Green Flame Rising (Exalted vs Dresden Files)

That is a very good point on the nature of power with some narrative implications. Since we have not put down anything storywise I am going to change my ruling, but Molly is the queen of a magi-tech society that runs on demon chi in various forms so making a mechanism or rite that converts them back and forth should be very possible. Options include: a splendor that can convert power back and fourth as long as Olivia is in the right mindset or a ritual she would actually perform, though that would be mana manipulation.
But here is the thing though. Molly is making something new, something different. Something like the Tiffany. OOC we may be drawing from multiple sources, but IC, Molly is using each comonents to forge something new. Something whose whole is greater than the sum of its parts.

She is not a Sorcerer, not a Fomori, not a Akuma/dhampir but something entirely different. So having her own power stat makes sense, as does its regeneration rules.
 
There really should have been a moratorium
If people are voting before plans are complete.....

Anyway, here's draft 3:

VOTE
[]Plan Gunslinger
Draft V3 said:
FOMARCH OLIVIA DESH
RULES
Sorcerer chargen.
6/4/3 Attributes. 11/7/4 Abilities. 5 points Path Sorcery. 5 points Background points.
21 points Freebie Points. Starting WP 5. Starting Mana 0.
100 xp bonus XP.
19 Powers. No Gifts above Rank 3.No Regeneration

ATTRIBUTE
PRIMARY
Social: Charisma 4(6), Manipulation 2(4), Appearance 4(6).

SECONDARY
Mental: Perception 6(7), Intelligence 3, Wits 4(6)

TERTIARY
Physical: Strength 1(3), Dexterity 3(7), Stamina 2(4).

Mana/Gnosis Pool: 5
Willpower 8
Soak 2/5/7(Stamina/+Armored Hide/+Bestial Mutation)

==
*Physical and Mental Traits in brackets include Bestial Mutation + SuperEnhanced Beast Mode bonuses
*Social Traits in brackets include Siren's Veil bonuses
************
ABILITIES
PRIMARY
Talents: Alertness 2, Athletics 4, Awareness 3, Brawl 2, Empathy 2, Expression 2, Intimidation 0, Leadership 0, Streetwise 2, Subterfuge 2

SECONDARY
Skills: Animal Ken 0, Craft 0, Drive 2, Etiquette 2 , Firearms 4, Larceny 1, Melee 0, Performance 3, Stealth 2, Survival 2

TERTIARY
Knowledges: Academics 2, Computer 1, Finance 1, Investigation 2, Law 0, Medicine 1, Occult 3, Politics 0, Science 0, Technology 0


***********
FOMOR POWERS: 19(BASE 14 + 5 From Supernatural Flaws)
1)Disguise: Hide all powers
2)Armored Hide: +3 Armor. Soak lethal and bashing at DC6, agg at DC8
3)Armored Skin: Soak and heal lethal damage as bashing
4+5)Unholy Blessing x2: -4DC for activating powers
6)Mega-Attribute: Perception: +3 Perception. Included in stat.
7)Sense The Unnatural: Roll Perception + Occult at DC6 to detect supernaturals within 20 yards, and a second roll to identify type
8)Bestial Mutation: +2 to all Physical Attributes when activated. Appearance drops to 0
9)Enhanced Bestial Mutation: Switch between two powers
=Standby Power:
+++Siren's Veil: +2 to all Social Attributes, and may roll App + Empathy against (target WP) DC to appear as ideal mate
=Bestial Power: Wicked Weapons of Malfeas
+++Instincts for Violence: Free counterattack when engaged in close quarters; Dex + Brawl at DC7, damage Str-1.
10)Super-Enhanced Beast Mode: +5 Attribute pts to distribute in Beast Mode to any attributes except Appearance. Max of 3 pts to any attribute. Choice: +1 Per, +2 Wits, +2 Dexterity
11)Extra Speed: +1 Action, and 1.5x speed
12)Greater Gifts of Malfeas: Access to Rank 3 Gifts. May spend temp WP instead of Rage or Gnosis/Mana for activation, or roll WP for activation.
13)Gifted Fomor: Adaptation(Rank 3 Silent Strider): No damage from poison or disease, and ignores environmental conditions for an hour per success
14)Gifted Fomor: Cybersenses(Rank 2 Glass Walker): Exchange senses for those of machines. X-ray vision, sonar, etc.
15)Gifted Fomor: Strength of Purpose(Rank 2 Philodox/Croatan/Get of Fenris): WP recovery. Once per scene roll Stamina + Rituals at DC7 to recover WP at 2 sux/1 pt of WP
16)Gifted Fomor: Grandmother's Touch (Rank 2 Children of Gaia): Roll Intelligenc + Empathy at DC5 to heal self or others at a rate of 1 level of bashing/lethal/agg per success
17)Gifted Fomor: Persuasion(Rank 1 Homid): -1DC on social rolls. Increased impact on successful Social rolls.
18)Gifted Fomor: Catfeet/Possum's Feet(Rank 3 Lupus/Bunyip): Immune to falls <100ft, perfect balance, all combat actions involving body slams and grappling get -2DC
19)Twisted Gifts: Any Gift list instead of just Homid, Ahroun and BSD.Spend WP to activate gifts, may roll WP to activate gifts

************
PATH SORCERY/NUMINA: 7PTS
<<Telepathy >> PLOT
Summoning/Warding 1
Psychic Invisibility 3
Mana Manipulation 1
Mind Shields 2

MERITS: 13 PTS(Merit 20 - Flaw 7)
Artistically Gifted(M20 Book of Secrets): 1pt.
Ability Aptitude(Occult)(Mage Revised): 1pt
Unaging(Mage Revised): 2 pt.
Iron Will(C20 p180): 2pts: +3DC to enemy mind-altering magic
Spark of Life(M20): 5pt. -2DC to Life magics like healing, rapid healing, can share healing
Strength of Psyche(Sorcerer Revised p54): 2 pts
Flow of Ki(Sorcerer Revised): 3pts
Crack Shot(C20 p177): 2pts.
Seldom Sleeps(W20): 2pts.

