Green Flame Rising (Exalted vs Dresden Files)

As I said repeatedly. Like the one they just tried. Onscreen.
The one they tried on screen wasn't an attack. It was an attempt to draw attention by mundane government to the area. Which wouldn't work at all with the splendor in place.
Dude you really need this thing approved. They shouldn't even be in the splendors range at that point how is it going to affect long range means of observation? Unless your saying it's range would be planetary but then that brings me to this needing approval because that doesn't sound balanced from a single Splendor.
Canon example of the splendor I am taking inspiration from is this:
Haunting Light (••)
This Fascination is an eerie blue lantern. Those illuminated by its light, both living and dead
alike, forget that death exists and cannot tell the difference between living people and restless
shades. This forgetfulness fades once they leave the lantern's presence.
Form Elements: Form of Dust and Ash, Form of the Crackling Flames
Root Elements: Memory-Smothering Pall
I swapped "illuminated by its light" to "in direct line of sight". Whether it works through cameras is, ok, a question.
 
The one they tried on screen wasn't an attack. It was an attempt to draw attention by mundane government to the area. Which wouldn't work at all with the splendor in place.
A kamikaze is when a pilot flys their plane into a target. The Crown told us that the Red Court planned on blowing up the helicopters at the portal site to draw attention to the location. Which would work even with this Splendor in place. Especially since it may not work as you believe it would since you haven't gotten it approved.

If that doesn't count as an attack by the Red Court on the portal site then I don't know what does.

They can use that tactic even with this is place. They can use the tactic Ivar told to you earlier.

Edit: wrong link fixed.

Canon example of the splendor I am taking inspiration from is this:
I know I read that. Once again Degorium creates entirely legal things then gets told that it's too unbalanced when he ask and has to rework them.

What you are describing here with the cameras and satellites even, straight up sounded like you were talking about the Simurgh from Worm.
 
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A kamikaze is when a pilot flys their plane into a target. The Crown told us that the Red Court planned on blowing up the helicopters at the portal site to draw attention to the location. Which would work even with this Splendor in place. Especially since it may not work as you believe it would since you haven't gotten it approved.

If that doesn't count as an attack by the Red Court on the portal site then I don't know what does.

They can use that tactic even with this is place. They can use the tactic Ivar told to you earlier.
The helicopters will be able to explode. The investigation will find nothing. Thus, the attack would fail.

And I responded to Ivar, I believe, by noting that yes, carpet bombardment remains an option for Red Court.
I know I read that. Once again Degorium creates entirely legal things then gets told that it's too unbalanced when he ask and has to rework them.

What you are describing here with the cameras and satellites even, straight up sounded like you were talking about the Simurgh from Worm.
It's a souped up version of the ritual Olivia learned. Ancient Sorcery to her path one. I don't think expecting it to work on those watching it remotely is too much, though I'll wait for a ruling, of course. But for that, I need to finish a rather extensive build.
 
The helicopters will be able to explode. The investigation will find nothing. Thus, the attack would fail.

And I responded to Ivar, I believe, by noting that yes, carpet bombardment remains an option for Red Court
If the point of the kamikaze attack was to draw attention to a location and people who aren't directly exposed to the effect can continue to look into it and recordings of the portal will likely be completely fine to look at things the attack wouldn't fail.

You did not respond to Ivar saying that. You told me that they can nuke the portal site even with this in place then basically told me, "so what?".

But for that, I need to finish a rather extensive build.
You could ask right now regarding the proposed Splendor idea so we don't have to go back and forth over something that may not do exactly as you are saying it probably will do.
 
