Green Flame Rising (Exalted vs Dresden Files)

1)I dont agree.
Thats like saying that if you invest money in a business venture, its a failure if you dont get maximum yield. Even if you turn a profit.

2) Limited =/=Limited. Survival rate post-pancreatic CA diagnosis can be anything from months to 30 years.
A medical diagnosis of terminal disease doesnt mean you are literally going to die tomorrow, and Shiro had anything from months to years of service left in him.

So no, it was a very real sacrifice, and a victory on Nicky's part to get Shirou to give himself up for torture-murder that empowered his killer.


3) Yes he did. I quote
1) This isn't a business and all successes are not fungible. If you go out to accomplish X task and do not do so then you failed at it. It's not necessarily an utter failure if you get some other worthwhile stuff done, but framing this as the same as winning all their games is fundamentally misleading. Especially when X is clearly the most important and impactful thing you were attempting.

If we'd gone to hell for Joe and to deploy our weapon then failed to do either but got out with some iron elementals that would clearly be a failure.

2) Shiro says he was doing it because he was dying, it was real sacrifice on his part because it was a hell of a way to actually go out, but you're pushing something that was very much not the implication.

3) I was wrong about this.


The defender has some level of advantage here.
Punting someone through time would be shaping shit, and I am reasonably sure they have an analogue.
The Fae are implied to have some defenses in order to fight beyond the Gates without all getting mindcontrolled or turned into whatever the local equivalent of chaos spawn is.
Nearly anything we do will have to go through some sort of perfect eventually. That means we need to plan for how we're going to get around it and what we'll do when we get there.

Your attitude doesn't seem helpful to me. You're effectively asserting that they cannot be beaten or meaningfully opposed because they always win somehow and can resist anything we can even hypothetically do regardless of how we arrange things.

I do not expect it to be easy, honestly committing to this was incredibly foolhardy I hope we're good enough to live to regret it, but it's not impossible either. We see them fail, we know they're heavily restricted, and exalts are made for this sort of task before anything else. We aren't assured success, survival, or primacy in system interactions but I don't subscribe to the idea that they're beyond our reach in all things.

In this particular case the way I see it we need to drain their resources and then kill their hosts, at which point they should be temporarily vulnerable enough for us to do something with an impact. Either it goes through, or Hell cheats directly to stop us and gives Heaven an equal favor to the disruption. Stopping a Solaroid's temporal fun time fortress of doom from shooting you into the future should be a very expensive favor to pay back to Uriel.

That's why I want a mega fortress; splendor field effects to tie up their powers, weapon arcana to constantly require them to spend on perfect defenses, at least one army of demonic sorcerers, and a circle of exalts with the most unfair cheating bullshit equipment we can get them. That's not even counting the stuff we can add in from our allies.

I want to see Tiffany's craziest flesh monster builds turned into fomori, design special vegan zombies with Lydia using hell-trees/behemoth corpses to be led by pissed off ghosts fed on daytime TV and memes. I want to see Harry screw with the leylines to try replicating what the Akuma did, and give him a ludicrous budget to play with large scale thaumaturgy on our behalf.

Force them to spend resources blocking mental attacks, exotic shaping effects, physical assault, and direct magic damage of multiple types just for the privilege of fighting a circle of exalts on prepared ground.

Examples for potential builds:

Form of Crackling Fire (1 pt. Form Element)
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.

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.

Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or
is marked with decorations evocative of winds and clouds. It might be made of ice. This Element
defines the Splendor's physical form and gives it a character, and that character is aligned with
the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn. As the basis for a Fascination, it may generate the creator's
choice of: clear skies; specific constant (nonviolent) behavior of the wind (blowing north to
south at a brisk but not dangerous speed, for example); or specific whimsical behaviors of the
wind (whisking away people's hats, bookmark, or other loose items and depositing them next to
the Splendor, for example).
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Form of Verdant Wood (1 pt. Form Element)
The Splendor takes the form of something that is vital, or lively, or green, or fecund, or, most
likely, something made of wood. It might even be a living plant. This Element defines the
Splendor's physical form and gives it a character, and that character is aligned with the
elemental power of wood. Other Elements may draw upon this fact.
The Splendor easily blends into natural surroundings when it would be useful for it to be hidden,
and immediately stands out when its owner is looking for it, or to those it wishes to attract. As an
Adornment, increases its user's Initiative modifier by two. As the basis for a Fascination, it may
generate the creator's choice of: fragrant scents; an area encompassing (Splendor's rating x 5)
yards in which animals and insects will not attack; enticing fruit, which may act as the focus for
a Root Element; or an aura of peace and tranquility.
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.
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.
This fascination takes the form of a green flame endlessly burning a simple wooden symbol of the Empress's Covenant without ever bringing harm to it. Whoever looks onto it directly and honestly swears to support some specific purpose of its owner finds themselves shielded by imperial mandate.

For six hours precisely - one for each city and the palace at their heart - the world will shy from doing them harm.

Fire will not burn them, or the cold bite their skin. Wind will part and lightning divert from its path before doing any harm. No form of stone, metal, or wood will allow itself to be raised against them, nor will poison seep into their bodies.

Furthermore, no form of supernatural influence will be able to find purchase on their minds.

Taken in combination the elements may be confused into acting anyway, in which case damage it downgraded severity type or cut in half if it's already bashing.

