In general I would rather get The City Still Stands then a perfect defense. Perfect defenses have the unfortunate paranoia problem where you have to spend essence on attacks without knowing how dangerous they are.
Also this arc Molly barely took any damage despite not even bothering with soak charms. The City Still stands let's us do more of that well still having extra wiggle room.
Having Lash in our circle plus Ox-body, Scar-Writ Saga Shield ●, By Pain Reforged ● and other more active defenses just makes Molly really tanky by default. Essence is a bigger limiting factor then health levels.
In the Golden City of Journeys it is understood that the greatest treasures are found on the steepest paths, and to walk them is to be rewarded. This wisdom is carved into the infernal's bones, and she draws strength from that adversity.
System:
While in places that are either spiritually desolate or harsh enough to impose environmental penalties the infernal regenerates essence at half the rate she would in a dragon nest.
Additionally, if she possesses Five Paths, One Ring and is making use of the shift of journeys at the time she may recover her essence rating in motes when subjected to an environment she hasn't experienced in the last day.
Finally, when moving to a new environment she hasn't been to in the last day, she receives a -1 DC for the first scene in the new environment.
I don't think that we would have received a single essence from this charm if we had it last arc. Correct me if I am wrong. The minus 1 DC would have happened a few times.
DragonParadox, I'm guessing that VEE can't be used on oneself, meaning we can't pick up the Hands of Daedalus Merit that Acolyte found? (Being able to grant merits to others is cool, but getting more xp-free merits for Molly - even one a year - would be even better).
CONFUSED BABBLING:
I've been dying for us to have the City Still Stands for ages - and it is more effective in terms of 'preventing us from dying without tying up active resources' than perfects.
Who striKes the Wind? (•••) (compared to SWLIHN •••••, at the cost of only defending from (Essence) additional attacks for 2 Essence. Hm…
Also, if we finally pick our Unbound Eschaton Shintai, it would be a perfect reveal waiting to happen. Eventually Molly hits something too powerful to handle, and FOOM!
It would be nice to know which Shintai it is (I'm assuming we're going with Shadow Spite Curse for our signature), as well as have it on the character sheet. I'm assuming that it's going to be added/voted on once we use it.
I'm assuming either Demon Emperor or Devil Beast, since the swarm rules are apparently bad? (Kind of sad - having a swarm around us would be cool… but it's not a second body, it's a stacked template. So…)
The thing is, I do want us to get Raw-Edged Paranoia Principle (••) and Factual Determination Analysis (••••)… but as much as I'd love the thinker powers, both are rather expensive.
Fathomless Poison Haven is free anti-liquid poisons and other damages for our allies and us… but it only works against liquids.
I've also gained a weird fondness for Simmering Sinner Resentment; it's a great way of capturing weird powerful beings in our hell. Not really relevant, given the limitations and the fact that we need useful corpses for crafting anyways, but hey.
Ok, so all babbling aside…
We've already had people give out detailed analysis on damage-to-Essence for Sandstrike Blast, Sinner-Boiling Stare, and Principle Invoking Onslaught, as well as the available sorceries and the benefit of the Pentacle and the Scepter.
It's fairly obvious that we should get the City Still Stands, because 1-ups are great (and we have a discount for Lanka charms). It's also fairly obvious that Sandstrike Blast lacks the really great mote discount and WP damage from Exalted 2e, but it's 2 dots, it's versatile (burst or weapon, lasts for a scene), and it's a cool supernatural power that seems more fun and Eldritch than 'summon mystic gun.'
But. I wanted to share this anecdote.
Fantasy Flight Games produced some 40k rpgs, including Black Crusade, where you get to be the forces of chaos. There are rules for making Daemon Weapons, and one of the passive, no-cost, everyone-gets-this abilities is that ranged DW make their own ammo.
Meanwhile, with some work, the heretics can acquire a tachyon arrow.
10d10 I Damage with 20 Pen, in a system where 2d10 was a lot. (Also concussive 6, proven 3, for guaranteed damage and shockwave fun times). It was limited by having a clip of 1, and being Unique - Necron gear is hard to get, when you aren't one.
I think you can all see where this is going.
There were obvious additional benefits - Warp Weapon to ignore non-warded/psyker armor outright, a few extra effects, and other Daemon Weapon fun times. But that just turned it from a personal weapon that could annihilate tanks into a personal weapon that could rapidly annihilate starships, at least if their void shield was down and they were low enough to hit.
We could build, basically, a rocket launcher that fits in our pocket, and pull every mundane trick that boosts damage at the cost of room for ammo. Then, with PIO, make it into a rapid-firing rocket launcher.
It's not necessarily better than Sandstrike blast. Sinner Boiling Stare is better as an anti-wizard weapon, but it costs Essence per use, and we don't know whether we'll need to smite uppity outsider-summoning mortals. Meanwhile, it also can summon weapons for a full scene if we need them.
Ultimately, I'm surprisingly fine with Sandstrike Blast; it's a scene-long storm summoned by our call. For a mote! But I did want to bring up the possibilities of PIO, even if they take investment and lack the matter-warping fun of the original.