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Court expeditiary dome
A layered approach to defenses, and a prototype scheme for Courtly intrusions into hostile realms
Constructed first, this layer of defenses buys time for the other ones to be constructed and deployed without harassment by hostile forces native to the reality of intrusion
This Element can only be incorporated into Fascinations.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.
This Element can only be part of a Fascination.
The Splendor embodies the act of forgetting that a particular thing exists, such as "vampires,"
"laws," "the fact that Clark Kent is Superman," or "pain." It causes anyone it targets to become
unable to remember that the specified thing exists. The maximum duration this forgetfulness can
last (assuming it doesn't abate because the target fulfilled some condition built into the Splendor)
is one day for a 1-2 dot Splendor, one week for a 3-dot Splendor, one month for a 4-dot
Splendor, and one year for a 5-dot Splendor.
The Splendor's power is flawed, and its curses and blessings cannot maintain their hold for long.
Select one Element of the Splendor whose effects last for a limited time. That Element's maximum duration is decreased by one category (from one month to one week, one week to to
one day, and so on). If the duration is already "one day," the Element is reduced to one hour.
Taking this Element grants one additional Element point, which must be spent on a Mystic
Element.
This Element can only be part of a Fascination.
The Splendor causes anyone who falls under its sway to become utterly incurious about
something defined when the Splendor is summoned. If the Splendor doesn't contain a condition
under which the target may escape this blasé state of mind, or the target fails to satisfy that
condition, then they escape from its influence after one day for a 1-2 dot Splendor, one week for
a 3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
Taking forms one wouldn't be surprised to see spread in the area of intrusion, such as graffiti in the areas of urban decay, exotic flora in the deep jungle, or veins of subtly glowing minerals in deep caves, the splendor prevents anyone affected by it from noticing anything amiss within its area of deployment.
The Splendor affects those observing its area of deployment, though not recordings of its area of deployment. It makes those affected forget anything "unnatural" (in the sense of "brought in from the Courts" or "unexpected") exists in the area, and makes the observers incurious about their own altered mind state, so that the change is not noted as something noteworthy. The forgetfulness only affects them for a day, but lack of curiosity persists for a week, preventing short term memory of the experience from imprinting into the long term one.
Backup systems: mass deployment of Anchor Veil rituals within the area of effect.
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
This Element can only be incorporated into Fascinations.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.
This Element does nothing at all. It is used to construct subtle or particular Splendors which
focus on mystic elements without forcing the involvement of a powerful Root.
The Splendor gains one extra point to spend on Mystic Elements.
The Splendor is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
Once temporary security and anonymity are achieved, the secondary layer of Courtformation arcana is deployed. Taking the form of a metallic sphere of highly advanced alloys, it resembles nothing more than a gigantic Nohongata bush. The formation of this world egg marks a clear boundary between the intruding reality and the world being intruded. It provides both mundane protection due to its advanced construction, and a near absolute psychic shielding, making it unthinkable for all but the strongest willed and magically enchanted to strike against it.
A dome of advanced armor materials. First attack in the scene against it fails. It generates a powerful pacification aura (Form of Steadfast Earth + Unthinkable Ward). In order to attack it, the attackers must succceed at difficulty 10 Willpower roll, and then spend a willpower point each turn they attempt to do harm to it.
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.
The Splendor takes the form of something otherworldly. It may be a religious symbol, an overtly
magical object such as a wand or pentacle, or a strange haze. It may be an inchoate thing of
coalesced light which can be held and touched. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the power of the Spirit World.
Other Elements may draw upon this fact.
The Splendor can be summoned directly into the Umbra when made to manifest, if its owner
desires. As the basis for an Adornment, it grants its user the ability to see and interact with spirits
on the other side of the Gauntlet. As the basis for a Fascination, it can interact with both the
physical world and the Spirit World.
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.
This Splendor defines that which cannot threaten those within its influence, according to the
Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or
struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind
by supernatural powers (dreams). If its protection is bestowed by a Fascination, it lasts for a
number of hours equal to the Splendor's rating, and may be set to persist indefinitely while
within the Splendor's influence in the case of Forms such as Form of the Hearth.
If more than one characteristic is drawn upon when this Element grants its Protection, then
instead of invincibility, damage is simply downgraded from aggravated to lethal, lethal to
bashing, and bashing damage cut in half after soak (round down), while immunity to possession
and thought alteration become the ability to make a Willpower roll at difficulty (10 – Splendor's
rating) to immediately shake the effect off, and immunity to disease becomes the ability to make
a Stamina roll at difficulty (10 – Splendor's rating) to immediately shake the infection off.
