight into the objects owner. Read the impressions of others who were present at the most significant event.
5 - Catalog. Use lesser powers on all events associated with the object not just the one with the strongest emotional impact.

Postcognition and sympathetic awareness. Very appropriate for DF we see magical and emotional resonances of events examined multiple times in the books.
Teleportation, the power to move from place to place without passing through the intervening space.

To travel to a location the Teleporter must be able to see it via mundane means or powers. Taking more than 100lbs of extra weight with then harms the Teleporter. Psychoportation is instant.

1 - Short Hop. Range 12 + Intelligence yards.
2 - Simple Jump. Range 20 + [3 x Intelligence] yards.
3 - Long Jump. Range 40 + [6 x Intelligence] yards. May double range by spending an extra turn in concentration.
4 - Leap. Range 80 + [12 x Intelligence] yards. May double range by spending an extra turn in concentration.
5 - Leap of Faith. Psychic may teleport to a location they have spent at least a scene studying even if they can't perceive it.

It's Teleportation, pretty simple. This sort of effect actually shows up in Battle Ground, so while not necessarily common this sort of power is around.
Create and to some extent control flame with the power of will.

Does not provide any innate protection from fire or heat, fire created with this power can effect the Psychic. Targets can attempt to dodge, treating activation successes as the targeting roll.

1 - Spark. Generate small sparks within touch range, can light highly flammable things on fire. Can be thrown as a weapon dealing no damage.
2 - Combustion. Light a combustible object within 10 yards on fire. The initial fire is as big as a torch and spreads normally.
3 - Sun's Fury. Generate plasma from the air itself, creating bonfire sized flames up to 10 yards away. Flames deal 2 aggravated per turn.
4 - Pyrotechnics. The Psychic can grow, shrink, direct, shape and extinguish flames in their line of sight. Size of flame that can be effect determined by activation successes (1 - torch, 3 - bonfire, 5 - inferno).
5 - Inferno. Fires can now appear anywhere is the Psychic line of sight and be up to willpower x 3 square yards. Fires deal 3 aggravated per turn and can resist being extinguished for activation successes turns if the Psychic concentrates on them.

The power of setting things on fire with you mind. Really appropriate for DF, if Harry wasn't a Wizard he would have this power.
Umbrakinesis, the power to create and manipulate darkness.

Shadow can dampen both light and sound. The shadows have no physical substance.

Mechanically this Psychic Phenomena works just like the spells of the Path of Shadow.

Maximum spookiness returns, seriously this power and the Path of Shadows are just the Hedge Magic and Psychic versions of each other.
The power to link Psychics together to bolster and share their powers.

By default individuals must be touching to form a link. May link a maximum of [Power level] x 2 people together at once. Provides bonus successes for group to use on powers.

1 - Like Know Like. Sense other Psychic on touch automatically, can scan for Psychics in line of sight
2 - Share Willpower. Linked individuals may spend willpower on each others powers and lend each other willpower points.
3 - Share Powers. Linked may use powers as a group, only one activation roll is needed to entire group with self focused powers.
4 - Power Gestalt. Linked may now combine multiple effects to form one shared power.
5 - Power Network. By Spending 10 minutes linking the group together the group become able to maintain the link at any distance for activation successes hours.

On first glance doesn't seem that suitable for DF, but may be a good supplementary power for someone who is good at getting minor talents to combine their abilities.
The power to read thought and emotion, project things into others heads and seize control of others minds.

Victims can generally resist by spending willpower. Telepathic communication takes place at the speed of thought and requires no actions nor take up any time.

Telepathic Sensing
1 - Sense surface thoughts and emotions.
2 - Read Inner thoughts, gain brief answer to a single question per success.
3 - Read Deeper thoughts, gain short answers to questions.
4 - Read subconscious, detailed answers.
5 - Read Mental states and emotions with complete clarity.

