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.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
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.
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.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.
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:
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 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.
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.
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.
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.