FLAWS: 7PTS
Curiosity(W20 p477): 2 pts
Profiled Appearance(M20 Book of Secrets): 2pt
Debt(M20 Book of Shadows p61): 3pts (student debt)


SUPERNATURAL FLAWS: 10 PTS [+5 Fomor Powers]
Changeling Eyes (C20 p187): 1 pt.
Touch of Frost(Molly's version): 1 pt
Supernatural Enemy: 2 pts
Wild Talent(Psychic Invisibility)(Sorcerer Revised p55): 2pts
Demon-Hounded (DAV20 p426): 2 pts.
Path Inept(Enchantment) (Sorcerer Revised): 5pts

BACKGROUND 5 PTS
Mana Background: 5
Arsenal/Armory: ???

++++++++++++++++++++++++++++
++++++++++++++++++++++++++++
Social Primary, Mental Secondary, Physical Tertiary

Dex to 3, Stamina to 2, leaving Str at 1
Int and Wits to 3, leaving Perception at 1
Cha and App to 4, leaving Manipulation at 1

12xp to raise Perception from 1 to 3
12xp to raise Wits from 3 to 4
4xp to raise Manipulation from 1 to 2

28xp total
>>>>>>>>>>>>>>>>>
PRIMARY: 11 pts
Talents: Alertness 1, Athletics 3, Awareness 3, Brawl 1, Empathy 1, Expression 0, Intimidation 0, Leadership 0, Streetwise 2, Subterfuge 0

2xp to raise Alertness from 1 to 2
2xp to raise Empathy from 1 to 2
2xp to raise Brawl from 1 to 2
6xp to raise Athletics from 3 to 4
5xp to raise Expression from 0 to 2
5xp to raise Subterfuge from 0 to 2


22xp total
<<<<<<<<<<<<<<<<<
SECONDARY: 7 pts
Skills: Animal Ken 0, Craft 0, Drive 0, Etiquette 1 , Firearms 1, Larceny 0, Melee 0 , Performance 3, Stealth 1, Survival 1

2xp to raise Etiquette from 1 to 2
2xp to raise Stealth from 1 to 2
5xp to raise Drive from 0 to 2
12xp to raise Firearms from 1 to 4
3xp to raise Larceny from 0 to 1
2xp to raise Survival from 1 to 2

26xp total
>>>>>>>>>>>>>>>>>>
TERTIARY: 4 pts
Knowledges: Academics 1, Computer 0 , Finance 0, Investigation 0, Law 0, Medicine 0, Occult 3, Politics 0, Science 0, Technology 0

2xp to raise Academics from 1 to 2
3xp to raise Medicine from 0 to 1
3xp to raise Computer from 0 to 1
5xp to raise Investigation from 1 to 2
3xp to raise Finance from 0 to 1

16xp total
<<<<<<<<<<<<<<<<<<
PATH SORCERY/NUMINA: 7[BASE 5 points + 2 from XP]
<<Telepathy >> PLOT
Summoning/Warding 1 [No summoning]
Psychic Invisibility 3
Mana Manipulation 1
Mind-Shields 1

4xp to buy Mana Manipulation 1
4xp to raise Mind-Shields from 1 to 2

8xp total
>>>>>>>>>>>>>>>>>>>
REMAINING 0xp total
<<<<<<<<<<<<<<<<<<<
FREEBIE POINTS: 21 PTS
13 points to Merits
5 points to Backgrounds
3 points to Willpower
============================================
Mistreated Minority(Sorcerer Revised p54): 1pt OR



PLAYERS GUIDE TO THE HIGH CLANS
P204
Ability Aptitude
You are particularly gifted with one Ability. Perhaps you are a poet of great renown or a master fleshcrafter. Within your specific Aptitude, reduce all difficulties by 2. Characters may purchase this Merit more than once, but Storytellers should feel free to veto any Ability selections that seem too powerful or unbalanced, especially for combat Abilities.

VAMPIRE THE DARK AGES p426
Demon-Hounded (1 to 5 points): A demon has taken a shine to you. It comes at odd and inconvenient hours and offers you bribes of wealth and power. Some days, it asks for favors; on others, it offers them. What black schemes does hell have in mind for you that one of its servants would bother you so? What fell powers have you toyed with that you should not? At 1 point, the demon is little more than an imp, asking for minor favors or stealing small objects. At 3 points, the demon is your physical or magical equal, or is a smaller threat that is willing to also drag your close friends into this affair. At 5 points, the demon is significantly powerful, able to threaten your coterie, or a lesser demon willing to torment your friends, family, and acquaintances.


M20 BOOK OF SECRETS p61
Debts (1 to 5 pt. Flaw)
Mages still need money in order to function in the human realm. And in your case, you're kinda fucked financially. Student loans, credit-card debts, child-support payments, gambling losses, legal judgments, medical bills, car and /or mortgage payments... the
ways in which a modern mage can get in over her head financially
are as numerous as the parties who prosper from such debts.

And then there's the possibility of financial manipulation from Awakened sources – mages or Night-Folk who, intentionally or otherwise, are keeping you broke in order to assert their hold over you (see Technocracy: Syndicate, p. 28). Maybe you just suck at the whole paying-your-bills thing. For whatever reason, your income keeps going back out. You might indeed have the Background: Resources, but the money just doesn't stay in your bank account for long.