Telepathic Projection
1 - Send a simple impulse or rudimentary thought.
2 - Project a sentence or simple idea per success.
3 - Send multiple sentences, complex emotions or a stream of memory per success.
4 - Send/Receive full conversations. Alternatively link multiple people together at once (this reduce speed to normal conversation however). Send complete memories
5 - Send thoughts with perfect clarity. Implant subversive thoughts.

Telepathic Control
1 - Induce target to make twitch or habitual gesture.
2 - Cause the target to make one short motion.
3 - Force target to take on unusual action in a turn, generate false sensory imput
4 - Seize full control of their body for a turn.
5 - Seize control of target, completely rewrite sensory input.

(Telepathy underwent some changes between Revised and M20. In revised it encompassed sensing, projecting thoughts and emotions and directly controlling others, In M20 they dropped the control abilities and improved the sensory and projection capabilities. Further Revised included the option of splitting the three different branches out into separate powers for balance reasons as having everything together was rather powerful.

I have elected to present this as the optional version from Revised, as the unified versions are more powerful than Psychic Phenomena typically are. As such each branch should be considered its own related power and an individual could have just one or multiple at different levels. For the unified version just combine all three into one (Revised) or combine Sensing and Projection (M20))

While not quite Professor-X, the three branches of Telepathy are fairly potent. The much feared boogeyman of the White Council, Telepathy is pure mind magic and thus anyone with it is going to be looked upon with great suspicion.

Paths from Elsewhere:

These Paths are collected from various other 20th Anniversary Edition books. As the writers didn't standardise the rules for Hedge Magic and Psychic Numina until M20 Sorcerer, the written mechanics varied a bit. M20 specifically notes that paths as written from prior books should be taken as the specific techniques of the Fellowship in question and others should use the more general casting rules from M20 adjusting the Paths as necessary.

I will endeavour to convert Paths to roughly M20 format where they don't match, though I have not done complete conversions. I will not be including powers that are simply a single ritual or merit, Paths that are simply older variants of already covered Paths or that are metaphysically incompatible with DF.

Neither Hedge Magic or Psychic Phenomena, True Faith is its own Numina category

The power of Faith and the ability to preform miracles. (Not actually associated with any specific religion or philosophy)

Each dot of True Faith grants an extra point/dot of willpower, even beyond normal limits. An individuals True Faith rating acts as universal counter magic against all hostile supernatural effects. An individual with True Faith may channel their conviction to preform miracles.

1 - May repel Vampires, ghosts and various other hostile supernatural entities. Can cause aggravated damage to repelled on physical contact.
2 - Add True Faith to all Awareness rolls and may use the Awareness ability if they previously couldn't.
3 - Immunity to supernatural effects that cloud the mind.
4 - Immunity to supernatural effects that alter the emotions. Immunity to enthrallment. Touch can harm enemies of their creed.
5 - Drive opponents of their creed to their knees. Enemies must spend willpower or flee. Preform miracles easily.
6+ - Literally a Bodhisattva or true Saint.
Paranormalists Handbook:
Psychic Phenomena

The ability to interact with the barrier between the lands of the living and the dead.

Powers last one hour or scene. This power does not grant the ability to perceive ghosts (though any Psychic with it is almost certainly going to have powers to do so).

1 - Shroud Sight. The Psychic can perceive the shroud in high detail.
2 - Weaken the Weft. Weaken the shroud rating of an area, may not reduce shroud strength to zero.
3 - Dark Anchor. Wrap the shroud around a small area trapping a ghost.
4 - Strengthen the Threads. Increase the shroud rating of an area.
5 - Rend the Way. Breach the shroud and create a temporary gateway into/out of the Shadowlands.

While DF doesn't have a realm of the dead separate to the standard spirit world, with a slight fluff change this path is appropriate for a Practitioner that deals with the barriers between the material and nevernever.
Hedge Magic
Suggested Aspects - Duration and Ashes

A form of Necromancy that draws power from the remains of the dead.

