Is it possible for us to add something to the vote on whether or not to Olivia the rest of the politicians? I know that I'm definitely more wary about if and how exactly we empower them compared to Susan and people who have spent years and years in the Fellowship.
I don't think we should have a vote to undo or not something that the overwhelming vast majority voted for just because you voted against it and don't like what won. Again it was explained to everyone on that same page what that vote option was then there was a debate for several pages.
Rage 4 [Usable Only in Spirit Form without Ferocity]
Mana Pool: 24 (Gnosis*4)
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0 (Seven soak dice, total)
Attack: Bite for five dice (lethal); claw for three dice (bashing)/Aggravating Special
Gift of Tongues: Once attuned to a Land may speak any tongue spoken by the living or the dead in that land
Deathless Beast Fetter: Each time the sun crosses the horizon, hound may choose to walk in flesh or spirit, living being or a ghostly spy.
Graveyard Bite: All attacks to Aggravated Damage to the unquiet dead
Death Sense: With a successful Perception+Awareness roll you may sense spirits across the veil and well as the presence of impending death
Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Mana spent by the entity blocks one health level of damage from an incoming attack that turn.
This Charm deflects bashing, lethal, and aggravated damage equally well, and protects against damage caused by magickal assaults as well as it protects against physical ones.
A spirit may employ this Charm for as long as that character's Mana Trait holds out. A mortal host blessed with this Charm by a spirit helper, however, may deflect up to five health levels of damage per turn; additional damage slides past the deflection effect and affects the host normally.
Alacrity: Damn, you're fast! Capable of bursts of inhuman speed, you can strike before most people can think. Each two points spent in this Advantage, up to the maximum six points, allows you to spend a Willpower point and take one extra action within a single turn. One Extra action per turn Earthbound: A bond with your surroundings helps you perceive trouble and respond to possible threats. Rules-wise, this Advantage reduces the difficulty of your perception rolls by -2 if you're trying to spot potential trouble. Maybe your keen senses help you hear, smell, feel, or otherwise perceive trespassers; perhaps you've got passive sonar or high-tech scanning devices. Maybe the wind speaks to you. Whatever the reason, you're seldom surprised by anything that's not teleported to your location, stepping in from the Umbra, or otherwise using unusual methods to surprise you.
Blending: This creature has the ability to alter their appearance to match the dominant attributes of their surroundings, much like a chameleon. Creatures with this power can either slowly acclimate to their surroundings, requiring at least a scene, or they may quickly acclimate through a successful Wits + Survival roll, difficulty 8. Creatures with mana can spent 2 points to immediately blend into their environment. Successfully Blending causes a +2 difficulty to perceive the creature with any natural sense.
Spirit Vision: Although you cannot pass over the Gauntlet (unless you also have Spirit Travel, that is), this Advantage allows you to perceive the local spirit world, nearby spirits, and the overall "feel" of that realm beyond the mortal world. Despite its name this power might involve other senses; perhaps you smell the rotting presence of a Bane spirit, or hear the crackle of hellish flames and the wails of damned souls when a demon lingers on the other side of the Gauntlet.
In game terms, your Spirit Sight lets you sense the Penumbra in your immediate surroundings. Most times, this vision overlaps your perceptions of the material world, which can get confusing and occasionally alarming if you stray, perhaps, into an area with a hostile spiritual landscape. (A battlefield, a haunted house, a Nephandic Node, and so forth.) By taking a moment or two to focus on one realm or the other, you can concentrate on either the material world or the Penumbra without being distracted by the other side. Most often, however, you seem flighty and distracted, occasionally talking to people who, as far as most folks are concerned, aren't really there. The entities on the other side of the Gauntlet, meanwhile, can usually tell if you perceive them… and they might not be happy about being so exposed. Dominance: You have a naturally commanding demeanor, or an elevated place in the social hierarchy of your people or species. Therefore, you gain three additional dice to any Social interaction within the appropriate groups, and also reduce the difficulties for your Intimidation or Leadership rolls by –2.
