The vote did include making the potions though?
"--[][WRITE-IN: CRAFTING] ALCHEMY: Making potions of Astarte Veneria and Nabu Mercury: 3 SGI AP" was a part of the winning vote.
Oh right, then yes they are all taking it.
The vote did include making the potions though?
"--[][WRITE-IN: CRAFTING] ALCHEMY: Making potions of Astarte Veneria and Nabu Mercury: 3 SGI AP" was a part of the winning vote.
I understand your position, but to me leaving it just sitting there is completely unacceptable and seems like inviting all manner of trouble. Not to mention that we need to do a follow-up to Vegas anyway. Those basing rights we negotiated actually need to be acted upon.I'm going to be honest here; I don't really trust this. I'm not trying to say you're actively lying or something, but we came home with three terrestrials after going dog shopping. I don't think the solar spark needs more protection and I think if any unusual events come up while we're at it things will immediately flip to releasing the spark.
I could easily see something like this happening:
1) We show up and start doing stuff
2) All the focus on Molly draws attention to the cult.
3) People start snooping around and demonstrate a determination to figure out what we're doing.
4) Thread civil war about how we need to let the spark out now because people are definitely on to it if they weren't before.
I agree, but I can see arguments for it.That works I guess. I'm of the opinion that more health track isn't the best way to boost survivability at this point though.
This seems a fairly frivolous expenditure. Molly has multi iterations eating at Charity's house and classifies as a planet. The ship sailed a long time ago. The cold skin isn't worth using XP to get rid of imo.I'd say paying off touch of frost with the change is a better use than banking it. It'd be nice to have later, but there are social benefits to consider with not being frozen. I think it'd help with Charity, for example, if Molly could give her a hug without reminding her how much has changed.
I know you like this, but from my perspective it's a fundamentally flawed charm.
That's fair. I think it's fine but I understand why you're interested. I just think going within a mile of an exaltation is going to descend into us arguing about releasing it regardless of what's said beforehand and I'd like to do more DF stuff instead of everything turning into exalted wrangling.I understand your position, but to me leaving it just sitting there is completely unacceptable and seems like inviting all manner of trouble. Not to mention that we need to do a follow-up to Vegas anyway. Those basing rights we negotiated actually need to be acted upon
Worth it.Charity: okay, I can deal with a Legion of Mollys, I can deal with a world of Molly, I can deal, Uriel himself said it's okay, it's okay-
Molly: ~Surprise Biblical Angel~
Charity: ... *racks shotgun with malicious Angel-shooting intent*
She can, but I think it's a loose tooth kind of thing.This seems a fairly frivolous expenditure. Molly has multi iterations eating at Charity's house and classifies as a planet. The ship sailed a long time ago. The cold skin isn't worth using XP to get rid of imo.
Yes, that's exactly what I was going for. Light starts leaking out as Molly sits on her throne, then she (and her seat of power) unfold like a flower as the star within pours into the world.Regarding the transition process from humanoid shintai to monster form. I think it's easy to frame it as "The armor is a containment vessel." In fact, the armor breaks and releases the monster form into the world, as if it had only been containing Molly's true power all along. It's literally "You haven't seen my final form yet."
The AntiDumpStat plan. Actually a good idea since this Arc didn't garner much XP if there was any time to shore up neglected stats I'd be now.Brings all of our key abilities up to five increases our attributes which increases the power of every Excellency that we use with them. This is a really bread and butter pick massive increase in the general power of Molly both herself and her Clones.
I'm going to update the design I posted back then to reflect how the quest has evolved.
Stella Prasinus
Standing in her world made manifest the Empress-To-Be casts aside the limits of fate and, as she takes a seat on her newly risen throne, Becomes.
Bursting into poisonous radiance she seems to open like an impossibly deep flower, revealing an emerald star. Past the all too literal glare it is split down the center by a slitted pupil and crowned by five rings of brass.
The Emerald Polestar moves freely in flight, but never seems to orient herself. The eye always faces those who gaze on it, in complete disregard of the order of the world.
At rest her five rings languidly rotate about her body, each studded with five mouths of obsidian fangs. Each ring is engraved with the prayers of countless souls from one of the Empress's five cities, and when she speaks it is with a chorus of their voices.