[X] Plan Sorcerous Might
-[X] Molly, 48 XP spent 1 banked
--[X] Alchemy 5, 12 XP
--[X] False Springs Beckon, 9 XP
--[X] Mana Manipulation, 7 XP
--[X] Wits 4, 1 XP
--[X] Craft 5, 4 XP
--[X] Gemstone Bone Ossification, 4 XP
--[X] Fortifying Ink, 3 XP
--[X] Transcendent Capacity Solution, 4 XP
--[X] Digital Possessions Management, 4 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Lydia, 13 XP spent
--[X] Counterspell: Fae, 3 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 3 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Wits 5 dots, 1 XP
--[X] Occult 2 dots, 2 XP
--[X] Ox-Body, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Tiffany, 11 XP spent, 2 banked
--[X] Wits 4 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Perception 4 dots, 1 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Counterspell: Human, 3 XP
--[X] Counterspell: Vampire, 3 XP
-[X] Olivia, 11 XP spent 1 banked
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 2 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 5 dots, 1 XP
--[X] Intelligence 4 dots, 1 XP
--[X] Expression 2 dots, 2 XP
--[X] Vampire Counterspell, 3 XP
--[X] Spirit Counterspell, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
Alchemy 5. Multiple action (The ability to act multiple times per round with a full dice pool) potions the ability to make our own version of Periapts (Essence batteries), Purchased recipes that can act as armor under our permanent disguise(Fortifying ink), increase our resting soak by one increase our health Levels by two and allow us to purchase above human strength and dexterity without looking Supernatural (Gemstone Bone) and finally allows us to have Supernatural level skills by increasing the cap on certain abilities past five(Transcendent Capacity). Homemade by our clones that are capable of using the mortal magic we learn to brew/Make them.
A grouping of potions that increase the users ability to learn and retain information about a subject or subjects (though not infinitely or indefinitely ). While brewing the potion the maker selects either 1 ability or 3 thematically related abilities ( The Scholar: Academics,Science, Occult. The Thief: Subterfuge, Stealth, Larceny. The Soldier: Athletics, Survival, Firearms. The Star: Performance, Etiquette, Expression. Etc…) this potion raises the ability cap for the given abilities from five to six to seven to eight to nine to ten these potions do not grant any ability dots just the ability to purchase abilities above the Mortal five if any success would push this above 10 immediately distribute them to duration.
Successes are distributed between duration and effect at a rate of one ability cap per success and one time interval per success time intervals are how often between doses you need to take the potion to keep your enhanced abilities the first interval is daily second is a weekly dose the third interval is monthly, the fourth interval quarterly, fifth interval biannually, the Sixth interval yearly.
Failure to keep on this regimen potions grants a negative dice penalty equal to the abilities over the Mortal cap and they increase difficulty the same amount for a number of days equal to the number of dots over the mortal ability cap x 2 after number of weeks equal to the transcendent ability it fades away back to Mortal standards. The first successes of both time interval and ability caps are succeeded by Brewing the potion successfully. If the three abilities are chosen they must be raised in sequence (Yes: ability A - 2 above ability cap, ability B - 2 above ability cap, ability C - 1 above ability cap. No: ability A - 3 above ability cap, ability B - 1 above ability cap, ability C - 1 above ability cap)
: These decoctions strengthen the bones and subsequently the body's potential as a whole. As the bones both lighten and strengthen the amount of speed and power the body is capable of exerting increases. Though the drinker's appetite will triple as the potions kick in to support the heightened Biological needs. Similar to the Skeletal Enhancement (●) (Mage The Ascension: Pg. 659) These treated bones grant the drinker two extra Bruised health levels and +1 unarmoured Soak. As well as granting a heightened dexterity and strength cap as dictated by the quality in the decoction.
1 success grants both a dexterity and strength potential increase of one to a possible 6 in both attributes further success are divided between strength potential the durability of the bone and dexterity potential lightness of the bones to a maximum of eight in both stats. Further successes can be allocated to time between doses of decoction The initial interval between drinks is Weekly and is set by successfully crafting the decoction the second is a Monthly, the third interval is quarterly, the fourth interval is Biannual Doses, The fifth interval is Yearly drinks.
Failure to imbibe this potion is rather mild after a week one bruised heath level goes away after two the second level and soak dice goes. While the conversion of gembones back to bone is mild the muscles and ligaments that have grown to depend on the strengthened skeletal structure still remain anytime the imbiber of this makes a roll with greater than human attributes they must make a Soak roll at their base difficulty + how ever many attribute dots over the mortal 5 in that particular attribute for that same value of damage. Failure deals that level in lethal damage and botching deals double damage.
from the blessings of Acat to the Mayans and the Woad of the Gauls to the To Moko of Maori the world over there are legends of tattooed or painted warriors taking blows that would lay low a man in full plate and continuing to fight. This recipe is in keeping with that tradition.
Fortifying ink can be used in two ways: paint or tattoo. When used as body paint it lasts until the painted person sleeps, has fought a battle or it is washed away ( heavy rainfall, bathing, being thrown into a body of water) no clothing can be worn over it as they would rub it away. When used as a tattoo the effects last considerably longer but are not as powerful and can be detected with a difficulty 7 Awareness roll or automatically with sensory magics such as Auspex, Prime Sight or Mana detection though they can be reactivated without needing to redo them, both grant the bearer the ability to soak lethal and aggravated damage if they could not before with their stamina at difficulty 8 as well as 1 dice of soak on a successful mix.
As body paint success after the first are divided between difficulty to soak lethal, difficulty to soak aggravated and soak dice. Neither difficulty can be lower by more than three and soak dice can only go up 2 (3 total).
