Green Flame Rising (Exalted vs Dresden Files)

Actually, a few more things.

Would this bypass our soak and be attacking us by effecting the sword or do you mean from being close to him? Cause stopping us from simply summoning him back sounds like a shaping effect and Usum has always been described as indestructible.

Yup, that would be shaping

Yeah, but the scene description didn't really convey what was going on very well in my opinion. I don't think I could describe to you where we were for most of this event.

Not entirely satisfied with it myself, it had a lot of moving pieces and I was stressing out over counting dice manually. :(
 
I think that yes, the Denarians are scary and we shouldn't underestimate them. But Molly and the rest of the crew are also far from little children and I think our special tricks slightly weigh them down due to the fact that we are free, yes.

But all this shows is that we need to pack our things for our team... And one more thing, Akariel really underestimated how dangerous it is to give away your power in an attempt to threaten during a villainous monologue. Classic mistake.
 
[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history

So what are we going to do to turn this into a more stable connection with Azhi?
 
We aren't Micheal, don't have to follow the Knight's rules. There's something to be said about some Denarians being victims to eldritch intelligences older than the current creation in of themselves though. Don't.. really have the time to properly secure him right now and he has plenty of blood on his hands. Locking up Denarians is particularly dangerous since they can summon the Coin back apparently. Probably wouldn't work in Molly's soul since the Swords aren't allowed in there and the Swords need to be able to counter and respond to them for their game to work. So keeping him locked in a dungeon is likely an option though I don't really want to spend the essence.

Also killing him would get some points with Azhi and not doing so would probably turn this into an argument with him which would I could see resulting in certain people spending even more essence on an excellency to try and convince him. Not worth it when everything is still on fire and this is a marathon not a sprint and we've spent enough here as is. I feel like he'll have an issue with how we tend to spare people who surrender (not always killed the Hollow Man for example) later on if we continue to work with him but like Molly said that's a problem for the future. The guy doesn't even know he's speaking to royalty yet.

[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history

The corpse would probably make for a good regent and Crown foci besides.
 
[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history
 
[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history
 
[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history
 
[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history

There is a difference between Molly trying to be like her father, an Molly trying to be like a Knight of the Cross. We can still offer a chance of redemption to someone like Sanya, without being obligated to have to offer it to older hosts, who are only theoretically redeemable. And since we have derailed the canon, this should be Akariel's old host, who would have gotten killed in Small Favors.

The host could have had value as an intelligence asset imprisoned in Sanctuary, if we had captured them alone, but right now getting brownie points from the Abyssals is more valuable.

I feel like he'll have an issue with how we tend to spare people who surrender (not always killed the Hollow Man for example) later on if we continue to work with him but like Molly said that's a problem for the future.

That's another reason to kill right now. To show that we aren't unreasonable about dangerous enemies who don't surrender.
 
OOC: If Molly had faught this thing she would have been rolling contested Essence vs Faith rolls with every attack and if she lost one Usum would have gotten stuck in there with you taking 2 Wounds/Turn while he was in there and needing to perform a feat of strength to get him out, that was one of Akariel's tricks... well that and the shape changing and he has a decent social sheet. You get the point Denarians even middle of the pack Denarians are scary. But you know, you listened to the guy who can roll 22 dice for coming up with a battlefield strategy on the fly while having a lot of tools at your disposal.
This actually sounds super strange. I would actually have expected Azhi Dahaka to have been wrong since he doesn't have all the information. Usum is part of Molly's soul , as much a part of her being as her fist or teeth are. Or, from another perspective, Usum is a demon Usum, and the edge of his blade is as much his teeth as they are those of a sabertoothed tiger. Of course, he's also conceptually a weapon of sorts... Yeah, this is something that we shall keep in mind, ok.

Still, we did good to follow the abyssals advice - it builds trust.
Yup, that would be shaping
To clarify - would shaping defense stop the effect?
So what are we going to do to turn this into a more stable connection with Azhi?
For him, and all others, I kinda want to, after we finish the remaining two abyssals, call Uriel. We have his Name from his own lips. Call him down, maybe even get Harry to do this, and ask him to provide what briefing he can. Maybe do some preliminary talking ourselves (definitely do that).