Withing the protective barrier of the World Egg, a colony of mystically enchanted starbees carefully extracted from the Great Ring is transplanted, forming a new, miniature Ring orbitting around a beautiful white marble produced by the Empress's benevolence. Court Citizens and their allies within its life-granting light and inside the protective dome of the World Egg are protected against fire, and magical attempts of swaying or taking over their minds. In order to feed the colony, regular feeding, at least once per lunar month, is required, in the form of those enjoying its protection donating a drop of blood or energy to it.
A fascination in the form of a starbee colony that provides perfect defenses against fire, twisting of the mind by magical forces, possession. If more than one characteristic is drawn upon when the splendor is giving its protection, then damage is simply downgraded from aggravated to lethal, lethal to bashing, and bashing damage cut in half after soak (round down), while immunity to possession and thought alteration become the ability to make a Willpower roll at difficulty 7 to immediately shake the effect off.
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
This Element can only be incorporated into Fascinations.
The Exalt touches a building or a spot of land about the size of a family home or a local
playground when summoning the Splendor. It exists as an enchantment cast over the entire
structure or a small defined outdoors area ("the gazebo and the area right around it"). The
Splendor is coded with conditions and instructions on how to interact with the affected region.
Root Elements such as Beautiful Lie (see p. XX) can then go to work upon any valid target in the
area. Realizing that there's something weird about the enchanted area requires a Perception +
Awareness roll against difficulty 9.
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a table
in a house) but is slightly out of date or out of fashion.
This Element can only be part of a Fascination.
The Splendor unfurls into a bastion of ancient power. It must possess Form of the Hearth to
incorporate this Element. The area encompassed by the Splendor becomes a temporary, minor
Dragon Nest for so long as the Splendor is deployed. Anything which destroys the power of the
Nest also destroys the Splendor.
Finally, at the end of the second stage of deployment, and courtformation, the Dragonheart reactor is deployed. A large room sized green glowing diamond pillar bound intrinsically to the commanding officer of the expedition, usually an enlightened mage or a powerful, respected spirit, it provides power of a dragon nest to the whole facility, and serves as its own minor elemental pole, reminiscent to the city pillars of the Courts
the area inside the World Egg is considered a minor dragon nest. The first attempt to damage the Dragonheart reactor in the scene automatically fails
Backup / supplementary magics: fortune enchantment rituals, mana manipulation enchantment rituals
The Splendor takes the form of something otherworldly. It may be a religious symbol, an overtly
magical object such as a wand or pentacle, or a strange haze. It may be an inchoate thing of
coalesced light which can be held and touched. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the power of the Spirit World.
Other Elements may draw upon this fact.
The Splendor can be summoned directly into the Umbra when made to manifest, if its owner
desires. As the basis for an Adornment, it grants its user the ability to see and interact with spirits
on the other side of the Gauntlet. As the basis for a Fascination, it can interact with both the
physical world and the Spirit World.
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.
This Element does nothing at all. It is used to construct subtle or particular Splendors which
focus on mystic elements without forcing the involvement of a powerful Root.
The Splendor gains one extra point to spend on Mystic Elements.
The Splendor afflicts those it targets with a deadly poison. Poisoned individuals must make a
Stamina roll against difficulty (4 + Splendor's rating) each turn or suffer a level of unsoakable
lethal damage. Once the target has succeeded at this roll three times in a row, the poison has run
its course.
This Element is normally part of a Fascination. It may only be incorporated into an Adornment if
that Adornment has the Form of Imminent Violence, in which case the weapon is envenomed
and delivers this Element upon inflicting lethal damage.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
This Element can only be part of a Fascination.
The Splendor creates environmental hazards according to the character of its Form Elements,
such as Form of Crackling Fire or Form of Ash and Dust. The nature of the created hazards vary
accordingly:
• Spirit produces hazards such as drawing in minor hostile spirits, or expelling targets across the
Gauntlet. They either impose a penalty of –3 dice on all actions (due to the interference of
meddling spirits), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid
being shunted into the Spirit World. Spirits are hostile minor Gafflings and up to (Splendor's
rating) can be produced per scene.
• Feral generally produces animal attacks, generating up to the Splendor's rating in swarms or
beasts per scene.
Finally, as the protections are established, the spirits of the Sanctuary are called upon, transplanting the collection of the most sacred totemic spirit animals and plants unto the point of intrusion, in the form of potent guardians. Part animals, part spirits, and under the blessings of the Wheel itself, they endlessly respawn, until all are destroyed at once, to protect their charges against intruders both physical and spiritual.
The splendor generates packs of roving spirit animals and deadly spirit plants attacking intruders. Both physical and spiritual beings can be attacked. The attacks, in addition to their normal effects, afflict their targets with deadly poison. Poisoned individuals must take a Stamina roll against difficulty 11 each turn, or suffer a level of unsoakable lethal damage. They need to succeed the roll three times in a row for the poison to stop harming them. Up to five swarms of beasts are generated per scene. All of those needs to be eliminated at once for the splendor to be considered destroyed, otherwise they will just respawn.

