So what are the Dogs able to do in spirit form? Obviously they can't do physical bites, but can the deflect harm, share mana and bite ghosts?
Yes, also they can attack using their rage pool, it's not much, but it's an attack.
So what are the Dogs able to do in spirit form? Obviously they can't do physical bites, but can the deflect harm, share mana and bite ghosts?
This ability is most important for us to follow after them. In spirit form the dogs should be able to just phase right though the earth.[] Tunneling (3 pts.)
You have the ability to create a tunnel in the ground. You might eat the dirt like a worm, or you might burrow it out of your way like a badger, marmot, or rabbit. Either way, you move through the earth at half your walking speed. You can either create a tunnel or just push the earth out of your way. If you create a tunnel, it is the same size as your body. If you're a magickal rabbit, you still only create tunnels the size of a regular rabbit. If you're a giant, 10-foot tall rabbit, well… it that case you make pretty large bunny warrens, don't you?
Getting mortal help is not that hard. We have multiple pools to hire from....Human Guise seems like it's all but required for one of the forms.
We're going to want at least the one point merit so Lydia isn't doing all her own shopping and so forth, so one of them can drive a car if necessary, and just to do human things. Super advantageous.
I prefer getting Lydia a spirit court of her own instead. Let the dogs be dogs....Human Guise seems like it's all but required for one of the forms.
We're going to want at least the one point merit so Lydia isn't doing all her own shopping and so forth, so one of them can drive a car if necessary, and just to do human things. Super advantageous.
What does blending in do in spirit form? They can't be perceived by any natural sense anyway and scout should be in spirit form most of the time. @DragonParadox : Unless Blending helps hide from supernatural senses well in spirit form?[] Blending (1 pt.)
This creature has the ability to alter their appearance to match the dominant attributes of their surroundings, much like a chameleon. Creatures with this power can either slowly acclimate to their surroundings, requiring at least a scene, or they may quickly acclimate through a successful Wits + Survival roll, difficulty 8. Creatures with mana can spent 2 points to immediately blend into their environment. Successfully Blending causes a +2 difficulty to perceive the creature with any natural sense.
What does blending in do in spirit form? They can't be perceived by any natural sense anyway and scout should be in spirit form most of the time. @DragonParadox : Unless Blending helps hide from supernatural senses well in spirit form?
@Yog may I suggest not bothering to get Stealth, Tunneling or Blending for scout? It just makes sense for the scout to be in spirit form most of the time which makes all of them redundant. Might as well replace blending with [] Dominance (1 pt.) to help with spirit interactions. Also replace tunneling with mana gift to act as a mana battery if needed.-[X] Scout
--[X] Blending (1 pt.)
--[X] Earthbond (2 pts.)
--[X] Nightsight (1 pts.)
--[X] Soul Sense (2 pts.)
--[X] Tunneling (3 pts.)
--[X] Alertness 4 (6 XP)
--[X] Awareness 4 (6 XP)
--[X] Stealth 4 (10 XP)
--[X} Survival 5 (8 XP)
Tunneling is actually useful. It allows scouts to get into normally inaccessible places and to also lead other there. I'll think about removing blending and maybe stealth (I think it's useful even in spirit form). If not blending I might take Aww! For social stealth. Still, I intended blending to allow them to act as spies even in physical form.@Yog may I suggest not bothering to get Stealth, Tunneling or Blending for scout? It just makes sense for the scout to be in spirit form most of the time which makes all of them redundant. Might as well replace blending with [] Dominance (1 pt.) to help with spirit interactions. Also replace tunneling with mana gift to act as a mana battery if needed.
In spirit form they can just phase though earth so tunneling is not useful.Tunneling is actually useful. It allows scouts to get into normally inaccessible places and to also lead other there. I'll think about removing blending and maybe stealth (I think it's useful even in spirit form). If not blending I might take Aww! For social stealth. Still, I intended blending to allow them to act as spies even in physical form.
They would have no means of navigation if they were phased into the ground. Also that doesn't help them breach any place that has Spirit wards that just keep out immaterial spirits. They don't have the advantages necessary to just be underground and see things they would need some kind of special sight advantage to see through solid ground. There's also the fact that tunnels are just useful in general.In spirit form they can just phase though earth so tunneling is not useful.
