Green Flame Rising (Exalted vs Dresden Files)

[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

Well, on the one hand, it looks like a meme from Megamind about new management. On the other hand... We need to somehow make sure that these idiots don't get addicted a second time.
 
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[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po
 
[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

Did someone say UPGRADES?
 
This demonic bargaining thing we have going on has got to be the most consistently hysterical part of this Quest for sure.

[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

Watch Olivia get snatched off-screen. She should be given some better equipment from the Courts in the very least.
 
[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po
 
[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po
 
Nothing to see here, folks. Definitely not a new Court of nefarious supernatural beings with strange powers and an enigmatic leader pretending to be a high school student. Move along now.

[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po
Hey now, not everyone is ancient on day one. Even the red king was at some point a teenager. They're just "lucky" enough to be alive when the kids with gobs of supernatural power are trying to figure out what to do with it. :V

[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

More seriously, Olivia is set up to be able to harvest supernatural predators significantly stronger than she is by most other metrics. This is what her powers are designed to do.
 
Nothing to see here, folks. Definitely not a new Court of nefarious supernatural beings with strange powers and an enigmatic leader pretending to be a high school student. Move along now.

[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po
The Red Court claims to be gods. The Green Flame Court claims to be highschool girls. I know what court I fear more.
 
So, this is probably the most anime thing I have ever designed. It is never going to be built in the quest. Too expensive in all respects. Too game-warping, probably. And I am fairly sure too morally ambiguous and fitting with First Age Solar Deliberative scientific projects.

But I still want to show it to you all. Because, again, it's the most anime thing I have ever made. And it's fully rule-compliant, despite how ridiculous it is. No silly tricks, like "I sacrifice X dots of Y for Z freebie points". RaW at their worst.

Presenting, Oramus class space superiority craft.

Symbiotic dual form 5 dot adornment. The forms are that of an armor, and a dragon
Form of Primal Nature (1 pt. Form Element)
Form of the Hearth (2 pt. Form Element)
Form of Imminent Violence (1 pt. Form Element)
Form of Crackling Fire (1 pt. Form Element)
Form of Steadfast Earth (1 pt. Form Element)
Private Idaho (3 pt. Root Element)
Sacred Protection (3 pt. Root Element)
5 dot fascination splendor
Flowering of the World (9 pt. Root Element)
Form of the Hearth (2 pt. Form Element): bound to Private Idaho soul-realm of the dragon spirit
Unthinkable Ward (1 pt. Mystic Element)

Permanent Willpower: ●●●●●●
Temporary Willpower: ●●●●●●
Soak: 13
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL (primary)
Strength ●●●●●●●●●●Charisma ●●●●●
Perception ●●●●●●●
Dexterity ●●●●●●●●●●Manipulation ●●●●●Intelligence ●●●●●●●
Stamina ●●●●●●●●●●Appearance ●●●●●Wits ●●●●●●●

Abilities

TALENTS (secondary)SKILLS (primary)KNOWLEDGES (tetriary)
Alertness ●●●○○
Animal Ken ○○○○○Academics ○○○○○
Athletics ●●●○○Crafts ○○○○○Computer ○○○○○
Awareness ●●●○○Drive ●●●○○Finance ○○○○○
Brawl ○○○○○ Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○
Firearms ●●●○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ○○○○○Melee ●●●○○Occult ●●●○○
Leadership ○○○○○Performance ○○○○○Politics ○○○○○
Streetwise ○○○○○Stealth ●○○○○Science ○○○○○
Subterfuge ○○○○○Survival ●●●○○Technology ○○○○○