So, 5 splendors total for the comprehensive defense. Of those, 2 are 5 dot splendors, 1 is a 4 dot splendor, and 2 are 3 dot splendors.
 
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If the point of the kamikaze attack was to draw attention to a location and people who aren't directly exposed to the effect can continue to look into it and recordings of the portal will likely be completely fine to look at things the attack wouldn't fail.
I disagree. The investigation will happen, and will find nothing. Thus the attack would be neutralized. Anchored Veil + this splendor together should work.

Basically, my point is that we need to first prevent our intrusion from being easily discoverable. Otherwise, our ability to further fortify it becomes too limited.
You did not respond to Ivar saying that. You told me that they can nuke the portal site even with this in place then basically told me, "so what?".
Well, yes. They can still nuke, or carpet bomb the place. None of the choices we are going for right now help with that. That will require separate defensive measures.
 
I disagree. The investigation will happen, and will find nothing. Thus the attack would be neutralized. Anchored Veil + this splendor together should work.
There isn't anything to disagree with regarding what I actually said.

Basically, my point is that we need to first prevent our intrusion from being easily discoverable. Otherwise, our ability to further fortify it becomes too limited.
That's what Olivia's new ability is for.
Psychic Invisibility] •••• Anchor Veil: Allows the Sorcerer to anchor an effect of similar strength to her Invisibility power to an area that hides a specific class of object: Innanimate object (1 Success); Non-Sentient living things (2 Successes); Sentient Beings (3 Successes); Sophonts (4 Successes). The size of the veil is 50 ft +50 ft/extra success

We could use this ability and BronzeTongue's Splendor to let Mallko kill Rampires by the score straining their ability to respond and helping the White Council out actively.

Well, yes. They can still nuke, or carpet bomb the place. None of the choices we are going for right now help with that. That will require separate defensive measures.
Right.. so why did you even mention it.
 
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Right.. so why did you even mention it.
Because I was responding to Ivar, who posted, to quote:
By typing a set of numbers on the keyboard of bombs that will fly to our base or to the flowers, yes. I'm sorry, but forgetfulness is too weak a power for a base. Especially when it's not the Fidelius from Harry Potter, but just a forgetfulness field around a point.
My response is that stealth is only a part of equation, which doesn't provide protection from remote large scale attacks, such as missile launches or carpet bombing, but is necessary for us to be able to implement defenses that will protect against those types of attacks later.
That's what Olivia's new ability is for.
Olivia's new ritual is insufficient for the task at hand by itself. It will be needed too, but as part of the overall stealth layer of defenses.
 
Because I was responding to Ivar, who posted, to quote:
Okay. If you are talking to someone else as well please quote them or refer to them in some way and not just me to avoid confusion.

My response is that stealth is only a part of equation
I'm glad we agree. Being proactive and attacking the aggressors is also a good portion of the equation.

Olivia's new ritual is insufficient for the task at hand by itself. It will be needed too, but as part of the overall stealth layer of defenses.
The Red Court knows of the portal and the portal site. Why burn limited regents on stealth when Olivia can already do it and the portal site is already an open secret as is. It seems to me that diminishing returns are relevant here and we'd likely be better served limiting the actions of the Red Court against us by attacking them (like with the Rich Earth's Hunger).

If the mundanes becomes a big enough issue because of the Reds we can also call Winter on the Red Court because of the Accords which is supposed to stop that from being an issue.
 
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The Red Court knows of the portal and the portal site. Why burn limited regents on stealth when Olivia can already do it and the portal site is already an open secret as is. It seems to me that diminishing returns are relevant here and we'd likely be better served limiting the actions of the Red Court against us by attacking them (like with the Rich Earth's Hunger).

If the mundanes becomes a big enough issue because of the Reds we can also call Winter on the Red Court because of the Accords which is supposed to stop that from being an issue.
What does it matter that Red Court know where the portal is? If my proposed design is implemented, they still won't be able to find it, or pass through it, or attack it or our facilities in close quarters. Because when they approach the area, they'll forget their targets exist, and will stop being able to recognize it.

Mundanes are a big enough problem already. Nothing is stopping Red Court from trying again. Red Court has already, essentially, declared war on Winter by Nfecting Mab's second in command and Winter Lady. Unless he's fully deranged, Red King has to realize this. So, I doubt they will stop with the attempts to provoke mundane military response. I also expect to see narco cartels to be sent against us.
 
What does it matter that Red Court know where the portal is? If my proposed design is implemented, they still won't be able to find it, or pass through it, or attack it or our facilities in close quarters. Because when they approach the area, they'll forget their targets exist, and will stop being able to recognize it.
They have the location of the portal site. They don't have to find it because they know where it is already. Long range recodings are a thi- I mean at this point I'm just repeating myself.

Mundanes are a big enough problem already. Nothing is stopping Red Court from trying again. Red Court has already, essentially, declared war on Winter by Nfecting Mab's second in command and Winter Lady. Unless he's fully deranged, Red King has to realize this. So, I doubt they will stop with the attempts to provoke mundane military response. I also expect to see narco cartels to be sent against us
By attacking the Reds and enabling our allies like Mallko with the Earth's Hunger Splendor and the White Council etc we limit their ability to play games like this.

I don't really get what your saying about Winter. We talked to Maeve about it. They are violating the Accords, if we tell Winter they would be obligated to respond. If they continue to escalate then Winter will go to war with the Reds and the Red Court would loose that war with Winter the White Council and Molly. Winter is already an enemy of theirs but they seemingly don't see a need to be more proactive about it right now. If they threaten the Masquerade and break the Accords repeatedly it's a bit different.
 
