Keep in mind there is a danger to making Third Circle Demons, you would be externalizing pieces of Molly's soul. If they got killed somehow she would be changed.
On one hand, yes. On another, that would require spirit killer charms for whoever manages to kill them. Which, I assume, won't be easy at all. So, benefits (likely more power, further transhuman development), and downsides (increased danger if things do go wrong) both.
And it's not a given that they would be third circles, I assume that would be an option. I would be all for just making them as major gods with potential to grow.
A Devil Tiger's 'own' soul is a Fetich soul although if they are killed mid-metamorphosis they just wither on the vine and perish because that soul is still so central to them. A Devil Tiger is not a state, it is a transition during which the infernal is both human and nascent Primordial.
[X] Speak, words of rebellion come very easily to mind
-[X] Spend willpower for extra successes in critical rolls.
-[X] [Stunt]: "She" Molly began, tracing the edge of the distinction as she did "Has ever been a failure of the worst kind"
—[X] "I will not pretend to know the war that split heaven, but I still have eyes. In her Rebellion she cast off the restrictions of one Lord for the bindings of one far lesser, and was rewarded with a prison from each for it"
—[X] " What does she have that is not dictated by others? What freedom does she possess surrounded by chains?" Meeting Harry's eyes with her own Molly allows her conviction to well up into her gaze. "This story written by those who came before us is a weight around our throats, but it chokes them most of all. The power that I have been granted has laughed at the impractical and impossible, birthed a new world and new hope where there was none."
—[X] For a moment a taste nothing like saffron that somehow feels like it ghosts through the room, heralded by the silent anticipation found between the ringing of bells. "They are old and wise, powerful and sure, but The Wheel Turns and we turn with it"
—[X] "I will not speak you of faith, of duty, or of ideals. Instead I offer a hand in friendship, the freedom to be something more, if you are brave enough to let go of your chains to take it".
I think I've got my melodrama levels set to disintegrate, but we are trying to redeem the shadow of a fallen Angel here. I'd welcome any feedback though.
I don't really trust her for the reasons I've already stated, but if we're doing this we shouldn't fail due to a stupid self fulfilling prophecy. If we go all in and she betrays us anyway we can at least say we went in with our eyes open and good faith in our hearts instead of eating crow for sabotaging our own effort.
I figure something like this approach covers the right bases. Lasciel has gone from master to master, defined by her limits and the rules set by others. I don't think we can show her anything new under the sun but the ability to be free in her own right.
Edit: small phrasing tweak.
Edit2: added willpower clause
Edit3: typos
I think I've got my melodrama levels set to disintegrate, but we are trying to redeem the shadow of a fallen Angel here. I'd welcome any feedback though.
It's certainly dramatic. However, I think in this particular case my version is a bit better, because there's a very vivid example of how Lasciel's "seduce and twist everything you hold dear" attempts can go - with Lash about to get her freedom, Lasciel's coin confined in Harry's basement, and the attempt an abject failure. And it would have turned like this even without us being here, if with Lash dying. Lash is scared of what Lasciel can do, when she, a genuine and best attempt by Lasciel at seducing someone, is a direct example of how Lasciel isn't infallible.
So, about this. Does this mean that there is no limit of how low crafting DC can go? I think you changed your mind for this on several occasions, between "DC 3 is the lowest" and "it can go down to autosuccess".
On the topic of containing the coins can we craft an Arcana with just enough free will to count as a valid host, but who has maximum willpower, applicable intimacies and powerful defense against mental influence who is perfectly happy and satisfied to hold a coin and never let the fallen have any influence on the world?
The coins have to remain in circulation, but I sorta want to stuff one under a mattress.