Clones are, for most intents, mortals, although they're immune to the Delirium (see W20). They can only soak bashing damage. A clone may be either a genetic replica of a single person, or a hybrid of the features of multiple tissue donors — essentially a "child" of the donors, created in a clone tank.
The Arcana's body is made of tougher stuff than others of its kind. If the Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty 8.
The Arcana has been reinforced with armored plates. It rolls three extra dice to soak damage.
The Arcana's body is immune to environmental or movement penalties and incidental damage from a certain type of harsh environment. This can protect it against arctic cold, poisonous fumes, or the burning heat of a desert, but not against intense perils
such as industrial acids or molten lava.
The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.
Whether due to wings, magical levitation, or bladders full of rotten gasses, the Arcana is capable of flight at its normal movement speed.
The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
You're tougher than other people, thanks to your powerful bloodlines. You can soak lethal damage at difficulty 7.
The Exalt has either already made extensive study of the mystic arts prior to Exaltation, or has the potential to do so in the future. She may buy Paths and rituals from Sorcerer Revised Edition. A dot of a Path costs 4 Freebie Points during character creation, while rituals cost 2 Freebie Points. During play, Paths cost 4 experience points for the first dot, and current rating × 4 for additional dots, while rituals cost their rating in experience points. Twilight Castes, Daybreak Castes, No Moon Castes, Air Aspects, Chosen of Secrets, Marrow and Soil Aspects, and all Infernal Exalted pay current rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the Twilight, Daybreak, and No Moon Castes. It costs 4 points for Sidereals, Air Aspects, Marrow and Soil Aspects, and Infernals.
Mostly used by sorcerers with the Martial Arts Practice, this merit indicates a deep understanding of the flow of magical and life energy. A sorcerer with this merit has prowess beyond what mere skill can accomplish, and instead has learned to use their Mana to enhance themselves physically. A sorcerer with this merit can spend Mana to decrease the difficulty on physical actions in addition to sorcerous ones.
The Arcana sustains itself by constantly drawing on the energies of a Dragon Nest. If it ever
leaves the confines of a Nest, it begins to die immediately, suffering one level of unsoakable
aggravated damage per hour, which cannot be healed unless it returns to a Nest.
If examined by powers which analyze your anima or your soul, your aura hums and crackles with subtle but distinct traceries of elemental manifestations
Like an albino tiger or six-legged gryphon, your appearance is notably different and unsettling. Whispers follow wherever you walk, children stare or look away and enemies can always find people who remember your passing. You are more noticeable, more easily picked out of a crowd and more memorable to strangers. Beasts with a one point Flaw might only possess a minor blemish (parti-colored eyes or a bright patch of fur). A sky-blue wolf, 800-pound rat or cat with rabbits' ears would earn a five-point Flaw. A bizarre magical beast (celestial dragon, hippogryph, etc.) may take this Flaw even if it doesn't seem especially unusual for its kind. The beast's normal appearance is abnormality enough.
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
Many psychic Phenomena and sorcerous Paths allow the invasion of other minds. Telepaths can read your thoughts, Psychic Vampires can feed on you, Alchemy can brew truth serums and Oneiromancy can invade dreams. And of course, there are far, far worse things in the world than psychics and sorcerers. Vampires have Dominate, mages have the full and unbridled power of the Mind sphere, and that's before worrying about what wraiths and changelings can do to an unguarded mind.
So some psychics either naturally have or train themselves to have mental defenses. Their minds are arranged in some way that makes them harder to attack. Depending on the psychic, though, this can take the form of being disciplined to the point of being able to force the invader out, thoughts that are too chaotic to make sense of, or even just a projection of a blank state where nothing, useful or useless, can be read.
This only affects mental attacks. A Mind Shield is useless against Pyrokinesis for instance: no hope that an exceptionally ordered mind can just ignore a fireball! So any psychic power that stays outside of the mind works as normal. For those occasions when the psychic wants to allow access, they can lower their shields, but this leaves them vulnerable to others and to betrayal. At level three, however, the psychic can tell when an intrusion is friendly or hostile, and can selectively allow the friendlies in while
maintaining their defenses.
When the psychic with a Mind Shield is mentally attacked, they make their roll and successes are subtracted from the successes on the attack's roll, which fails if the difference is less than the number of successes required by the action. If the defender would normally get some kind of defense, such as a Willpower roll, the Mind Shield dice are added to that defense.
Roll: Against arbitrary mental attacks, the psychic rolls their Mind Shields rating at difficulty 6. Against other psychics, they roll twice as many dice.
Time: Instantaneous
Duration: Instantaneous
Associated Spheres: Mind
Permanent Willpower: ●●●●●●●●●● (expanded through training in the Courts)
Temporary Willpower: ●●●●●●●●●● (expanded through training in the Courts)
Soak: 13
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL (primary)
Strength ●●●●●●●●●●Charisma ●●●●●
Perception ●●●●●●●
Dexterity ●●●●●●●●●●Manipulation ●●●●●Intelligence ●●●●●●●
Stamina ●●●●●●●●●●Appearance ●●●●●Wits ●●●●●●●

Abilities

TALENTS (secondary)SKILLS (primary)KNOWLEDGES (tetriary)
Alertness ●●●○○
Animal Ken ○○○○○Academics ○○○○○
Athletics ●●●○○Crafts ○○○○○Computer ○○○○○
Awareness ●●●○○Drive ●●●○○Finance ○○○○○
Brawl ○○○○○ Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○
Firearms ●●●○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●Melee ●●●●●Occult ●●●●●
Leadership ○○○○○Performance ○○○○○Politics ○○○○○
Streetwise ○○○○○Stealth ●○○○○Science ○○○○○
Subterfuge ○○○○○Survival ●●●○○Technology ○○○○○

Clones are, for most intents, mortals, although they're immune to the Delirium (see W20). They can only soak bashing damage. A clone may be either a genetic replica of a single person, or a hybrid of the features of multiple tissue donors — essentially a "child" of the donors, created in a clone tank.
The Arcana's body is made of tougher stuff than others of its kind. If the Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty 8.
The Arcana has been reinforced with armored plates. It rolls three extra dice to soak damage.
The Arcana's body is immune to environmental or movement penalties and incidental damage from a certain type of harsh environment. This can protect it against arctic cold, poisonous fumes, or the burning heat of a desert, but not against intense perils
such as industrial acids or molten lava.
The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.
Whether due to wings, magical levitation, or bladders full of rotten gasses, the Arcana is capable of flight at its normal movement speed.
The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
You're tougher than other people, thanks to your powerful bloodlines. You can soak lethal damage at difficulty 7.
The Exalt has either already made extensive study of the mystic arts prior to Exaltation, or has the potential to do so in the future. She may buy Paths and rituals from Sorcerer Revised Edition. A dot of a Path costs 4 Freebie Points during character creation, while rituals cost 2 Freebie Points. During play, Paths cost 4 experience points for the first dot, and current rating × 4 for additional dots, while rituals cost their rating in experience points. Twilight Castes, Daybreak Castes, No Moon Castes, Air Aspects, Chosen of Secrets, Marrow and Soil Aspects, and all Infernal Exalted pay current rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the Twilight, Daybreak, and No Moon Castes. It costs 4 points for Sidereals, Air Aspects, Marrow and Soil Aspects, and Infernals.
Mostly used by sorcerers with the Martial Arts Practice, this merit indicates a deep understanding of the flow of magical and life energy. A sorcerer with this merit has prowess beyond what mere skill can accomplish, and instead has learned to use their Mana to enhance themselves physically. A sorcerer with this merit can spend Mana to decrease the difficulty on physical actions in addition to sorcerous ones.
The Arcana sustains itself by constantly drawing on the energies of a Dragon Nest. If it ever
leaves the confines of a Nest, it begins to die immediately, suffering one level of unsoakable
aggravated damage per hour, which cannot be healed unless it returns to a Nest.
If examined by powers which analyze your anima or your soul, your aura hums and crackles with subtle but distinct traceries of elemental manifestations
Like an albino tiger or six-legged gryphon, your appearance is notably different and unsettling. Whispers follow wherever you walk, children stare or look away and enemies can always find people who remember your passing. You are more noticeable, more easily picked out of a crowd and more memorable to strangers. Beasts with a one point Flaw might only possess a minor blemish (parti-colored eyes or a bright patch of fur). A sky-blue wolf, 800-pound rat or cat with rabbits' ears would earn a five-point Flaw. A bizarre magical beast (celestial dragon, hippogryph, etc.) may take this Flaw even if it doesn't seem especially unusual for its kind. The beast's normal appearance is abnormality enough.
• After one course of training, he will grow to violently despise one concept specified by the Infernal: Enemies of Creation.
• After two courses of training, he will only speak a selection of languages approved by the Infernal, and will learn the primary language among this approved list if he does not already speak it.: Languages understood by its bonded mortal. Primary Language: Primordial speech.
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
Any person can change the world through great talent and hard work—but most people don't. Many fail when they try. Some force of fate clings to people with this Background, however, to enmesh them in events that affect the lives of others. Yet this force is blind to good and evil. The tyrant who claws his way to power and turns a nation into one vast scream carries a destiny as mighty as the hero who leads the uprising against him. The force of destiny might work to keep a fated individual alive until she can fulfi ll her role, but it seldom grants happiness or contentment. If anything, powerful destinies tend to ruin lives as they drive their bearers to their fated ends.