Form of Crackling Fire (1 pt. Form Element)
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or
is marked with decorations evocative of winds and clouds. It might be made of ice. This Element
defines the Splendor's physical form and gives it a character, and that character is aligned with
the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn. As the basis for a Fascination, it may generate the creator's
choice of: clear skies; specific constant (nonviolent) behavior of the wind (blowing north to
south at a brisk but not dangerous speed, for example); or specific whimsical behaviors of the
wind (whisking away people's hats, bookmark, or other loose items and depositing them next to
the Splendor, for example).
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Form of Gentle Water (1 pt. Form Element)
The Splendor takes the form of something that is elegant, or fluid, or wet. It could be decorated
with patterns of waves, or depictions of fish. It might contain liquid. Its colors might be washed-
out or sea-hued. This Element defines the Splendor's physical form and gives it a character, and
that character is aligned with the elemental power of water. Other Elements may draw upon this
fact.
The Splendor cannot be damaged by immersion, and it floats or sinks regardless of its natural
properties of buoyancy according to whatever would be most convenient to its owner. As an
Adornment, it allows its user to breathe underwater. As the basis for a Fascination, it may
generate the creator's choice of: thick fog banks; a gentle but steady rain; a light snowfall;
changes in the way a nearby body of water flows or behaves.
Form of the Keep (4 pt. Form Element)
This Element can only be incorporated into Fascinations.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.

Emptiness (3 pt. Root Element)
This Element does nothing at all. It is used to construct subtle or particular Splendors which
focus on mystic elements without forcing the involvement of a powerful Root.
The Splendor gains one extra point to spend on Mystic Elements.

Scourge the World (2 pt. Mystic Element)
This Element can only be part of a Fascination.
The Splendor creates environmental hazards according to the character of its Form Elements,
such as Form of Crackling Fire or Form of Ash and Dust. The nature of the created hazards vary
accordingly:
• Air produces hazards such as blizzards, intense cold, or furious storms. They either impose a
penalty of –3 dice on all actions, or else inflict (Splendor's rating / 2, round up) levels of lethal
damage per minute of unprotected exposure. Alternately, in the case of slashing ice storms or
aggressive lightning strikes, this damage might be inflicted every turn, but can be avoided by
proper actions taken at difficulty (4 + Splendor's rating).
• Earth produces hazards such as dust storms, landslides, earthquakes, or fields of barbed wire
and shrapnel. They either impose a penalty of –3 dice on all actions, or else inflict (Splendor's
rating / 2, round up) levels of lethal damage per turn spent moving through the hazard zone at
anything faster than a careful walk. Alternately, in the case of slashing landslides and
earthquakes, this damage, along with knockdown, might be inflicted every turn, but can be
avoided by proper actions taken at difficulty (4 + Splendor's rating).
• Fire produces hazards such as flames and heat waves. They either impose a penalty of –3 dice
on all actions, or else inflict 1 + (Splendor's rating / 2, round up) levels of lethal damage per turn,
but can be avoided by proper actions taken at difficulty (4 + Splendor's rating).
• Water produces hazards such as ripcurrents, undertows, sudden waves, or torrential
downpours. They either impose a penalty of –3 dice on all actions, or else inflict (Splendor's
rating / 2, round up) levels of lethal damage per minute of unprotected exposure. Alternately, in
the case of smashing waves, this damage might be inflicted every turn, but can be avoided by
proper actions taken at difficulty (4 + Splendor's rating).
• Wood produces hazards such as bristling thorns or attacking vines. They either impose a
penalty of –3 dice on all actions, or else inflict (Splendor's rating / 2, round up) levels of lethal
damage per minute of unprotected exposure. Alternately, in the case of deadly animated vines
and the like, this damage might be inflicted every turn, but can be avoided by proper actions
taken at difficulty (4 + Splendor's rating).
• Death produces hazards such as disease, feelings of overwhelming sorrow, or attacks by
zombies. They either impose a penalty of –3 dice on all actions (in the case of overwhelming
sorrow), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid contracting
a disease. Zombies use the usual traits found on EXvWoD, page 46. Up to (Splendor's rating)
can be produced per scene.
• Spirit produces hazards such as drawing in minor hostile spirits, or expelling targets across the
Gauntlet. They either impose a penalty of –3 dice on all actions (due to the interference of
meddling spirits), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid
being shunted into the Spirit World. Spirits are hostile minor Gafflings and up to (Splendor's
rating) can be produced per scene.
• Dream produces hazards such as enchantment, compulsion, or chimera. They either impose a
penalty of –3 dice on all actions due to hallucinogenic distraction, or require proper actions taken
at difficulty (4 + Splendor's rating) to avoid being enchanted (and thus brought into chimerical
reality) or compelled to do a thing while in the presence of the Splendor. If the Splendor
summons hostile chimera, they are weak creatures and only up to (Splendor rating) can be
attracted per scene.
• Feral generally produces animal attacks, generating up to the Splendor's rating in swarms or
beasts per scene.
This fascination makes a fortress of whatever land its owner stands on. When active all who seek to oppose them within the area of a large public park will find the world turning against them.

The howling wind will cut at them as the temperature shifts from bitterly cold to blistering heat in an instant. Fog will cloud their vision and sudden downpours will crash down on anyone attempting magic in an effort to disrupt their efforts. Anything of the earth will shift under their feet at the worst possible time, opening holes or upsetting footing as it actively attempts to fight against attempts to oppose its master.

While the elements will not directly support those who are allied with their temporary sovereign, they will use their presence to enhance their own efforts and disrupt attempts to move against them.

