Green Flame Rising (Exalted vs Dresden Files)

I'd like to note a minor "What the Fuck?".

Lydia can sacrifice supernatural beings and transfer their specialties to a regular human?
That's close to something the Naglooshi can do, but aside from that it's really far out there.

And even he can only take shapes from beasts and magic from humans, nothing more specific, as far as we know.
Kemmler was called a genius and his main trick was eating ghosts to take a part of their power, and she can just do that kind of thing indiscriminatly?
 
Should have read more Lovecraft.
If Cthulhu can loose to a steamboat, then humans are not as outmatched as the cosmic horrors want us to think.

*I know the steamboat didn't cause real damage, but the big squid going back in his basement is enough of a victory to matter.
In desdren files, I would like idiots to try this with the real Cthulhu, sealed in the sea that the cultists in that book with Winter Lady! Molly was the protagonist were trying to release.

Much less any high-ranking Walker's true body with srvant's without being star-born e be powerfull.

It was even worse there for Daniel since Lydia had books actually explaining how strong the Outsides are and how most of reality would be fucked up if the gates fell.
 
He is old enough to remember Shiro's torture-murder two or three years ago, and his father being brought home that same evening, with Dresden unconscious from a bullet wound and recovering in their guest room.

Im not sayin its not understandable that the teenager is freaking out at new information.
What Im saying is that, in the cold light of day, there's no real additional risk; Outsiders wield no more apparent power than the Denarians do, and have been around longer than the Denarians have been Coins, and have still not succeeded.

And frankly, Outsiders dont get permission to hop into people's heads like Denarians do. Its a rather more involved process to get access to a mortal's head and body.

It means that Molly absolutely does have to spend time with family this December, like I've been pushing for.
Dem's the breaks. I suspect that between Molly and Daniel, horror movies are going to be rather unpopular in the Carpenter homestead from now on. :V

EDIT
Speaking of which, brass athame? Thats new.
I guess the Outsiders are new, because the Denarians are literally a biblical story.

Sure, the Devil can tempt humans and do great harm (former seen in various folklore, the latter in Hiob etc.), but ultimatly it is written that he'll loose.
And someone with faith in God will believe that the Denarians will ultimatly fail, no matter how much damage the One's ineffable plan allows them to do on the way.

THe Outsiders are not in that context.
 
He is old enough to remember Shiro's torture-murder two or three years ago, and his father being brought home that same evening, with Dresden unconscious from a bullet wound and recovering in their guest room.

Im not sayin its not understandable that the teenager is freaking out at new information.
What Im saying is that, in the cold light of day, there's no real additional risk; Outsiders wield no more apparent power than the Denarians do, and have been around longer than the Denarians have been Coins, and have still not succeeded.

And frankly, Outsiders dont get permission to hop into people's heads like Denarians do. Its a rather more involved process to get access to a mortal's head and body.

It means that Molly absolutely does have to spend time with family this December, like I've been pushing for.
Dem's the breaks. I suspect that between Molly and Daniel, horror movies are going to be rather unpopular in the Carpenter homestead from now on. :V

EDIT
Speaking of which, brass athame? Thats new.
  1. He is old enough to know Shiro was tortured to death, but that is not information he was given at the time. More broadly the perspective you are advocating for is one he could have taken... if he had not rolled 0 for his willpower
  2. As for that athame... that is what Arwan used to harvest resources, the kind of resources Mab has use for and which would make Harry query at best and furious at worst
 
I'd like to note a minor "What the Fuck?".

Lydia can sacrifice supernatural beings and transfer their specialties to a regular human?
That's close to something the Naglooshi can do, but aside from that it's really far out there.

And even he can only take shapes from beasts and magic from humans, nothing more specific, as far as we know.
Kemmler was called a genius and his main trick was eating ghosts to take a part of their power, and she can just do that kind of thing indiscriminatly?
I'm sure it would inevitably have consequences for her in the end, even without the fact that if she'd be hunted by other supernatural alliances if she went out killing everything for power, it would be Kemmeler all over again.
 
Should have read more Lovecraft.
If Cthulhu can loose to a steamboat, then humans are not as outmatched as the cosmic horrors want us to think.

*I know the steamboat didn't cause real damage, but the big squid going back in his basement is enough of a victory to matter.
Several of the other Lovecraftian horrors lose outright, and sometimes they lose to simple human persistence and ingenuity of the sort that would be familiar to D&D players.

"OK, so the monster is immune to bullets. Let's try bringing flamethrowers next time."
"I have a Contact who's a professor at Miskatonic U, can I get some cool scifi weaponry from him?"
"Shit, the monster is immune to both the flamethrowers and the technobabble raygun. This sucks. How are we supposed to defeat it?"
"Acid flasks are fairly cheap and I have Wealth 2. Hey GM, is there a discount if I buy sulphuric acid by the carboy?"

And then the monster of The Shunned House died by having six carboys of acid poured into its burrow. :D
 
And even he can only take shapes from beasts and magic from humans, nothing more specific, as far as we know.
Kemmler was called a genius and his main trick was eating ghosts to take a part of their power, and she can just do that kind of thing indiscriminatly?
She is, unironically, Kemmler's greatest creation. Like, if he was suddenly resurrected (again), he'd probably consider Darkhallow an obsolete piece of magical engineering far subpar to Lydia. He created something that is, for all intents and purposes a terrestrial+ tier exalt. Possibly from first principles. The man was a genius.