As a Flaw, these Debts represent a minimum amount of money you owe your creditors. The more you owe, the more this Flaw is worth:
• (1 point) Minimal debt (less than $10,000).
• (2 points) Moderate debt (less than $50,000).
• (3 points) Significant debt (over $50,000).
• (4 points) Crushing debt (over $100,000).
• (5 points) Overwhelming debt (over $500,000).

From the three-point level onward, your creditors will expend a fair amount (perhaps a great deal) of effort to collect those funds from you. Certain creditors, like loan sharks, will start far lower than that. Tactics could range from round-the-clock phone calls and red-envelope letters to lawsuits, repossessions, threats, eviction, and physical violence. For folks with small and /or irregular incomes, the pressure from debt and debt-collection harassment can cause intense emotional and psychological distress... which, in turn, affects one's ability to make money... which deepens the debt... which deepens the stress... in a desperate cycle that can lead to desperate acts.


M20 BOOK OF SECRETS p43
Artistically Gifted (1 pt. Merit)
The Muses work their will through you, or so it appears. Whenever you employ your artistic talent (as in, the Talent: Art in Mage 20, p. 275), reduce the difficulty of those rolls by -2. As with other Merits of this kind, this Merit does not reduce the difficulty of magick-casting rolls, but may reduce the difficulty of Attribute + Ability rolls that are involved with magickal acts. (For more details, see Abilities Enhancing Magick, Mage 20, pp. 533.)


M20 BOOK OF SECRETS p41
Profiled Appearance (2 pt. Flaw)
You look like one of those people... y'know, the people that "respectable citizens" expect bad things from. Depending on the setting of your chronicle, this could involve physical mannerisms, body art, gender distinctions, individual features, ethnic heritage, cybernetic modifications, or other elements of your physical body that you cannot remove and probably don't want to "fix" anyhow. Problem is, the people around you are constantly watching your every move, making trouble for you when they can get away with it, and otherwise causing you grief. The authorities shake you down on principle, and most folks won't object to whatever they choose to do to you.

Although it's related to the Social Flaw: Cultural Other (below), Profiled Appearance is based on your character's physical features, not on their social behavior. Although it can be concealed to some degree, your Profiled Appearance is not something that can be removed without magick, and it reflects an essential part of your identity. Like Impediment, it does not carry a value judgment in the game even though it represents the way other characters will view you. If this feels unfair in the game, imagine how it must feel in real life.


VAMPIRE THE MASQUERADE 20th ANNIVERSARY p490
New Arrival (1pt. Flaw)
You've just arrived in your new city of residence, and don't know anyone in the place. Existing factions may try to recruit or eliminate you, while vampires in posi-tions of authority size you up and take your measure. Meanwhile, your ignorance of the city's current events, history, and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.

Recruitment Target (1pt. Flaw)
Someone in one of your Sect's enemy organizations wants you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.


CHANGELING THE DREAMING 20th ANNIVERSARY
P177
Poison Resistance (1pt. merit)It could be you've a natural resistance, or perhaps you've built up your defenses against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three.

Crack Shot (2pt. merit)Whether pointing a gun, arrow, or dart, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location and reduce the difficulty of rolls not involving specific targeting by one.

===
P180
Iron Will (3pt. merit) 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.

P182
Curiosity (2pt. flaw)You're a naturally curious person, your curiosity easily overriding your common sense. To resist temptation, make a Willpower roll. The difficult varies based on the temptation; difficulty 5 for simple things like, "I wonder what's in the armoire," but difficulty 9 for things like, "I wonder why young men keep going missing around the baron's freehold. I'll just slip in and check it out."

P185
Recruitment Target (3pt. flaw)An enemy organization wants you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time. For every friend you have who will defend you, another will wonder what is so special about you that draws this malevolent group to your doorstep.

P187
Changeling's Eyes (1pt. flaw)Your eyes are a startling color, maybe emerald green, violet, or yellow. This is a sign you are a changeling, recognizable to those who know the ancient lore.


Bard's Tongue (1pt. flaw)You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing or cursing, or an effect that can be ruled by any conscious control. At least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophecy, you must expend a Willpower point and take a Health Level (bashing) from the strain of resisting.


WEREWOLF THE APOCALYPSE 20th ANNIVERSARY
P476
Seldom Sleeps (2 pt. Merit)
Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.


P477
Curiosity (2 pt. Flaw)
You find mysteries of any sort irresistible. Whether it's a closed drawer, a whispered conversation, or a mysterious light just beyond the trees, you have to know what is going on at all times. Anytime you are presented with the unknown, make a Wits roll or else you must go investigate. The difficulty varies with the roll involved: 5 for simple things ("What is in that storage unit?") and up to 9 for intense circumstances ("I wonder what those fomori are planning. I'd better go listen in. What could possibly go wrong?")


MAGE THE ASCENSION REVISED
P295
Unaging (2-pt. Merit)
Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of the Hesperides, or she dined on the forbid- den savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.

P291
Ability Aptitude (1-pt. Merit)
For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with ease. This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technology.
Special or combat Abilities, such as Do, should never have an Ability Aptitude associated with them.