Cumulatively, this results in a -12 dice malus to all actions taken within the area, unless they surrender and throw themselves to the ground. Note that this doesn't have to be sincere, but the penalties will resume as soon as they begin to act again in any way.

That's just to start. This is eye wateringly expensive, but that's the buy in for trying to fist fight fallen angels. Hopefully we can harvest enough from the red court to support it all.

This got too long, will split off a Denarian murder wishlist for later instead of adding more here.
 
I understand @uju32's position in terms of if he thinks Dresden is the prime universe and Primordials are weaker than angels. This is his position based on his theory that we are in Dresden as prime setting. From this point of view, Exalts of Molly's level cannot defeat angels fallen or not and cannot seriously affect it with such crude methods.

It is, however, a theory that is testable in several ways. We know Uriel's warnings, they implicitly hint at the truth of the hypothesis about the Fallen's power as something out of our league. However, our league is not proof that the Fallen are anything more than Primordials. In fact, the only real way to prove his theory wrong is the mano mano of a free Fallen. Which is dumb. I also understand his desire to be careful around the big shots of the setting who should know what Molly is.
 
Last edited:
Apart from the fact that Uriel's own statements about what he could do are vastly inferior to what Primordials could do. Primordials could all launch infinite level stuff, and many of them where/are composed of an infinite existence. Blowing up galaxies would not be relevant.
 
This got too long, will split off a Denarian murder wishlist for later instead of adding more here.
I'm telling you man learning however Mikaboshi went about it with a Crown question may help a lot. There's probably an exploit.

Mikaboshi was once mortal and he became one of the lords of Yomi which means that as a mortal he somehow killed something with at least the theoretical power of an angel,
 
Celestial Coin Return v1:
Form of Crackling Fire (1 pt. Form Element)
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.

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.

Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or
is marked with decorations evocative of winds and clouds. It might be made of ice. This Element
defines the Splendor's physical form and gives it a character, and that character is aligned with
the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn. As the basis for a Fascination, it may generate the creator's
choice of: clear skies; specific constant (nonviolent) behavior of the wind (blowing north to
south at a brisk but not dangerous speed, for example); or specific whimsical behaviors of the
wind (whisking away people's hats, bookmark, or other loose items and depositing them next to
the Splendor, for example).
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Form of Verdant Wood (1 pt. Form Element)
The Splendor takes the form of something that is vital, or lively, or green, or fecund, or, most
likely, something made of wood. It might even be a living plant. This Element defines the
Splendor's physical form and gives it a character, and that character is aligned with the
elemental power of wood. Other Elements may draw upon this fact.
The Splendor easily blends into natural surroundings when it would be useful for it to be hidden,
and immediately stands out when its owner is looking for it, or to those it wishes to attract. As an
Adornment, increases its user's Initiative modifier by two. As the basis for a Fascination, it may
generate the creator's choice of: fragrant scents; an area encompassing (Splendor's rating x 5)
yards in which animals and insects will not attack; enticing fruit, which may act as the focus for
a Root Element; or an aura of peace and tranquility.
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.
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.
This fascination takes the form of a green flame endlessly burning a simple wooden symbol of the Empress's Covenant without ever bringing harm to it. Whoever looks onto it directly and honestly swears to support some specific purpose of its owner finds themselves shielded by imperial mandate.

For six hours precisely - one for each city and the palace at their heart - the world will shy from doing them harm.

Fire will not burn them, or the cold bite their skin. Wind will part and lightning divert from its path before doing any harm. No form of stone, metal, or wood will allow itself to be raised against them, nor will poison seep into their bodies.

Furthermore, no form of supernatural influence will be able to find purchase on their minds.

Taken in combination the elements may be confused into acting anyway, in which case damage it downgraded severity type or cut in half if it's already bashing.
This is allowed by RaW if we shell out for it. Timing it tricky, but if we want minions around to counter their adds and abuse the multi-attacker rules this is important.
Form of Crackling Fire (1 pt. Form Element)
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or
is marked with decorations evocative of winds and clouds. It might be made of ice. This Element
defines the Splendor's physical form and gives it a character, and that character is aligned with
the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn. As the basis for a Fascination, it may generate the creator's
choice of: clear skies; specific constant (nonviolent) behavior of the wind (blowing north to
south at a brisk but not dangerous speed, for example); or specific whimsical behaviors of the
wind (whisking away people's hats, bookmark, or other loose items and depositing them next to
the Splendor, for example).
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Form of Gentle Water (1 pt. Form Element)
The Splendor takes the form of something that is elegant, or fluid, or wet. It could be decorated
with patterns of waves, or depictions of fish. It might contain liquid. Its colors might be washed-
out or sea-hued. This Element defines the Splendor's physical form and gives it a character, and
that character is aligned with the elemental power of water. Other Elements may draw upon this
fact.
The Splendor cannot be damaged by immersion, and it floats or sinks regardless of its natural
properties of buoyancy according to whatever would be most convenient to its owner. As an
Adornment, it allows its user to breathe underwater. As the basis for a Fascination, it may
generate the creator's choice of: thick fog banks; a gentle but steady rain; a light snowfall;
changes in the way a nearby body of water flows or behaves.
Form of the Keep (4 pt. Form Element)
This Element can only be incorporated into Fascinations.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.

Emptiness (3 pt. Root Element)
This Element does nothing at all. It is used to construct subtle or particular Splendors which
focus on mystic elements without forcing the involvement of a powerful Root.
The Splendor gains one extra point to spend on Mystic Elements.