Also, Daniel desperately needs a slap upside his fragile mortal head. And a sisterly intervention.

And yeah, this is on us, as players. We could have helped. In my opinion, we should have helped. I drastically miscalculated how long half a year feels to a teenager. I desperately want him and Lydia to work out.

Shame he doesn't want sacrificial magic empowerment. We could have fed him a naagloshii.
 
I'd like to note a minor "What the Fuck?".

Lydia can sacrifice supernatural beings and transfer their specialties to a regular human?
That's close to something the Naglooshi can do, but aside from that it's really far out there.

And even he can only take shapes from beasts and magic from humans, nothing more specific, as far as we know.
Kemmler was called a genius and his main trick was eating ghosts to take a part of their power, and she can just do that kind of thing indiscriminatly?

That is a... I am not going to say widespread, but historically used way to make scions. You can be born to the blood or you can be bathed in it. It is associated with the kinds of magicians the White Council tends to wipe out with extreme prejudice. This is very archaic magic from the bad old days and so is that quest
Hint: quests are how you used to get resources out of the Wyld :V
 
She is, unironically, Kemmler's greatest creation. Like, if he was suddenly resurrected (again), he'd probably consider Darkhallow an obsolete piece of magical engineering far subpar to Lydia. He created something that is, for all intents and purposes a terrestrial+ tier exalt. Possibly from first principles. The man was a genius.
He was dead for like 30 years by the time Lydia was born.

I doubt he predicted that whatever he exactly did to make Arawn an independant deity was meant to cause him to have an almost-Exalted daughter.

And I maintain that the "almost" is important, as she is still lacking that most vital part of the Exaltation, namely the inextinguishable Exaltation itself, that would survive her death.
 
He was dead for like 30 years by the time Lydia was born.

I doubt he predicted that whatever he exactly did to make Arawn an independant deity was meant to cause him to have an almost-Exalted daughter.

And I maintain that the "almost" is important, as she is still lacking that most vital part of the Exaltation, namely the inextinguishable Exaltation itself, that would survive her death.
We don't actually know that, and then again, neither terrestrials, not alchemicals have the "perfectly indestructible" versions of exaltations. Immutable while they live, yes, and that seems to apply to Lydia too, but not ones that survive their deaths.

Lydia does seem to have that spark of perfection burning in her soul - normally it seems like gods and such beings in DF don't get access to perfect effects. That is indicative of her actually being an exalt.

As to him being 30 years dead by the time Lydia was conceived - it all depends on what exactly he planned and wanted to do. And in any case, I am fairly sure he'd be more than willing to take credit for her creation.
That is a... I am not going to say widespread, but historically used way to make scions. You can be born to the blood or you can be bathed in it. It is associated with the kinds of magicians the White Council tends to wipe out with extreme prejudice. This is very archaic magic from the bad old days and so is that quest
Hint: quests are how you used to get resources out of the Wyld :V
Huh... I would say we should give Daniel a chance to take naagloshii's power for a better purpose then.

I mean, sending him on a quest in NeverNever has that infinitessimal chance of him making his way to the Scar, and unearthing a shard for himself (and it would not surprise me if Odin actually arranged things to help him in this way), but those are very long odds.
 
Huh... I would say we should give Daniel a chance to take naagloshii's power for a better purpose then.

I mean, sending him on a quest in NeverNever has that infinitessimal chance of him making his way to the Scar, and unearthing a shard for himself (and it would not surprise me if Odin actually arranged things to help him in this way), but those are very long odds.

Rules about energy fields and the size of one's head come to mind. Even if Lydia is up to transferring that much power, she is probably not, and the methods she knows are up to the task, they probably are not, Daniel would vaporize before he could take on so much power.
 
Rules about energy fields and the size of one's head come to mind. Even if Lydia is up to transferring that much power, she is probably not, and the methods she knows are up to the task, they probably are not, Daniel would vaporize before he could take on so much power.
Well, damn. Questing it is, I guess. Personally, my hope was to get the kingdom, then drop him off onto some ancient guru in there for some training. If the shapeshifting plan didn't work.
 
I just hope we can help them deal with this. I mean, we punted the issue onto Charity once, but I hope we notice something, and Lydia trusts us enough to talk to us. We should hang out more, not just on business. I mean, I felt that we have tons of obligations, which resulted in us forgoing her, Harry's and our birthday, and we basically don't do relaxation and bonding actions. This is the consequence of that, I feel. We should remedy this, if we still can.
 
Arc 8 Interlude 3: Of Final Gifts
Of Final Gifts
-From the Journals of Arwan Rhys Volume VI​

The world is dark, the fire burns low in the firepit, the best weapons the tribe has to muster against the things that lurk beyond the light of the campfire are flakes of flint and fire hardened wood, the shaman cradles in his hands a piece of obsidian or jade, gift of the Grandmothers and Grandfathers of the tribe. This is the world in which man first came to be. When the falling angel met the rising ape these were their children, fearful they were, but brave also as only the desperate can be. Not all that dwelt in the dark hunted them, some could be bargained with, propitiated and bribed, small gods dwelt in humble vessels, demons fell in love with mortals and begot whole tribes and kindreds that would be known long into the nights to come.