As a Tattoo successes past the first are divided between difficulty of lethal and Aggravated Soak neither of which can be lowered by more than 2 and Duration (1 = 3 days, 2 = 1 Week, 3 = 2 Weeks, 4 = 3 Weeks, 5 = 4 Weeks) how long it takes before the magic fades and soak dice which can only go up 1 (2 total).
They can be revitalized by either brewing another batch of fortifying ink and painting over the tattoo and leaving the ink for 3 day without it being rubbed or washed away or 5 Mana being infused into the tattoo Ala the mana background or a ritual of the Mana Manipulation Path or a form magical energy being splashed or infused into the tattoo (Quintessence, Vitae, Pathos, Essence, Gnosis, Faith,Qi) though the effects of those non-regulated infusions may have deleterious or strange effects on the bearer.
Mana manipulation so we're capable of causing our own version of the warp storms that the Jades and Sandra used. We can also use it directly to retarget or call Wards to Target someone else or create our own version of weaponized geomancy like All is Poison in The Lord of the wicked cities hell, not to mention this is what would allow to move and manipulate Ley lines.
It would also allow us to figure out where magic was cast and possibly use them as focuses for Crown questions. Whether it was vampiric Wizard or otherwise. It also allows us to possibly judge and I don't want to use this as a hard fast statement the power level of our opponents which is to say how much juice they have left in the tank whether that be vitae gnosis Ki or what have you.
[X] Plan Ancient Magic
-[X] Molly, 49 XP spent
--[X] Pentacle And Scepter 16 XP
--[X] False Springs Beckon, 9 XP
--[X] Ox-Body, 3 XP
--[X] Awareness Excellency, 4 XP
--[X] Technology Excellency, 4 XP
--[X] Invulnerable Skin of Bronze, 10 XP
--[X] Counterspell: Vampire, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Lydia, 13 XP spent
--[X] Counterspell: Fae, 3 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 3 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Wits 5 dots, 1 XP
--[X] Occult 2 dots, 2 XP
--[X] Ox-Body, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Tiffany, 11 XP spent, 2 banked
--[X] Wits 4 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Perception 4 dots, 1 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Counterspell: Human, 3 XP
--[X] Counterspell: Vampire, 3 XP
-[X] Olivia, 11 XP spent 1 banked
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 2 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 5 dots, 1 XP
--[X] Intelligence 4 dots, 1 XP
--[X] Expression 2 dots, 2 XP
--[X] Vampire Counterspell, 3 XP
--[X] Spirit Counterspell, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
For Pentacle and Scepter which makes all Ancient Sorcery maybe not the most efficient thing but definitely combat viable or provides extra resting soak like the Invulnerable Skin of Bronze (2 Essence with P&S, two Essence for an extra 4 soak for an entire day), it also reduces the difficulty of ancient sorcery and all modern sorceries which makes it a stacking bucket for any and all sorcery that we get going forward essentially a - 1DC on all sorcery it is also passive which means it affects our clones that can also use Mortal Magic.
Between P&S, BSM and CCC that is difficulty break of - 5 level 4 spells Alchemy Mana manipulation no matter which you're talking about if they're ritually cast can be cast at difficulty 3 with this 20 dice at difficulty 3, or Master Level spells and potions at difficulty 4 the base difficulty for casting sorcery at all. It's a strong investment in getting more sorceress training as well as pushing magical competence.
[X] Plan Minion Protection
-[X] Molly, 49 XP spent
--[X] False Springs Beckon 9 XP
--[X] Mana Maggot Plague 8 XP
--[X] Cleansed Maggot Formula 4 XP
--[X] Verdant Emptiness Endowment, 20 XP
--[X] Finance 1, 3 XP
--[X] Politics 2, 5 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Lydia, 13 XP spent
--[X] Counterspell: Fae, 3 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 3 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Wits 5 dots, 1 XP
--[X] Occult 2 dots, 2 XP
--[X] Ox-Body, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Tiffany, 11 XP spent, 2 banked
--[X] Wits 4 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Perception 4 dots, 1 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Counterspell: Human, 3 XP
--[X] Counterspell: Vampire, 3 XP
-[X] Olivia, 11 XP spent 1 banked
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 2 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 5 dots, 1 XP
--[X] Intelligence 4 dots, 1 XP
--[X] Expression 2 dots, 2 XP
--[X] Vampire Counterspell, 3 XP
--[X] Spirit Counterspell, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
To Ethically feed and protect all of our minions whether it be White, Red, Jade or ghoul. On some level this was the selling point of getting Alchemy 4 so we can make cleansed mana maggot potions that charged up our Supernatural followers abilities without getting the bonus to DC on them. Or them having to eat humans or other sentients to fill up their Supernatural pools of energy.
It also essentially maximizes our foothold in creation simply because we can now exchange directly Supernatural power for favors no more of this Goodwill shit. On the other hand we could also just grab the wishes of our servant and have them move up in the world and they essentially stay or servant despite their heightened standing which further increases our power in creation.