Scourge the World (2 pt. Mystic Element)
This Element can only be part of a Fascination.
The Splendor creates environmental hazards according to the character of its Form Elements,
such as Form of Crackling Fire or Form of Ash and Dust. The nature of the created hazards vary
accordingly:
• Air produces hazards such as blizzards, intense cold, or furious storms. They either impose a
penalty of –3 dice on all actions, or else inflict (Splendor's rating / 2, round up) levels of lethal
damage per minute of unprotected exposure. Alternately, in the case of slashing ice storms or
aggressive lightning strikes, this damage might be inflicted every turn, but can be avoided by
proper actions taken at difficulty (4 + Splendor's rating).
• Earth produces hazards such as dust storms, landslides, earthquakes, or fields of barbed wire
and shrapnel. They either impose a penalty of –3 dice on all actions, or else inflict (Splendor's
rating / 2, round up) levels of lethal damage per turn spent moving through the hazard zone at
anything faster than a careful walk. Alternately, in the case of slashing landslides and
earthquakes, this damage, along with knockdown, might be inflicted every turn, but can be
avoided by proper actions taken at difficulty (4 + Splendor's rating).
• Fire produces hazards such as flames and heat waves. They either impose a penalty of –3 dice
on all actions, or else inflict 1 + (Splendor's rating / 2, round up) levels of lethal damage per turn,
but can be avoided by proper actions taken at difficulty (4 + Splendor's rating).
• Water produces hazards such as ripcurrents, undertows, sudden waves, or torrential
downpours. They either impose a penalty of –3 dice on all actions, or else inflict (Splendor's
rating / 2, round up) levels of lethal damage per minute of unprotected exposure. Alternately, in
the case of smashing waves, this damage might be inflicted every turn, but can be avoided by
proper actions taken at difficulty (4 + Splendor's rating).
• Wood produces hazards such as bristling thorns or attacking vines. They either impose a
penalty of –3 dice on all actions, or else inflict (Splendor's rating / 2, round up) levels of lethal
damage per minute of unprotected exposure. Alternately, in the case of deadly animated vines
and the like, this damage might be inflicted every turn, but can be avoided by proper actions
taken at difficulty (4 + Splendor's rating).
• Death produces hazards such as disease, feelings of overwhelming sorrow, or attacks by
zombies. They either impose a penalty of –3 dice on all actions (in the case of overwhelming
sorrow), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid contracting
a disease. Zombies use the usual traits found on EXvWoD, page 46. Up to (Splendor's rating)
can be produced per scene.
• Spirit produces hazards such as drawing in minor hostile spirits, or expelling targets across the
Gauntlet. They either impose a penalty of –3 dice on all actions (due to the interference of
meddling spirits), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid
being shunted into the Spirit World. Spirits are hostile minor Gafflings and up to (Splendor's
rating) can be produced per scene.
• Dream produces hazards such as enchantment, compulsion, or chimera. They either impose a
penalty of –3 dice on all actions due to hallucinogenic distraction, or require proper actions taken
at difficulty (4 + Splendor's rating) to avoid being enchanted (and thus brought into chimerical
reality) or compelled to do a thing while in the presence of the Splendor. If the Splendor
summons hostile chimera, they are weak creatures and only up to (Splendor rating) can be
attracted per scene.
• Feral generally produces animal attacks, generating up to the Splendor's rating in swarms or
beasts per scene.
This fascination makes a fortress of whatever land its owner stands on. When active all who seek to oppose them within the area of a large public park will find the world turning against them.

The howling wind will cut at them as the temperature shifts from bitterly cold to blistering heat in an instant. Fog will cloud their vision and sudden downpours will crash down on anyone attempting magic in an effort to disrupt their efforts. Anything of the earth will shift under their feet at the worst possible time, opening holes or upsetting footing as it actively attempts to fight against attempts to oppose its master.

While the elements will not directly support those who are allied with their temporary sovereign, they will use their presence to enhance their own efforts and disrupt attempts to move against them.

Cumulatively, this results in a -12 dice malus to all actions taken within the area, unless they surrender and throw themselves to the ground. Note that this doesn't have to be sincere, but the penalties will resume as soon as they begin to act again in any way.

This is for the front door, a they can come in but fighting here would be miserable.

- To Do:
— Horrifying Murder Weapon
— Shaping effect spam
— Aku machine
- Potentials
— Shadow copier

Psychic Attack: The Arcana can protect itself by assaulting the minds of others. First, settle on
a dice pool that makes sense for the vector of the attack. A phantasm that rends an enemy's soul
might make a straight Willpower roll, while a horror that sings soul-rending dirges would use
Charisma + Performance, for example. This is treated as an unblockable or undodgeable (pick
one) attack which costs one point of Willpower to deploy, and inflicts a base "damage" of
(Arcana rating). The victim soaks with their Willpower. If any "damage" gets through, the victim
suffers a derangement for a number of days equal to the "damage" inflicted. Purchasing this
Feature twice allows psychic attacks to be aimed at groups of targets in a cone reaching out to
(Arcana rating x 5) yards
X2
Superior Poise: The Arcana gains three additional dots of Social 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
X2