[X] Kill Akariel, it will likely win you favor with Silver for her nature, certainly with Azhi Dahaka for his history
 
[X] Offer the Denarian the chance to surrender the Coin including the healing he would need to do so safely, it's what Dad would do

He'll most likely refuse, but we should give him the chance. A former Shih must have reasons to go Denarian.
 
For him, and all others, I kinda want to, after we finish the remaining two abyssals, call Uriel. We have his Name from his own lips. Call him down, maybe even get Harry to do this, and ask him to provide what briefing he can. Maybe do some preliminary talking ourselves (definitely do that).
That doesn't necessarily tie him to us, and Angelic intervention is a very tricky thing in any case. I favor answering their questions ourselves first.
 
Okay I think I get it or at least I think I get what you're getting at but shouldn't this be something like "Lay the Geas" rather than focusing on the surrender oaths focus on the inborn bindings and restrictions that they deliberately placed on the gods and the Elementals and who knows how many other species that prevented them from striking at the primordials.

As you have a stipulation that mentions creating a being maybe something more focused on the beings who created slavery in the first place on purpose creating living tools that were bound to never resist is a better place to draw from both thematically as Undisputed Tyrant and kind of fluffwise as the surrender oaths were something that was done to the primordials not something they controlled in any particular way and well anything even kind of remotely similar to The Surrender Oaths is less than dust at this point kind of like the great curse.

Though my main problem remains there are absolute effects in EXvs WOD this much is undoubted. Just the no way to tell or to escape gives me the heebie-jeebies as ancient sorcery can be counter spelled and that's the closest thing other than devil refining cauldron or SPS to this as at least both of those are essentially just methods of killing the enemy and getting something useful out of it.
Not sure what you mean by escape or tell, to be honest. Let's consider Magnanimous Warning Glyph and Verdant Emptiness Empowerment - those are closest in nature to the proposed charm:
Applying a lingering touch to her unwitting new
subject – a firm hand upon the shoulder, a lover's em-
brace, a boot placed upon the chest of the fallen – the
Infernal places a mystic brand on her target, invisible
to normal senses but plainly apparent to mystic scruti-
ny: it is a mark of ownership, a warning, and a terrible
weapon. Should the one so marked ever dare to defy or
raise a hand against the Infernal, the glyph detonates
in a torrent of acid and fire.
System: The Infernal touches her target for at least
one full turn and spends 1 Essence to place the glyph.
Scrutiny with mystic sensory powers such as Aura sight
or various feats of magick reveal a sigil bubbling with
suppressed green flames. The target instinctively un-
derstands that he must not oppose the Infernal, but
gains no clear idea of the consequences. Attempting
to attack the Infernal instantly causes the glyph to
detonate, as does unambiguously telling her "no" in
response to a request or command. When the glyph
erupts, it inflicts (highest of Strength, Charisma, or
Intelligence) levels of automatic aggravated damage.
Thankfully, this also purges the glyph, releasing the
target from servitude – at least so long as the Infernal
doesn't apply another one.
There's no saving throw (well, except for perfect shaping defenses, I guess). You touch someone for a turn, spend motes, and they are branded. You can resist, but you'll suffer automatic agg damage (the text makes me think that there's no soak for this). And a lot of it (up to 5 normally).
Even the damned pray, and the Infernal may
choose to answer these prayers. When the Infernal
hears another being express a wish to be something
they currently are not (stronger, smarter, more beau-
tiful, more wealthy, and so forth), she may reach out
with her Essence to grant the stated wish, even if the
wish was not uttered in serious expectation of fulfill-
ment. There is, of course, a price.
System: Upon hearing an uttered wish, the Infernal
may spend 5 Essence to grant it. The world conspires to
bring about the Infernal's blessing as soon as possible,
usually within the same scene. The beneficiary knows
only that the hand of fortune is upon them, and they
may accept or reject it. Rejection costs a point of Will-
power. Sensing the sinister price attached to the gift re-
quires a Perception + Awareness roll against difficulty 8.
The Infernal can grant any of the following: a dot of
an Attribute; a dot of an Ability; a dot of a Background;
a Merit; or she can remove a Flaw. No character can
have more than one wish granted in the course of a year.
There are two hidden prices to the Infernal's gift.
First: At any point after granting a wish, the In-
fernal may approach the beneficiary and ask them to
perform one task on her behalf. The task may be as
involved or lengthy as the Infernal desires, so long as
it isn't impossible or utterly suicidal, and so long as it
has some defined end-point within a year and a day. If
the beneficiary refuses or shirks the Infernal's task, he
is ripped from the world and cast into the Hell of Bur-
rowing Maggots… and he is instinctively aware of the
wages of disobedience, once the task has been spoken.
Second: After accepting three gifts from the Infer-
nal, the beneficiary becomes a creature of darkness,
instinctively loyal to the Infernal, who reduces the dif-
ficulty of all social rolls against the character by three.
Here, the target (notably, not necessarily mortal, which is very interesting indeed) has a chance to escape, but not to resist, and doesn't get to notice the hidden price.