Taking this Background indicates that a character has a specifi c fate in store, which the player and Storyteller should work together to create. (A brave player can leave the matter entirely in the Storyteller's hands, though, learning the character's destiny along with the character.) Astrologers can tell that a character has a destiny and give some idea of its strength, but a common horoscope won't say what the destiny is.

Players can roll the character's Destiny to create lucky breaks or coincidences. "Lucky" is a relative term, though. For instance, a person with destiny whose ship sank could be rescued before he dies of exposure… or he could be "rescued" by pirates who then sell him into slavery. But even this rough treatment could send the character where he needs to go. The more successes a player rolls, the luckier (and more improbable) the coincidence will be.

A player can also add a number of dice equal to his Destiny to the pool for a critical task, such as fi guring out how to operate a First Age device before the loathsome wrigglies attack or throwing a knife to kill the courtier who knows the character's treacherous schemes. The Background can even be added to the dice pool used to calculate a DV. Since a player can invoke Destiny only once per scene—and then only when the Storyteller agrees the task is critical to the character's survival or advancing to her fate—this Background is usually not much good in open combat. In most cases, a player would be better off rolling for some lucky break to change the circumstances of a fight than to apply Destiny as a bonus to attack or defense for a singe action.

Only mortals, God-Bloods and Terrestrial Exalted can take this Background. The higher sorts of Chosen make their own fates, and other people have destinies to interact with them. For most people, their destiny is set at birth. A few unusual circumstances, however, can grant characters a destiny in the course of play instead of during character creation.

Heroic mortal martial artists may possess destinies. In learning supernatural martial arts, they declare their intent—their need—to step beyond ordinary life and ordinary fates. Such a destiny can lead a martial artist to repeated encounters with the Exalted as opponents, allies or other important roles in their lives.
• You'll live a life slightly greater than usual, perhaps as a local hero or villain or the sidekick to a more powerful fi gure. At some point, your actions will affect at least a town's worth of people. Small coincidences happen in your life, such as meeting a person who gives you useful information.
Many psychic Phenomena and sorcerous Paths allow the invasion of other minds. Telepaths can read your thoughts, Psychic Vampires can feed on you, Alchemy can brew truth serums and Oneiromancy can invade dreams. And of course, there are far, far worse things in the world than psychics and sorcerers. Vampires have Dominate, mages have the full and unbridled power of the Mind sphere, and that's before worrying about what wraiths and changelings can do to an unguarded mind.
So some psychics either naturally have or train themselves to have mental defenses. Their minds are arranged in some way that makes them harder to attack. Depending on the psychic, though, this can take the form of being disciplined to the point of being able to force the invader out, thoughts that are too chaotic to make sense of, or even just a projection of a blank state where nothing, useful or useless, can be read.
This only affects mental attacks. A Mind Shield is useless against Pyrokinesis for instance: no hope that an exceptionally ordered mind can just ignore a fireball! So any psychic power that stays outside of the mind works as normal. For those occasions when the psychic wants to allow access, they can lower their shields, but this leaves them vulnerable to others and to betrayal. At level three, however, the psychic can tell when an intrusion is friendly or hostile, and can selectively allow the friendlies in while
maintaining their defenses.
When the psychic with a Mind Shield is mentally attacked, they make their roll and successes are subtracted from the successes on the attack's roll, which fails if the difference is less than the number of successes required by the action. If the defender would normally get some kind of defense, such as a Willpower roll, the Mind Shield dice are added to that defense.
Roll: Against arbitrary mental attacks, the psychic rolls their Mind Shields rating at difficulty 6. Against other psychics, they roll twice as many dice.
Time: Instantaneous
Duration: Instantaneous
Associated Spheres: Mind

Some sorcerers have a natural ability to work with mana (represented by the Technê background), but others study it and train to use it. This Path focuses on more complex uses of mana, and some powers that will allow its use even without Technê. Through the powers of this Path, a sorcerer learns to detect and manipulate the flow of mana in a variety of ways.
This Path rarely goes by the name "Mana Manipulation." It is usually processed more fully through the lens of their Practice. Often it goes by names like Geomancy, Feng Shui, Channeling Ley Lines, etc. The Path, more than any other, is shaped by the views of the sorcerer and the tools that they use to perform it.
Cost: 1 Willpower
Roll: Manipulation + Ability
Modifiers: -1 difficulty near a Node
Time: One turn per level
Duration: Varies
Cost of Failure: While on failure, nothing happens,
a botch results in burns, a number of levels of bashing
damage (unsoakable) equal to the rank of the spell.
Effects
• The sorcerer can detect concentrations of Mana. With a brief meditation or invocation, they can find anything and anywhere that it (or similar substances) have gathered. This includes Mana, but also Quintessence, Vitae, Essence, Nodes, etc. If they score at least three successes, then they also get hints of the resonance.
•• Now the sorcerer can see magical energy directly. They can determine if someone is using magic (broadly construed) near them, and even determine how potent a concentration of magical energy is. Furthermore, they can detect disrupted magic, including blocked chi, curses, and other negative effects.
••• While before they could detect when something is disrupted, now the sorcerer can alter and obstruct mana flows themselves. They can block flows, causing Nodes to go dormant (for one turn per success), they can push it around, causing it to flow in a different direction or along a different path, and they can even store a single point of Mana in an object, albeit briefly.