Spirit sense and earthbound. Also survival skill gives a sense of direction and dead reckoning (or I think that is what the checks would fall under when underground)They would have no means of navigation if they were phased into the ground.
Fair enough for earthbound. So I'm pretty sure they wouldn't have the same problems in physical form so because warding against immaterial things means things that don't have a physical forms like ghosts or specifically spirits that's different from warding against a specific type of being. If wards can affect them even while solid then it's a general Ward against their type of being rather than just a state of being.Spirit sense and earthbound. Also survival skill gives a sense of direction and dead reckoning (or I think that is what the checks would fall under when underground)
As for wards they are likely to be an equal problem in physical form.
I figured that you were talking about thresholds like you find at any mortal home. Thresholds that corporal vampires can't cross.Fair enough for earthbound. So I'm pretty sure they wouldn't have the same problems in physical form so because warding against immaterial things means things that don't have a physical forms like ghosts or specifically spirits that's different from warding against a specific type of being. If wards can affect them even while solid then it's a general Ward against their type of being rather than just a state of being.
Doesn't Lydia already have a host of servants maintaining her mansion anyway? We don't see them onscreen but she already has mortal servants.I prefer getting Lydia a spirit court of her own instead. Let the dogs be dogs.
If we are going to be restoring Arawn's realm, I expect the opportunities to regain some of the retainers would also present themselves.
Oh no I was talking about purposely cast Wards, thresholds are weird metaphysical bullshit that I have no clue about how they're going to manifest.I figured that you were talking about thresholds like you find at any mortal home. Thresholds that corporal vampires can't cross.
This still leaves the issue of being able to dig tunnels, which is useful.Spirit sense and earthbound. Also survival skill gives a sense of direction and dead reckoning (or I think that is what the checks would fall under when underground)
As for wards they are likely to be an equal problem in physical form.
Alternatively? Sanctum invocation, like Dresden did for Demonreach in Turn Coat.The foundations are seem solid
The furnishings are rotting/rotted/gone
Lydia has not even looked at the throne room
The various hunting implements/weapons/trophies of lives lived are more or less frayed depending on origin and age
As for connecting it to her home, she could do so, the most straightforward way to do so is to bury a bunch of bodies of the recently deceased on the property and then personally guide their souls to the tower. even when they pass on that connection will still exist through Lydia herself.
QUESTION
QUESTION
1)I see Deathless Beast Fetters.
Do they count as Exalted Familiars to Lydia? If so, what rank? And can she spend XP to upgrade the Exalted Familiar Background for them?
2) What are the rules for these spirits here?
In WoD, spirits can get discorporated but usually recover/reform from most damage IIRC; requires agg or some sort of specialized spiritkiller to permakill them. In the Dresdenverse, at least some of them can be permakilled.
Both these questions relate to how vulnerable they are and how they should be specced.
Because high-rank Exalted Familiars can be outright resurrected from death at the end of a story arc if you take the right charms.
Fair enough. Two Nitpicks
- They do not, they just have a charm analogous to that where they can choose to count as living dogs or spirits each day at sunset
- Rules are like WoD, it is pretty hard to kill a spirit, though they certainly do not enjoy being dispersed and these are minor spirits so it takes them a while to pull themselves back together
Fair enough. Two Nitpicks
QUESTION/COMMENT
1)Where is their Death/Danger Sense?
The legend is that they bargained with Saint David and provided warning of impending death to mortals. They kinda have to have a sense for that, but its not represented on their character sheet.
2)They have no Occult.
They were the sapient packs of a god of death in a supernatural setting, his hunters and his guards, and most recently the guards of a supernatural prison. They had the wits and knowledge to seek out a Christian saint to negotiate magical support.
They should have at least Occult 2. Maybe Occult 3.
Ah, thanks for the clarification. Missed it.Death Sense: With a successful Perception+Awareness roll you may sense spirits across the veil as well as the presence of impending death
Fair enough on the occult. I'll give them occult 3
Ah, thanks for the clarification. Missed it.
One more question:
QUESTION
Can Tiffany enhance these guys attributes? I've been assuming no because she doesnt have Lore of Beasts, but then I remembered these are as much sapient shapeshifting spirits as they are dogs.
So the rules might favor them.
What about the Cauldron? Where is it, is it in Winter's possession?Also guys, what do you want to see after this? I was thinking of going on to the Last Station so we can finally get a look at the Nevernever side of the place and also get Porter that train body.