God warred with god and demon lashed against demon. One can see the barest shadow of those things in the first poems and sagas committed to text: the Yajurveda, the Samaveda and the Atharvaveda, the Illiad and the Odyssey, the Epic of Gilgamesh, though the world of the gods was already growing distant, the patterns are writ clear: Champion against champion and god against god shall strive, the losers cast down as demos the winners exalted beyond their former station.

That bards do not sing of those days when a mortal defeated one of gods blood, at most they murmur and they scowl. From blood we are born, in blood we shall perish, the cauldron is one. Why then should the worthy not step into it that they may take gifts from the broken forms of the unworthy.

Little wonder perhaps that man that man so reviled those who partook of the flesh of their kindred. Most often they were the usurpers, the blasphemers, the breakers of lineage and taboo, though in those clans where the Gift of Death was not taken by force, but gifted as a form of adoption it enured the most... at least until such a time as they encountered peoples whose experience was of taking. Many a god was renamed 'demon' for the bloodiness of rites poorly understood, but here my daughter and light of my last years you shall find a compilation of such rites and workings as could be found in common and apart. Use them as you think well, but keep them secret, keep them safe.

No gift passes whole from the unwilling, one must hunt more than one wolf to make a coat fit to cover a man such that he is as warm as the wolf had been. Curses and weaknesses pass all too readily, purification should be performed after each rite in order to ensure that nothing unwholesome can may root...

[What follows is line upon line and page upon page of esoteric symbols using the common key of Celtic and particularly Welsh symbology to present insights gained though centuries of traveling the world, from Polynesia to the Arctic Circle and from the depths of the Amazon to the scorching stones of the Gobi desert]

Beware thee that as with all good things much sorrow is born from overreaching thy skill and might. There are in the shadows at the edge of being those who fail in limiting their appetite for power as the glutton fails in gouging himself on fine meats. They claim to be seeking to devour Leviathan, in truth the jaws of Leviathan already close on them, even as the prey of the Snapping Turtle seeks out the harmless 'worm' in its mouth only for the jaws to snap closed

[A brief dissertation on the habits and hunting practices of snapping turtles covers the next page and a half of journal. The expanse of words may contain the cypher to yet more coded journals; but so far by father has been unwilling to confirm this; just as he will give nu further close about the journals beyond the first which set me on its trail]

OOC: Since you guys were interested about the blood sacrifice bits and Daniel was not so you did not get to see them here is another interlude.
 
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I like this plan, especially since the Exalted Creation charm is right after Hell on my list. We should be able to pick him up next month and do that.
I think it should be high on our list as well.

Honestly I like this idea as a solution on multiple levels for this whole class of problems.

The problem with most methods of giving Daniel power are that they implicitly impose significant consequences on him for trying and he can't undo anything once he's done it. That or they do all of that and risk the uncontrolled power metastasis of the quest.

Building an item of power like a cross between a friendly one ring and a Sword of the Cross has the benefit of building him and anyone else we do it for in a way that has a lot of juice behind it and can easily justify them growing in the future, but also has an out for them and is pinned against something stopping the power growth from spiraling for everyone else.

On a flavor level it's also a deliciously infernal expression of the crossover and Molly in particular.

The primordials were all about getting things done through the power of building something to do the work for you, "fixing" a mortal's weakness by assigning a god to follow them around and stealth lift things for them is right up their alley.

It's also at a sweet spot between blasphemy and faith where it sort of leans back and forth based on your perspective. Molly would almost literally be going "What would Jesus do?" Then copying his/Uriel's idea for safely empowering a mortal.

As much as that's the line of reasoning they try to get you to follow in Church, the priesthood definitely didn't have the idea that you'd directly copy God's homework like you have the right to shape the world as he does in mind when they handed out those WWJD brackets*.

For Molly it's the perfect reaction to her strange new circumstances colliding with her background and role models.

we can also just do this again for others who we want to amp up.

Daniel would be the strongest because he'd be getting three good reagents in one project, but Olivia could benefit from an item of power too.

We have the shell from a fairly potent Fomor sorcerer lying around, and we'll probably get something from the Naagloshi issue too. We could build her something capable of making her stupid strong, especially if we work another trick in.

We have a ruling from earlier that outlines a neat bit of information on some of our charms:


My first instinct would be to say 'no' since the Exaltation would sense something trying to mote-sap it and react like the weapon it is, with extreme force. But if it is just the blessing which has been left there (and there is nothing that says FPH stops rarely if the Exalt is killed which would indicate that it does exist independently) then yeah a wizard could try to use the conceptual power of All-Giver-of-Life-as-Blessed-Poison to power their spells. That said it would take a hell of a mentally resilient wizard to wrap their head around it... and then unwrap it.

The question this was a reply to was on the potential of a DF caster being able to do what Harry did with the Winter mantle** to the blessing of poison immunity FPH gives.

The basic idea being that a caster could pull on the power to back thematic effects or grant themselves the authority to do things that mortals aren't usually allowed to from a magic perspective.

The ruling establishes that trying it with charm affects the exaltation is actively supporting gets you its direct and violent attention, but also that some charms don't do that.

So what if we made her a wand of power*** with a god inside built not only as a general power booster, but specifically as an intermediary to shape divine energies for her?