All spells and rituals of this Path require the use of ashes from the corpse of someone who became a ghost or burned remains of a Fetter.

Ashes Aspect
1 - Khol. Perceive ghosts.
2 - Scorched Minds. Snort ash (yes really) to gain protection from mind influencing effects.
3 - Fireproof. Shield caster from fire and heat.
4 - Ash Zombie. Reanimate a full corpses worth of ash as a temporary servant.
5 - Ash Cloud. Use ashes and a human sacrifice to make a pebble that can create a house sized cloud of burning ash.

More nasty necromancy, though for a change focusing on exploiting the bodies of the dead.
Psychic Phenomena

This power is used by those once possessed to call upon the splinters of abyssal power left behind in their mind.

Botches with this power usually result in a derangement. -1 difficulty (max -3) per derangement the Psychic has.

1 - Obliviate. Wipe the last few minutes of someones memory.
2 - Innocence Lost. Influence one person per success to regard the Psychic as completely innocent.
3 - Shadow Pact. Call forth the dark power in their soul, suffer no wound penalties and add 2 to all psychical dice pools. This power will not end until the use has killed at least once.
4 - Regression. Enter a trance to call up memories, gaining one die per success to all roll in one attribute category for one scene.
5 - Portal. Unleash the traces of oblivion in their soul to teleport to anywhere in their line of sight.

The cycle of abuse in action, those harmed by dark forces use the traces left by their possessor to develop a tie to abyssal forces. Given how dark magic and possession work in DF a very fitting path. Needless to say this power is functionally infernalism.
Hedge Magic
Suggested Aspects - Duration, Metal and Strength

Wield necromantic power fuelled by torturing ghosts via the medium of Metal music.

Capturing ghosts uses rituals not spells for this Path.

Metal Aspect
1 - Back Masking. By torturing a captive spirit with white noise the Sorcerer can gain information from the wraiths shadow. Information gained from this power also allows them to progress their understanding of this path.
2 - Party Animal. The Metallurgist purges themself of any drug, toxin or disease.
3 - Backstage Pass. By relaxing to music in a place of death, the Metallurgist gains bonus successes that can be spent on any social rolls.
4 - Band Aid. By consuming matching parts of the dead the Sorcerer can heal themselves.
5 - Power Trip. Black lightning strikes out at all non Metallurgists near the caster.

More black magic, exploiting ghosts for dark power is very in theme for DF.
W20 Kinfolk:
Psychic Phenomena (technically a form of Hedge Magic but mechanically it works much better using the Psychic Phenomena rules)

Emulate and commune with a specific type of plant or animal spirit. The mystics gains knowledge and capabilities relating to her chosen spirit.

1 - The mystic learns to "eat" the food of the chosen spirit. The proper food needs to be available (water and sun for plants, pasture for herbivores ect) they receives full nutrition as if they were their totem.
2 - The mystic can match their sensory capabilities to their totem, including secondary capabilities like tracking, finding food or reading weather.
3 - The mystic can enter a healing sleep that greatly accelerate wound recovery.
4 - The mystic can access the inner wisdom of her spirit type, gaining knowledge from the spirits of their totem.
5 - The mystic gains access to a unique aspect based off their totem.

A more focused form of animistic shamanism than most Paths. Fitting for any Practitioner with a strong connection to a specific animal/plant. (The Alphas pretty much use a hybrid of this Path and Shapeshifting)
Psychic Phenomena

The power to heal others by taking their afflictions upon yourself.

Use of all powers causes the healer an equal amount of health levels of damage as restored.

1 - Soothe the Spirit. The healer can restore injuries at the Bruised health level.
2 - Knit Flesh. Restore Hurt and Injured health levels.
3 - Mend Bones. Wounded and Mauled health levels.
4 - Organ Repair. Crippled and Incapacitated health levels.
5 - Pacify Madness. The healer can transfer a derangement from the patient to themself.