[X] Plan The Undying
-[x] Molly, 49 XP spent
--[x] False Springs Beckon, 9 XP
--[x] Ablation Of Brass and Fire, 12 XP
--[x] Counter-Conceptual Interposition, 16 XP
--[x] Ox-Body, 3 XP
--[x] Ox-Body, 3 XP
--[x] Mind Over Matter, 3 XP
--[x] Heavy Coagulant, 1 XP
--[x] Greater Asprin, 1 XP
--[x] High Kevlar, 1 XP
--[x] Ask Tiffany to raise physical stats to 5
-[x] Lydia, 13 XP spent
--[x] Counterspell: Fae, 3 XP
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 4 dots, 1 XP
--[x] Appearance 4 dots, 0 XP
--[x] Perception 3 dots, 1 XP
--[x] Intelligence 5 dots, 1 XP
--[x] Wits 5 dots, 1 XP
--[x] Occult 2 dots, 2 XP
--[x] Ox-Body, 3 XP
--[x] Ask Tiffany to raise physical stats to 5
-[x] Tiffany, 11 XP spent, 2 banked
--[x] Wits 4 dots, 1 XP
--[x] Intelligence 5 dots, 1 XP
--[x] Perception 4 dots, 1 XP
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 4 dots, 1 XP
--[x] Counterspell: Human, 3 XP
--[x] Counterspell: Vampire, 3 XP
-[x] Olivia, 11 XP spent 1 banked
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 2 dots, 1 XP
--[x] Appearance 4 dots, 0 XP
--[x] Perception 5 dots, 1 XP
--[x] Intelligence 4 dots, 1 XP
--[x] Expression 2 dots, 2 XP
--[x] Vampire Counterspell, 3 XP
--[x] Spirit Counterspell, 3 XP
--[x] Ask Tiffany to raise physical stats to 5
Ablation of brass and fire is a perfect soak charm which makes it perfect for our purposes most of the time. Counter-conceptual interposition is our version of heavenly Guardian defense which would essentially defend us from any being that has multiple attacks per turn or essentially machine gun fire that fires a bunch of attacks all at once or anything similar to that so we don't need to use ablation of brass and Fire.
With the ox bodies bringing us up to 22 Health levels greater aspirin reducing wound penalties by one and heavy coagulant lowering soak difficulty by one which means the amount of unimpeded (No wound penalties) Health levels goes from 3 to 17 and soak difficulty rests at 4.
An Alchemical blood coagulant the thickening and rapidly hardening blood makes dealing heavy or debilitating injuries noticeably harder. Lowers the difficulty to soak damage by 1.
is an alchemically made aromatic poly-amide, a class of heat-resistant and strong synthetic fibers synthesized from base Kevlar fibers. Lighter, stronger and more impact resistant than its purely mundane cousin. Lowers the difficulty of lethal and bashing soak by 1 and lowers the dexterity penalty by 1.
As its name implies is an anti-inflammatory and pain reliever made through alchemical means. Lowers wound penalties by 1.
Inspired by her own ability to command her body to stop bleeding and affect her rate of regeneration this potion was made by Molly Carpenter to explore and possibly enhance those abilities. Mind over Matter potion grants the first two dots of the psychic power bio-control for an hour.
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.
Emphasis mine, but most plans are buying appearance, and it seems unnecessary. I mean, it's only 1 xp, but you could use it to buy a dot of an ability for any plan that banks xp.
I like the idea of getting more sorcery, but even if it is heresy, I'm not sure we need more soak right now.
Especially given some of the things we could make. If I'm not mistaken, yog's green lantern ring (and similar items) could allow us to just... make circles in the floor (carve them, etc) to block wizard magic while melee-ing enemies like the Dragon. A perfect defense would be great for if we went up against the highest of foes, or people with power they burn to unleash ultimate attacks... but as we are, we've got soak and health levels for days. The City Still Stands lets us basically double that, or even triple since it means we can just fight until the point of death without assuming our shintai in the first place. Then we're driven into it, and we only activate it once we've been beaten down once. Ta-da, two extra 20-ish Health Level tracks instead of just one, plus 2 refreshes. And it refreshes every month!
In general I agree that PIO is better. But in order to be effective we need PIO + Firearms excellency or PIO + Firearms up to 2 at least. That's much more expensive. So, Sandstrike Blast for now, PIO later.
I like it but we dont actually need to bless the land to create protections for our hell, we can always use our crafting charm to create a location. Not only that but as the god is fused with the land he could also be empowered by being fused with it.
Do you mean Olivia's Shape Mana? That's not (just) for us. That's so she can go around blessing order of cauldron dwellings and places of employment. It gives her a lot of stuff to do. And with her DC adjusters even without our involvement, she's going to be very good at this.
I will be honest Yog. Give me some points in politics because this is too much. They are needed now, we participate in politics too often not to know it. I usually support you, but this plan does not quite meet my desires.
I can drop vampiric counterspell, I guess... Molly has perfect shaping defenses, and Olivia already has it. This would allow me to buy 1 point in politics. We could, and I am ready to make this commitment, buy up to 3 points next turn. Would that satisfy you?
Should we get a Perfect Defense? We have clones as backup, but it's always nice to get some more protection. Or a scene-long reflexive dodge/block like Opened Eye of the Hurricane. Reflexive counterattacks from Thousandfold Typhoon Hand would also help the next time we're dueling a murderblender.
I inititally planned to take Bloodless Murk Evasion, but sandstrike blast happened instead. If I go back to that idea, I get enough XP for Politics 1 dot.
Treading the Golden Path ●
In the Golden City of Journeys it is understood that the greatest treasures are found on the steepest paths, and to walk them is to be rewarded. This wisdom is carved into the infernal's bones, and she draws strength from that adversity.