FPH would give her weeks of authority to play with, SST on random objects would give her access to what's basically a divine curse on command. If we use BWI in the permanent hell shaping mode she might be able to make it passively support her casting while in the area.

Once we have VEE, some merits would also synergize stupidly well. Like this:

Guardian Angel Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).
Cite

If she had something like that and a tool for ritually manipulating stuff under the Authority of Molly's exaltation then she could use it to power more reliable effects. Fluff it as meeting the guardian spirit half way and giving it something to act through to make the job easier.

Her combat defenses could all be variants of "invoke spirit to autododge/deflect/intercept X attack" instead of trying to say block it with a force field.

It synergizes best with us, but something set up for bending powers typically out of the reach of mortals via a partner spirit is basically just setting her up to follow a shamanistic tradition. Her native powers are all about manipulating attention, so bullying/bargaining with existing forces would let her build up independent power too.

Isabella is trickier, unless we have parts from the elders we just killed, but I bet we could do something like this for her too.

It could be a core theme for Molly's circle. Elevation by a symbol of office containing a servant-god formed by an enemy she conquered to gain authority in the new age.

* Not sure if that was a Protestant only thing, but the general idea holds.

** A huge portion of the powers he showed as a knight aren't actually things the mantle provided on its own. Mab really wanted a wizard as her guy because they could tap it as a power source and a form of direct supernatural authority to do some crazy shit without her being on the hook for making it happen.

*** I'd go with a ring for Tolkien reasons, but a wand/rod is the Tarot symbol of power for a mage and Molly has already used that symbolism before.
 
They call it the nevernever for a reason, and it isn't because it's friendly.

I suppose we shouldn't be surprised by him going off like this, but nothing has really changed for him even with the exalted running around. He's a baseline human, if the Denarians were the worst things going bump in the night he'd still be basically helpless.

I'd prefer to save them for something else, but the most direct and least suicidal option for Daniel is probably exalted crafting.

We have the body/sword of a greater Akuma and a fistful of impossibility to work with, and that charm natively includes the juice needed to build custom gods.

For thematic reasons, my first thought is to use the gossamer and body to rebuild the sword into an artifact with a chunky new god stuck inside it and give him a Molly/Lydia brand imitation of a Sword of the Cross.

Not anywhere near as good obviously, cause we aren't on the white God's level, but something in the same vein. A supernatural tool that doesn't so much change the wielder as amplify their impact and make sure the choices of the squishy mortal matter.

Set it up so that they have some sort of spiritual partnership to justify him growing its power and then track it as a background that permits him to buy various supernatural powers with exp as normal.
Do you think the white God. Or the sword of love itself would be opposed to such a working?

To the extent they would refuse to help?

We might not be able to match them. But if we are going to put all our juice behind making an artifact like this I don't see why we shouldn't try to get techniques or inspiration from the holy sword.
 
We could go get that dragon corpse.. build armor for mollys dad and her bother. Use the fangs the gossomer and the demon corpse thing for a sword for daniel.
I like this idea, it's an epic quest just to get the stuff so it doesn't even mess with the effort to power ratio of the game balance.

That said, I think we should avoid giving too much stuff to Micheal. I want him to be safer, but there's a fine line to walk here before we accidentally nerf him.

Each Sword of the Cross is a big deal, the smallest power backing it at any one time is the active effort of a Celestine tier entity.

If Amoraccius could act freely it'd be entirely within his power to do shit like eat Winter - as in the whole polity and all the land it occupies - alive without breaking a sweat. How much power he's allowed to use is based on how much is "needed" to make things fair in Heaven's eyes.

If we give Micheal super armor then it's possible he'll lose some considerably more reliable protections when he uses it.

He got injured in the books because he volunteered for extra duty and encountered a brief bit of pure mortal resistance. We could try setting things up to handle that case alone, but we definitely need to be careful about it.

Do you think the white God. Or the sword of love itself would be opposed to such a working?

To the extent they would refuse to help?

We might not be able to match them. But if we are going to put all our juice behind making an artifact like this I don't see why we shouldn't try to get techniques or inspiration from the holy sword.
My guess is that directly helping would violate their union bylaws, or allow hell to try something themselves.

Not fighting so hard to keep us from seeing things might work though, if they sincerely approve of the idea.
 
Does anyone have a link to that revised crafting rules document that was floating around earlier? I can't find it and I want to look see what the mechanics would be like for attempting the artifact of power proposal I floated.

God crafting seems like it might introduce a little bit of home brew here, but I'd like to work out the details of things a bit before hanging all my hopes of solving our circle vs. power scaling problem on it.

On a note completely unrelated to this, it just occurred to me we might have an answer for that nuclear transmutation thing @Yog and @uju32 have been arguing about.

If the elves will sell us stuff like uranium then they presumably buy it from someone, and have a whole supply chain.

We could trivially make the various sorts of heavy elements that don't weaponize easily, but are very useful for industrial stuff and more valuable than gold on a per ounce basis. If the elves are interested we could try swapping it for mortal enchanting materials and other stuff we don't need to report as income.

If they'd prefer to trade mundane stuff for mundane stuff we could also just ask to be paid in gems, then sell them via Chicago Synthetics as products of our lab.

As sketchy as selling this sort of thing to mercenaries is, I'm fairly confident that Odin wouldn't tolerate his people creating mortal tragedies with their side hustles and that anyone who has access to these guys has better ways to cause mass destruction than building dirty bombs. They clearly haven't been selling to extremists so far at the very least.