P288-289
Primal Marks (2-pt. Flaw)
Your mage may have an Avatar of the Primordial Essence, some totem or god of legend, or perhaps she's just gained some powerful spirit's patronage and it's set its mark on her. If the totem is an animal, she resembles what such an animal would look like in human form so strongly that people who don't even know her call her "Bear" or "Moose" or "Raven." If the Avatar is some well known god or hero, your character looks just like people would expect her to, including any particular deformities (although you do get extra points for such handicaps). Your mage looks the part so much that anyone can guess her nature
t a glance, and there is some danger in that, especially if your Avatar has a legendary enemy (as most do). Your character's totem or Avatar will also require her to protect its species or finish up its unfinished agenda.

Your mage might alternately be the descendant of some famous or infamous house: Pendragon, Murasaki, Bacon, Bathory, Borgia or Le Vey. Besides the family name, you've also inherited the family "look." Students of history can easily picture you banishing the Devil and slaying dragons, or poisoning entire families and bathing in the blood of virgins — especially since they have the illustrations that might give them this idea.

Alternately, your mage may just look the part of her profession too well. Perhaps she has the red hair and green eyes of an Irish witch, the pale eyes and dark skin of an Arabic sorcerer, the grown-together brows and elongated ring-fingers of a born shapeshifter or the intense yellow, violet or emerald green eyes of one the fae. Students of ancient lore recognize these signs, and your mage may easily become the victim of witch-hunters. However, some witches, changelings, shapeshifters and others may accord you more status in their societies if you "look the part."


SORCERER REVISED
P53
The Flow of Ki (3-pt. Merit)
Most advanced practitioners of the martial arts spend a lot
of time trying to explain that their prowess is not simply a result of skill. Desperately, they seek to explain that their might comes from an understanding of the energy we all possess, the breath of the inner spirit. You understand that lesson in a way that allows you to apply it to physical feats. You may spend Mana (chi, ki, whatever your style calls it) points to reduce the
difficulty target number of any die pool for a physical action.
The difficulty number may not be reduced lower than two, nor
may you reduce it by more than three. Obviously, you must
already have the Mana to spend or this Merit is useless.

P57
Path Inept (5-pt. Flaw)
For some reason, your sorcerer is considerably limited in his
ability to advance in the study of a certain branch of your chosen magic. This may be the result of a curse, poor training or even emotional scars from childhood. Whatever the reason, you
must choose a single Path from that available to your character's
Society. In this Path, you must spend one quarter more experi-
ence points for any gain of Path level or rituals. Be sure to choose a Path that your character plans to study — your Storyteller has ways to get back at you if you try to avoid your Flaw.
* Disguise: Sons of Typhon can hide their true appearance. They look exactly as they did before they were possessed. They can drop the disguise if they so choose, but few rarely do.

===
• Armored Hide: The fomor has tough skin that's resilient to harm. It might be a leathery hide that soaks damage, reptilian scales that deflect attacks, or an oozing discharge that causes weapons to slide off it.

System: The fomor has an additional three dice for soaking lethal and bashing damage. The freak can also use those dice to attempt to soak aggravated damage (difficulty 8.)

===
• Armored Skin: This ability is common among fomori.

System: The creature can soak and heal lethal dam- age as if it was bashing damage.

===
Unholy Blessing: Consecration to the Wyrm's unearthly power imbues the wicked with deadly might.

System: The difficulties of all rolls made by the freak to activate any Fomori Power with an activation-roll (such as Ectoplasmic Extrusion or Noxious Breath) are lowered by 2.
This special Fomori Power may be taken multiple times; its effects stack.

===
• Bestial Mutation: The fomor can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of. Distinctive freaks can be identified through their odious aromas, unnatural hues, horrific hides or scales, or even sanity-shattering emanations from various orifices. (In other words, let your imagination mutate and go wild.)

Systems: Shapeshifting takes the same time as it does for Garou (using Dexterity + Primal-Urge, though few fomor learn that skill.) The freak gains two additional dice for Physical Attributes, but the creature's Appearance in its Bestial Mutation drops to 0. Many of these freaks also have the Power: Claws and Fangs or the Extra Limbs power.

===
• Enhanced Beast Mode:Most fomor capable of pulling-off actual shapeshifting – from "vaguely human, at least in silhouette" to "super-hideous ultra-mega- beef-death-squid-cockroach-monster" format – are still a long way off from matching the sheer, unadulterated, rage-fueled killing-power that is the sacred birthright of Gaia's True Chosen Warriors entering full-on Crinos form.

...that said, there are a few exceptions.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and be able to pass for human (usually through use of one of the following Powers, but the Storyteller is free to use her discretion) before she may select this Power:
• Disguise (W20 Book of the Wyrm, pg. 137)
• Siren's Veil (W20 Book of the Wyrm, pg. 130-131)
• Wyrmish Glamour (below)
• be a Ferectoi (W20 Book of the Wyrm, pg. 131-132), so she always looks outwardly human until she chooses to reveal her hellish powers, and she doesn't even have to pay for it.

When this Power is gained, the fomor chooses two Fomori Powers she does not already possess or that she could select an additional time; she may designate one or both of these (as she desires) as Bestial Powers. If the fomor selects only a single Bestial Power, the other chosen Power is automatically designated as a Standby Power.

The fomor may use Standby Powers whenever she has not activated her Bestial Mutation.

When the fomor activates her Bestial Mutation, she loses access to any and all of her Standby Powers and immediately gains access to all Bestial Powers she possesses.

Under no circumstances can the fomor achieve access to both her Standby Powers and to her Bestial Powers simultaneously.

===
Enhanced SUPER Beast-Mode: When it's time to party, you will party hard.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and the Enhanced Beast-Mode Power (above) before she can select this Power.