Aww: Cuteness excuses a multitude of sins. In your case, you're so adorable that people tend to give you more slack than your activities deserve. Every point in this Advantage adds one die to the Social rolls you make based upon endearing yourself to someone through your sheer cuteness. This power works in any form, but it grants only half of the usual bonus (rounded up) when you're in a human guise (One Dice).
Soak Aggravated: Thanks to a hardy frame, thick skin, great size, elemental materials, or some other physiological gift, you can soak lethal damage as if it were bashing damage instead. As with Soak Lethal Damage, above, you can soak both lethal and aggravated damage.
Rage 4 [Usable Only in Spirit Form without Ferocity]
Mana Pool: 24 (Gnosis*4)
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0 (Seven soak dice, total)
Attack: Bite for five dice (lethal); claw for three dice (bashing)/Aggravating Special
Gift of Tongues: Once attuned to a Land may speak any tongue spoken by the living or the dead in that land
Deathless Beast Fetter: Each time the sun crosses the horizon, hound may choose to walk in flesh or spirit, living being or a ghostly spy.
Graveyard Bite: All attacks to Aggravated Damage to the unquiet dead
Death Sense: With a successful Perception+Awareness roll you may sense spirits across the veil and well as the presence of impending death
Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Mana spent by the entity blocks one health level of damage from an incoming attack that turn.
This Charm deflects bashing, lethal, and aggravated damage equally well, and protects against damage caused by magickal assaults as well as it protects against physical ones.
A spirit may employ this Charm for as long as that character's Mana Trait holds out. A mortal host blessed with this Charm by a spirit helper, however, may deflect up to five health levels of damage per turn; additional damage slides past the deflection effect and affects the host normally.
Alacrity: Damn, you're fast! Capable of bursts of inhuman speed, you can strike before most people can think. Each two points spent in this Advantage, up to the maximum six points, allows you to spend a Willpower point and take one extra action within a single turn. One Extra action per turn
Tide of Fortune: Invoking the fickle currents of fortune, you can employ a combination of the spirit powers Bad Luck Charm and Good Luck Charm. Instead of spending a point of Mana, you must spend a point of Willpower to confer ill or happy fortune upon the target of your whims.
Bad Luck Curse: The hallmark power of black cats and other beasts of ill-omen, this Charm directs the tides of fate and fortune to curse the ass of some beleaguered mortal. The spirit's player spends one point of Mana and rolls that spirit's Gnosis against difficulty 6. Each success on that roll changes the result of the targeted character's next roll into a 1. Thus, an otherwise-successful roll can be turned into a failure… and, if there are no more successes left, but one or more 1s on that roll, into a Botch. The spirit may use this Charm as often as it likes. Pissing off a black-cat spirit then, is a fast-track trip to a really bad day.
Good Luck Charm: By adjusting the flow of fortune, the spirit offers good luck to the object of its affections. One Mana point allows the favored character to reroll a single task, though for better or worse that character must keep the results of the second roll. This Charm can be employed only once for any given task but can be used as often as the spirit desires.
Earthbound: A bond with your surroundings helps you perceive trouble and respond to possible threats. Rules-wise, this Advantage reduces the difficulty of your perception rolls by -2 if you're trying to spot potential trouble. Maybe your keen senses help you hear, smell, feel, or otherwise perceive trespassers; perhaps you've got passive sonar or high-tech scanning devices. Maybe the wind speaks to you. Whatever the reason, you're seldom surprised by anything that's not teleported to your location, stepping in from the Umbra, or otherwise using unusual methods to surprise you.
Soak Aggravated: Thanks to a hardy frame, thick skin, great size, elemental materials, or some other physiological gift, you can soak lethal damage as if it were bashing damage instead. As with Soak Lethal Damage, above, you can soak both lethal and aggravated damage.