So, how about this:
Standing over her lessers, the Infernal invokes her rights as both a conquering empress and the heir of primordial demiurges.

System: After defeating in a contest her victim was aware of, or creating someone, the Infernal may spend 5 motes of Essence and speak the terms of of one absolute commandment or prohibition. Her words, and the intent behind them, inscribe themselves upon the soul of her target - they cannot forget it, or misunderstand it, no matter how much they try or what effects they are under. To anyone with supernatural perception, the commandment makes form of green glowing scripture carved into the target's soul in a language that anyone seeing it can understand. The effect cannot be something that will directly and actively harm the target, like commanding a mortal human to stop breathing. The commandment she creates must have an escape clause that could, at least in theory, be fulfilled by the target within a year and a day. The infernal is not made aware if the escape clause is triggered.

An infernal may only subject a given person to one Commandment at a time.
I added target's awareness, added more detail in general. This is sorta kinda VEE, only the condition is "we defeat them" or "we create them". A possible way to alter this would be to go for VEE's enforcement, i.e. "if you break it, you die, full stop".
kay that's interesting the dot rating probably needs to go up by one if that's the case and they're probably needs to be some kind of awareness roll at a kind of high difficulty because it is a magical effect that directly interfaces with another person but other than that that's fine. I would look at verdant emptiness endowment to see how it goes about complimentary effects.
The charm is intended as an analog of

Though she may not be the strongest, fastest, or most
skilled, the Solar can make up for all other deficiencies
with her lightning acumen and precise analytical abilities.
System: Reflexively spend 1 Essence to substitute
Intelligence in place of any other Attribute, or Academ-
ics in place of any other Ability for the next (Essence +
1) turns, or (Essence + 1) minutes outside of combat.
Alternately, by spending 1 Essence and 1 Willpower, the
Exalt can roll Intelligence + Academics in place of an-
other specific Attribute + Ability pool for that duration.
Supernal Effect: The Solar is connected, in the
depths of her soul, to the wellspring of all human wis-
dom, all human endeavor. By meditating for an hour
and descending deep into the Akashic records, she may
make an Intelligence roll to retrieve a desired Knowl-
edge (difficulty 6), Skill (difficulty 7), or Talent (diffi-
culty 8). She gains a number of dots in the retrieved
Ability equal to the successes rolled (to a maximum of
5) until she next sleeps or meditates.
and
Calculation is inevitability. The Abyssal negates
any other disadvantages with cold, pristine logic.
System: Reflexively spend 1 Essence to substitute
Intelligence in place of any other Attribute, or Academ-
ics in place of any other Ability for the next (Essence +
1) turns, or (Essence + 1) minutes outside of combat.
Alternately, by spending 1 Essence and 1 Willpower, the
Exalt can roll Intelligence + Academics in place of an-
other specific Attribute + Ability pool for that duration.
Apocalyptic Effect: The Abyssal may draw slivers
of memory and identity from the swirling depths of
the Sea of Shadows to serve her needs. By meditating
for an hour and connecting herself to the Tempest that
forever rages in the depths of the Underworld, she may
make an Intelligence roll to retrieve a desired Knowl-
edge (difficulty 6), Skill (difficulty 7), or Talent (diffi-
culty 8). She gains a number of dots in the retrieved
Ability equal to the successes rolled (to a maximum of
5) until she next sleeps or meditates.
Both of which are 2 dot charms. The logic goes something like this: solaroids are champions of perfection. They have their own excellence and brilliance which allows them to accomplish impossible feats. Infernals are not. They are tainted essence and broken primordial might catalyzed by mortal will into something potentially transcendent. They should be late bloomers, wading through garbase refuse of hell until they bloom into a flower so beautiful it outshines the sun.