What does it matter that Red Court know where the portal is? If my proposed design is implemented, they still won't be able to find it, or pass through it, or attack it or our facilities in close quarters. Because when they approach the area, they'll forget their targets exist, and will stop being able to recognize it.

Mundanes are a big enough problem already. Nothing is stopping Red Court from trying again. Red Court has already, essentially, declared war on Winter by Nfecting Mab's second in command and Winter Lady. Unless he's fully deranged, Red King has to realize this. So, I doubt they will stop with the attempts to provoke mundane military response. I also expect to see narco cartels to be sent against us.
Go to location x and kill everyone you find who is not yours. This is in my opinion the most brutal way to get around this. They forget about the base, not about the orders. Sooner or later this effect will be hacked.
 
I know I read that. Once again Degorium creates entirely legal things then gets told that it's too unbalanced when he ask and has to rework them.
Is there a reason I was mentioned here or was I just an example in that particular instance of using the system to create something and then rebalancing it after Dragon paradox review?

The example yog is using is straight from the crafting document not from me in any sense so it's an Earnest question.
 
Is there a reason I was mentioned here or was I just an example in that particular instance of using the system to create something and then rebalancing it after Dragon paradox review?

The example yog is using is straight from the crafting document not from me in any sense so it's an Earnest question.
You were an example yeah. I recall you showing things for the QM to look over several times.
 
They have the location of the portal site. They don't have to find it because they know where it is already. Long range recodings are a thi- I mean at this point I'm just repeating myself.
How are they going to attack it or pass through it? The functions of the proposed splendor are threefold:
1) Prevent short range attacks, like sending rhampire troops to the area
2) Prevent people from passing the portal
3) Make it harder (much harder) for mundanes to become involved.

I don't really get what your saying about Winter. We talked to Maeve about it. They are violating the Accords, if we tell Winter they would be obligated to respond. If they continue to escalate then Winter will go to war with the Reds and the Red Court would loose that war with Winter the White Council and Molly. Winter is already an enemy of theirs but they seemingly don't see a need to be more proactive about it right now. If they threaten the Masquerade and break the Accords repeatedly it's a bit different.
It would take a favor to get Mab involved because we are not part of the Accords. Winter is operating slowly enough that it's not really relevant to us in this conflict.

Go to location x and kill everyone you find who is not yours. This is in my opinion the most brutal way to get around this. They forget about the base, not about the orders. Sooner or later this effect will be hacked.
Doesn't work. The subject being forgotten is "everything not native to / not normal for the area". Alien invaders definitely count. Even if they don't, trying to attack someone while being unable to notice military installations, including turrets and cameras, is suicide.
 
How are they going to attack it or pass through it? The functions of the proposed splendor are threefold:
You aren't responding to what I'm saying, like the fact that they can use recordings of the site to acknowledge the location of the portal after the Reds direct them there in some capacity.

It would take a favor to get Mab involved because we are not part of the Accords. Winter is operating slowly enough that it's not really relevant to us in this conflict.
No it shouldn't. Mab made the Accords, Mab made people sign the Accords, we saw on screen in the books that Mab enforces the Accords. Due to the nature of the Masquerade she can't ignore it. Why would it take a favor to make Mab uphold the Accords.

Edit: strange typo

Even if they don't, trying to attack someone while being unable to notice military installations, including turrets and cameras, is suicide.
You need to ask the QuestMaster to make sure that's even allowed. If we attack someone with ATP they get to acknowledge us and the effect is broken.
 
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You were an example yeah. I recall you showing things for the QM to look over several times.
Okay yeah I get that though I don't remember ever seeing that happen for Rich Earth hunger either it's possible effect area and actual effect is way stronger than anything I've ever pitched especially for a three Dot construct.

@Yog you have eight element points for a three dot splendor.
1 Dot 4 element points
2 Dots 5 Element points
3 Dots 7 Element points
4 Dots 9 Element Points
If you mean to say we're using the forge then you're still missing an element point.


Edit: My Mistake Element Fitful Malady adds 1 element point.
 