When the fomor activates her Bestial Mutation, she gains an additional 5 dots to spend on her Attributes (other than Appearance) as she sees fit. No single Attribute may be boosted by more than 3 dots in this way, but the fomor may otherwise increase her Attributes (including Social and Mental Attributes) as she desires. While the majority of Fera primarily gain bonuses to their Physical attributes while in non- human forms – the nigh-legendarily badass "Strength +4, Dexterity +1, Stamina +3" bonus-set of a Garou entering Crinos being only the most famous example – members of the Ratkin gain a +3 to Perception in Rodens form (W20 pg. 419).

So, like ...there's precedent, man.

These bonuses are set when the Power is gained. A fomor who chooses to gain Dexterity +3 and Wits +2 when she activates her Bestial Mutation gains this same bonus each time.

This special Fomori Power may not be selected as either a Bestial Power or as a Stand-By Power for purposes of the Enhanced Beast-Mode Power.

===
Weapons of Malfeas: A true champion of the Wyrm, assembled of sizzling sinew & and living nightmare, the fomor possesses a most grotesque & unwholesome edge.

System: The fomor chooses one of the following benefits when this Power is gained:
• Instincts for Violence: Whenever she is attacked in close combat (usually with a Melee or Brawl roll), the fomor may make a free counterattack upon her foe without even thinking about it, as if her body was not entirely her own: striking with a head-butt, shoulder-check, backhand, knee-strike or with another limb unique to the fomor: a wing-buffet, tentacle-flex, or tail-swipe, for example.

The fomor rolls Dexterity + Brawl (difficulty7) as
a free reaction. If this roll is successful, the fomor inflicts a base damage of Strength -1 lethal (often still enough to kill a human). No more than one free counterattack of this type may be made per turn.

===
• Mega-Attribute: The fomor has enhanced Strength, Dexterity, or Stamina.

System: This power can be taken up to three times. Each time, the fomor gains an extra three points in a dif- ferent Physical Attribute; Strength is the most commonly enhanced attribute. If an attribute is raised higher than 5,the fomor is obviously supernatural, inciting the Delirium in any who see her. No attribute can be raised more than once this way or raised above 10.

===
Siren's Veil: Siren's Veil adds two to the fomor's Social Attribute ratings, and allows him to roll Appearance + Empathy against a difficulty of a target's Willpower to appear as their ideal mate, even radically changing the Enticer's age, or making him appear as a different gender. If this roll fails, the Enticer simply appears to be a generic, attractive individual.

===
• Extra Speed: The fomor can outmaneuver a normal human.

System: The fomor can take one extra action per turn without splitting her dice pool. This also allows her to multiply her normal speed by 1.5.

===
• Sense the Unnatural: The fomor can sense supernatural creatures present, such as vampires, werewolves, mages, and other spirits.

System: Roll Perception + Occult (difficulty 6). An additional roll of Intelligence + Enigmas (difficulty 6) may be required to identify the species of supernatural creature. The range is 20 yards. The Ragabash Gift: Scent of Running Water negates this power.

===
Greater Gifts of Malfeas: The raw mystical killing power of the very Maeljin Incarna themselves flows in the twisted veins of the fomor. Boo-yah.

System: Whenever the freak gains a new Gift via the Gifted Fomor Power, she may select a Gift of Level 3 or lower (rather than selecting a Gift of Level 1 or 2).

This special Fomori Power may be selected multiple times: each time the Power is selected, the maximum Level of Gift the fomor may gain increases by one (to a maximum of Level Six).

Note that – unless the fomor also possesses the Twisted Gifts Fomori Power (see below) – the freak may still only select from the Homid, Ahroun, and Black Spiral Dancer lists: use of this Power may grant use of Stolen Hide (W20 Book of the Wyrm, pg. 122) to a fomor who already possesses Grave Claws (W20 Book of the Wyrm, pg. 121), and it totally provides VIP, all-access backstage passes to Gifts like Patagia, Touch of the Eel, Crawling Poison, and even Balefire (W20, pg. 427-428) ...but it can't get you Call the Rust or Gift of the Termite (W20, pg. 175), for example.

In addition, the fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Adaptation
Rank 3 Silent Strider Gift

The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour.

Source: Core book revised.

===
Cybersenses
Rank 2 Glass Walker Gift

By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.

System: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou's new senses. This Gift lasts for one scene.

Source: Core book revised.

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Strength of Purpose
Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.

Source: Core book revised / 20th Anniversary Edition

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Grandmother's Touch
Rank 2 Children of Gaia Gift

This Gift heals as does Mother's Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.

System:
The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one health level, and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene.

Source: Tribebook: Children of Gaia (Revised)

===
Persuasion
Rank 1 Homid Gift / Rank 1 Fianna Gift / Rank 1 Glass Walkers Gift

This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Source: Core book revised / 20th Anniversary Edition

===
Catfeet / Possum's Feet
Rank 3 Lupus Gift / Rank 3 Bunyip Gift

This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift. Possom-spirits teach the Bunyip version.

System: This ability becomes innate to those who learn the Gift.

Source: Core book revised / Rage Across Australia
POST-LASH 5/5/5 ADJUSTMENT
Without armor:
Lethal/Bashing soak of 10. Agg soak of 3.

Ranged combat dicepool of 13(Dex 9 + Firearms 4) at -1DC to firearms rolls
Melee combat dicepool of 11(Dex 9 + Brawl 2) at -2DC to grapple
Sprinting speed is ([20 + {Dex 9x3}]1.5] = 86 yards/turn

9 dice to counterspell(Wits 6 + Occult 3) at -2DC
Self-heal dicepool of 5 dice at -2DC
Immunity to poison gas and environmental conditions

Social: Charisma + Performance/Appearance + Performance pool of 8 at -2DC
@Azais

The base proposal here is to make Olivia Desh a mid range ranged fighter with good stealth and recon, plus the ability to engage at long range if necessary, but not to rely on it.
And to ensure she can survive getting hit long enough to get away.