Divine Favor: The Arcana gains a Favored Ability, which may be raised as high as 6 dots.
Increasing the Arcana's Favored Ability only costs one freebie point per dot
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
Animal Mind (3 pt. Flaw)
The Arcana has the mind of a beast. While it can still understand its master's commands, it
cannot understand anyone else's speech, and cannot use language. It cannot be designed to
possess the following Abilities: Academics, Computer, Crafts, Drive, Etiquette, Firearms,
Finance, Larceny, Law, Science, or Technology.
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
Superior Mind: 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
Divine Favor: The Arcana gains a Favored Ability, which may be raised as high as 6 dots.
Increasing the Arcana's Favored Ability only costs one freebie point per dot.
1 dot
Acute Senses (1 or 3-pt. Merit)
Your mage has an exceptionally sharp natural sense, be it vision, taste, hearing or whatever. She can manage about twice the natural sensitivity of a human, which allows you to get a two-point reduction on difficulty for all rolls with the appropriate sense. For three points, all of your mage's senses are incredibly acute.

3 dot
Piercing Gaze Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3
Gifted The difficulties of all Craft and Expression rolls are reduced by three
Tally:
- Divine favor for charisma and perception.
- Superior poise to take maximum social stats.
- Superior mind, but only for perception and wits since we're building an animal.
- Expertise a twice over to max out its awareness, alertness, and expression.
- A flame thrower for psychological damage.
- Super eyes since it needs to perceive targets to hit them so it should apply.
- A gift for expression to make it even nastier.
- Acute senses.
- Dog brain.
This creature is nothing more and nothing less than a thought that is poison to the thinking mind.

Nothing so prosaic as an eldritch truth too great for mortals to bear, this weaponized secret is the twisted kin of angelic grace. Just as some knowledge is itself divine and grants power in its revelation, so too is it possible for knowledge to itself be damnation capable only of defilement.

Taking the form of a brazen torc studded with fanged obsidian eyes, it exists as a moment and memory twisted against itself so that it can hold one such toxic thought in pieces. Something like a binary explosive for the soul.

At its master's command it will "sing" the broken parts of this song in the voice of spirit, driving a barbed spike into their souls.

Thankfully for the targets, the mind recoils from the touch of such poison, protecting itself by forgetting. Unfortunately, this also manifests as an intermittent fugue state until it is fully purged.

Mechanics:

The Arcana rolls charisma + expression to share its secret with a target in pieces they can't help but assemble, which cannot be blocked but can be avoided by staying out of range.

It then rolls damage for the attack using its arcana rating as the base pool. This is then soaked by willpower. Each damage level inflicted subjects them to a day of the fugue flaw, and immediately forces them into a particularly awful episode on the spot.
These would be used to force the Denarians to spend on their mental defense constantly.
5 dot arcana (emanation)
Base Features:
Elongated Reach: Perhaps the Arcana has tentacles. Perhaps it can stretch its limbs. Perhaps it
has an obscenely long neck, or arms. Perhaps its limbs are actually many, many arms joined
together in a crackling network of joints. Whatever the case, it can take appropriate actions
against targets or objects up to 8 yards away.
Manifold Limbs: The Arcana possesses a multitude of arms and/or legs. By spending a point
of Willpower, it can take an extra action at the end of each turn.
Malleable: Perhaps the Arcana is made from living clay, or is an ephemera formed of animate
smoke. Perhaps its body is a nanoswarm that can recombine itself. Perhaps she's a bunch of little
pieces of corpses held together with string and spells. Whatever the case, the Arcana can slither,
squirm, disjoint or discorporate her body to gain great flexibility. The difficulty of all rolls to
squeeze through tight spaces, escape from bonds, or gain control of a clinch with the intent to
immediately escape from it are reduced by two.
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
Ooze: The Arcana is coated in some sort of natural lubricant, such as a sheath of elemental
water, a or a gruesome layer of mephitic rot. The difficulty of all grapple attempts against the
Arcana increases to 8.
Divine Favor: The Arcana gains a Favored Ability, which may be raised as high as 6 dots.
Increasing the Arcana's Favored Ability only costs one freebie point per dot.


Arcana Flaws:
Hideous (1 pt. Flaw)
The Arcana's appearance is monstrous, revolting, or terrifying. Its Appearance is permanently
rated at 0. Horrors can take this Flaw, and usually do, but it awards no points for them.
No Mouth (2 pt. Flaw)
The Arcana lacks the necessary anatomy for easy communication. It can still understand speech,
and it could speak if it possessed the proper facilities to do so, but alas, it doesn't. It can still
communicate effectively with its master through pantomime.

Bonus features:
Telepathy: 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.
Superior Body: 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.
X2

Merits:
Long Fingers Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pools involving digital coordination or grappling. (CB: NOS1)
Precognition You have the ability to perceive events before they happen. This ability is not under your control. The premonitions come to you when you least expect them. The focus of the premonitions is not under your control either. This ability can greatly impact the story, and the exact nature of the effects is left up to the Storyteller. This merit should not be used ot cause problems in the game, but to intensify the experience through additional drama. (PGS)
4 dots, focus set to things physically threatening their protectee.
Tough Hide Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra die on your soak Dice Pool (though not to soak fire and sunlight). (CB: NOS1)
2 dots
Cite

Actually statline to be done later.
Description:
Mr. Snuggles is what might politely be called a tangled squid-spider primarily made up of nearly countless limbs reaching out to at most 8 yards, though he's curled up into a much smaller footprint when manifested.