Rage 4 [Usable Only in Spirit Form without Ferocity]
Mana Pool: 24 (Gnosis*4)
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0 (Seven soak dice, total)
Attack: Bite for five dice (lethal); claw for three dice (bashing)/Aggravating Special
Gift of Tongues: Once attuned to a Land may speak any tongue spoken by the living or the dead in that land
Deathless Beast Fetter: Each time the sun crosses the horizon, hound may choose to walk in flesh or spirit, living being or a ghostly spy.
Graveyard Bite: All attacks to Aggravated Damage to the unquiet dead
Death Sense: With a successful Perception+Awareness roll you may sense spirits across the veil and well as the presence of impending death
Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Mana spent by the entity blocks one health level of damage from an incoming attack that turn.
This Charm deflects bashing, lethal, and aggravated damage equally well, and protects against damage caused by magickal assaults as well as it protects against physical ones.
A spirit may employ this Charm for as long as that character's Mana Trait holds out. A mortal host blessed with this Charm by a spirit helper, however, may deflect up to five health levels of damage per turn; additional damage slides past the deflection effect and affects the host normally.
Alacrity: Damn, you're fast! Capable of bursts of inhuman speed, you can strike before most people can think. Each two points spent in this Advantage, up to the maximum six points, allows you to spend a Willpower point and take one extra action within a single turn. One Extra action per turn
Healing Lick: In legend and in fact, animals can lick wounds in order to soothe the pain. Certain beasts, however, can do more than that: Their licking actually heals cuts, burns, and so forth. With this Advantage, you can repair a certain amount of external damage — gashes, slashes, and the like, as opposed to venom or broken bones. For three points, you can heal one health level of bashing per 2 Mana Spent
Mana Gift: You may freely share Mana with a mortal practitioner, though the rate of exchange depends on how much the mortal is aligned to your nature. Worshiper denotes a mortal who actively venerates you as a god (however minor); resonant is a mortal practitioner whose power aligns with your nature, for instance a medium for a hound of death. Unaligned is everyone else.
Alignment Exchange
Worshiper 1 to 1
Resonant 2 to 1
Unaligned 3 to 1 Aww: Cuteness excuses a multitude of sins. In your case, you're so adorable that people tend to give you more slack than your activities deserve. Every point in this Advantage adds one die to the Social rolls you make based upon endearing yourself to someone through your sheer cuteness. This power works in any form, but it grants only half of the usual bonus (rounded up) when you're in a human guise (One Dice).
Soak Aggravated: Thanks to a hardy frame, thick skin, great size, elemental materials, or some other physiological gift, you can soak lethal damage as if it were bashing damage instead. As with Soak Lethal Damage, above, you can soak both lethal and aggravated damage.
Okay as per the vote for the dogs they all have soak aggravated and seven physical attributes there was a considerable rule break that all of them had alacrity 2 in the vote but only spent two Advantage points on it which is only enough for alacrity 1 so I have them all labeled with alacrity one I don't think anyone wants to relitigate making Lydia's dogs just because there's a bit of an overspend on Uju32's part.
Cŵn Annwn/Hound of Arawn
Attributes: Strength 3, Dexterity 4, Stamina 2, Perception 3, Intelligence 4, Wits 3
Abilities: Alertness 3, Athletics 2, Awareness 3, Brawl 3, Empathy 2, Intimidation 4, Stealth 2, Survival (Tracking) 4; Occult (Ghosts) 3
Willpower: 6
Gnosis: 6
Rage 4 [Usable Only in Spirit Form without Ferocity]
Mana Pool: 24 (Gnosis*4)
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0 (two soak dice, total)
Attack: Bite for five dice (lethal); claw for three dice (bashing)/Aggravating Special
Gift of Tongues: Once attuned to a Land may speak any tongue spoken by the living or the dead in that land Deathless Beast Fetter: Each time the sun crosses the horizon, hound may choose to walk in flesh or spirit, living being or a ghostly spy. Graveyard Bite: All attacks to Aggravated Damage to the unquiet dead Death Sense: With a successful Perception+Awareness roll you may sense spirits across the veil and well as the presence of impending death Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Mana spent by the entity blocks one health level of damage from an incoming attack that turn.