So she has 2 Actions a turn, allowing her to move and shoot without any penalties, and keep moving.
She can soak lethal with her full Stamina, and has a reduced ability to soak Agg without armor.
Her top speed of 86 yards/turn allows her to keep up with Lydia and Lash if necessary.

And she gets one reflexive counterattack if she gets attacked in melee by surprise, so she can bash attackers in the teeth with her rifle before running away.

Gift: Cybersenses gives her X-ray vision, so she can see through walls and smoke, or switch visual modes to radar/sonar/IR etc.
Gift: Adaptation means that smoke, or heat, or poison gas, wont stop her.
Gift: Catfeet gives her perfect balance, a bonus to grappling and slams, and the ability to jump down from 100 ft without injury.
Gift: Grandmother's Touch allows her to heal herself, so she's a backup healer to Lash
Gift: Strength of Purpose allows her to recover WP every scene

Her reflexive countermagic is 9 (Wits 6 + Occult 3), which is higher than both Lash and Lydia.
She has Path Sorcery: Mana Manipulation because it improves her ability to sense magical phenomena, and because she bought the Mana Background at max.

Plus, she has Mind Shields 2 to further provide defense against mindfuckery in addition to Iron Will.

Furthermore, it pays attention her civilian social dice pools in her chosen interests.
As both a dancer and theater student, her principal requirements are Appearance, Charisma, Dexterity, Athletics and Performance.

So she gets Dexterity 3+, Charisma 4, Appearance 4, Athletics 4 and Performance 4 in her base form, which puts her at near the mortal maximum, and the Artistic Gift Merit gives her a -2DC buff to most artistic endeavors.
And she can activate Sirens Veil to go to maximum mortal dicepools of 10.

===
QUESTION
Do you gentlemen prefer :
1) Perception 7, Dexterity 9 OR
2) Perception 6, Dexterity 10

Because I have one bonus Attribute point from a Fomor power, and Im waffling where to leave it.
 
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Merging the pools does make it easier on us and allows some useful but not game breaking tricks. Since she's becoming something new it could be fluffed as one of the defining features of this particular type of demon symbiote. It binds body and soul together in a new way that allows it to devour tass and chi to produce something a little like both for it and the host to run on.

The thing is, IDU doesn't bind body and soul together, it splits the soul apart, awakening part of it as a quasi-autonomous entity with its own desires and agenda, often in opposition or contradiction to the main personality.

It does the opposite. If anything, mana would be a resource under the control of the Hun/main personality while Demon Chi is the energy of the P'o. Having the Hun being able to feed the P'o more energy by consuming defiled Chi makes sense, transhumanly enlightened Wan Kuei elders can do that by feeding by osmosis on a tainted dragon nest or all Dhampyrs and Wan Kuei can absorb Demonic Chi from corrupted Jade artifacts.

As does the Hun being able to use Sorcerous Mana Manipulation to extract the energy ffeom their P'o and store it in an object, just as they could extract Tass from another magical creature or from a node.

Having a combined single pool when one pool is meant to represent, say, having five magical crystals or fives lines of magical coke in your pocket you can use to supercharge your casting and the other is meant to represent the demonic energies of your inner darkness doesn't
 
@uju32 I am fairly sure that summoning was not allowed to be bought, as the Courts don't have the discipline. Also, I like student debt, as it's easy to deal with. i'll be taking it, I think. As well as maybe touch of frost.

For myself, I plan a lot of things you want out of this from a set of custom fleshcrafted implanted organs. I'll post a build later.
 
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The thing is, IDU doesn't bind body and soul together, it splits the soul apart, awakening part of it as a quasi-autonomous entity with its own desires and agenda, often in opposition or contradiction to the main personality.

It does the opposite. If anything, mana would be a resource under the control of the Hun/main personality while Demon Chi is the energy of the P'o. Having the Hun being able to feed the P'o more energy by consuming defiled Chi makes sense, transhumanly enlightened Wan Kuei elders can do that by feeding by osmosis on a tainted dragon nest or all Dhampyrs and Wan Kuei can absorb Demonic Chi from corrupted Jade artifacts.

As does the Hun being able to use Sorcerous Mana Manipulation to extract the energy ffeom their P'o and store it in an object, just as they could extract Tass from another magical creature or from a node.

Having a combined single pool when one pool is meant to represent, say, having five magical crystals or fives lines of magical coke in your pocket you can use to supercharge your casting and the other is meant to represent the demonic energies of your inner darkness doesn't
I don't know why you are arguing. If anything a combined pool is better for us.
 
@DragonParadox I know that i am ususally the most vocal opponent of buying merits mid game, but would it be appropriate for Olivia to buy unaging merit later? This could represent several things:
1) She isn't fully mature yet, so she only develops (is obligated to buy) the merit once she fully matures biologically (at ~ 25 or so years). So a mature oliviaoid would have to buy the merit immediately, and a child one won't in the future.
2) The development of her po as it fully integrates with her body and matures.

Sure, that works for me.

But here is the thing though. Molly is making something new, something different. Something like the Tiffany. OOC we may be drawing from multiple sources, but IC, Molly is using each comonents to forge something new. Something whose whole is greater than the sum of its parts.

She is not a Sorcerer, not a Fomori, not a Akuma/dhampir but something entirely different. So having her own power stat makes sense, as does its regeneration rules.