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Court expeditiary dome
A layered approach to defenses, and a prototype scheme for Courtly intrusions into hostile realms
Constructed first, this layer of defenses buys time for the other ones to be constructed and deployed without harassment by hostile forces native to the reality of intrusion
This Element can only be incorporated into Fascinations.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.
This Element can only be part of a Fascination.
The Splendor embodies the act of forgetting that a particular thing exists, such as "vampires,"
"laws," "the fact that Clark Kent is Superman," or "pain." It causes anyone it targets to become
unable to remember that the specified thing exists. The maximum duration this forgetfulness can
last (assuming it doesn't abate because the target fulfilled some condition built into the Splendor)
is one day for a 1-2 dot Splendor, one week for a 3-dot Splendor, one month for a 4-dot
Splendor, and one year for a 5-dot Splendor.
The Splendor's power is flawed, and its curses and blessings cannot maintain their hold for long.
Select one Element of the Splendor whose effects last for a limited time. That Element's maximum duration is decreased by one category (from one month to one week, one week to to
one day, and so on). If the duration is already "one day," the Element is reduced to one hour.
Taking this Element grants one additional Element point, which must be spent on a Mystic
Element.
This Element can only be part of a Fascination.
The Splendor causes anyone who falls under its sway to become utterly incurious about
something defined when the Splendor is summoned. If the Splendor doesn't contain a condition
under which the target may escape this blasé state of mind, or the target fails to satisfy that
condition, then they escape from its influence after one day for a 1-2 dot Splendor, one week for
a 3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
Taking forms one wouldn't be surprised to see spread in the area of intrusion, such as graffiti in the areas of urban decay, exotic flora in the deep jungle, or veins of subtly glowing minerals in deep caves, the splendor prevents anyone affected by it from noticing anything amiss within its area of deployment.
The Splendor affects those observing its area of deployment, though not recordings of its area of deployment. It makes those affected forget anything "unnatural" (in the sense of "brought in from the Courts" or "unexpected") exists in the area, and makes the observers incurious about their own altered mind state, so that the change is not noted as something noteworthy. The forgetfulness only affects them for a day, but lack of curiosity persists for a week, preventing short term memory of the experience from imprinting into the long term one.
Backup systems: mass deployment of Anchor Veil rituals within the area of effect.
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
This Element can only be incorporated into Fascinations.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.
This Element does nothing at all. It is used to construct subtle or particular Splendors which
focus on mystic elements without forcing the involvement of a powerful Root.
The Splendor gains one extra point to spend on Mystic Elements.
The Splendor is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
Once temporary security and anonymity are achieved, the secondary layer of Courtformation arcana is deployed. Taking the form of a metallic sphere of highly advanced alloys, it resembles nothing more than a gigantic Nohongata bush. The formation of this world egg marks a clear boundary between the intruding reality and the world being intruded. It provides both mundane protection due to its advanced construction, and a near absolute psychic shielding, making it unthinkable for all but the strongest willed and magically enchanted to strike against it.
A dome of advanced armor materials. First attack in the scene against it fails. It generates a powerful pacification aura (Form of Steadfast Earth + Unthinkable Ward). In order to attack it, the attackers must succceed at difficulty 10 Willpower roll, and then spend a willpower point each turn they attempt to do harm to it.
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.
The Splendor takes the form of something otherworldly. It may be a religious symbol, an overtly
magical object such as a wand or pentacle, or a strange haze. It may be an inchoate thing of
coalesced light which can be held and touched. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the power of the Spirit World.
Other Elements may draw upon this fact.
The Splendor can be summoned directly into the Umbra when made to manifest, if its owner
desires. As the basis for an Adornment, it grants its user the ability to see and interact with spirits
on the other side of the Gauntlet. As the basis for a Fascination, it can interact with both the
physical world and the Spirit World.
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.
This Splendor defines that which cannot threaten those within its influence, according to the
Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or
struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind
by supernatural powers (dreams). If its protection is bestowed by a Fascination, it lasts for a
number of hours equal to the Splendor's rating, and may be set to persist indefinitely while
within the Splendor's influence in the case of Forms such as Form of the Hearth.
If more than one characteristic is drawn upon when this Element grants its Protection, then
instead of invincibility, damage is simply downgraded from aggravated to lethal, lethal to
bashing, and bashing damage cut in half after soak (round down), while immunity to possession
and thought alteration become the ability to make a Willpower roll at difficulty (10 – Splendor's
rating) to immediately shake the effect off, and immunity to disease becomes the ability to make
a Stamina roll at difficulty (10 – Splendor's rating) to immediately shake the infection off.
Withing the protective barrier of the World Egg, a colony of mystically enchanted starbees carefully extracted from the Great Ring is transplanted, forming a new, miniature Ring orbitting around a beautiful white marble produced by the Empress's benevolence. Court Citizens and their allies within its life-granting light and inside the protective dome of the World Egg are protected against fire, and magical attempts of swaying or taking over their minds. In order to feed the colony, regular feeding, at least once per lunar month, is required, in the form of those enjoying its protection donating a drop of blood or energy to it.