At arms her twenty five fanged mouths yawn open so widely that they split apart as her crowns spin to a blur. Shooting forth they reassemble into something between brazen macuahuitl edged in fangs and segmented millipede like limbs.
Raised up like wings - or the stings of a many tailed scorpion - the infernal can act with uncanny dexterity and strike with unnatural speed.
Aspects:
Flexible
Hardened Devil Body
Extra Limbs
—-
The name for this one, and the Emerald Polestar thing, is a reference to Stella Maris. The latin element of a title for Mother Mary: Our Lady, Star of the Sea. It has an interesting history that makes for a fun bit of heretical parody.
Allegedly it's a title given by mistake*, a transcription error turned allegory for how Mother Mary as a 'guiding star' on the way to Christ. It eventually came to be used as a nickname for Polaris in the context of using it to navigate.
Polaris has a rich history with a lot of cultures, but it has a particularly interesting tie in forms from a different Abrahamic faith entirely; Mandaeans. They believe North and Polaris in particular are auspicious because they're linked to the World of Light and that the south isn't because it's linked to the World of Darkness.
Which is too good of a connection not to use. An Emerald Polestar leading towards the age to come.
*
Sound familiar Uriel?
Edit: error
Molly are literally the head of the church and God and have done nothing to bring these people to Christ. The ships sailed a long time ago. Things are very, very complex theologically and I don't think it's any more heretical to have this form of shintai.Yeah no. Molly is no heretic as far as I am aware. Can someone back me up/correct me on this?
She's not a heretic, but her exaltation is hell fueled and has "take god's job" permanently seared into its to do list.Yeah no. Molly is no heretic as far as I am aware. Can someone back me up/correct me on this?
Some of those attributes benefit from an alchemical steroid regimen that @Degorium cooked up. Not sure if we actually used it long enough to bring them down that low though.
Yes, I agree. Just need to add a little flavor from our world since this is the second form after the KingdomBroadly Molly's themes are about taking that power and those themes then using them for her own ends. This is perfectly on brand for that, and is way more interesting than a making her some generic mech thing.
The last version basically removed attack functionality in favor of the buff. And Past lives is a great buff. It's basically excellency for mortals. Assuming we roll >5 successes (and on charisma + occult that's basically a guarantee), the target gets to add up to 5 dice to a single task up to once per scene. Even discarding plot and flavor angle (and I am not), for a mortal? That's a great boost. I love the charm, even if maybe mechanic can be changed so at 5+ successes it gives more dice to roll the bonus dice with? Or starts to convert needing to roll the background dice to flat +X dice bonus? Something to think a bit about.I know you like this, but from my perspective it's a fundamentally flawed charm.
The bulk of the mechanics relate to the attack, which is something that by default provides the same benefit as the helpful application. On top of that it basically links a mental and physical attack in the worst possible way. They basically get the opportunity to defend against it twice; once by stopping the attack from touching them physically, and once via any mental defense powers they have. Depending on exactly how you parse the conditions for there's an argument to be made that blocking the mental damage wouldn't stop the benefits from coming into play.
It costs as much as the now unnerfed GSNF so we'd primarily use it on targets with those kind of defenses because they're the ones that matter, and can only be used once a year per target so if we flub it we're out of luck.
The buff itself is flavorful, but not really meaningful on the support end either. On the whole it just seems useless to me in its current form.
Right now it's flavor-heavy mortal boosting charm. The main mechanical question is what to do for 5+ successes. Right now it increases the amount of times per day the target can roll the bonus. Depending on how powerful it is vs. how costly (because it costs up to 4 essence to use efficiently, if we count the excellency), other options for scaling might be:Turn Back the Wheel ●●
To a denizen of the Fivefold Courts, past lives are just a matter of everyday life. The Infernal's touch brings this cursed gift to her friends and enemies
System: Upon touching or striking someone, the infernal spends 1 essence and rolls Charisma + Occult against the difficulty of target's permanent Willpower. Upon success, the target is granted (successes) dots of past life merit. Beyond 5 dots, the benefits are as such: at 6 to 10 dots, Past Lives can be used twice per day, at 11 to 15 successes three times per day, and 16 to 20 - four times, and at beyond 20 successes, once per scene. The shock of sudden awakening inflicts successes unsoakable bashing damage. The previous incarnation of the target is not integrated with the current one, and might, indeed, come into conflict with them. Mechanically, this is represented by one to three derangements - Fugue on one or more Infernal's successes, Schizophrenia on three or more Infernal's successes, Split Personality on five or more Infernal's successes. The Infernal can pay additional 2 essence to smoothly integrate the newly awakened memories and thoughts into the current ego, granting the benefits of the charm to the target while shielding them from harmful consequences. The charm can only be used once every year and a day on any one target.