The increase in supply would probably make a few people start sweating in various government back rooms, but our cut out would literally be Santa's workshop. Have fun tracing that, because the learning experience is all you're going to get from it.

If we can cut that deal before we leave, or sometime in the near future, it might be enough justification when combined with the ruling on the movie studio to get us another resources dot.
 
So, Daniel is one of those sorts of teenagers...

Makes me less inclined to support powering him up in some manner. He's always going to be a weak link, even if we do manage to upgrade him. At that point, he'll just end up trying to bite off more than he can chew or getting involved in a fight above his weight class, then we'll be stuck rescuing him or taking a hit that would have otherwise killed or maimed him.

Assuming we do go through the effort to develop some way to empower him, I think we're going to need a solemn, Charity approved promise to keep his nose out of anything we don't give him permission to get involved with.
 
So, Daniel is one of those sorts of teenagers...

Makes me less inclined to support powering him up in some manner.
He's always going to be a weak link, even if we do manage to upgrade him. At that point, he'll just end up trying to bite off more than he can chew or getting involved in a fight above his weight class, then we'll be stuck rescuing him or taking a hit that would have otherwise killed or maimed him.

Assuming we do go through the effort to develop some way to empower him, I think we're going to need a solemn, Charity approved promise to keep his nose out of anything we don't give him permission to get involved with.

I actually think he's in that state (out of bad willpower roll) because we haven't talked to him or Lydia because of our obligations, he's just been told several times that his sister and girlfriend are struggling with great evils without the intuitive sense of how strong they, especially Molly, already are.

He spent most of his time alone with Lydia who, while a very good friend and who genuinely cares for him, really doesn't have the same frame of reference as ours for how dangerous it is to go about things and since her father is an Old God type, he shouldn't see anything wrong with Lydia offering the three ancient magical ways to increase her lover's power.

DP said that if he had passed the roll he would adopt a more stable mindset and not be so shaken by the addition of Outsides.

Unfortunately, the straw that broke the camel happened within a turn and without action to meet him on it, we were unable to use our Exalted Social to nip these thoughts in the bud or at least make him wait another month.

In addition, he is an impulsive teenager created not to stand still in front of evil without the life experiences to say where his limit is. I, like Yog, seem to have underestimated his feelings and overestimated his will, at the very least I thought he would start to get nervous like this next month, with us already having our Hell and where we could promise to create him something with the charm of creation next month.

Anyway, when we increase his power (and we will do it because either we do it ourselves or he will find a way to do it himself and there are many beings who would love to put the hooks in him to get back to Michael and us), we will inevitably make him give us a magical promise with all that goes with it that when we say that something is too dangerous for him he will obey us and not enter the well. After all, we will know his ability better than himself.

I want to create a sword for him according to the previous plan and with that oath, make him our version of the winter knight, giving him protection beyond the basics "if you hurt him you'll have a Demon Queen and a Princess of the Dead going straight to your head" (even if it's a good one), after all he chose to dive into supernatural problems and the Angels will no longer be able to protect him as before.
 
I managed to find it, Here if anyone else wants it.
Spoiler for length:
Looking at the mechanics I'm hoping we can get a reprieve on the order of operations since without one our loot becomes incredibly hard to use.

Assuming we get one and roughly use the crafting rules from that link, my thought is to go all out and burn two major arc villains on Daniel's buff once we have the craft charm.

Emanations could sort of represent a god, though I'd prefer to use whatever DP is already using for that if we can. For now I'll just sue those mechanics though.

The bulk of the effect would come from the splendor mechanics since we can make those and it suits the sort of buff I'm envisioning here.

We use the sword as the mystic token to carve the splendor on, and use the gossamer to infuse it as our token of victory/impossible juice for whatever that's worth in bending the rules.

Ideally this lets us meet the conditions for a 4 dot adornment, because you need a trophy infusion to improve past 3 dots.

That would give us 9 element points, 1-6 must be form, 3-6 root, up to 5 mystic.

I'll assume 2 for root, imminent violence for the sword and dreaming for reasons that will be clear in a moment:


Form of Imminent Violence (1 pt. Form Element)
The Splendor takes the form of a weapon. It has the traits of a Melee weapon such as a sword or mace, or an archaic ranged weapon such as a bow. The Splendor must also have a one-point Form Element with some sort of character to it.
If the Splendor is aligned with the elemental power of air, this weapon produces a great thunderclap and burst of air when swung. Anyone struck by it who suffers more levels of damage than their Dexterity rating is knocked prone.
If the Splendor is aligned with the elemental power of Earth, this weapon is one which inflicts bashing damage. It inflicts one die of bashing damage more than would be normal for a weapon of its type.
If the Splendor is aligned with the elemental power of fire, this weapon burns red-hot when swung and its damage is considered to be fire damage.
If the Splendor is aligned with the elemental power of water, this weapon is always something flexible and graceful, like a whip or thin-bladed sword. The difficulty to parry or dodge its attacks increases by one.
If the Splendor is aligned with the elemental power of wood, this weapon is always something with a substantial amount of wood in its construction. The difficulty to parry attacks with it decreases by one.
If the Splendor is aligned with the feral, primitive, and bestial, this increases the difficulty of rolls to attack with it by one, but lowers the difficulty of damage rolls made with it by one.
If the Splendor is aligned with the power of death, this weapon inflicts aggravated damage to ghosts.
If the Splendor is aligned with the power of the Dreaming, this weapon may, at its user's discretion, inflict chimerical rather than real damage (see C20).
If the Splendor is aligned with the power of the Spirit World, this weapon inflicts aggravated damage to spirits.