I mean much like a white court vampire she is a fomori, a specific kind of mortal demon symbiotic organism, but I see where you are coming from. I think what all this hinges on is 'what is mana?' If it is an internal thing it makes sense to merge them, but looking at the wizards in universe they definitely don't use mana at all, they do not have a resource bar at all so it makes sense for Mana to be external which would require the conversion object/ritual

There really should have been a moratorium

I think I am going to leave this up an extra day to give everyone time to look over the plans.
 
While I like the fomer abilities, not a big fan of a lot of the flaws as I mentioned, especially since only 'curiosity' is a possible contender for MiS, we got 2 different flaws for supernatural menaces, one that is representing student debt? And a cold touch that might cause some disruption to dancing.
 
@uju32 I am fairly sure that summoning was not allowed to be bought, as the Courts don't have the discipline. Also, I like student debt, as it's easy to deal with. i'll be taking it, I think. As well as maybe touch of frost.

For myself, I plan a lot of things you want out of this from a set of custom fleshcrafted implanted organs. I'll post a build later.
Thats why I wrote No Summoning(at least not until she has lessons to fill in the gap)
Same path, you can just use the Warding part.

She's a member of Cauldron, and one of their basic functions is putting up wards around the homes of at-risk members.
And her trainers would have some idea of what the threats on Earth are.
I cant see how that would not be a priority skill she'd have picked up in Chicago or on Sanctuary.

Also, I couldnt justify giving her Demon-Hounded without giving her Wards to help keep something like that out of her home.
 
@uju32, I can't even begin to comment on most of the build beyond saying it seems complicated and potentially difficult to manage, but I will add my two cents on skill distribution.
ABILITIES
PRIMARY
Talents: Alertness 2, Athletics 4, Awareness 3, Brawl 2, Empathy 2, Expression 2, Intimidation 0, Leadership 0, Streetwise 2, Subterfuge 2
Athletics 4 seems excessive, as does Brawl 2 and Streetwise 2.

I argued for Yog to include some of those in his plan, but not to the significant detriment of more relevant areas.

Athletics 2 or 3, and Brawl and Subterfuge 1 make more sense.
SECONDARY
Skills: Animal Ken 0, Craft 0, Drive 2, Etiquette 2 , Firearms 4, Larceny 1, Melee 0, Performance 3, Stealth 2, Survival 2
Drive 2 is excessive and I don't see the need for Survival at all.

Performance should be at least 4, and anything less than 4 for Stealth seems really strange to me.
TERTIARY
Knowledges: Academics 2, Computer 1, Finance 1, Investigation 2, Law 0, Medicine 1, Occult 3, Politics 0, Science 0, Technology 0
Why waste points in Computer, Finance, Investigation, and Medicine? There's being well-rounded as a person, and then there's just being all over the place. Also, Academics 2 is excessive for a dance major.

All in all, there should be more focus on Stealth and Performance given Olivia's nature and background.
 
She's a member of Cauldron, and one of their basic functions is putting up wards around the homes of at-risk members.
And her trainers would have some idea of what the threats on Earth are.
I cant see how that would not be a priority skill she'd have picked up in Chicago or on Sanctuary.
We saw how they do it, though. They have a specialist, and they have an artifact that facilitates communal casting, where the specialist does the warding, and the others provide power and flavor. I fully expect Olivia not to have any points in warding.
 
While I like the fomer abilities, not a big fan of a lot of the flaws as I mentioned, especially since only 'curiosity' is a possible contender for MiS, we got 2 different flaws for supernatural menaces, one that is representing student debt? And a cold touch that might cause some disruption to dancing.
I went with Flaws that could be either bought down or resolved in play.
They looked like they would result in fewer questions for Molly or Lydia by ...concerned parties.

===
Curiosity seems IC for the girl who accepted an invitation to go train in a Hell.
Thats one I dont think will go away.

Demon-Hounded is the sort of Flaw that lasts precisely as long as that demon does not run into Molly IC.
And it seemed IC that the Indian god that sealed her Telepathy had Reasons for doing so, more than just avoiding potential trouble with the White Council and its laws. Its a plot hook the QM might choose to use, or not.

Oliva has specifically mentioned student debt as an issue IC. I think in the update where we were having a walk in the park.
So I took it as a Flaw.

Molly's Touch of Frost is down to 1 pt, and its just cool, not freezing.
Shouldnt be an issue.
 
I mean much like a white court vampire she is a fomori, a specific kind of mortal demon symbiotic organism, but I see where you are coming from. I think what all this hinges on is 'what is mana?' If it is an internal thing it makes sense to merge them, but looking at the wizards in universe they definitely don't use mana at all, they do not have a resource bar at all so it makes sense for Mana to be external which would require the conversion object/ritual

My view is that looking at her as something new ant totally different is the problem here.

I think we should be saying, "We're awakening a mortal's P'o." Then we can ask, do we know what that does? The answer is, yes. It's something that can happen naturally to bog standard mortals (although the rules for that aren't fully described, it's just an aside in a side-bar), or quasi-naturally as a result of being born a Dhampyr.

Dhampyrs don't merge their various supernatural power pools. The theme of having an awakened P'o are that you are no longer a unified, single entity, which is why you don't have a unified, single power pool. You have multiple, to represent your fragmented self.

You then add mana on, on top of that - where MtA, sorcerers, unlike mages, don't have an Awakened Avatar. As they don't have that, they don't have anywhere to store Quintessence inside themselves, they're dependent on using external Mana/Tass.

A Dresden sorcerer look a lot more like MtA sorcerers than mages from this perspective.
 
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The one merit that I wish was added to Yog's build is Crack-Shot, to really solidify the sharpshooter thematic for that demon race of future Oliviouds.