The initial concept was my attempt to do a combat charm. It was correctly pointed out that our charmset doesn't have anything for attack, and I didn't want the charm to be boring. This is a development of that idea. I don't think it's a good combat charm right now, but it's still interesting. And highly thematic. I simplified the concept of the charm by a lot. Far less rolls, more damage, even if it's bashing.
Mechanics of derangements:
Spoiler: Fugue Victims suffering from fugue experience "blackouts"
and loss of memory. When subjected to stress, the individual
begins a specific, rigid set of behaviors to remove
the stressful symptoms. This differs from multiple personalities,
as the individual in the grip of a fugue has
no separate personality, but is on a form of "autopilot"
similar to sleepwalking.
Kindred suffering from this derangement require
a Willpower roll when subjected to extreme stress or
pressure (difficulty 8). If the roll fails, the player must
roleplay her character's trancelike state; otherwise,
control of the character passes to the Storyteller for a
number of scenes determined by the roll of a die. During
this period, the Storyteller may have the character
act as she sees fit to remove the source of the stress. At
the end of the fugue, the character "regains consciousness"
with no memory of her actions. Spoiler: Schizophrenia Conflicting, unresolveable sets of feelings and impulses
can cause a victim to develop schizophrenia,
which manifests as a withdrawal from reality, violent
changes in behavior, and hallucinations. Roleplaying
this derangement requires careful thought, because the
player must determine a general set of behaviors relevant
to the trauma that caused the derangement. The
hallucinations, bizarre behavior, and unseen voices
stem from a terrible inner conflict that the individual
cannot resolve. The player needs to establish a firm
idea of what that conflict is and then rationalize what
kind of behavior this conflict will cause.
Kindred with this derangement are unpredictable
and dangerous. In situations that trigger a vampire's inner
conflict, the difficulties of all rolls to resist or direct
frenzy increase by three, and the vampire loses three
dice from all Willpower rolls. Spoiler: Multiple Personalities The trauma that spawns this derangement fractures
the victim's personality into one or more additional
personas, allowing the victim to deny her trauma or
any actions the trauma causes by placing the blame on
"someone else." Each personality is created to respond
to certain emotional stimuli — an abused person might
develop a tough-as-nails survivor personality, create a
"protector," or even become a murderer in order to
deny the abuse she is suffering. In most cases none of
the personalities is aware of the others, and they come
and go through the victim's mind in response to specific
situations or conditions.
When a vampire suffers this derangement, the Storyteller
and the player must agree upon how many and
what kind of personalities develop, and the situations
that trigger their dominance in the victim. Each personality
should be relevant to the trauma that causes
it. Not only is each personality distinct, but in the case
of Kindred, the different personalities might believe
themselves to be from different Clans and sires.
Kindred with multiple personalities can manifest
different Abilities and even Virtues for each of their
personalities, but it is the Storyteller's responsibility to
determine the specific details.
I can promise that I won't argue in favor of it this action. Later? Yes, after prep, because after research I am firmly convinced this is doable. But for me prep would mean VEE + splendor + probably god forging, so it's not going to come up soon.That's fair. I think it's fine but I understand why you're interested. I just think going within a mile of an exaltation is going to descend into us arguing about releasing it regardless of what's said beforehand and I'd like to do more DF stuff instead of everything turning into exalted wrangling.
We haven't used steroids anywhere near long enough. It has been less than two weeks in-story.
We haven't used steroids anywhere near long enough. It has been less than two weeks in-story.
Some of those attributes benefit from an alchemical steroid regimen that @Degorium cooked up. Not sure if we actually used it long enough to bring them down that low though.
Tier 3 formulas
- Astarte Venerian: A Series of nacreous Potions and Lotions that move the user closer to the perfected ideas of beauty in all aspects charm, wit and attraction. Similar to the library background for abilities and Spheres, this decreases the Xp cost of Social attributes, lowering the XP cost by one per day to a minimum of 1XP. In the case of Appearance it can automatically increase after Current rating weeks.