Form of Dreams and Nightmares (1 pt. Form Element)
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the power of the Dreaming. Other Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with purely mundane senses. Even when presented with compelling evidence that there's something weird about the object, anyone who hasn't made a magical survey of the Splendor must make a Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one. As the basis for a Fascination, it may have one minor impossible feature such as floating in defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.

I'm not sure what chimerical damage should mean in this setting, but something close to being able to fight without pulling punches or permanently damaging people who don't deserve it would be appreciated by someone like Daniel. The glamor resistance is nice too.

I think it's arguable that a Yin alignment from the sword makes this reasonable, especially with gossamer involved.

The real meat is the root element stuff though, because it has these as options:


Invincible Assertion (3 pt. Root Element)
This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the difficulty. No matter what, she always generates at least one success. If this roll is opposed by another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence, and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.

Sacred Protection (3 pt. Root Element)
This Splendor defines that which cannot threaten those within its influence, according to the Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams). If its protection is bestowed by a Fascination, it lasts for a number of hours equal to the Splendor's rating, and may be set to persist indefinitely while within the Splendor's influence in the case of Forms such as Form of the Hearth.
If more than one characteristic is drawn upon when this Element grants its Protection, then instead of invincibility, damage is simply downgraded from aggravated to lethal, lethal to bashing, and bashing damage cut in half after soak (round down), while immunity to possession and thought alteration become the ability to make a Willpower roll at difficulty (10 – Splendor's rating) to immediately shake the effect off, and immunity to disease becomes the ability to make a Stamina roll at difficulty (10 – Splendor's rating) to immediately shake the infection off.


The first of those is basically a flatly superior alternative to an exalt's key ability. It's not an excellency, but it's the next best thing to it.

For a sword adornment the obvious application is melee + dex, with a fighting style specialty to maximize applicable dice if that's a thing.

There are all kinds of great abilities here, but I'd still be tempted to get this twice if it weren't for the existence of sacred protection.

We keep talking about issues with mind magic/reading and mortals. With SP and a dream character element he has a constant immunity to it while holding the sword.

The base description calls Splendors solidified ancient sorcery, so I'm hoping that it's as close to a charm as it's practical to get.

It's so good that buying lots of character to get immunities is potentially viable, though mixed damage types lowering the defense quality is an issue. I prioritize the mind stuff always being as strong as possible, so I'm avoiding it.

This leaves us with 1 point left for mystic elements, which is sort of unfortunate but only a few are good anyway so it's not too much of a loss.

The safest bet is to double down on sword things with this:
Mystic Fortification (1 pt. Mystic Element)
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll associated with the Splendor by increasing or decreasing its difficulty by two, or modify one value associated with activating or resisting its effects (such as the number of points of Willpower that must be spent to shake off a Beautiful Lie) by two
So if Daniel is fighting someone with his sword he can botch and always adds 2 bonus successes to any successes he does roll, which will be rolled against Diff 4 most of the time.

It's a shame that the mind protection is so expensive. If I could pull another point without a flaw we could get that to a constant -3 difficulty to all attack rolls with another character choice.

The other potentially interesting option here is this:

Sovereign Elemental Sway (1 pt. Mystic Element)

The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse, repairing a rundown wooden shack, or making a barren landscape green and verdant.
As an adornment this ability is less useful unless the chimerical stuff gets translated in a particularly useful way here.

If this would let him throw around nearly real illusions or temporary modifications made using charged nevernever goop it'd be a lot of added utility.

Honestly looking at the Arcana rules I'm just disappointed. The traits are all for a physical brawler, despite the spiritual options. Which are describe as having differences in their ability to physically engage with reality but mechanically emanations are barely any different.

It's basically just that they can also teleport to their master independent of the keystone and use an infernal's kingdom as their spirit realm. Which they pay for by taking a century to reform when killed compared to the year and a day of a phantasm and having all the other weaknesses of the type.

That said, they can still take regular merits so we can theoretically build what is essentially a stand with the Arcana baseline focused on brawl, some utility, and facilitating some specific magical trick.

I won't stat the whole thing, but here's what we're working with:

Arcana (••••) Creation
• All Attributes begin at 1 dot.
• Rank categories of Attributes (Physical, Social, Mental) in order of importance to the Arcana's role.
• Divide 7 dots among primary Attributes, 5 dots among secondary Attributes, and 3 dots among tertiary Attributes.
• All Abilities begin at 0 dots.
• Rank categories of Abilities (Talents, Skills, Knowledges) in order of importance to the Arcana's function.
• Divide 13 dots among primary Abilities, 9 dots among secondary Abilities, and 5 dots among tertiary Abilities.
• No Ability can have more than 3 points without spending Freebie Points. • Record Willpower (3) and Backgrounds (0).
• Record Health Track (Bruised, Hurt, Injured Wounded, Mauled, Crippled, Incapacitated — a standard track).

• Select 5 Arcana Features.
• Spend Freebie Points (15), and, optionally, purchase Merits and Flaws (max. 7 points).