A fascination in the form of a starbee colony that provides perfect defenses against fire, twisting of the mind by magical forces, possession. If more than one characteristic is drawn upon when the splendor is giving its protection, then damage is simply downgraded from aggravated to lethal, lethal to bashing, and bashing damage cut in half after soak (round down), while immunity to possession and thought alteration become the ability to make a Willpower roll at difficulty 7 to immediately shake the effect off.
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
This Element can only be incorporated into Fascinations.
The Exalt touches a building or a spot of land about the size of a family home or a local
playground when summoning the Splendor. It exists as an enchantment cast over the entire
structure or a small defined outdoors area ("the gazebo and the area right around it"). The
Splendor is coded with conditions and instructions on how to interact with the affected region.
Root Elements such as Beautiful Lie (see p. XX) can then go to work upon any valid target in the
area. Realizing that there's something weird about the enchanted area requires a Perception +
Awareness roll against difficulty 9.
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a table
in a house) but is slightly out of date or out of fashion.
This Element can only be part of a Fascination.
The Splendor unfurls into a bastion of ancient power. It must possess Form of the Hearth to
incorporate this Element. The area encompassed by the Splendor becomes a temporary, minor
Dragon Nest for so long as the Splendor is deployed. Anything which destroys the power of the
Nest also destroys the Splendor.
Finally, at the end of the second stage of deployment, and courtformation, the Dragonheart reactor is deployed. A large room sized green glowing diamond pillar bound intrinsically to the commanding officer of the expedition, usually an enlightened mage or a powerful, respected spirit, it provides power of a dragon nest to the whole facility, and serves as its own minor elemental pole, reminiscent to the city pillars of the Courts
the area inside the World Egg is considered a minor dragon nest. The first attempt to damage the Dragonheart reactor in the scene automatically fails
Backup / supplementary magics: fortune enchantment rituals, mana manipulation enchantment rituals
The Splendor takes the form of something otherworldly. It may be a religious symbol, an overtly
magical object such as a wand or pentacle, or a strange haze. It may be an inchoate thing of
coalesced light which can be held and touched. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the power of the Spirit World.
Other Elements may draw upon this fact.
The Splendor can be summoned directly into the Umbra when made to manifest, if its owner
desires. As the basis for an Adornment, it grants its user the ability to see and interact with spirits
on the other side of the Gauntlet. As the basis for a Fascination, it can interact with both the
physical world and the Spirit World.
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.
The Exalt touches a spot of land, or building or collection of buildings about the size of a manor
house, high school, or large local park when summoning the Splendor. It exists as an
enchantment cast over the entire structure or a large defined outdoor area ("this entire street and
both of the sidewalks"). The Splendor is coded with conditions and instructions on how to
interact with the affected region. Root Elements such as Beautiful Lie (see p. XX) can then go to
work upon any valid target in the area. Realizing that there's something weird about the
enchanted area requires a Perception + Awareness roll against difficulty (4 + Splendor's rating).
If this is the only Form Element a Splendor has, the difficulty of rolls to resist it are lowered by
one, and it manifests in the form of a feature that would make sense in the environment (a tree or
bench in a park) but is slightly out of date or out of fashion.
This Element does nothing at all. It is used to construct subtle or particular Splendors which
focus on mystic elements without forcing the involvement of a powerful Root.
The Splendor gains one extra point to spend on Mystic Elements.
The Splendor afflicts those it targets with a deadly poison. Poisoned individuals must make a
Stamina roll against difficulty (4 + Splendor's rating) each turn or suffer a level of unsoakable
lethal damage. Once the target has succeeded at this roll three times in a row, the poison has run
its course.
This Element is normally part of a Fascination. It may only be incorporated into an Adornment if
that Adornment has the Form of Imminent Violence, in which case the weapon is envenomed
and delivers this Element upon inflicting lethal damage.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
This Element can only be part of a Fascination.
The Splendor creates environmental hazards according to the character of its Form Elements,
such as Form of Crackling Fire or Form of Ash and Dust. The nature of the created hazards vary
accordingly:
• Spirit produces hazards such as drawing in minor hostile spirits, or expelling targets across the
Gauntlet. They either impose a penalty of –3 dice on all actions (due to the interference of
meddling spirits), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid
being shunted into the Spirit World. Spirits are hostile minor Gafflings and up to (Splendor's
rating) can be produced per scene.
• Feral generally produces animal attacks, generating up to the Splendor's rating in swarms or
beasts per scene.
Finally, as the protections are established, the spirits of the Sanctuary are called upon, transplanting the collection of the most sacred totemic spirit animals and plants unto the point of intrusion, in the form of potent guardians. Part animals, part spirits, and under the blessings of the Wheel itself, they endlessly respawn, until all are destroyed at once, to protect their charges against intruders both physical and spiritual.
The splendor generates packs of roving spirit animals and deadly spirit plants attacking intruders. Both physical and spiritual beings can be attacked. The attacks, in addition to their normal effects, afflict their targets with deadly poison. Poisoned individuals must take a Stamina roll against difficulty 11 each turn, or suffer a level of unsoakable lethal damage. They need to succeed the roll three times in a row for the poison to stop harming them. Up to five swarms of beasts are generated per scene. All of those needs to be eliminated at once for the splendor to be considered destroyed, otherwise they will just respawn.