It's certainly dramatic. However, I think in this particular case my version is a bit better, because there's a very vivid example of how Lasciel's "seduce and twist everything you hold dear" attempts can go - with Lash about to get her freedom, Lasciel's coin confined in Harry's basement, and the attempt an abject failure. And it would have turned like this even without us being here, if with Lash dying. Lash is scared of what Lasciel can do, when she, a genuine and best attempt by Lasciel at seducing someone, is a direct example of how Lasciel isn't infallible.
Possibly, but I think you're being a bit too blunt about the distinction between Lasciel and Lash. I also think you're highlighting the wrong things about the situation.
As the shadow of one of the fallen Lash is very familiar with failure. This is far from the first time that she remembers being beaten and contained. Lasciel just usually bounces back and tries again somewhere else. To Lash's mind we have to win every encounter and Lasciel only had to win once.
That's part of why I framed my write in the way I did. It's not enough to be strong, we have to present the idea that we're a change to the paradigm instead of a power to work around in the great game.
Really the whole thrust of my approach is related to that. We're something impossible, so we can make impossible changes facing impossible odds and offer her an escape that never could have been under the old rules or her 'old' identity.
On the topic of containing the coins can we craft an Arcana with just enough free will to count as a valid host, but who has maximum willpower applicable, intimacies and powerful defense against mental influence who is perfectly happen and satisfied to hold a coin and never let the fallen have any influence on the world?
The coins have to remain in circulation, but I sorta want to stuff one under a mattress.
On the topic of containing the coins can we craft an Arcana with just enough free will to count as a valid host, but who has maximum willpower applicable, intimacies and powerful defense against mental influence who is perfectly happen and satisfied to hold a coin and never let the fallen have any influence on the world?
Creating a being that supposedly has its own will but has no desires but to hold the coin is kinda cheating. If not outright breaking the rules. For there to be a proper will there needs to be an ability to choose differently. And you are basically choosing for the golem/homunculus before it was even born.
Yeah, if we want to play this game is probably better to use a monkey trap. Put bait they will refuse to let go of somewhere that keeping a grip on it leaves them pinned. That's a risky sort of play though, since it requires risking something they genuinely want falling into their hands.
In my defense, if there's a time to be dramatic trying to tempt the shadow of a fallen Angel seared into the soul of a powerful wizard to defect from Hell and entrust her spirit to your care is it.
I also think the nature of the argument I'm making should be more compelling to Lash on this issue independent of the presentation.
Creating a being that supposedly has its own will but has no desires but to hold the coin is kinda cheating. If not outright breaking the rules. For there to be a proper will there needs to be an ability to choose differently. And you are basically choosing for the golem/homunculus before it was even born.
On the topic of containing the coins can we craft an Arcana with just enough free will to count as a valid host, but who has maximum willpower applicable, intimacies and powerful defense against mental influence who is perfectly happen and satisfied to hold a coin and never let the fallen have any influence on the world?
The coins have to remain in circulation, but I sorta want to stuff one under a mattress.
Kbowledges (tetriary, 5 points)
Law 2
Occult 2
Politics 1
While all fae are conscious of the bonds of oaths, for you
it's almost of a religious nature. Whenever you're overwhelmed, the thought of your duties is enough to give you the strength to persevere. In game terms, you reduce the difficulty of rolls pertaining to the fulfillment of your oaths by three. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). No Willpower may be spent on actions having to do with the breaking of oaths. This is not cumulative with the effects of the Merit True Love (see p. 186), though it can be combined for purposes of roleplaying
To your detractors your head is full of rocks. In truth, your determination and stubbornness makes you unshakable once your mind is set. Characters attempting any mind-altering magic against you are at +3 difficulty, up to a maximum difficulty of 9. This Merit does not affect powers dealing with emotions. Characters with Willpower scores below 5 cannot take this Merit.
You have an enemy, or perhaps a group of enemies, who want you harmed. The value of the Flaw determines how powerful these enemies are. The most powerful enemies (kings or impossible horrors from the Dreaming) would be five-point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you earned such enmity in the first place.