System:
While in places that are either spiritually desolate or harsh enough to impose environmental penalties the infernal regenerates essence at half the rate she would in a dragon nest.
Additionally, if she possesses Five Paths, One Ring and is making use of the shift of journeys at the time she may recover her essence rating in motes when subjected to an environment she hasn't experienced in the last day.
Finally, when moving to a new environment she hasn't been to in the last day, she receives a -1 DC for the first scene in the new environment.
Proxy Servant Protocol ●●
The servants of the Empress and the extensions of her will. The Infernal makes this saying a reality.
System: The infernal spends 1 essence and rolls charisma+leadership. She then selects up to that number of willing allies within the scene to effect for the remainder of it. Whenever they make a roll, the Infernal may choose to act instead, substituting their appropriate dice pools for her own, and rolling at the same difficulty as they would have had. Multiple actions performed through this Charm suffer a climbing dice pool penalty similar to normal multiple actions rule.
The Infernal and her proxies get the ability to communicate telepathically, and the Infernal may roll Perception+Awareness at difficulty 8 to access the senses of her proxies.
Treading the Golden Path is a DC adjuster and Essence economy booster, and Proxy Servant Protocol is a boost to our circlemates, as well as a multiple actions charm which essentially (when coupled with By Rage Recast: Extra Limbs) makes our servants almost as effective as having our clones around. More so in some ways. It also makes Olivia a monster of a fighter, because she gets all the DC adjusters, while we lend her our dice pool.
5 in-game months is years in real life, and I kinda want the boosts for IC reasons. Olivia is an aspiring performer, where Appearance is important, and I want somewhat balanced scale for Tiffany, since I am tapping her to boost our physical stats. 1 XP is not much at all, I feel.
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.
Emphasis mine, but most plans are buying appearance, and it seems unnecessary. I mean, it's only 1 xp, but you could use it to buy a dot of an ability for any plan that banks xp.
Which ability? It's a good point that Olivia should be getting Appearance for free, as should Lydia. I'll give Lydia Occult 2 (that's 2 XP), and bank for Olivia.
I don't think that we would have received a single essence from this charm if we had it last arc. Correct me if I am wrong. The minus 1 DC would have happened a few times.
-1 DC would have triggered a lot - in the fight against the Lord of Outer Night, in the Labyrinth, etc. Essence recovery might have triggered, since we would have been behaving a bit differently, utilizing the shift to Journeys.
So, based on the feedback, how about this:
[] Plan Thousand Correct Politically Evasive Actions
-[] Molly, 49 XP spent
--[] Awakened Eye of the Dragon, 10 XP
--[] False Springs Beckon, 9 XP
--[] Treading the Golden Path, 4 XP
--[] Proxy Servant Protocol, 8 XP
--[] By Rage Recast: Extra Limbs, 6 XP
--[] Bloodless Murk Evasion, 6 XP
--[] Counterspell: Vampire, 3 XP
--[] Politics 1 dot, 3 XP
--[] Ask Tiffany to raise physical stats to 5
-[] Lydia, 13 XP spent
--[] Counterspell: Fae, 3 XP
--[] Charisma 4 dots, 1 XP
--[] Manipulation 4 dots, 1 XP
--[] Appearance 4 dots, 0 XP
--[] Perception 3 dots, 1 XP
--[] Intelligence 5 dots, 1 XP
--[] Wits 5 dots, 1 XP
--[] Occult 2 dots, 2 XP
--[] Ox-Body, 3 XP
--[] Ask Tiffany to raise physical stats to 5
-[] Tiffany, 11 XP spent, 2 banked
--[] Wits 4 dots, 1 XP
--[] Intelligence 5 dots, 1 XP
--[] Perception 4 dots, 1 XP
--[] Charisma 4 dots, 1 XP
--[] Manipulation 4 dots, 1 XP
--[] Counterspell: Human, 3 XP
--[] Counterspell: Vampire, 3 XP
-[] Olivia, 13 XP spent
--[] Manipulation 2 dots, 1 XP
--[] Perception 5 dots, 1 XP
--[] Appearance 4 dots, 0 XP
--[] Mana Manipulation Ritual: Infusion, 2 XP
--[] Mana Manipulation Ritual: Shape Mana, 3 XP
--[] Clairvoyance, 6 XP
--[] Ask Tiffany to raise physical stats to 5
I sacrifice Sandstrike blast, which is a bit controversial, for Bloodless Murk Evasion, which is both a perfect defense and a tactical teleportation charm, making it very useful. I give Lydia and Olivia free Appearance dots, since it should be 3 weeks by now since they started taking magical Appearance steroids. This allows Lydia to buy Occult 2. I can sacrifice vampiric counterspell for Molly for Politics 2 if people want that a lot, since I am not planning to actively engage vampires next turn, but with the portal in their territory, it's somewhat of a priority.
The core synergies are:
By Rage Recast: Extra Limbs + Proxy Servant protocol, Proxy Servant Protocol + Olivia's everything, including Mana Manipulation Ritual: Shape Mana.
EDIT: For long range option - get an electrolaser from Sanctuary, and carry it around with DPM, using Clippy or its embedded spirit as aim assist. We don't actually need a charm for that.
I like the idea of getting more sorcery, but even if it is heresy, I'm not sure we need more soak right now.
