This is neat, but I think the closest we can get to this is technically making a tattoo keystone.So... Given that Rosie's kid is going to have us as afaeriegodmonther, they need to have protection, if only due to direct association with us. Sadly, I doubt Uriel can be relied upon to provide a literal guardian angel here. There are the following options that I see:
1) VEE, to grant them Guardian Angel Merit - only works when they are old enough to voice a wish. Might work of Rosie herself asks for a guardian angel for her kid.
2) Forging them a guardian ourselves. With the kid themselves acting as the keystone of an emanation, I propose the following design:
5 dot emanation arcana
Permanent Willpower: ●●●●●●●●●● (3+7 from freebie points)
Attributes
Abilities
PHYSICAL (primary + 2x superior body = 12 points) SOCIAL (Teriary) MENTAL (secondary + superior mind = 8 points) Strength ●●●●●●● Charisma ●●●○○ Perception ●●●●●● Dexterity ●●●●●●● Manipulation ●○○○○ Intelligence ●●○○○ Stamina ●●●●○ Appearance ●●○○○ Wits ●●●○○
TALENTS (primary, 13 points) SKILLS (secondary, 9 points) KNOWLEDGES (tertiary) Alertness ●●●●● (3+2 from freebie points) Animal Ken ○○○○○ Academics ○○○○○ Athletics ●●●●● (3+2 from freebie points) Crafts ○○○○○ Computer ○○○○○ Awareness ●●●●● (3+2 from freebie points) Drive ○○○○○ Finance ○○○○○ Brawl ●●●●● (3+2 from freebie points) Etiquette ○○○○○ Investigation ○○○○○ Empathy ○○○○○ Firearms ●●○○○ Law ○○○○○ Expression ○○○○○ Larceny ●○○○○ Medicine ●●●○○ Intimidation ○○○○○ Melee ●●○○○ Occult ●●○○○ Leadership ○○○○○ Performance ○○○○○ Politics ○○○○○ Streetwise ●○○○○ Stealth ●●○○○ Science ○○○○○ Subterfuge ○○○○○ Survival ●●○○○ Technology ○○○○○ 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.
Emanations are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human.The Arcana gains three additional dots of Physical Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.The Arcana gains three additional dots of Mental Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.Whether due to wings, magical levitation, or bladders full of rotten gasses, the Arcana is capable of flight at its normal movement speed.The Arcana's body is made of tougher stuff than others of its kind. If the Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty 8.A Trait held most commonly by trolls and redcaps, Granite
Skin is quite literally an epidermal layer of thin, hard stone.
You're a great deal tougher than you might be normally, but
have the undesirable effect of leaving small flakes of stone
behind every time you bend or flex. You possess the equivalent
of chainmail armor at all times (see p. 285). Granite Skin does
not cause a Dexterity penalty, but does impose a +1 difficulty
to all rolls involving moving quietly.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 cannot speak. You may communicate with the
Storyteller and describe your actions, but cannot talk
to player or Storyteller characters unless everyone
concerned purchases a commonly understood sign
language (via the Language Merit) or you write down
what you wish to say.(1 or 2 pt. Flaw, M20: book of secrets, p.): 2 pt. version
According to certain legends, witches cast no shadow. And
while that isn't true of most mages, it's somehow true for you.
Maybe you suffer from a lingering Paradox Flaw, manifest your
own cultural fears, or made a bargain that cost you your shadow
or reflection. In any case, your shadow and /or reflection are
absent from your presence. For one point, you're missing one of
those things, for two points you lack them both, and although
most folks won't notice this consciously, they do tend to feel
uneasy in your presence even if they're not sure why. (Technological
machines record this phenomenon, too.) Add +1 to the
difficulty of all your Social-Trait rolls under most circumstances,
and +2 to the difficulty if a witness makes a perception-based roll
(difficulty 7) and figures out why you seem so weird.A pact or some other metaphysical occurrence has left you
with what old-school witch-hunters consider a "devil's mark": a
minor but noticeable deformation that remains insensate to pain
and yet allows a creature to draw your Quintessence out through
your body in physical form. Despite preconceptions, the origins
of this mark might not have come from a pact with some infernal
entity. That fact doesn't keep people – Sleepers and otherwise –
from looking askance at you if and when this mark can be seen,
especially since there's often something disconcerting about the
way it appears – a third nipple, a red or black growth, a vaguely
demonic face or sigil embedded in your flesh, and so forth.
Thankfully, you don't have to worry too much about
witch-hunters in the technologically industrialized world.
(Other regions are a different story; even rural areas of socalled
advanced nations still hold people who will harm or
kill someone who's "different.") The mark's disconcerting
appearance, though, may lead you to cover it up anyway. Folks
who do believe old-fashioned ideas about "witches" will not take
kindly to that devilish brand, so it could become a real problem
under the wrong circumstances. On the plus side, however,
you actually can nurture a Familiar (as in the Background
Trait of that name) on the mark, and do so without physical
discomfort. Of course, the idea of a talking, midnight-blue
winged tarantula taking hits of Quintessence off your body
may be uncomfortable in its own right.Forged from dreams, hopes, and fears of a devoted mother thrust into a terrifying Moonlit world, and animated by by the awesome power of an Infernal exalt, this silent guardian knows precisely what it was born for - to guard and protect their charge from danger, to ensure that they would not be taken by enemies of its creator. Normally existing just out of sight in a spirit realm, it possesses a form reminiscent of a human, but one that couldn't be mistaken for one. With pale purple skin, and a mane of wild black "hair" composed of cold flames, rather than mundane matter, its body is that of an idealized, perhaps over-idealized male bodybuilder, proportions taken far beyond human and to the very edge of functionality, nearing grotesque. A mark not unlike the one upon the brow of its creator is branded into its neck. Gold armor that wouldn't be out of place on Sumerian soldier covers its form. It would take a keen eye indeed to realize that the armor is actually part of its body.
Behind its yellow eye, a keen, perceptive mind shines, ever watching and ever-vigilant, ready to protect its charge from any danger, be it by fighting against the attackers, or taking the child and flying away with all its speed. This mind is full of loyalty and is as hard as rock upon which a world could be built. It would take a truly impossible power to have it break its oaths.Superhumanly strong and fast unarmed flying brawler with superhuman perception. Soaks aggravated damage, has +3 soak from granite skin. 12 dice for brawl. -3 DC for protecting their charge, +3 difficulty for anyone to affect its mind (so, in an opposed roll, that would be a 6 DC difference: -3 for the guardian, +3 for the attacker), should be capable of succeeding basically any willpower roll.
Oh, and yes, this is essentially Star Platinum, if you haven't guessed.
Point of fact, it actually has to be an item of some value to qualify at all or a magic item of some sort, so we could exploit that to make a 2-3 for prodigy tattoo to link the arcana to that gives the kid more protection.
I'm tempted by something touching on concealment since we already have a ruling on the aura scale from earlier and it makes for an excellent layer one protection. 3 dot equivalent magic tattoo designed to make the child seem as uninteresting and mundane as possible. It's an item so once the kid is old enough to have opinions they can toggle it themselves if they want to.