On a closer look it becomes apparent that Mr. Snuggles doesn't so much have limbs as he is limbs. Countless heavily jointed legs, boneless tentacles, gripping claws, and more alien things still seem to have simply twisted themselves together into a shape they find comfortable, and periodically reconfigure in a way that makes most loose their lunch to see. Typically around the time he starts experimenting with finger placement.

Despite appearances Mr. Snuggles is monstrously strong, knowing exactly how to use his unique form to worm his way into and out of nearly any grapple.

He is also totally mute, and communicates solely through telepathy. While he can use this to communicate in common tongues he find it vastly more comfortable to transmit the subliminal intent behind his body language while performing his own unique form of sign language, as the spoken word is alien to him.

This can be somewhat unsettling for the unprepared, as you may find yourself simply understanding convoluted gestures requiring far too many joints as if they're the most intuitive thing in the world.
Grapple monster type to try spam at Nicodemus to go for the noose. Preferably in groups working from ambush.

- To Do
— Wizard enhancement tools
— Living shackles
— Something to coat Mr. Snuggles type arcana in fire or acid while grappling things

- To Do
— Anti magic factory mist
— Mundane sedative factory mist
— Magic napalm
— Hope plague factory mist (for Magog reasons)

- To Do
— Wooden zombie spiders rigged as a face hugging AP mine (minimum 3 per Denarian)
— Static turrets run by cyber devil similar to these:
Unmanned primary weapon turret with options from nonlethal microwave "pain ray" to heavy machinegun, grenade launcher, missile launcher and 35x228mm/50x228mm Bushmaster III autocannon
— Sorcerers
— Battle droids
— Swarms armed with
—- Poison as the last station
—- Tiny pain rays
—- Fist sized buzz saws

- The Circle
- Arthurian Knights
- Knights of the Cross

This is just from my initial thoughts, but hopefully it's clear where this is going. The goal is a hellhole where even the floor wants you dead and is willing to conspire with the air you're breathing to get it done. Today's forecast is extreme thermal shock and personal rainclouds that try to flush your magic/focus down the drain with a side of deep fog.

Spidery octopuses made of alien tentacle hands and fire slip out of the floor for surprise wrestling matches. Turrets pop from the walls to give you the hot pocket special when they aren't loaded with high explosives. Sometimes land mines try to burrow into your face before exploding. Then there are the mechanical mega bees and their various sadistic surprises to remind you that the world hates you.

All while a few hundred armed guards subject to none of the above and in fact immune to most of your preferred weapons try to murder you.
 
Celestial Coin Return v1:
Very interesting ideas. personally, I favor (for now) a combination of:
1) Grand Theft Grace - we know that angelic Graces can be lent to mortals. It follows that they might be stolen too. Having Tiffany usurp Lasciel's Grace would be a tremendous advantage
2) resource draining - willpower is arguably easiest, but we can probably do it across the spectrum of all resources
3) temporal shift - sending them up to one mortal generation into the future should be doable
4) Murder. We have a lead on a Dawn and an Abyssal exaltation shard, possibly a lunar one too. There's very little that a determined circle of celestials with a year to prep cannot murder.
5) Surrender Oaths. rediscover those, and bind the Fallen further.
 
1) Grand Theft Grace - we know that angelic Graces can be lent to mortals. It follows that they might be stolen too. Having Tiffany usurp Lasciel's Grace would be a tremendous advantage

The fallen don't have grace and can't give it to people. Grace is something given by god and is what they lost by falling, it's why they need power from hell or human worship. They're also bound specifically to the mechanism of action from the coins to empower people in general.

2) resource draining - willpower is arguably easiest, but we can probably do it across the spectrum of all resources
3) temporal shift - sending them up to one mortal generation into the future should be doable
4) Murder. We have a lead on a Dawn and an Abyssal exaltation shard, possibly a lunar one too. There's very little that a determined circle of celestials with a year to prep cannot murder.
5) Surrender Oaths. rediscover those, and bind the Fallen further
4) We don't need more of them to do this. We've had our argument about the issues around releasing more exalts enough that I'll skip it and point out that this is big game hunting and just showing up with more exalts isn't really a solution. We'd need another in depth plan that can be done in addition to whatever is spent on safely doing something stupidly dangerous like popping more celestial exaltations out of their graves.

5) That strikes me as something requiring more overmatch than just murdering them. If we have the power to do this I'd prefer to just kill them.
 
The fallen don't have grace and can't give it to people. Grace is something given by god and is what they lost by falling, it's why they need power from hell or human worship. They're also bound specifically to the mechanism of action from the coins to empower people in general.
I am unsure about that. When Uriel gives his Grace to Michael, Uriel is rendered both powerless and mortal. The Fallen were angels before they fell. They are not powerless, or mortal, so they have to have something in place of their Grace, or the Grace remains with them. We know that Uriel would Fall if Michael misused the Grace. This indicates that the connection between Uriel and his Grace exists, and I am unsure if the Grace would be destroyed. Distorted perhaps?

Ultimately we know too little about how it works, but I think it at least bear investigating. Angels have their powers as something they can detach from themselves and give to others. Fallen might also work similarly.
4) We don't need more of them to do this. We've had our argument about the issues around releasing more exalts enough that I'll skip it and point out that this is big game hunting and just showing up with more exalts isn't really a solution. We'd need another in depth plan that can be done in addition to whatever is spent on safely doing something stupidly dangerous like popping more celestial exaltations out of their graves.
Solars and Abyssals are much, much better at killing immortals than we are. And solars have that "go through perfect defenses" charm, which I still think should be removed, but indicates the intent of them being unparalleled in getting past defenses.
 