•••• The ability to manipulate mana gets substantially more fine-grained. The sorcerer can now increase the amount of mana that they can store temporarily, draw mana directly from a place of power, or even draw it directly from others, stealing their vitality. When drawing from a place of power, each success grants the sorcerer a point of mana they can use the next turn. Drawing energy out of a person is point-for-point with other sorcerers, but two successes for one point with other supernatural beings, including Essence from spirits, Gnosis from werewolves and Quintessence from mages. Drawing the energy away from anyone, including completely mundane people, has no health effects immediately, but will cause long-term health problems if repeated, and can cause some longterm benefits if used to infuse energy into them rather than take it away.
In the ancient world, few things could be more valuable than the ability to make a long (and long could mean as little as 10 miles) journey quickly and safely. Even in the modern world, where travel is simple and safe, people want to get where they are going faster. The Path of Conveyance allows a sorcerer to move themself and others from one place to another quickly, and with enough power instantaneously. Even with less understanding, the sorcerer can make a car travel at 500 mph or make a carpet or broom fly…or for the more technologically minded sorcerer, there's always the jet-pack option.
Cost: 1 Willpower
Roll: Stamina + Ability
Modifiers: +2 difficulty if the target resists, -1 if the end point is well known to the caster, +1-2 if being observed, -1 if the means of conveyance and the speed are "plausible."
Cost of Failure: Botching a Conveyance roll is often catastrophic for the sorcerer and anyone else they are traveling with. A carpet falling out of the sky is bad, a car crash at 500 mph is deadly, and the risk of teleporting into already occupied apace warns even the most seasoned sorcerer away from casual use of this Path, and all of them can happen on a botch, with some even being possible on a mere failure.

Aspects
In addition to the complexities of Range, Speed and Number transported, it is more difficult to travel to a location that the sorcerer has never been, which adds a success to the threshold for casting. Two successes are added for teleportation, where the sorcerer doesn't cross the intervening space, though may not appear instantaneously. Each barrier encountered along the way requires an additional successes as well, and it must be possible to find a way around it without Conveyance: prison cells can be escaped, but hermetically sealed chambers cannot be entered.
Range
These ranges are for an urban area and perhaps suburbs. Rural areas, wilderness, deserts, etc. are much easier to traverse, and ranged might be doubled or tripled in such circumstances.
X 10 feet or less (with a room)
• 100 feet (within a building)
•• 1 mile
••• 5 miles
•••• 10 miles (within a city)
••••• 100 miles
Speed
X About three times walking speed
• About the speed of a car
•• The speed of a car with no speed limits, red lights,
or traffic
••• The speed of an airplane
•••• Nearly Instantaneous
••••• It seems as if you can get there before you left.
Number
X Yourself
• Yourself, your clothing, and some stuff
•• Yourself and a second person or else up to about
200 pounds of stuff••• Two passengers
•••• Three passengers
••••• Up to five passengers

Not actually tied to the powers of darkness, the Path of Hellfire draws instead from the purest, most primally destructive of forces. Because it is so often mistaken for a power that is actually evil, sorcerers who specialize in Hellfire (at least, mystic ones) are often believed to be Infernalists. Scientific sorcerers have an easier time, because most people assume that the power is in the weapon, rather than coming straight from the depths of hell.

This Path doesn't always appear as fire, though that is the most common manifestation. Any sort of destructive energy can occur, including blasts of light, electricity, death lasers, and even more general destructive forces like earthquakes and decay can be called up with it. The sorcerer using this Path should remember, however, that nothing is more dangerous than a little bit of knowledge and power, and if used injudiciously, it will eventually give them problems of their own.
Cost: One Willpower
Roll: Dexterity + Ability
Modifiers: -1 to -3 for a nearby source of whatever
sort of energy is being used.
Time: One turn for spells
Duration: Instant
Cost of Failure: As the roll combines both targeting and damage, failure either malfunctions or simply misses, whereas a botch causes whatever damage the sorcerer was attempting to accomplish to rebound back on them.
Aspects
Damage
For each success allocated to damage, two dice of Lethal damage are done. An additional two successes can convert the damage to Aggravated, as can the expenditure of a point of Mana.
Area
X A single target
• Roughly 3 square feet
•• Roughly 10 square feet (which can be arranged
vertically to create a wall of fire)
••• Roughly 15 square feet
•••• Roughly 20 square feet
••••• Roughly 50 square feet
Range
X Touch Only, the caster needs to also make a Dex-
terity + Brawl roll, which can do regular brawl damage
in addition to the damage from Hellfire
• Less than 10 feet
•• Less than 25 feet
••• Less than 50 feet
•••• Less than 150 feet
••••• Less than 500 feet
Special
These special effects are not just cosmetic and require purchasing. They can be bought with freebies or experience points at the cost in successes + 1 and each is separate. When casting, the sorcerer chooses which, if any, to include.
• Earthquake: The sorcerer cracks the ground open so that it attempts to engulf and crush the target. The target must make an extended Strength roll against difficulty 6 and gain more successes than damage done to them to break free. This cannot be made to do aggravated damage.

• Lightning: While the Path may strike with electricity normally, this effect takes advantage of conductivity. If the target is touching anything conductive, then anyone else touching that object will suffer the same damage as the target does.

X Decay: While this effect causes no damage to living targets, it will rust, decay, warp or rot anything they are wearing or carrying. It will destroy roughly three pounds of material per success (magical objects are more resistant, though) and those things will have been destroyed within 2-3 turns.

X Dust Storm: Must have at least three successes allocated to Area. This effect brings up a cloud of dust, blinding everyone in the targeted area for one turn per health level of damage taken.