So, 5 splendors total for the comprehensive defense. Of those, 2 are 5 dot splendors, 1 is a 4 dot splendor, and 2 are 3 dot splendors.
Very cool, but besides the price in reagents being absurd for something we need as soon as possible (seriously, 2 5-point splendors as just one part of the defense?), and besides us having other buildings to do, that's not what this vote is about.

DP asked for only one splendor of no more than 3 points, because we were extremely lucky making our god of the fortress. The rich land can have an immediate impact after being created, instead of depending on two other layers, both defending our fortress and constantly launching an anti-country scale magical assassin attack on some of the Reds' main lands.
 
@DragonParadox just to be clear Rich Earth's hunger either version are valid splendors right?

I've seen it get mentioned a bunch of times and people are voting for it but I never saw it get approved when it was first pitch and I haven't seen it get approved since so I just want to make sure.
 
You aren't responding to what I'm saying, like the fact that they can use recordings of the site to acknowledge the location of the portal after the Reds direct them there in some capacity.
And when they are on site, they still won't be able to remember it.
No it shouldn't. Mab made the Accords, Mab made people sign the Accords, we saw on screen in the books that Mab enforces the Accords. Due to the nature of the Masquerade she can't ignore it. Why would it take a favor to make Mab uphold the Accords.
Here, quotes:
Using either etiquette or politics - is this going to take a favor (not one of the 2 Favors we have, obviously), or is this something Mab is expected to do, despite us not being a part of Accords?
Since you are not part of the Accords it's something you would have to convince her into doing or use a favor
You need to ask the QuestMaster to make sure that's even allowed. If we attack someone with ATP they get to acknowledge us and the effect is broken.
That's ATP, not Memory Smothering Pal, which, by the written text, is more potent. But ok. @DragonParadox would you mind looking over the list of defensive measures I outlined here?
@Yog you have eight element points for a three dot splendor.
The description of Fitful Malady is as follows:
Fitful Malady (0 pt. Mystic Element)
The Splendor's power is flawed, and its curses and blessings cannot maintain their hold for long.
Select one Element of the Splendor whose effects last for a limited time. That Element's maximum duration is decreased by one category (from one month to one week, one week to to
one day, and so on). If the duration is already "one day," the Element is reduced to one hour.
Taking this Element grants one additional Element point, which must be spent on a Mystic
Element.
I am decreasing the length of the effect of Memory Smothering Pal from one week to one day with it, and use the additional point for Ode of Incurious.
Very cool, but besides the price in reagents being absurd for something we need as soon as possible (seriously, 2 5-point splendors as just one part of the defense?), and besides us having other buildings to do, that's not what this vote is about.

DP asked for only one splendor of no more than 3 points, because we were extremely lucky making our god of the fortress. The rich land can have an immediate impact after being created, instead of depending on two other layers, both defending our fortress and constantly launching an anti-country scale magical assassin attack on some of the Reds' main lands.
Yes, I know. I needed to present the whole outline in order to properly argue for the stealth portion of the defense. The cost is very high, yes. But I'd like to remind you that the main argument against the portal is, and always has been "but what about high level attackers". So, I made a barebones layered defense, which can still be built upon, but which represents, to me, a secure enough facility to withstand even highest level assault. Especially when coupled with Sanctuary-side defenses.
 
And when they are on site, they still won't be able to remember it.
Point being that there are ways to sidestep it.

That's dumb, but alright. I guess Mab would by default trust that it'd be handled well enough or that she could manage the damage if it isn't even if only after the damage has already been done.

That's ATP, not Memory Smothering Pal, which, by the written text, is more potent.
You compared it to ATP earlier. If it would make people be unaware of someone even as they are killing them, and they have no ability to resist they just loose, that sounds so starkly above every similar effect so far that I would think to ask for approval yeah.
 
Point being that there are ways to sidestep it.
Long range attacks, yes, to destroy the whole area. Perfect mental defenses of various kinds. Most likely non-sentient attackers. But it's still an effective layer of defense against intrusion. Unless destroyed it should render direct close range assault as favored by most supernatural forces ineffective.
 
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