Abyssals in particular excel and true-killing anything and anyone I must admit.

Our spirit-killer only exists because of a generous interpretation from DP, usually all our charms are for binding, trapping and later turning or using as material.
Infernals are fundamentally the least kill-oriented Solariods, which makes sense given that they were made by the Primordials who didn't have and didn't want to give them the ability to kill beings on their level of power and conceptual immortality.
 
Personally, I'm of the opinion that all we have to do is break the Coin- literally the only thing. Unbound Fallen may not exist on Earth, by the direct order and if necessary personal intervention of the White God. Were a Coin to somehow be broken (on Earth), the Fallen would be instantaneously booted out of reality and back to hell by as many of the Heavenly Host as it takes, up to and including God Himself, there to remain til Judgement Day.

However, this also means that...Unbound Fallen may not exist on Earth, and thus attempting to break the Coin (on Earth) while having the means to actually succeed means that as many of the Heavenly Host as it takes, up to and including God Himself, will show up to stop you.

However
however, God and his Host are quite consistent about minimizing their actual exercise of supernatural power. You could succeed, if your success required a lesser supernatural intervention from Heaven than your failure.

Thus, in order to succeed, it has to be easier to forcibly banish a Fallen from Earth to Hell than to either by force or by persuasion stop you from breaking the Coin. And even if anyone here actually thinks Molly is a tougher opponent than Nicky for, say, Uriel, I don't think anyone would argue that Uriel couldn't persuade her not to break the Coin. Like, literally, she's a lifelong devout Christian. All he'd have to do is ask, and explain why. There is no universe in which Molly is willing to take up her sword against the Host of Heaven, and if sincerely assured that attempting to break a Coin would result in said Host taking up arms against her, she'd back down, and the Coin would remain unbroken.

So actually breaking the coin and permakilling the Fallen is right out.

Thus, I'm significantly more optimistic about our odds of success with plans that attempt to confine and/or end-run around the Coins' functionality, or somehow kill their resident without breaking the Coin at any point.

The Surrender Oaths are a hilarious overreach, however- we'd have to beat them up to such a degree as to break them into something mentally and metaphysically capable of surrendering, and then into actually doing so. That ain't happening.
 
Last edited:
Abyssals in particular excel and true-killing anything and anyone I must admit.

Our spirit-killer only exists because of a generous interpretation from DP, usually all our charms are for binding, trapping and later turning or using as material.
Infernals are fundamentally the least kill-oriented Solariods, which makes sense given that they were made by the Primordials who didn't have and didn't want to give them the ability to kill beings on their level of power and conceptual immortality.
The only question is who gets to wield the abyssal shard. Depending on his condition, Arthur might work, I think. If not him, I think we could find some heroic WW2 veteran on the verge of dying. Not sure if there's any canon character that fits for the role.
The Surrender Oaths are a hilarious overreach, however- we'd have to beat them up to such a degree as to break them into something mentally and metaphysically capable of surrendering, and then into actually doing so. That ain't happening.
It might be possible to trick them maybe?
 
The only question is who gets to wield the abyssal shard. Depending on his condition, Arthur might work, I think. If not him, I think we could find some heroic WW2 veteran on the verge of dying. Not sure if there's any canon character that fits for the role.

Daniel after he inevitably bites off more than he can chew?

Keep it in the family, Michael as solar, Molly as Infernal, Daniel as Abyssal.

More seriously, Abyssal shards don't have the restrictions that Solar ones do. If we can unleash it in our Hell we could send lots of heroic bakemono into the Labyrinth to win glory and die in the attempt and get an Abyssal who literally worships Molly as God -Queen.
 
Last edited:
Vote closed.
Adhoc vote count started by DragonParadox on Jul 4, 2024 at 7:39 AM, finished with 81 posts and 16 votes.

  • [X] Use both
    -[X] First the Sight, to get the broader context
    -[X] Then the Crown Question, to get deeper understanding
    --[X] Use Occult Excellency, All Things Betray and BSM to better understand what you see
    [X] Use both
    -[X] First the Sight, to get the broader context
    -[X] Then the Crown Question, to get deeper understanding
    --[X] Use Occult Excellency and BSM to better understand what you see
    [X] Use a Crown Question
    -[X]Scene focus
    -[X] All Things Betray + Occult Excellency + Boiling Sea Mastery
 
I am unsure about that. When Uriel gives his Grace to Michael, Uriel is rendered both powerless and mortal. The Fallen were angels before they fell. They are not powerless, or mortal, so they have to have something in place of their Grace, or the Grace remains with them. We know that Uriel would Fall if Michael misused the Grace. This indicates that the connection between Uriel and his Grace exists, and I am unsure if the Grace would be destroyed. Distorted perhaps?

Ultimately we know too little about how it works, but I think it at least bear investigating. Angels have their powers as something they can detach from themselves and give to others. Fallen might also work similarly.
Uriel was an Angel in good standing investing power in someone else, and how fully mundane he was didn't exactly get tested. That's a whole different animal than what happened to the Fallen.

This is all based on Christian theology and Grace in that context is a fairly specific term as these things go. It's unmerited divine assistance, virtue invested in someone by god. It's not compatible with being a Fallen Angel.