For the features we'd get this by default and for free:

• Phantasm (Emanation): Emanations can soak lethal damage, but not aggravated.
Select either the Umbra or the Underworld. This is the emanation's native home. It may roam freely in its native realm, where it enjoys the natural ability to converse with the other native denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The phantasm may manifest in the physical world only while within one hundred yards of its keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a scene. It may pay one Willpower to immediately teleport to its master's or keystone's location.
If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be. If she commands the ephemera to attend her, it may teleport to her master's location and manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also destroyed. If the emanation is slain, it may reform one hundred years later within its keystone. Each point of Essence fed into the keystone by its master quickens this recovery by 10 years.
If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell, the phantasm may treat its master's Hell as a keystone.
Ephemera are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human

For the others:

Integrated Weapons: The Arcana's body is incorporates some sort of deadly weaponry such as metal fists, claws, fangs, horns, or sharpened bone protrusions. Her Brawl attacks inflict Strength + 1 lethal damage.
So he doesn't need a sword for his sword.

Flight: Whether due to wings, magical levitation, or bladders full of rotten gasses, the Arcana is capable of flight at its normal movement speed

Stealth: The Arcana can use some method, such as color-blending, an optic camouflage field, or simply becoming the same substance as a nearby wall, to hide effectively. Reduce the difficulty of all Stealth rolls by two.

Unnatural Sense: The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.

Expertise: The Arcana gains seven additional dots of Abilities, which may be used to raise them above three dots. Taking this Feature additional times provides only five bonus dots
For occult or whatever is needed for its gimmick ability.

I'm thinking something sensory related. If possible give it dots in divination directly at creation, with the 6-point flaw version of this:

Conditional Magic (1 to 6-pt. Merit or Flaw)
There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.

The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.

Points Condition

1 point Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year.

2 points Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon.

3 points Rare, but not unheard of: loadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels.

4 points Special order: virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm.

5 points Available without much trouble: cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground.

6 points Common as dirt: men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays.
Set to "Can only be used to the immediate benefit of the Sword's owner".

Use the extra points on the path, and take the full seven points in allowed merits to buy these:

Oracular Ability (3-pt. Merit)
No, your mage is not one of the mystic Master mages living in an ivory tower in the Deep Umbra. Neither is she a software company. What she is, is an ordinary mage with a flair for divination and glimpses into the past, present and future. Whenever the Storyteller feels you are in the position to see a sign or portent, you may make a Perception + Awareness roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty is relative to the complexity of what you have seen. Your difficulty for all divination with magic (generally with Time) reduces by two.


Prophetic Ability God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warnings or advice. You cannot request or induce a prophetic vision; they come on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. This merit should provide dramatic moments, and players should not come to rely upon them for plot resolution. (INQ)
From here.

If the sword can't play Mysterious Ways games itself, then the god within could still at least sort of fake it by looking at the present and near future to guide Daniel around.

Summary of effects:

When fighting with his sword Daniel would always have at least 2 successes on any melee roll (but not damage) as long as it's opposed, and 1 for anything that isn't as long as he's allowed to roll at all. Which he does at -2 diff. He could also choose to switch to chimerical damage at any time if he wants to go nonlethal.

While holding it he'd also be immune to mental manipulation with the next best thing to charm level certainty.

The sword-emanation would be a brawler with lethal natural weapons, stealth, flight, ideally the divination path with a restriction to Daniel's benefit, and 2 merits for getting plot powered prophetic visions so it can fake Mysterious Ways shenanigans by way of clairvoyant precognitive gumshoe action.


:V

This took forever to dig up everything for, but there are still some rough spots. Any feedback is appreciated.

Edit:

Worth noting as an addition that splendors are explicitly not complete products once you're done making them. You can grow them with infusions later.

So that would be Daniel's built in ascension path when this level of power is inevitably outgrown. Kill something impressive enough to feed his upgrades.

With 3 more points he could get a lot more functionality.

Stuff like Agg against spirits and being able to spend a point of willpower to spontaneously manifest anything you could justify having under a 5 dot Arsenal background. Which I'm given to understand would be some scary things.
 
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I managed to find it, Here if anyone else wants it.
Spoiler for length:
Looking at the mechanics I'm hoping we can get a reprieve on the order of operations since without one our loot becomes incredibly hard to use.

Assuming we get one and roughly use the crafting rules from that link, my thought is to go all out and burn two major arc villains on Daniel's buff once we have the craft charm.

Emanations could sort of represent a god, though I'd prefer to use whatever DP is already using for that if we can. For now I'll just sue those mechanics though.

The bulk of the effect would come from the splendor mechanics since we can make those and it suits the sort of buff I'm envisioning here.

We use the sword as the mystic token to carve the splendor on, and use the gossamer to infuse it as our token of victory/impossible juice for whatever that's worth in bending the rules.

Ideally this lets us meet the conditions for a 4 dot adornment, because you need a trophy infusion to improve past 3 dots.

That would give us 9 element points, 1-6 must be form, 3-6 root, up to 5 mystic.

I'll assume 2 for root, imminent violence for the sword and dreaming for reasons that will be clear in a moment:






I'm not sure what chimerical damage should mean in this setting, but something close to being able to fight without pulling punches or permanently damaging people who don't deserve it would be appreciated by someone like Daniel. The glamor resistance is nice too.