I went with Flaws that could be either bought down or resolved in play.
They looked like they would result in fewer questions for Molly or Lydia by ...concerned parties.

And for the most part none of these flaws, besides color changed eyes and cool skin, seem a consequence of becoming Formor, which feels strange. Fluff wise, the flaws should be things like the unnatural appetite from Yog's plan, new consequences of her new nature that make sense appearing from this change, while demon-hounded is a chargen flaw that isn't really connected, for example.
 
We saw how they do it, though. They have a specialist, and they have an artifact that facilitates communal casting, where the specialist does the warding, and the others provide power and flavor. I fully expect Olivia not to have any points in warding.
Olivia likely doesn't even do that much warding. The flavor I would expect her magic to add is making a house unplottable/unfindable which well a great defense as Harry Potter shows is also a huge inconvenience when you are actually living in the normal world.
 
And for the most part none of these flaws, besides color changed eyes and cool skin, seem a consequence of becoming Formor, which feels strange. Fluff wise, the flaws should be things like the unnatural appetite from Yog's plan, new consequences of her new nature that make sense appearing from this change, while demon-hounded is a chargen flaw that isn't really connected, for example.

I agree. I'd go with funky supernatural flaws that MiS would logically suppress. Things like having a distorted reflection in mirrors, or needing to sleep with a handful of the earth of the FCF beneath her bed. They fit with being half a devil of Molly's hell, half-human.
 
On a different subject plans for using the training from Winter in a Path.

Figured on using it for Summoning and Warding, and training an already specialized person from the FFCF like that one person we met.
 
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I agree. I'd go with funky supernatural flaws that MiS would logically suppress. Things like having a distorted reflection in mirrors, or needing to sleep with a handful of the earth of the FCF beneath her bed. They fit with being half a devil of Molly's hell, half-human.
Note that the Mirror thing wouldn't be suppressed by MiS, though the soil thing would. MiS only represses flaws that are actively physically or mentally damaging to the owner, like evil cancer or unnatural hungers.
 
Note that the Mirror thing wouldn't be suppressed by MiS, though the soil thing would. MiS only represses flaws that are actively physically or mentally damaging to the owner, like evil cancer or unnatural hungers.

I'm pretty sure having a deformed reflection counts as one of the 'various torments' of their existence caused by their nature.
 
2) Perception 6, Dexterity 10
Here is your answer.

[] Uju32
This is essentially Essence. You pull Mana from Dragonlines just as you do with Essence.

Heck, Yin and Yang Chi are also flavored Mana, if you read between the lines of how Chi flows in the ground and how it changes at the End of the Age.

So I would argue Molly is uniquely placed to make a Mana/Essence internal resovior.
 
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This is essentially Essence. You pull Mana from Dragonlines just as you do with Essence.

Heck, Yin and Yang Chi are also flavored Mana, if you read between the lines of how Chi flows in the ground and how it changes at the End of the Age.

So I would argue Molly is uniquely placed to make a Mana/Essence internal resovior.

In WoD, all forms of supernatural energy are forms of Quintessence. Basically only Mages can manipulate the pure form, everyone else uses derivative forms that have acquired a Resonance.

In ExWoD, that includes Exalted, as each Exalt type uses their own flavour of Essence. In Molly's case, she uses Infernal Essence, which has a similar taste to the Demon Chi of the Hells, even if her Essence is probably a lot more potent.

Molly may well be able to develop remarkable Splendours that manipulate the flow and conversion of Essence and various kinds of other energy. However, the charm she's using is not one that's designed to allows precise magi-spiritual engineering. It's designed to awaken a person's inner darkness and turn that in to a literal devil on your shoulder with unpredictable, uncontrollable results.

If you want to engineer new species of supernatural creatures, IDU is not the charm to use. It may be the starting point to provide a component that you then use with Exalted charms for 'item' crafting, but it's clearly not intended for what people want it for.
 
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In WoD, all forms of supernatural energy are forms of Quintessence. Basically only Mages can manipulate the pure form, everyone else uses derivative forms that have acquired a Resonance.

In ExWoD, that includes Exalted, as each Exalt type uses their own flavour of Essence. In Molly's case, she uses Infernal Essence, which has a similar taste to the Demon Chi of the Hells, even if her Essence is probably a lot more potent.
My point exactly. The World was made from the Wyld, which was made from Essence.

So Quintessence = Essence.

There can be sun themed Essence or Infernal Essence or Elemental Essence, each with its flavors but one is not lesser than the other.
 
My point exactly. The World was made from the Wyld, which was made from Essence.

So Quintessence = Essence.

There can be sun themed Essence or Infernal Essence or Elemental Essence, each with its flavors but one is not lesser than the other.

Well, many other forms of supernatural power quite explicitly are inferior to Exalted Essence in power and a Mage's Quintessence in versatility. Even Exalted Essence is 'downstream' of Quinessence in that Exalted Essence has Resonance which focuses it on that theme and pure Quintessence doesn't.
 
Even Exalted Essence is 'downstream' of Quinessence in that Exalted Essence has Resonance which focuses it on that theme and pure Quintessence doesn't.
Hard disagree on this as since this is a merged world, Essence = Quinessence.

But since I doubt I can convince you if Flavored Essence is lesser than Quinessence then how about this.

The original question is "Can Molly make a Mana internal resovaor?"

If Quinessence = Essence ghen yes she can.

You can argue "But Infernal Essence" But I would point out, the Primordials built Creation from the Wyld. If any one can Manipulate Quinessence, they can and Molly is a larva Titan. So this is very much up her hell.
 
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