Especially given some of the things we could make. If I'm not mistaken, yog's green lantern ring (and similar items) could allow us to just... make circles in the floor (carve them, etc) to block wizard magic while melee-ing enemies like the Dragon. A perfect defense would be great for if we went up against the highest of foes, or people with power they burn to unleash ultimate attacks... but as we are, we've got soak and health levels for days. The City Still Stands lets us basically double that, or even triple since it means we can just fight until the point of death without assuming our shintai in the first place. Then we're driven into it, and we only activate it once we've been beaten down once. Ta-da, two extra 20-ish Health Level tracks instead of just one, plus 2 refreshes. And it refreshes every month!
We very much need more Ancient Sorcery. Not only do I want to get to 5 spells at least for the chance of Salinan Absorption becoming available (unlikely, but possible), Awakened Eye of the Dragon specifically is a great boost to not just Molly but Dresden, and we could buy Emerald Circle Binding next turn, again, teachable to Dresden, which would allow us to play silly shenanigans with fae politics, since fae acting under such a binding doesn't obey the debts and favors magical laws they normally do. Which is huge, and Mab will know how to use that.
Possibly also bonus to some other stuff, if the Forge counts as a Dragon Nest. Lydia's ancestral home too, and Demonreach for Harry, as well as possibly the Hidden Halls. Everyone is getting a large bonus.
Sorry if this was elaborated on earlier but I don't remember. Given that this is the most expensive thing in your proposed XP plan can you explain what it does specifically?
Sorry if this was elaborated on earlier but I don't remember. Given that this is the most expensive thing in your proposed XP plan can you explain what it does specifically?
This hour-long ritual awakens the spiritual Essence of a Dragon Nest and grants its blessing to the Exalt and her companions for one full cycle of the moon.
System: Spend 5 Essence to begin the ritual, and roll Wits + Occult (difficulty 7) to contest with the spirit of the Dragon Nest. It is otherwise identical to the Rite of the Opened Caern (see Werewolf 20th Anniversary edition, p. 206).
Caerns are highly spiritual places and are sacred to those who create them. Each caern has a specific power associated with it, generally of a beneficial nature. Thus, there are caerns of Rage, caerns of Gnosis, Strength, Enigmas, etc. If a character is knowledgeable enough, she may be able to tap into the caern's power and use it herself. This is commonly called "opening" a caern. Opening a caern should not be attempted lightly. Caerns do not easily give up their energies, and failure to harness such power properly can result in serious damage to the Garou.
Each caern has its own requirements of the ritemaster. The ritemaster must prove herself worthy of the caern's energies. In order to open a caern of Enigmas, a Garou might walk a spiral path while calling out the Greek myth of Persephone, while to open a caern of Rage, the Garou might transform into Crinos and chant forth the litany of his ancestors who have fallen to the Wyrm. The key is forging a connection to the particular spirit of the caern.
If performed after the Moot rite, this rite temporarily offers the listed bonus to all who are currently participating in the Moot. Any bonuses end at the completion of the accompanying Revel.
System
To open a caern, a character engages in a resisted, extended success test of Wits + Rituals (difficulty 7). The number of successes needed equals the caern's level.
The character is opposed by the caern spirit. The caern spirit uses its caern level as a Dice Pool. It's difficulty equals the character's Gnosis, while the number of successes needed equals the character's Willpower. The first one to garner the necessary number of successes wins.
If the character wins the test, she can add the caern's rating to her Dice Pool when performing actions appropriate to that caern's focus. If she loses, however, she takes wounds equal to the number of success by which the caern beat her. A botch indicates the wounds are aggravated. These physical and spiritual wounds are the results of a backlash of spiritual energy.
See the Caerns Chart for a list of caern types, their powers and the spirits that can often be encountered near them.
In general with just Last Station we should be able to give everyone in our party 1-5 extra dice to their streetwise checks for a month. Other dragon nests might give different bonuses.
Sorry if this was elaborated on earlier but I don't remember. Given that this is the most expensive thing in your proposed XP plan can you explain what it does specifically?
What does this do? It gives you and your companions bonuses according to the nature of the Dragon Nest / Caern:
Type
Power
Spirits Encountered
All
Open Moon Bridge*
Enigmas
Enigmas Ability
Illusion, Shadow, Chameleon-spirit
Gnosis
Gnosis points
Engling, Ghost
Healing
Health Levels
Peace, Calm, Water elemental
Leadership
Leadership, Intimidation
War, Bird-spirit
Rage
Rage points
War, Pain
Stamina
Soak dice
Protection, Guardian, Turtle-spirit
Strength
Strength attribute
War
Urban
Streetwise
City Elemental
Visions
Oracular Visions
Bird-spirit
Will
Willpower points
War, Ancestor-spirit
Wisdom
Rituals, Expression
Owl-spirit, Ancestor-spirit
Wyld
Anything
Wyldling
Power: Either One point/level/die is gained per success on the Rite of the Opened Caern, up to the level of the Caern, or flat Caern rating bonus (W20 is internally self-contradicting).
Spirits Encountered: These are the spirits most often encountered near this type of caern. How-
ever, there's no guarantee they'll be there. Other spirits may appear at the Storyteller's discretion.
* Only if the caern has completed a Rite of the Opened Bridge to a destination for that Moon Bridge.