X Sleet: The attack takes the form of sudden freezing water and ice across the area. In addition to the damage, for one turn per success on the roll, the area is slippery (+1 difficulty to all Dexterity rolls) and those caught in it have their vision obscured (+1 difficulty to all tasks requiring sight). This cannot be made to do aggravated damage.

X Smoke: Must have at least three successes allocated to Area. A billowing cloud of smoke emanates from the caster to cover the targeted area. Everyone within the area takes one level of lethal damage per turn (unless that have protection or no need to breathe). The cloud lasts for one turn per damage dealt, and it completely obscures all vision, including most supernatural vision, in the meantime.

• Tanglewood: This effect causes plants near the target to lash out and cause damage to them. If they are standing in dense underbrush, then they will be enveloped, requiring an extended Strength roll, difficulty 7 and needing one success per damage taken, to break free. Because the plants are throwing splinters, thorns, etc., it is theoretically possible to stake a vampire (or other creatures with a weakness against wood). Such a feat is nearly impossible, however, and requires at least 5 successes at difficulty 9.

••• Drowning Tide: This requires the target to be in a large body of water. A sudden wave or undercurrent pulls the target underneath, smashing them against things and attempting to drown them (see M20 for rules on drowning). To escape, the target must make an extended Strength roll, difficulty 8. This roll requires at least two successes, and perhaps more depending on how far from shore they are and how many successes the sorcerer achieved.

Blessings and curses have always been tools of the trade for sorcerers. The ability to grant good fortune to those who please them and bad fortune to those who don't has been a mainstay of how sorcerers maintain power and keep their followers happy or in line. The blessings and curses of this Path are powerful enough in some cases to destroy family lines, to change the balance of power in a government, or just to win the lottery.

Supernatural beings can attempt to resist being targeted with this Path, but they must know that they are being targeted first. If they are, they can make a Willpower roll at difficulty 4 + the sorcerer's Path rating. The effect, usually a curse, is unmade with a single success except in the most extreme cases.

Due to how hard it is to detect being cursed without being told in advance, some perception technique must be used. Vampiric Auspex to check their aura, Sphere magick using Entropy or Prime, or sorcery using the Path of Fortune and other, similar powers can detect it. On top of everything else, their roll must achieve more successes than the Fortune sorcerer's Arcane rating.

The Path of Fortune can be used on the sorcerer themself, but it comes with a terrible risk. If anything goes wrong, the resulting curse cannot be lifted by the sorcerer; they are helpless against their own magics. Worse, the negative effect of botching is magnified to the worst sorts of things that the sorcerer can inflict upon others.

Cost: One Willpower
Roll: Manipulation + Ability
Modifiers: -1 difficulty if the sorcerer has an item linked closely to the target

Cost of Failure: Failures do nothing, and may be indistinguishable from success in some cases, if the target is lucky or unlucky enough on their own. Botches, however, can be truly horrible for the caster. A botched curse can hit the caster instead of the target or can even turn into a blessing in disguise for the would-be victim. The latter especially happens when the curse is half-hearted, it is best not to curse when you can't commit entirely to it. A botched blessing can end up as a curse, or boomerang back to the caster as well, as a simple reversal of what happens with a curse. While the blessing falling on the caster instead may seem benign, the lack of blessing on the target can end up fatal, and often a blessing is specific enough that it will twist against the bearer when redirected.
Aspects
Target
The target of a blessing or curse must be a person or group that is specifically named, so "all of my enemies" will not work. Proper names aren't always needed, though, so "the person who stole my Talisman" is perfectly valid.
X One specific, named, target
• Two specifically named targets or one poorly de-
fined one
•• A small group of closely linked people, like a family
or group of close friends
••• A larger group with a looser connection can be
targeted, like an athletic team or extended family
•••• No more than 100 people with a very loose
connection, they may all go to the same bar or work at
the same company, etc.
••••• A whole town, company, battalion, etc.
Duration
X One shot, but it will be at an opportune moment
• Roughly a day
•• Up to three weeks
••• Several months
•••• Several Years
••••• Generations
Severity
X A minor inconvenience, like dropping something, a slip of the tongue, banging your shin on a piece of furniture, or a small benefit like catching a bus at just the right moment or a chance meeting with just the right person

• A lasting inconvenience or advantage. Sprains, non-life-threatening flu, breaking an expensive (but replaceable) item are all curses, with corresponding blessings like immunity to an illness or avoiding some difficulty

•• At this point serious advantages and disadvantages can be granted. Serious illness, though not a life-threatening one, or a social misstep that can ruin years of maneuvering or friendship are the right sort of curses. For blessings, an extra die on combat dice pools, luck at games of chance or finding partners is fairly common.

••• Permanent and debilitating illness, bankruptcy, mental illness, and secrets being revealed that make the target a social pariah are now possible. Blessings, though, include winning the lottery, a social coincidence that can substantially improve the target's life, or winning a battle against incredible odds.

•••• Finally killing curses are possible, usually resulting in extremely unpleasant deaths. Someone blessed to this level can find a way out of an inescapable death trap, receive a pardon at the last second before execution, or receive backup at the last second to let them escape a bad situation.

••••• Fates worse than death and the ability to cheat death become possible for Legendary practitioners
One of the greatest achievements of Fivefold Courts magitechnological development, only made possible through cooperation of the Radiant Pearl of Sorcery Pure and Impure, the First of the Ascendant, and Children of Ten Thousand Dragons, Oramus class space superiority craft is a quantum leap in both combat and exploration paradigm, allowing chosen enlightened mortals to stand on par with the greatest of their Exalted peers, and push outwards the boundaries of known Creation. Would that the Courts possessed even a hundred of those, none of the powers of the world would be able to stand against them. Alas, the cost of forge-shaping even one of them remains almost entirely prohibitive, both in resources required and time that Exalted Mistress of Mystical Arts and her allies need to devote to shaping it.