Solars and Abyssals are much, much better at killing immortals than we are. And solars have that "go through perfect defenses" charm, which I still think should be removed, but indicates the intent of them being unparalleled in getting past defenses.
This is the kind of task that goes beyond autocomplete with the right charms. Having more direct murder options is potentially helpful but killing Angels, even the ones weakened from Falling, is the sort of thing that requires serious planning and exotic setup to accomplish. Being able to deal some sort of damage is the buy in to being able to try.

If you build up the murderiest Abyssal of all and send them to wrestle a Fallen Angel with no other prep/trick they're going to lose, just like doing a thunder run at a major third circle during the primordial war would kill lots of celestial exalts and would have killed more if it weren't for the armies they brought with them.

This isn't to say they can't be beaten but investing in power leveling another exalt, even absent all the many problems with getting them in the first place that you like to ignore, is a very expensive step ante after which you still need a strategy to play the game.
 
This is the kind of task that goes beyond autocomplete with the right charms. Having more direct murder options is potentially helpful but killing Angels, even the ones weakened from Falling, is the sort of thing that requires serious planning and exotic setup to accomplish. Being able to deal some sort of damage is the buy in to being able to try.

If you build up the murderiest Abyssal of all and send them to wrestle a Fallen Angel with no other prep/trick they're going to lose, just like doing a thunder run at a major third circle during the primordial war would kill lots of celestial exalts and would have killed more if it weren't for the armies they brought with them.

This isn't to say they can't be beaten but investing in power leveling another exalt, even absent all the many problems with getting them in the first place that you like to ignore, is a very expensive step ante after which you still need a strategy to play the game.
It's easier / much more feasible to build on top of the murder-optimized abyssal than on top of an infernal, if we want to kill a Fallen.

And it's unfeasible that the shards will remain untouched for a year. It's better we seize control of them than they are left to chance. But that's a separate, much discussed topic.
 
Arc 13 Post 25: Secret Keepers
Secret Keepers

7th of February 2007 A.D.

"Hmm..." you muse aloud. "Right now I don't know what I don't know, who carved that out and how are obvious questions but I only get the one. You take a look and then I'll work with what you get."

"Right, this will take a while. I'd say get comfortable, but there's rock, more rock and of course dirt." Joke aside Harry exhales a long breath, grounding himself as you had stumblingly recounted the technique him before the soul-gaze when you were still new to all this power. Maybe it's thinking much of yourself, but this hole in the wall shouldn't be as big of a pitfall as that.

There's no outward sign of a wizard opening their Sight, that is what makes it all the more dangerous, to people other than the wizard that is, one never knows when one of the wise is reading histories and meanings right out of empty air.

"What the...!" Harry calls in sudden alarm, then to something that's definitely not you: "Nescio quid vis." After all the Latin you'd spoken over the last few days your brain processes it instantly: I don't know what you mean.

Harry's next word unfortunately doesn't need a translation: "Duck!"

A trio of creatures, each an elegant disturbing chimera of honey-bee and spider, their bands not gold and black but gemstone bright appear one behind you and one in front, that one hurling a spike of crystal from where it's stinger aught to be straight at Harry. the familiar shield flashes in front of him catching the blow, though its light fades almost to nothing.

Shield now at 3/10 HL

"What's happening?" you shout, sword already in hand.

"Wizard magic! Asked me for the secret handshake or password and I don't know it!" The answer is as clear as it is unhelpful. The room had been occupied by guardians set here to hold old secrets but what are you supposed to do with these things now? There's nothing dark about them, no malice or gnawing hunger. A pity almost seeing as those are the kinds of spirits most likely to heed your words.

On the one hand beating them should be doable. They look fast and strong, but you are both those things in spades and have a wizardly backup, but is just doing the task for which they had been set a reason to consume these spirits? Your stomach tightens at the prospect. Maybe you should just attack without striking the final blow, though that would warn any Otherworld allies they have when they manage to pull themselves together.

"Tell them we don't mean any harm," you offer.

"I don't think they're attacking because of how much we scare them, Molly." Harry answers darkly as the spider-bees start to grow brighter and brighter, colors more vivid, contours more distinct, reinforcing the pattern of their being for the duel to come. "Someone charged them to keep anyone who doesn't know the secret handshake from seeing that carving."

"And you saw it...?"

As he nods the spirits start to draw in one of them seaming to expand as it breathes in the magic all around it, bulling at your essence with the relentless fury of the desert wind. No. With slice of your will, sharp as steel, you cut the thickening thread before it can start to drain you, leaving the strange spirit hovering in confusion... though not for long you're sure.

Lost 1 Essence -> Now at 17/18 (EIPP)
Drain Gnosis... Blocked


What do you do?

[] Fight the Spirits
-[] Use Murder is Meat
-[] Do not use Murder is Meat

[] Try to talk the spirits down
-[] Write in how

[] Write in


OOC: Who better than a wizard to leave guards against someone in the future using the Sight on a place you mined something important?
 
Last edited:
... Are we in Demonreach's reactor room or something?

[X] Try to talk the spirits down
-[X] Use the Crown on one of the spirits to learn the password / secret handshake
-[X] Give them the password / secret handshake
--[X] Source Code Compliance Protocol if needed
-[X] Etiquette excellency
-[X] Make excuse for Harry not knowing the password
 
Last edited:
[X] Try to talk the spirits down
-[X] Use the Crown on one of the spirits to learn the password / secret handshake
-[X] Give them the password / secret handshake
--[X] Source Code Compliance Protocol if needed
-[X] Etiquette excellency
-[X] Make excuse for Harry not knowing the password
 
Last edited:
Back
Top