The Exalt has either already made extensive study of the mystic arts prior to Exaltation, or has the potential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path costs 4 Freebie Points during character creation, while rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating × 4 for additional dots, while rituals cost their rating in experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Marrow and Soil Aspects, and all Infernal Exalted pay current rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the Twilight, Daybreak, and No Moon Castes. It costs 4 points for Sidereals, Air Aspects, Marrow and Soil Aspects, and Infernals.
Social build. All the social. Absolutely social. Superhumanly social. Born with the purpose of subverting denarian shadows and resisting denarians. Unaging, because it takes time. With potential to go superhuman in all attributes.
Couple this with a training charm use to bring occult, melee, intimidation, and larceny to 5, physical attributes to 6. And then give them a coin after having them swear to turn the shadow and the fallen to the side of good.
10 WP, -3 DC for fulfilling their oath, +3 DC against mind (but not emotion) altering magic. Ability to learn path magic for self-defense. Superhuman mind and socials.
So, about this. Does this mean that there is no limit of how low crafting DC can go? I think you changed your mind for this on several occasions, between "DC 3 is the lowest" and "it can go down to autosuccess".
If you take a DC to 2 you just succeed, I have rolled a Dc 2 roll once, but just to see what would happen, that did not inform the narrative. As a general rule if the roll is for something with a pass/fail state 'do you break down the door' lets say then that door is splinters and we move on. If on the other hand the roll is for something where the number of successes matters the DC will only go down to 3 and be rolled, but for every -1 you would have had past three, you get an extra 2 dice.
I have spent months now, slowly reading my way through A Sword Without a Hilt & Age of Ice & Blood, which I suppose means it is finally time to graduate from lurker to participant, just in time to tempt a Fallen Angel into Falling once more, by offering Her a Deal.
Kbowledges (tetriary, 5 points)
Law 2
Occult 2
Politics 1
While all fae are conscious of the bonds of oaths, for you
it's almost of a religious nature. Whenever you're overwhelmed, the thought of your duties is enough to give you the strength to persevere. In game terms, you reduce the difficulty of rolls pertaining to the fulfillment of your oaths by three. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). No Willpower may be spent on actions having to do with the breaking of oaths. This is not cumulative with the effects of the Merit True Love (see p. 186), though it can be combined for purposes of roleplaying
To your detractors your head is full of rocks. In truth, your determination and stubbornness makes you unshakable once your mind is set. Characters attempting any mind-altering magic against you are at +3 difficulty, up to a maximum difficulty of 9. This Merit does not affect powers dealing with emotions. Characters with Willpower scores below 5 cannot take this Merit.
You have an enemy, or perhaps a group of enemies, who want you harmed. The value of the Flaw determines how powerful these enemies are. The most powerful enemies (kings or impossible horrors from the Dreaming) would be five-point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you earned such enmity in the first place.
The Exalt has either already made extensive study of the mystic arts prior to Exaltation, or has the potential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path costs 4 Freebie Points during character creation, while rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating × 4 for additional dots, while rituals cost their rating in experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Marrow and Soil Aspects, and all Infernal Exalted pay current rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the Twilight, Daybreak, and No Moon Castes. It costs 4 points for Sidereals, Air Aspects, Marrow and Soil Aspects, and Infernals.
Social build. All the social. Absolutely social. Superhumanly social. Born with the purpose of subverting denarian shadows and resisting denarians. Unaging, because it takes time. With potential to go superhuman in all attributes.
Couple this with a training charm use to bring occult, melee, intimidation, and larceny to 5, physical attributes to 6. And then give them a coin after having them swear to turn the shadow and the fallen to the side of good.
10 WP, -3 DC for fulfilling their oath, +3 DC against mind (but not emotion) altering magic. Ability to learn path magic for self-defense. Superhuman mind and socials.
Six months of training assuming three uses of our training charm per month to bring everything to 5 / 6. Less, because we can't train them in Larceny and such.