The process of its forge-gestation invariably begins within the realm of the Forge, where the Empress of Boundaries and Transitions infuses the blood of the Exalted Dragons with concentrated fires of divinity, distilling it into a form of a single zygote - a protoplasmic egg of infinite possibilities, which the Shaper of Flesh then guides to its full potential with the wisdom and skill of the one who, in the times immemorial, brewed the primordial soup of all life across the stars. What comes out from under their ministrations, some moonrises later is both a weapon and a living being - a proud and intelligent elemental Dragon, imbued with strength, intelligence, and desire for knowledge they require to fulfill their duties as knights of the realm - guardians and explorers both. Their scales are gleaming metal - what in a day long since passed would have been called orichalcium, moonsilver, soulsteel, and sacred brass. Their breath is fire burning green. And in the core of their soul and body, within a realm only reachable by their partner, beats the mighty DragonHeart, a marvel of Ancient Sorcery and modern science that could power a whole city by itself, and the forging of which requires a sacrifice of a god on the altar of progress and ambition.

And yet, the process of their making is still incomplete. For all their inherent knowledge and instincts, they are newborns yet. The best masters and tutors of the Fivefold courts take over at this point, helped by the arts of their Empress, and for the next great mooncycle imbue the knowledge and further strength into the malleable young vessel, preparing them for their duties. Knowledges both arcane and mundane is impacted upon them, arts magical and secretive. The best enginseers forge their equipment - armor, arms and implants to further augment their flesh. All so they can be the best.

Once their period of tutoring is complete, they are ready to be bound - partnered to the chosen enlightened mortal, typically a young enlightened wizard, who spent a long time in training of their own in preparation for that moment, or a dragonblooded especially suited for the task. In a sacred ceremony, under the eyes of the Empress, the Merlin of the White Council, the Elders of the Successors of the Ten Thousand Dragons, Human and Dragon bind their souls and detinies together.

When the ceremony is complete, where once stood a young mortal in a light ceremonial garb, now a knight stands, in a sealed metal armor, a red-gleaming sword in their hand. They salute to those who made it possible, and their form dissolves, drawn into the heart realm of their partner, the shape of an armored dragon taking their place, and taking flight, ready to seize the stars.

Only a very small amount of them have been created so far, and yet they have shown themselves to be true exemplars of what the Courts and their Empress stand for. A lot of eyes are watching them, waiting, perhaps, for the right roll of the dice to come, and their true potential to be realized. For in the most secret documents of the project, labeled "For the Empress's eyes only" and written in cyphers impossible for mortal to decipher, lies the last secret of this project - the possibility of exaltation, manipulated and coaxed by the Empress's gifts.
So, step by step:
1) Take a fertilized egg of a Dragonblooded, freely given. Mix and bind that with a soul of a dead god in the Forge universe of your own creation, fanning the flames of potential in it. Use Flesh Shaping to bring it to term, shaping it to be dragon-shaped. And I do not mean cutesy dragon familiar. I mean proper D&D style Gold Dragon. While the flesh is being shaped, preserve the soul in the state it is still recognized as a dragontouched human. Use that as an animal-form of a 5 dot Adornment splendor. Form of Primal Nature explicitely allows for a transforming animal to be a thing. And humans are animals, even when they are dragon-shaped.
2) Make a second splendor - one that creates a dragon nest. Give / bind that to the animal form of your first splendor, so it can use it for sustenance and energy
3) Train your splendor using the best the courts can provide + both the training charms we have potential access to, Chilarity Prohibition Index and the custom one I designed
4) Partner the splendor to a full wizard. The wizard gets to be a power ranger in all respects - they get a cool armor with a sword + they can "transform" into a dragon by disappearing into the Dragon's inner realm and connecting to them telepathically
5) Equip the Dragon with a spacesuit and an Alcubierre drive using the power of their Dragonheart
6) Bless them with VEE, with a Destiny of Exalting as a dragonblooded, then roll the dice and hope they do.
...
Profit!
 
There's something almost haunted to the looks she gives you, but no less determined for all that.
Ok, can I ask a roll (Perception + Empathy probably, with excellency) for a more detailed explanation here? Because I am feeling cautious about potentially encouraging self-destructive behavior. And make no mistake - dropping out of college (Did I understand that correctly? She is talking about dropping out of college, correct?) to join up with a revolutionary terrorist group is self-destructive behavior. Suicidal even, focusing on the destructive potential of her powers.

Also, questions:
1) Does Olivia get portions of Malcoffee from Molly?
2) Is she, as far as we know, doing anything constructive with her magic? Like helping her fellow Order of Cauldron members with Mana Manipulation. Half (actually more than half) the reason I voted for Mana Manipulation rituals, and high performance and involving her in Red Star Productions was to give her something constructive, positive interactions, creative outlets. Something that isn't combat against monsters of the night.
3) Would this mean that Olivia is also dropping out of acting in general? That goes back to Red Star Productions.

I am very, very worried about her at the moment. I hoped that the Council action would have helped at least a bit.
 
Ok, can I ask a roll (Perception + Empathy probably, with excellency) for a more detailed explanation here? Because I am feeling cautious about potentially encouraging self-destructive behavior. And make no mistake - dropping out of college (Did I understand that correctly? She is talking about dropping out of college, correct?) to join up with a revolutionary terrorist group is self-destructive behavior. Suicidal even, focusing on the destructive potential of her powers.

Also, questions:
1) Does Olivia get portions of Malcoffee from Molly?
2) Is she, as far as we know, doing anything constructive with her magic? Like helping her fellow Order of Cauldron members with Mana Manipulation. Half (actually more than half) the reason I voted for Mana Manipulation rituals, and high performance and involving her in Red Star Productions was to give her something constructive, positive interactions, creative outlets. Something that isn't combat against monsters of the night.
3) Would this mean that Olivia is also dropping out of acting in general? That goes back to Red Star Productions.