So, instead of allowing an infernal to do her own thing, she instead transcends her mythos and imitates someone else. Note, that the charm text was intended to make it clear - she isn't borrowing anything, She is imitating what she sees. In-universe this would be Molly-the-Primordial taking a peek at the target she is touching, and, because she's not as limited by her themes as original Primordials were, temporarily stretching beyond her own themes to gain ability to compete skill-wise, with her opponent.

Also, to be clear: using it against hostiles is only one option. EMH is absolutely intended for this too. I would even argue that non-solid EMH should allow Molly to do this.

Speaking of late bloomers and endgame charms, what do you think about this charmline (the two-dot charm I'll probably be redoing completely or at least significantly, and probably folding it into a proposed additional charms for Fivefold Courts)?
Willpower used defensively is basically covered by our Perfect Mental defense, so there's no point to it.

Essence on the other hand, is highly relevant to all attempts to counterspell our Charms, especially those without activation roll.
You're locking out Mages from messing with us there, which is one of the last places shere they can mess with us at all, since certainly no mage we've seen so far can win a straight physical fight, and the mental side is shit down anyway.

Please just keep in mind that DP has to be able to build enemies that can credibly threaten Molly, or we might as well call the quest over.
Shitting down one more of the few ways to do so is counterproductive in my eyes.
Ok, yeah, fair enough. I'll think of something else. I like the idea of exploring how Infernals should be more beings of essence than other solaroids.

That doesn't necessarily tie him to us, and Angelic intervention is a very tricky thing in any case. I favor answering their questions ourselves first.
Yeah, probably. In any case, a basically, as soon as we have a moment to breathe, we need to organize full briefing for them. Get them hotel rooms (if we are not hosting them in the Sanctuary), then do a full briefing of what's going on as far as we understand it. Explain magic and a lot of context about it, like the Laws. Explain at least some history.
 
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@Yog
About the Surrender Oath issue, you are aware that Infernals, like most sorts of Exalted in ExWod have a Caste for that?

the CroWn oF Kings
The Infernal may spend 1 Essence to sanctify any oath she has personally witnessed, scribing the words of the pact on the air with Essence. Any who should break this oath begins to radiate corrupt Essence that draws in great swarms of powerful, wicked spirits that desire nothing more than to feast on the oathbreaker and everything she spends a great deal of time in contact with. Additionally, if the Infernal approaches any of the night folk on legitimate business and they offer her or her companions unprovoked violence, then any roll made by the offending supernatural during the course of that violence which produces even a single 1 becomes an automatic botch.
The whole "sanctify an oath" business is something above Charms.
Eclipse Solars and Moonshadow Abyssals can also do it.

Making someone swear to you after a defeat is possible with those features. If they prefer that over dying.
 
@Yog
About the Surrender Oath issue, you are aware that Infernals, like most sorts of Exalted in ExWod have a Caste for that?


The whole "sanctify an oath" business is something above Charms.
Eclipse Solars and Moonshadow Abyssals can also do it.

Making someone swear to you after a defeat is possible with those features. If they prefer that over dying.
Yes, I am aware, but I feel there's a difference. For one, "sanctify an oath she witnesses" is much, much more broad than what I am proposing. An exalted hidden in a crowd when a politician gets sworn into office, or hearing someone "I'll give my right testicle for a can of beer" could sanctify such an oath. Oath in general is a more broad category. "We shall go to the moon" is an oath. I intended the commandments to be more prohibitive.

The difference between my proposal and the sanctify oaths ability is like the difference between Naked Wicked Souls and the Crown of Eyes, I think. Or at least it was intended as such. It seems I'll have to workshop it more.
 