This power is a bit odd mechanically as it cares about what health box the injury is in rather than total levels. It suits DF fairly well, as it provides complete healing at a cost. It might be mechanically better to have an easy to use version of Psychic Healing with empathic damage transfer though.
Kinfolk can learn Rites and level one spirit Gifts. Further they can have Gnosis/Mana to fuel those gifts. While the list of Gifts available is way to big to summarise here, Kinfolk mechanics do make a decent base for various Practitioners with fairly specific innate talents.
Paths from Hunters Hunted II Revised and Ghost Hunters were already included in M20 Sorcerer. Wraith 20th Anniversary Edition does include updated rules for Project Orpheus, but the rules for Projectors (people who learn to project their soul out of their body and into the Underworld) are a bit too complex for this summary.
 
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I forgot we had actually used it.:oops:

Nevertheless, going back to read that chapter, you'll notice there was no Willpower roll for control or to avoid flubbing a social situation like Yog said would happen
It was fluff. I expect much the same fluff if we use it here. I might balk at using it on Mab face to face, but not a shikome.
Let's just ask, shall we? @DragonParadox is there a chance that Molly will have a negative reaction to seeing the secrets revealed by using Naked Wicked Souls on EIko? In the sense that she's visibly react and her immediate actions during further talks will be affected (extreme example: she'll puke out of sheer disgust and horror at what she sees, or otherwise lose her composure).
No, you are wrong about this.

Just like you can use Charisma or Manipulation for the same social encounter depending on our chosen approach?
We could also use Etiquette, Empathy or even Intimidation, again depending on our chosen approach and the person on the other side of the table.
We are very likely to be rolling both. And NWS still seems superfluous.
This seems an awful lot like stunting Gard into exactly the position she warned us not to. She's not here as a Chooser of the Slain; she's here as a mercenary we hired
That's a good argument. Let's try like this:

[X] Everyone (save the unnamed mooks)
-[X] Molly uses Etiquette and Empathy excellencies
-[X] Molly uses All Things Betray using willpower
-[X] Lydia uses Manipulation excellency.
--[X] Wan kuei are here for and because of you, but that does not matter. They are here. In Chicago. Messing with its leylines, killing the people living in and below its streets. This is not only about you now. It's about everyone who lives here. And so, as you step out of the elevator and into the corridor leading to lady Eiko's room, you are accompanied not just by your allies and mercenaries you were able to hire, but also by the representatives of Chicago. To your right walk mortals who are not to be underestimatid: the Warden Commander of the White Council, the Shih Master, and the commanding officer of the Chicago's special investigations department. To your left, are those who wield or are the powers beyond mortal ken: daughter of the god of death, a valkyrie, and the Knight of the Cross.
 
@Alratan the way Molly figures is is if a Lesser Akuma goes into a mission with the desire to win back their freedom it stands to reason that they have some plan to do so. Now maybe that plan will not work, or is already known to their lord, but you are kind of in a time crunch here so 'show up, make the offer and hope something comes together' is the best you can do followed by 'kill them so the other bunch does not get reinforcements'.
 
Let's just ask, shall we? @DragonParadox is there a chance that Molly will have a negative reaction to seeing the secrets revealed by using Naked Wicked Souls on EIko? In the sense that she's visibly react and her immediate actions during further talks will be affected (extreme example: she'll puke out of sheer disgust and horror at what she sees, or otherwise lose her composure).

Yes. Your charms to have filters to keep from harming you, but when it is the thing you asked for, the sin in this case, actually inflicting the discomfort there is nothing that can be done. That said the thing the shikome is most ashamed of does not have to be upsetting, it might even be something like an act of kindness or mercy. This is a being that has done plenty of terrible things, but you do not know if her greatest shame is among them. Basically unless and until Molly becomes a lot more hardened to getting an eyeful the sins of ancient immortals she will continue to have to roll willpower not to show a reaction to particularly nasty memories.
 
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