Rite of the Opened Bridge
Level Four
This rite creates a moon bridge, a shimmering portal
serving as a mystical means of transportation between
two caerns. Such moon bridges are vital links among the
sacred spaces of Gaia. Once per year, a caern must renew
its connection with other caerns to which it wishes to
maintain moon bridges. This rite is always held during
a moot, and it must be enacted simultaneously by both
participating caerns.
The primary requirement to open a moon bridge is a
pathstone. Pathstones are found in the Umbra, and they
are often the objects of quests. These extraordinarily rare
stones resemble flat pearls with the imprint of a wolf's
paw on one side. It is possible to steal a pathstone from a
caern, but such a theft is considered blasphemous, and it
may well result in war between two septs.
The rite establishes (or reestablishes) a spiritual con-
nection between the pathstones of two separate caerns
by way of the caerns' totem spirits. At the rite's culmina-
tion, a moon bridge opens between the two participating
caerns. During this time, Garou from both septs can travel
between the caerns to join in a wild revel. Moon bridges
allow Garou to traverse distances in 1/1000 th the normal
time required. This rite must be renewed once every 13
moons (roughly a year).
System: The roll is Wits + Enigmas (difficulty 8 minus
the level of the ritemaster's caern). If the ritemaster's pack
totem is the same as the totem of the caern, she receives a
bonus of three dice to the roll. If the rite was unsuccessful
previously, the difficulty level of the rite increases by one.
The ritemaster needs to obtain a number of successes equal
to the target caern's level to complete the rite.
If the rite succeeds, the moon bridge opens imme-
diately, and the spirit-bond between the two pathstones
is established. Moon bridges may now be opened at any
time between the two caerns. The bridges may be opened
with the Rite of the Opened Caern or the Ragabash Gift:
Open Moon Bridge (if performed at the caern). If the rite
fails, no moon bridge opens, and the rite must be tried
again next year. Moon bridges to the caern may still be
opened, but they aren't as safe as they might be.
See page 311 for moon bridge distances.
Harry has Demonreach, which is either a 5 dot, or an outright N/A dragon nest / caern / manse that won't be contesting his challenge. We have Last Station and Boston Forge. That's a lot of bonuses.
Molly controls Last Station, which should be Urban 3+ dots dragon nest, and the Forge, which is likely Wyld 5 Dragon Nest equivalent, meaning that it could grant us up to 5 dots at anything, including politics. Harry is the master of Demonreach, which is almost certainly N/A rated and either Enigmas or Gnosis typed, which should boost Harry's magic even further. If some part of Hidden Halls is also a DragonNest, and Harry is allowed to use it, all White senior Council members get a boost. Lydia has her ancestral home.
If the Right of Opened Moon Bridge is part of the deal, our companions and White Council get global teleportation between Dragon Nests, redefining strategical situation in their and our favor.
Basically? Lots of free ability dots, possibly including politics, and possibly global teleportation
In general with just Last Station and some difficulty modifier we should be able to give everyone in our party 10-20 extra dice to their streetwise checks for a month. Other dragon nests might give different bonuses.
By Pain Reforged changes Molly's Constitution as a whole so she's more resistant to pain in the first place doesn't make her immune from basic pain medication.
I don't know if you've ever been in surgery but Aspirin, Advil basic pain relievers and anti-inflammatories do not care what level of injury you have they will dim the pain you can literally have gotten a significant portion of your stomach literally opened and surgery performed on you and then closed and they would still help.
Basically the only way it couldn't stack would be if Dragon paradox explicitly said they didn't because she's still of a human form and that's what pain relievers do. To be honest an 800 mg tablet is enough to take a searingly painful surgery recovery suture and take it it down to manageable which I feel like very perfectly matches the descriptor in the first place but this is Magic which means it's nowhere near as much aspirin material and very explicitly helps with keeping pain in a manageable range.
By Pain Reforged changes Molly's Constitution as a whole so she's more resistant to pain in the first place doesn't make her immune from basic pain medication.
I don't know if you've ever been in surgery but Aspirin, Advil basic pain relievers and anti-inflammatories do not care what level of injury you have they will dim the pain you can literally have gotten a significant portion of your stomach literally opened and surgery performed on you and then closed and they would still help.
Basically the only way it couldn't stack would be if Dragon paradox explicitly said they didn't because she's still of a human form and that's what pain relievers do. To be honest an 800 mg tablet is enough to take a searingly painful surgery recovery suture and take it it down to manageable which I feel like very perfectly matches the descriptor in the first place but this is Magic which means it's nowhere near as much aspirin material and very explicitly helps with keeping pain in a manageable range.
I personally just thought that By Pain Reforged makes it so that Molly is completely unhampered by pain with further wound penalties being when she has to deal with actual physical issues like broken bones and torn muscles being harder to do things with.
Well I guess the focus is more on how wide the effects are. Like we have a party at Last Station and all of our people have a plus 1-5 bonus to all streetwise checks for the moon cycle. I can imagine that having some interesting narrative effects.