This Charm deflects bashing, lethal, and aggravated damage equally well, and protects against damage caused by magickal assaults as well as it protects against physical ones.
A spirit may employ this Charm for as long as that character's Mana Trait holds out. A mortal host blessed with this Charm by a spirit helper, however, may deflect up to five health levels of damage per turn; additional damage slides past the deflection effect and affects the host normally.
@DragonParadox that should cover the increase soak due to stamina the equipment that we have Lydia's equipment currently and her familiars though there is one thing the vampire sections in our counter spell and Olivia's counterspell were left blank so you could fill them with in with in world text, I do just want to let you know that both of them still have the ???? In them. Hopefully this should be the last of the character sheet stuff.
[X] The Grace of Fallen Angels... even the memory of angels, the echo broken across time could move the hearts of men once more to do great and terribile thigns, but did she want that, did she dare? (Use her Apocalyptic Form)
Because honestly? I think it's time that the red court be put on notice that their subscription to life is expiring soon
I don't think we should have a vote to undo or not something that the overwhelming vast majority voted for just because you voted against it and don't like what won.
I didn't vote against that. I was never aware that that was a thing that was voted on.
Hell, my vote that turn wasn't even against what I thought that that part would eventually become. I was completely fine with us making more Olivias. I was voting entirely based on whether or not we encouraged Olivia to give up on the rest of her life to devote herself to the fight, and I'm fine with how that turned out. She was going way less extreme than I worried. Given that there was a bunch of debate about how important college was for Olivia and the like, it seemed that was what we were deciding as a player base there.
I was wondering if we could be able to pick and choose who we turn into more Olivias rather than just automatically transforming the very next people that we worked with. People that we had already voted on using FSB with. Also, we really need a term for what we've made Olivia into if there's going to be more than just her.
[X] The Grace of Fallen Angels... even the memory of angels, the echo broken across time could move the hearts of men once more to do great and terribile thigns, but did she want that, did she dare? (Use her Apocalyptic Form)
I was wondering if we could be able to pick and choose who we turn into more Olivias rather than just automatically transforming the very next people that we worked with.
When you said the "rest of the politicians" I read your post straightforwardly.
So if I have this right, the expectation was that after agreeing with Olivia, we'd commit to both FSB and IDU for the government officials but that we'd vet them individually before deciding which to apply? Yeah I can see where the confusion may have come from now.
I am.. not sure what criteria you'd want us to be looking for however if we'd be going about it slower by vetting them or having them vetted in some manner on a case by case basis.
They are not vampires. Honestly, if we were making vampires, we probably could do my favorite trick. Aka show everyone what specially designed vampire super soldiers look like, as opposed to natural predators like white and red vampires.
But I think it's better to rely on the mechanism of Po awakening and Eastern terminology in order to describe the results of Molly's work on Olivia.
Let me see if I can compile those right quick thank you for pointing those out I didn't even think to add her familiars to Lydia's sheet while I was updating it.
Adhoc vote count started by Anaja on Jan 8, 2025 at 7:20 AM, finished with 35 posts and 6 votes.
[X] The Grace of Fallen Angels... even the memory of angels, the echo broken across time could move the hearts of men once more to do great and terribile thigns, but did she want that, did she dare? (Use her Apocalyptic Form)
[X] The Grace of Fallen Angels... even the memory of angels, the echo broken across time could move the hearts of men once more to do great and terribile thigns, but did she want that, did she dare? (Use her Apocalyptic Form)
When you said the "rest of the politicians" I read your post straightforwardly.