I am very, very worried about her at the moment. I hoped that the Council action would have helped at least a bit.
  1. Yes, she is talking about dropping out of college
  2. Yep, she is
  3. She is worked on making that site to direct minor talents
  4. You would have to ask IC about the acting
Broadly speaking the problem is Olivia has seen some truly awful things, she has seen the Black Council in the flesh, she was there when a demon tainted the earth with its presence and when the dead were defiled in a horrific parody and life and each and every time she proved if not able to put a bullet though it than at least whittle down its support, slow down the evil, make it less. 'With Great Power Comes Great Responsibility' is a touchstone for her as it is for Molly and her greatest power is, as she sees it right now, putting bullets in monsters. She thought the Council was the main problem, that she might have to campaign for the rights and dignity of minor talents, but then that started getting resolved and the senior wizards, far from fighting it, seem to have embraced it (since that is the route you went) so now she is left looking at those other things that before seemed more justifications for an unjust system, excuses but it turns out they are very tangible and very, very evil. And her superpower is still shooting.
 
  1. Yes, she is talking about dropping out of college
  2. Yep, she is
  3. She is worked on making that site to direct minor talents
  4. You would have to ask IC about the acting
Broadly speaking the problem is Olivia has seen some truly awful things, she has seen the Black Council in the flesh, she was there when a demon tainted the earth with its presence and when the dead were defiled in a horrific parody and life and each and every time she proved if not able to put a bullet though it than at least whittle down its support, slow down the evil, make it less. 'With Great Power Comes Great Responsibility' is a touchstone for her as it is for Molly and her greatest power is, as she sees it right now, putting bullets in monsters. She thought the Council was the main problem, that she might have to campaign for the rights and dignity of minor talents, but then that started getting resolved and the senior wizards, far from fighting it, seem to have embraced it (since that is the route you went) so now she is left looking at those other things that before seemed more justifications for an unjust system, excuses but it turns out they are very tangible and very, very evil. And her superpower is still shooting.
Ok. Ok. For all that I like Spider-Man, Peter Parker is a terrible role model, and anyone trying to emulate his life philosophy should be quickly and strongly encouraged or made to go through therapy. Because this is the route that ends with Olivia massacring some villages, elderly and children included, all because they were vassals of Red Court. I have very strong reservations about this, both because I worry for Olivia's long-term mental health, and because of how it'll look politically.

Do we need to do any in-story actions for Olivia to unlock buying prayer eating path?
 
Ok. Ok. For all that I like Spider-Man, Peter Parker is a terrible role model, and anyone trying to emulate his life philosophy should be quickly and strongly encouraged or made to go through therapy. Because this is the route that ends with Olivia massacring some villages, elderly and children included, all because they were vassals of Red Court. I have very strong reservations about this, both because I worry for Olivia's long-term mental health, and because of how it'll look politically.

Do we need to do any in-story actions for Olivia to unlock buying prayer eating path?

You would have to learn prayer eating yourself, can't teach what you don't have.
 
Prayer eating is a fairly hard skill to get anything out of, has a lot of restrictions on who can use it, and is a narratively awful choice for Olivia. It's an awful choice and we should do something else.

On top of everything else, Molly is uncomfortable with worship herself and she's arguably done godlike stuff. Who is she going to ask to pray to Olivia? It's completely out of character even if she comes to accept it herself.

And yes, I wonder what ideology the Fallen actually have. It's clear with the Neverborn servants, they want to blow up the chains that keep the cycle of suffering in operation and don't give a damn about the living. The Raksha also clearly want to blow up those who interfere with their pure improv game. But what the hell do the Fallen actually want? Are they souls of the second circle of the third soul of God, which is responsible for evil?

I love to understand philosophical conflicts. As an observer heh.
I don't think it's all one philosophy exactly, save perhaps at the highest level. They all have very different perspectives and personal goals and only loosely work together. It's also worth noting that they're all essentially deeply insane. That doesn't stop them from being able to act, but and Angel falls the way a vase does; broken into pieces.

My personal favorite read is a tenuous fan theory based on Nicodemus' comments about saving the world. Specifically that they broke from heaven due to a disagreement about human free will being left unchecked, especially in relation to humans summoning Outsiders.

That allows for all sorts of angels to fall because their compassion and desire to protect was pitted against their respect for free will.
Spirits can't change on their own, it essentially only happens if an unreconcilable conflict between parts of their nature occurs.

The resolution of that internal conflict wasn't neat and ended with the fallen becoming maddened parodies their prior selves would find grotesque.

This allows for fallen with a wide variety of personal motives all under the same technical banner, stemming from how their minds broke when it happened.
This demonic bargaining thing we have going on has got to be the most consistently hysterical part of this Quest for sure.

[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

Watch Olivia get snatched off-screen. She should be given some better equipment from the Courts in the very least.
I think a squad of war weavers would be good.

The intent of the original build was to make a reliable multi-role infantry platform, but the basic concept could be specialized in any number of ways.
 
[X] Plan Therapy
-[X] Empathy excellency
-[X] Argue for a more comprehensive approach - she is the first of her kind, and she is more than just a deadly gun. She can do good in many ways, not just by putting bullets through vampiric heads. Give her options to pursue beyond combat
--[X} Tell her, or remind her if she knows, of how Bram Stocker's Dracula broke the back of Black Court, reducing them from an ascendant power threatening even the fae to individuals skulking around the corners of supernatural society. She is a superhumanly good performer, you have a movie studio and the might of the Courts media machine behind you, and the Masquerade is slowly breaking down. She can help there.
---[X] Also give an example of how effectively White Court in general uses media to their advantage.
--[X] She can do good helping set up organizations like the Order of the Cauldron, getting minor talents the information and connections they need to stay safe, finding and evaluating people you can change like you changed her
--[X] She is good at mana manipulation. Building protections, blessing hospitals, those would be a worthy contributions, and should come to her far easier than it does to mortals
--[X] Provide options of how she could help in combat without essentially abandoning her life. NeverNever passages, being more active during holidays, acting strategically against the interests of Red Court in USA, etc.
-[X] Subtly encourage her to seek therapy, in the Courts or among practitioners in the know on Earth (use the Crown to find a list of non-compromised supernaturally aware professional therapists in USA, arranged by proximity of their practice to Chicago)
--[X] Subterfuge excellency if needed
-[X] STUNT: "there are plenty of sorcerers in Sanctuary who can do this stuff?" - you repeat, quirking a brow: "Ancient Luk, and your sniper academy instructors would like to remind you that I have whole legions ready to make war in my name too".
--[X] "Abandoning your life for constant combat is a sure way into an early grave. You are so much more. You are very good with a gun, yes. You are also very good with other things too. Let me pull up an evaluation by the supervisor of your construction section" you say, taking out a Sanctuary datapad, Clippy already having put relevant report on the screen. "Here, see? Brilliant, comparable with the best the guilds are capable of providing, highly encouraged to take further formal eduction".
---[X] "And I saw you perform, you know. Bram Stocker broke Black Council with a book. You, on stage, and through a million screens can usher a new Age".