VOTE
[]Plan Shadow and Fire
-[]Molly: 49XP
--[]False Springs Beckon: 9xp
--[]3rd Ox-Body: 3xp
--[]By Rage Recast: Swift Stride: 3xp
--[]Sandstrike Blast: 8xp
--[]Violence Is Worship: 9xp
--[]Fathomless Poison Haven: 8xp
--[]Counterspelling(Spirit): 3xp
--[][Alchemy: Nabu Mercury: 12 days]Wits to 4: 1xp
--[][Alchemy: Nabu Mercury: 16 days]Perception to 5: 1xp
--[][Alchemy: Astarte Venerium: 3 weeks]Appearance to 4: Free
--[][Lash]Physicals to 5
--[][Excess]4xp = Tiffany 1 + Lydia 3
-[]Tiffany: 13XP +1xp
--[]Lore of Storms 1: 7xp
--[]Merit: Bare Necessities 1: 3xp
--[]Counterspelling (Human): 3xp
--[][Alchemy: Nabu Mercury: 12 days]Perception to 4: 1xp
-[]Lydia: 13XP + 3xp(Molly)
--[]1x Ox-Body: 3xp
--[]Devil-Fighter 2: Dragon Speed: 4xp
--[][Arawn]Bone Path Necromancy 1+2: 3.5xp = 4xp
--[]Counterspelling(Human): 3xp
--[][Alchemy: Nabu Mercury: 20 days]Wits to 5: 1xp
--[][Alchemy: Nabu Mercury: 8 days]Perception to 3: 1xp
--[][Alchemy: Astarte Venarium: 3 weeks]Appearance to 4: Free
--[][Lash]Physicals to 5
-[]Olivia: 13XP
--[]Path of Hellfire 1: 4xp
--[]Counterspelling(Spirit): 3xp
--[]Manipulation Ritual: Infusion: Free
--[]Manipulation Ritual: Shape Mana: Free
--[]Reduce Vengeful Flaw from 2 to 1: 3xp
--[][Alchemy: Nabu Mercury: 16 days]Perception to 5: 1xp
--[][Alchemy: Astarte Venarium: 12 days]Manipulation to 3: 2xp
--[][Alchemy: Astarte Venarium: 3 weeks]Appearance to 4: Free
--[][Lash]Physicals to 5
RATIONALE
MOLLY
FSB has already been promised. Ox-Body increases Molly's HP from 15 to 19.
We had problems with having no ranged attack, and with movement speed last turn; so Sandstrike gives Molly range and Swift Stride increases her speed. Both Ox-Body and Swift Stride apply to her clones.
She gets Counterspelling(Spirit) because Thorned Namshiel and the demon lord made a pointed reminder.
Fathomless Poison Haven gives immunity to poison for Molly and her party, and it makes anyone she touches with it immune to drowning, death by water pressure, acid, etc.
Violence is Worship is Essence regen for Molly; the first time she witnesses violence or the results of violence in a scene, as long as she didnt instigate it, she gets 1m of Essence.
Which gives her a consistent drip of Essence.
Perception and Wits are necessary for detecting enemies, reading other people in social, and reflexive counterspelling respectively.
Appearance ranks up if you take the potions for the necessary time, so do so.
TIFFANY
Lore of Storms 1 allows Tiffany to summon water for free, as long as she has a water source.
Whether its drinking water, a trickle to wash her hands, a mist to hide an area from watchers, or ice to coat an area, a shower to wet down an area, or a torrential flood to carry people away. Which provides synergy with Molly's BSM.
Counterspelling(Human) because of Thorned Namshiel; it would have been the Spirit version, but
Merit: Bare Necessities gives Tiffany hammerspace for the clothes she is wearing, and small items, whenever she chooses to transform. Because Lore of Storms 2 is going to allow her to dematerialize into water for travel or to escape.
Perception is essential for detecting enemies; Tiffany fumbling the ID of Aleron LaFontaine almost got him killed.
LYDIA
Ox-Body number 4 increases Lydia's HP from 13 to 15.
Dragon Speed gives her a Dexterity buff for the entire scene.
Counterspelling because we have confirmation of hostile enemy wizards out there, and she is a less scary target than Molly is.
Bone Path Necromancy 2 is on the path to Bone Path 5, which will allow her + Tiffany to save people who are freshly dead but their souls are still there.
Which particularly might be necessary with Sanctuary citizens.
OLIVIA
Path of Hellfire 1 is a prereq to Hellfire 2 and the 2-dot ritual Hellblade, which allows her to imbue her weapon with elemental effects and to deal Agg.
Counterspelling(Spirit) because the demon lord, and the not!vampires and Namshiel demonstrated you cant have too many counterspellers in a fight.
Vengeance Flaw reduction so that she doesnt have to roll Willpower for self control under stressful circumstances
Perception to 5 for detection, and because as a gunwoman, ranged detection is critical for her.
Manipulation to 3 is necessary for Mana Manipulation
Well I guess the focus is more on how wide the effects are. Like we have a party at Last Station and all of our people have a plus 1-5 bonus to all streetwise checks for the moon cycle. I can imagine that having some interesting narrative effects.
Depend that just 1 DragonNest. Their are others with different effects. Sanctuary might have some, potential dragonnests we can buy and develop, in Chicago or elsewhere, or just spend a Fey favor for unlimited access to all types.
I personally just thought that By Pain Reforged makes it so that Molly is completely unhampered by pain with further wound penalties being when she has to deal actual physical issues like broken bones and torn muscles being harder to do things with
Oh no that doesn't happen till you get into your crippled Health levels which are our -5s changed to -4 that's when you like start having well essentially crippling injuries and while the aspirin would help with that we would still be at - 3 dice penalty. The health levels that would be completely affected would be wounded and mauled which as the names imply still means that we are getting pretty fucked up but still well are not crippled at all yet adrenaline could still help within this range.