So if I have this right, the expectation was that after agreeing with Olivia, we'd commit to both FSB and IDU for the government officials but that we'd vet them individually before deciding which to apply? Yeah I can see where the confusion may have come from now.
I am.. not sure what criteria you'd want us to be looking for however if we'd be going about it slower by vetting them or having them vetted in some manner on a case by case basis.
They are not vampires. Honestly, if we were making vampires, we probably could do my favorite trick. Aka show everyone what specially designed vampire super soldiers look like, as opposed to natural predators like white and red vampires.
But I think it's better to rely on the mechanism of Po awakening and Eastern terminology in order to describe the results of Molly's work on Olivia.
Vamps aren't the only ones with that naming scheme, The Winter Court and Summer Court do it to. If anything an "X" Court nickname is just what the near mortal supernatural world gives you if you're present and politically active enough on earth to be important.
So I think that would be a valid name if the wizards weren't already using it for the FCF as a whole.
Personally I like the idea of referring to them as brazen or something like that, because of the double meaning and general wordplay potential.
Yeah, because Denarians can play that game better than Tiffany can since they have a bonafide Angel helping them. Seems like it could cause an issue later if they poke their noses in.
[X] Sell them a better deal, wealth, power, good health, all of those are up for grabs and she is a good salesman, she was made to be one after all
Adhoc vote count started by Ivar on Jan 8, 2025 at 10:16 AM, finished with 43 posts and 10 votes.
[X] The Grace of Fallen Angels... even the memory of angels, the echo broken across time could move the hearts of men once more to do great and terribile thigns, but did she want that, did she dare? (Use her Apocalyptic Form)
@DragonParadox , the char sheet still says that Molly's soak is 4, when it should be 6 (Sta 5 + 1 Armor). Our gear is also missing Dark Sun Shield, especially its description of being used as a thrown weapon.
Also, I am not seeing Lydia's gear in her sheet, like the jacket she took off Kattrin. Her familiar is also not there.
Is the char sheet very out of date? Is there an updated version anywhere that I can take a look at?
Is it possible for us to add something to the vote on whether or not to Olivia the rest of the politicians? I know that I'm definitely more wary about if and how exactly we empower them compared to Susan and people who have spent years and years in the Fellowship.
Sure, if you want to, but keep in mind that they have to obey you or they are going to come down with a case of vampire spit addiction again... and also suffer from all their fomori negatives. Molly does have infernal powers.
They are all Torment 10. Their apocalyptic forms are monstrous. Tiffany is torment 3, that's still low torment. She isn't really pulling out fallen angel look.
It is getting kind of late for me and one way or the other this is going to be a very weighty update so I think I'll leave this one until the morning so you guys also have more time to debate.
Yeah, because Denarians can play that game better than Tiffany can since they have a bonafide Angel helping them. Seems like it could cause an issue later if they poke their noses in.
I have three lines of rebuttal:
1) Can they? They have more power, yes, but are mostly limited to expressing it with the help of their mortal hosts. Can they even do soul trading in the way Tiffany can? We certainly never see this in canon. @DragonParadox can Denarians enter pacts for Faith like Tiffany can, or is that an ability unique to her? I can see the coins limiting them to only being able to pact their current coin bearer.
2) They are all Torment 10, ie maximum torment, and their warforms are monstrous, and their powers are twisted and evil. They cannot use soulfire, only hellfire, etc. Yes, they can have their host use illusions, or mental intrusion, but any mortal wizard and at least some white court whampires could also do this. Which leads me to my third line of defense of this action:
3) Not doing this does not in any way, shape or form, prevent denarians from playing the angel game. They have their cult followings, like Nicodemius and his family have their tongueless squires. If they wanted to play the "we are angels fo the Lord" card to try to discredit us, I am fairly sure there's nothing stopping them - we know that they are not fey and are allowed to outright lie, or have their hosts lie.