There's no saving throw (well, except for perfect shaping defenses, I guess). You touch someone for a turn, spend motes, and they are branded. You can resist, but you'll suffer automatic agg damage (the text makes me think that there's no soak for this). And a lot of it (up to 5 normally).
I'm not quite sure what you mean here there's an ability to immediately lock with mystical senses where and how the glyph is attached to the person. If you are away from the infernal for any period of time and have magical Acumen then you literally can study the glyph and could just peel it off as long as you don't tell the infernal no when they command you to do something in the mean time it doesn't stop any level of resistance outside of obeying the commands of The Infernal.
Here, the target (notably, not necessarily mortal, which is very interesting indeed) has a chance to escape, but not to resist, and doesn't get to notice the hidden price.
Also not quite sure what you mean here it can be resisted with a point of willpower and they can notice the hidden price with an awareness roll.
beneficiary knows only that the hand of fortune is upon them, and they may accept or reject it. Rejection costs a point of Willpower. Sensing the sinister price attached to the gift requires a Perception + Awareness roll against difficulty 8.
I added target's awareness, added more detail in general. This is sorta kinda VEE, only the condition is "we defeat them" or "we create them". A possible way to alter this would be to go for VEE's enforcement, i.e. "if you break it, you die, full stop".
Yeah that looks fine to me. The sensory component gives the ability to understand the binding even if the character/ NPC has no chance of ever breaking it understanding the attachment mystically speaking is kind of important because it gives the opportunity for resistance even if that resistance is purely in the mind of the character that has the bindings.
Both of which are 2 dot charms. The logic goes something like this: solaroids are champions of perfection. They have their own excellence and brilliance which allows them to accomplish impossible feats. Infernals are not. They are tainted essence and broken primordial might catalyzed by mortal will into something potentially transcendent. They should be late bloomers, wading through garbase refuse of hell until they bloom into a flower so beautiful it outshines the sun.

So, instead of allowing an infernal to do her own thing, she instead transcends her mythos and imitates someone else. Note, that the charm text was intended to make it clear - she isn't borrowing anything, She is imitating what she sees. In-universe this would be Molly-the-Primordial taking a peek at the target she is touching, and, because she's not as limited by her themes as original Primordials were, temporarily stretching beyond her own themes to gain ability to compete skill-wise, with her opponent.

Also, to be clear: using it against hostiles is only one option. EMH is absolutely intended for this too. I would even argue that non-solid EMH should allow Molly to do this.
Okay that's my bad completely because while the charms text doesn't mention taking an ability it does mention transcending their own capabilities the charm's name is borrowed in it so I assumed that's what it was which yeah if it is an analog for all according to plan and heaven turning calculations then yeah it's perfectly fine the name threw me off that's my bad.
 
[X] Offer the Denarian the chance to surrender the Coin including the healing he would need to do so safely, it's what Dad would do

Everyone gets a chance to stop and change their path. If he doesn't take it, then we can kill him.
After all, second chances are so important an idea to us that our soul is a world of immortals.
 
[X] Offer the Denarian the chance to surrender the Coin including the healing he would need to do so safely, it's what Dad would do

Do note this is not a costless choice considering "including the healing he would need to do so safely"?
 
Another Splendor
Storm shepherd's Wings [°°]
A set of brass wings with intricately designed interlocking feathers within them the fury of the storm can be contained the lightning upon their metal the wind within their locks the clouds within their Beats.
Form element
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or is marked with decorations evocative of winds and clouds. It might be made of ice. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the elemental power of air. Other Elements may draw upon this fact.The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its user's basic movement speed, before any multiplication by Charms or other powers, by (Splendor's rating) yards per turn.
Root element
Long Reach (3 pt. Root Element)
This Element can only be part of an Adornment.
The Splendor allows the Exalt to use one particular Ability, such as Larceny or Brawl, from
much farther away than she really ought to be able. The Exalt can act from (Splendor's rating) x
5 yards past her normal limits. In this case melee because you Block with the wings to catch the lightning l.
Mystic element
Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.

This one is primarily for catching storm related and wind related reagents like catching 100 lightning bolts or catching a storm and cradling it in our wings and taking it home to make a Wonder of it. The reason it doesn't have protection on it is cuz we have WHWH and I picked Long Reach because if you're going to be catching lightning with your wings you want to be able to do it at a distance greater than your body.
Okay trying out the craft mostly splendors need to see at least if they are legal.
Blackened Brass of grasping [°°]
Black near ashy oddly flexible brass gloves. Made by Molly Carpenter to gather Regents too hot or made of flame for greater processing into larger miracles.
Form element
Form of Crackling Fire (1 pt. Form Element)
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 freestanding
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.
Root element
Sacred Protection (3 pt. Root Element)
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
Mystic element
Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.