Ok, this might be way too long, but I feel strongly about it.
 
[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

We are going to need someone on the ground. Olivia is well-suited in several ways.
 
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[X] Plan Therapy
-[X] Empathy excellency
-[X] Argue for a more comprehensive approach - she is the first of her kind, and she is more than just a deadly gun. She can do good in many ways, not just by putting bullets through vampiric heads. Give her options to pursue beyond combat
--[X} Tell her, or remind her if she knows, of how Bram Stocker's Dracula broke the back of Black Court, reducing them from an ascendant power threatening even the fae to individuals skulking around the corners of supernatural society. She is a superhumanly good performer, you have a movie studio and the might of the Courts media machine behind you, and the Masquerade is slowly breaking down. She can help there.
---[X] Also give an example of how effectively White Court in general uses media to their advantage.
--[X] She can do good helping set up organizations like the Order of the Cauldron, getting minor talents the information and connections they need to stay safe, finding and evaluating people you can change like you changed her
--[X] She is good at mana manipulation. Building protections, blessing hospitals, those would be a worthy contributions, and should come to her far easier than it does to mortals
--[X] Provide options of how she could help in combat without essentially abandoning her life. NeverNever passages, being more active during holidays, acting strategically against the interests of Red Court in USA, etc.
-[X] Subtly encourage her to seek therapy, in the Courts or among practitioners in the know on Earth (use the Crown to find a list of non-compromised supernaturally aware professional therapists in USA, arranged by proximity of their practice to Chicago)
--[X] Subterfuge excellency if needed
-[X] STUNT: "there are plenty of sorcerers in Sanctuary who can do this stuff?" - you repeat, quirking a brow: "Ancient Luk, and your sniper academy instructors would like to remind you that I have whole legions ready to make war in my name too".
--[X] "Abandoning your life for constant combat is a sure way into an early grave. You are so much more. You are very good with a gun, yes. You are also very good with other things too. Let me pull up an evaluation by the supervisor of your construction section" you say, taking out a Sanctuary datapad, Clippy already having put relevant report on the screen. "Here, see? Brilliant, comparable with the best the guilds are capable of providing, highly encouraged to take further formal eduction".
---[X] "And I saw you perform, you know. Bram Stocker broke Black Council with a book. You, on stage, and through a million screens can usher a new Age".


Ok, this might be way too long, but I feel strongly about it.
Therapy and some restraint are good things to add, but we didn't build her power set for social games and that isn't what she wanted from us.

Harry and Murphy could both use therapy too, but I wouldn't tell either of them to step away from the fight they've chosen.

I think it'd be better to have her slowly build up to it and keep her life at the same time than to deny her path entirely.
 
Therapy and some restraint are good things to add, but we didn't build her power set for social games and that isn't what she wanted from us.

Harry and Murphy could both use therapy too, but I wouldn't tell either of them to step away from the fight they've chosen.

I think it'd be better to have her slowly build up to it and keep her life at the same time than to deny her path entirely.
When we built her, I was specifically asked to shy away from maximum min-maxing, and I also put in Performance 5 in her stats then. Since then, Mana Manipulation and the invisibility rituals allowed her to expand her repertoire.

I can remove therapy from the list of suggestions, if that's critical, though she is seeing more combat than Harry or Murphy do (and Murphy might actually be obligated to go to therapy after certain events), and from a perspective of a soldier at the end of a gun.

I am not asking her to step back. I am asking her not to drop everything in her life in favor of this. She can be more. She is more. If we wanted just a gun, we could damn well have built a golem or something. This is youthful maximalism at its worst, aided by plethora of trauma. I am against encouraging it. She wants to help? Sure, she could and should help, but not by destroying her own life. If nothing else, she s going to serve as an example of what her species is in centuries to come. That's also a responsibility.
 
Ok, this might be way too long, but I feel strongly about it.
Too much, too fast, too out of the game. Sorry, but you're latching onto the GM's opinion. I agree that Peter Parker is not a role model. But Olivia is not Peter now or even in the future. Slow down. Your plan is too big and overreacting. The most important thing IMHO is that Olivia is right and she can seriously help the operation now. Then send her to other operations.

Seriously, this is all a reaction to the words of the DragonParadox, not to the update.
 
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Too much, too fast, too out of the game. Sorry, but you're latching onto the GM's opinion. I agree that Peter Parker is not a role model. But Olivia is not Peter now or even in the future. Slow down. Your plan is too big and overreacting. The most important thing IMHO is that Olivia is right and she can seriously help the operation now. Then send her to other operations.
She is talking about dropping out of everything, basically, to do this, and focusing exclusively on her combat abilities. That's not healthy, or very good long term. Unless we are expecting to deal with Red Court in the next several months or so, this is a large long term commitment. I am ready to reduce my plan as needed, but I am against just letting her do this without some discussion with her and offering alternatives.
 
[X] Agree with Olivia's idea that she should liaise with the Fellowship in efforts to fight the Red Court,the first of a new kind of agent, taking advantage of your ability to awaken the Po

A college degree is overrated. Hasn't really helped me.
 
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