I think it's arguable that a Yin alignment from the sword makes this reasonable, especially with gossamer involved.

The real meat is the root element stuff though, because it has these as options:







The first of those is basically a flatly superior alternative to an exalt's key ability. It's not an excellency, but it's the next best thing to it.

For a sword adornment the obvious application is melee + dex, with a fighting style specialty to maximize applicable dice if that's a thing.

There are all kinds of great abilities here, but I'd still be tempted to get this twice if it weren't for the existence of sacred protection.

We keep talking about issues with mind magic/reading and mortals. With SP and a dream character element he has a constant immunity to it while holding the sword.

The base description calls Splendors solidified ancient sorcery, so I'm hoping that it's as close to a charm as it's practical to get.

It's so good that buying lots of character to get immunities is potentially viable, though mixed damage types lowering the defense quality is an issue. I prioritize the mind stuff always being as strong as possible, so I'm avoiding it.

This leaves us with 1 point left for mystic elements, which is sort of unfortunate but only a few are good anyway so it's not too much of a loss.

The safest bet is to double down on sword things with this:

So if Daniel is fighting someone with his sword he can botch and always adds 2 bonus successes to any successes he does roll, which will be rolled against Diff 4 most of the time.

It's a shame that the mind protection is so expensive. If I could pull another point without a flaw we could get that to a constant -3 difficulty to all attack rolls with another character choice.

The other potentially interesting option here is this:


As an adornment this ability is less useful unless the chimerical stuff gets translated in a particularly useful way here.

If this would let him throw around nearly real illusions or temporary modifications made using charged nevernever goop it'd be a lot of added utility.

Honestly looking at the Arcana rules I'm just disappointed. The traits are all for a physical brawler, despite the spiritual options. Which are describe as having differences in their ability to physically engage with reality but mechanically emanations are barely any different.

It's basically just that they can also teleport to their master independent of the keystone and use an infernal's kingdom as their spirit realm. Which they pay for by taking a century to reform when killed compared to the year and a day of a phantasm and having all the other weaknesses of the type.

That said, they can still take regular merits so we can theoretically build what is essentially a stand with the Arcana baseline focused on brawl, some utility, and facilitating some specific magical trick.

I won't stat the whole thing, but here's what we're working with:



For the features we'd get this by default and for free:



For the others:


So he doesn't need a sword for his sword.








For occult or whatever is needed for its gimmick ability.

I'm thinking something sensory related. If possible give it dots in divination directly at creation, with the 6-point flaw version of this:


Set to "Can only be used to the immediate benefit of the Sword's owner".

Use the extra points on the path, and take the full seven points in allowed merits to buy these:





From here.

If the sword can't play Mysterious Ways games itself, then the god within could still at least sort of fake it by looking at the present and near future to guide Daniel around.

Summary of effects:

When fighting with his sword Daniel would always have at least 2 successes on any melee roll (but not damage) as long as it's opposed, and 1 for anything that isn't as long as he's allowed to roll at all. Which he does at -2 diff. He could also choose to switch to chimerical damage at any time if he wants to go nonlethal.

While holding it he'd also be immune to mental manipulation with the next best thing to charm level certainty.

The sword-emanation would be a brawler with lethal natural weapons, stealth, flight, ideally the divination path with a restriction to Daniel's benefit, and 2 merits for getting plot powered prophetic visions so it can fake Mysterious Ways shenanigans by way of clairvoyant precognitive gumshoe action.


:V

This took forever to dig up everything for, but there are still some rough spots. Any feedback is appreciated.

Edit:

Worth noting as an addition that splendors are explicitly not complete products once you're done making them. You can grow them with infusions later.

So that would be Daniel's built in ascension path when this level of power is inevitably outgrown. Kill something impressive enough to feed his upgrades.

With 3 more points he could get a lot more functionality.

Stuff like Agg against spirits and being able to spend a point of willpower to spontaneously manifest anything you could justify having under a 5 dot Arsenal background. Which I'm given to understand would be some scary things.

I really liked your choices, especially funny the spirit having to do the legwork of Mysterious Paths, which Uriel usually does with the knights.

We can define his (the sword) realm as our hell, and take away the stealth, because Daniel will fight with us and honestly Molly and Lydia are too mystically heavy and noisy to go the subtle route at all, substituting it for another feature like improving his divination or making him harder to kill.

We should also put in another limiter if possible, one like that can only be wielded by someone who pledges allegiance to its creator, Demon Queen Molly, as this even when it's freshly made will be a powerful artifact, the kind I can easily see being like a plot weapon that the bad guys in one of the Dresden Files books would seek to steal for evil purposes and Harry has to find it first to stop them. In addition, we can use the points to purchase other legal merits.

What I think is coolest of all is that it might not be anywhere near as powerful as a Sword of the Cross at first but it would be much more unrestricted on what it can do and with its ability to grow more powerful by killing powerful beings and clear lack of end to dangerous enemies that we will have to kill in the future, after decades and centuries it would give any Sword of the Cross a run for their money.

As for the name, it must be something grand, mystical and very Infernal style, taking into account who is going to build it and what he seeks to imitate, so I recommend naming it with the name of the ahorrent weapons of the RPG Noblis, because I think they are very cool and that they fit the Infernal nomenclatures.
 
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