The hope is that this will help with gathering reagents especially with Rendered Villain dispersal just pop on in the ocean or River end up in Hawaii with the gloves take a dip in the volcano and grab whatever you might want out of it go back to the ocean keeping the stuff hot put it into a splendor.
Yeah I was looking these up while I was doing the Homebrew corner and they are ancient both in format and in mechanical format. So I thought I'd update them and see if I can get them approved. @DragonParadox do these look okay?
Blackened Brass of Grasping ●●
Black near ashy oddly flexible brass gloves. Made by Molly Carpenter to gather Regents too hot or made of flame for greater processing into larger miracles. The usage of Ember Ensnaring arts ensures both potency and longevity.

System: Ember Ensnaring Art as the name suggests is the ability to capture larger and greater sources of Fire Essence be it Flame or lava and keep them hot and Alive long enough to be worked. Capturing the essence of a source or phenomena is Charisma + Empathy roll with a starting difficulty of five then moving up by the magnitude of the source or phenomena.
  • 5 – Large bonfires (Sacrificial flames)
  • 6 – Small building fire (2 to 3 stories)
  • 7 – City block fire or geothermal vent
  • 8 – City-wide fire or lava field
  • 9 – 40,000-acre forest fire or active volcano
Successfully capturing the source or phenomenon creates a crystalline sphere of translucent obsidian about the size of two clenched Fists pressed together looking at it/inside of it reveals the roiling Inferno or boiling hellscape captured within, though oddly these spheres are cool to the touch. Generally whether on purpose or accident containing generated Supernatural phenomenon essentially places a contested roll of Splendor rating + Essence, P'o, Faith, Instinct, Arete/2, Ritual, Mana vs the Pool that is maintaining the effect rolled at the difficulty of the scale of the effect.
Construction/Generation of Fire/Smoke/Lava objects due to the 'uniqueness' of the medium simple monobody/featureless constructs are fast & easy ranging from Difficulty 3 rough spheres to difficulty 5 pole/rod/javelin everything in that range can be made reflexively. Featured/Complex forms require a turn to shape and range from Cube (difficulty 6) to Glove/Boot (difficulty 8) needing to spontaneously generate the given Fire or Smoke increases the difficulty by 1. Lava cannot be spontaneously generated.

By default Smoke constructs deal Bashing and Fire/Lava Deals Aggravated changing this requires an additional success on the craft roll. By default Fire cannot be made solid enough to resist Solids or forces though constructs of Fire and Lava deal damage on contact where Smoke constructs do not. Single turn constructs can either dissipate, cool to stone or release their compressed content indiscriminately. Additional successes on these craft rolls can be allocated in different ways from blast area, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), to the amount of Health levels a construct (1 success per Two health levels) possesses.

Constructs that are meant to increase speed or add new dimension to the characters movement increase the characters movement speed double with every two successes ( starting at 30 meters per round 45 M with one success, 60 with two, 90 with three, 120 with four and so on).

Pressing a hand onto the ground a car a building and Superheating it into flowing, Grabbing Smoke from car or building exhaust to condense or Fire from lighters is a Charisma + Empathy roll; this roll's base difficulty starts at 5 but rises higher if you're trying to alter a large or rarer amount of that element (Smoke from a lit cigarette, fire from an ember or Lava from frozen earth) and can be lowered by favorable conditions (Smog or Smoky room, Fire from a fireplace or furnace, Burning earth or vehicle or buildings). This stage is necessary to create lava if there is none present. Additional successes on this roll may reduce the difficulty to shape Fire/Smoke/Lava by up to -3 difficulty.

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a Force spell rolled with (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana) dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak with no auto success.

● (Optional) Condense/Coalesce/Liquify (Charisma + Empathy)(1 action)
● Create Quality-Form (Wits + Craft) (Reflexive at Difficulty 5 and below)(1 Action)
● Stats (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana)(Reflexive)
Form of Crackling Fire (1 pt. Form Element)
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 freestanding 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.

Sacred Protection (3 pt. Root Element)
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

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things.
Storm shepherd's Wings ●●
A set of brass wings with intricately designed interlocking feathers within them the fury of the storm can be contained by the lightning upon their metal, the wind within their locks the clouds within their Beats. The Horizon Claiming Beat of these great brass wings encapsulates the wrath of the heavens readying them to be prepared towards a more glorious purpose.