- Nabu Mercury: Strange seemingly liquid silver pills that sharpen the senses and mind in all facets, taken 3 times daily At the rising, crowning and drowning of the sun. Similar to the library background for abilities and Spheres, this decreases the Xp cost of Mental attributes, lowering the XP cost by one per day to a minimum of 1XP.
- Prima Metallum: A metal that is stronger than titanium but as workable as aluminum, that retains an edge perfectly almost forever. Armor made from it gains an extra soak die against basing and lethal without additional restriction, melee weapons gain +1 damage and -1 difficulty to hit
The turn started 16 days ago those potions are the only thing the Clone is doing even if we started the day after the month started it would still be a 15 XP down there is no rollover so it's either buy for One XP now or buy for One XP at the end of the month.
Yes, I agree. Just need to add a little flavor from our world since this is the second form after the Kingdom
It's not universally applicable, and it still reads like a combat charm because of all the text on side effects. The bulk of that charm is stuff that you're saying we should never use, which is a red flag for charm design.The last version basically removed attack functionality in favor of the buff. And Past lives is a great buff. It's basically excellency for mortals. Assuming we roll >5 successes (and on charisma + occult that's basically a guarantee), the target gets to add up to 5 dice to a single task up to once per scene. Even discarding plot and flavor angle (and I am not), for a mortal? That's a great boost. I love the charm, even if maybe mechanic can be changed so at 5+ successes it gives more dice to roll the bonus dice with? Or starts to convert needing to roll the background dice to flat +X dice bonus? Something to think a bit about.
My thought process here is that something is going to happen because of our presence that will provoke a change.I can promise that I won't argue in favor of it this action. Later? Yes, after prep, because after research I am firmly convinced this is doable. But for me prep would mean VEE + splendor + probably god forging, so it's not going to come up soon.
Several reasons. Because it's permanent empowerment - I don't want those we empower to depend on it. Because it wouldn't make sense narrative and flavor-wise. Because of how it's meant to synergy with Delegated Enlightenment Scholarship ●●●.It's not universally applicable, and it still reads like a combat charm because of all the text on side effects. The bulk of that charm is stuff that you're saying we should never use, which is a red flag for charm design.
Why not make it like FPH? They get a benefit for X many days up to Y dots based on a roll. The way it's set up we'd basically never use it without paying the full price to insulate the target unless we had hostile intent. Which we wouldn't do if the benefits are actually that good. Reapplying it is a more fitting effect for this level of charm than multiple dots of a background given permanently anyway.
In practical use it would have the same effect on the game for less mechanical overhead.
That would still be better than situation happening and the exaltations (both solar and abyssal one) being released without us being there.My thought process here is that something is going to happen because of our presence that will provoke a change.
Ok. In this case we should probably boost Lydia's and Tiffany's perceptions and Olivia's manipulation by 1. So, assuming everyone have been taking their steroids, thenThe turn started 16 days ago those potions are the only thing the Clone is doing even if we started the day after the month started it would still be a 15 XP down there is no rollover so it's either buy for One XP now or buy for One XP at the end of the month.
This is some serious regeneration that would have saved us a lot of trouble in Vegas.digesting the great Beast (••••)
Speaking a secret name lost to the grinding passage
of the ages into the quiet vaults of her innermost self, the Infernal summons a single demon maggot into the chambers of her heart. There the maggot vomits forth a scrap of immortal, undying flesh chewed from the corpse of the Great Beast, which briefly lends its vital- ity to the Exalt.
System: Reflexively spend 1 Essence and roll Stamina + Occult against difficulty 7. The Infernal au- tomatically heals two levels of bashing damage or one level of lethal damage at the beginning of each turn for a number of turns equal to the successes rolled. Giving up three turns of healing allows her to heal a level of aggravated damage, instead.
Infernal charms love to build dependency.Several reasons. Because it's permanent empowerment - I don't want those we empower to depend on it. Because it wouldn't make sense narrative and flavor-wise. Because of how it's meant to synergy with Delegated Enlightenment Scholarship ●●●.
I think our interference is more likely to cause it than prevent it at this point. I genuinely think this series of actions will result in the quest moving away from the DF fusion plots that are one of the most interesting parts of the premise.That would still be better than situation happening and the exaltations (both solar and abyssal one) being released without us being there