System: Horizon-Claiming Beat as the name suggests, is the ability to capture larger and greater sources of Wind, Lightning, and Storm Essence—be it the whisper of a breeze, the fury of a cyclone, or the raw power of a thunderbolt—and keep them bound and alive long enough to be worked. Capturing the essence of a source or phenomenon requires a Manipulation + Awareness roll, with a starting difficulty of five, increasing based on the magnitude of the event:
  • 5 – Strong gusts or a cluster of small static discharges
  • 6 – Localized thunderstorm or gale-force winds
  • 7 – Regional tempest or sustained lightning storm
  • 8 – City-spanning storm or hurricane-force winds
  • 9 – Monsoon-scale storm, massive supercell, or lightning barrage (Catatumbo lightning)
Successfully capturing the source or phenomenon pulls them into the wings entirely. The Captured Winds, Storm or lightning bolts manifest as individual Pinions that may be pulled out to be used as reagents in magic or forging. Storm Pinion shifts depending on the type of storm captured Black roiling feathers from thunderstorms, White shifting patterned feathers from snow storms and Gray rotating patterned feathers from rainstorms and monsoons. Wind Pinions are semi ephemeral light gray slightly off white that release a vague howling a whistling sound. Lightning pinions are luminescent generally glowing White with tinges of blue or blueish purple and occasionally red. Generally whether on purpose or accident containing generated Supernatural phenomenon essentially places a contested roll of Splendor rating + Essence, P'o, Faith, Instinct, Arete/2, Ritual, Mana vs the Pool that is maintaining the effect rolled at the difficulty of the scale of the effect.
Construction/Generation of Wind/Cloud/Lightning objects due to the 'uniqueness' of the medium simple monobody/featureless constructs are fast & easy ranging from Difficulty 3 rough spheres to difficulty 5 pole/rod/javelin everything in that range can be made reflexively. Featured/Complex forms require a turn to shape and range from Cube (difficulty 6) to Glove/Boot (difficulty 8) needing to spontaneously generate the given Cloud or Lightning increases the difficulty by 1.

By default Wind/Cloud constructs deal Bashing and Lightning Deals Lethal changing this requires an additional success on the craft roll. By default lightning cannot be made solid enough to resist Solids or forces though constructs of lightning deal damage on contact where Wind and Cloud constructs do not. Single turn constructs can either dissipate or release their compressed content indiscriminately. Additional successes on these craft rolls can be allocated in different ways from blast area, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), to the amount of Health levels a construct (1 success per Two health levels) possesses.
Constructs that are meant to increase speed or add new dimension to the characters movement increase the characters movement speed double with every two successes ( starting at 30 meters per round 45 M with one success, 60 with two, 90 with three, 120 with four and so on).

Coaxing water in the air to condense or Electricity from sockets to coalesce is a Manipulation + Awareness roll; this roll's base difficulty starts at 5 but rises higher if you're trying to alter a large or rarer amount of that element (Water from desert or arid air, Electricity from a Sparking transformer/Lightning Bolt) and can be lowered by favorable conditions (High humidity or fog, Electricity from power station or power lines). Additional successes on this roll may reduce the difficulty to shape Lightning/Cloud/Wind by up to -3 difficulty.

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a Force spell rolled with (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana) dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak with no auto success.

● (Optional) Condense/Coalesce (Manipulation + Awareness)(1 action)
● Create Quality-Form (Wits + Craft) (Reflexive at Difficulty 5 and below)(1 Action)
● Stats (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana)(Reflexive)
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or is marked with decorations evocative of winds and clouds. It might be made of ice. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its user's basic movement speed, before any multiplication by Charms or other powers, by (Splendor's rating) yards per turn.

Sacred Protection (3 pt. Root Element)
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

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things.
As an exalted if you have something like say... an elder vampire head ( ;) ) yeah you can use that fine. A little gruesome, but it carves fine. If you want to synthesize lava into some higher form of fire aligned matter, that artifact would be useful. So that is not for base processing, it is for making low to mid level magical reagents.
Then there's this. I have some idea of what this could mean (Splendor 1-2 rank fuel, prodigy 3 fuel) but I don't want to get ahead of myself or get excited back then I was just kind of getting into the crafting system and there was other stuff going on in quest so i didn't follow up on what exactly this meant so I'm asking for a bit of clarification.
 
Those look fine and yeah Splendor 1/prodigy 3 is the most you can make out of base matter in even the most energetic and mystically significant form. One thing you want to be careful is where you place those, they are going to look intensely magical and you can't put a regular magic veil on them because their normal operation would disrupt it
 
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