Hi Mike!
Okay, this is going to be a complicated write up, so let me know if
there is anything I need to clarify at any point. It's the
collaborative effort of Jen, Luke, Chris and myself, so there are lots
of different people's ideas here. I'm going to try not to miss
anything.
For starters, Connie will be using Corr 4 Mutate Space to make certain
we envelop the entire property for the purposes of these wards. They
will be plugged into the Node on the property for quintessance use
purposes, and worked into the Chantry rather than hanging on any
individual mage. Arcane will be bought for the Chantry (not sure with
whose XP yet, we all have a couple to throw currently except Clarence)
to represent some of the wards. The wards have a four layer system
where each ward is independant of the other three. Note that these
are inside the grounds of the Chantry and therefore protected by the
Chantry's Sanctum points.
Quick cheat sheet for spheres/mages;
Chelsea- Time 4, Ent 4, Mind 4, Spirit 4, Prime 3, Corr 3, Life 3, Forces 1
Connie- Corr 5, Spirit 4, Prime 4, Forces 2, Time 2, Life 2, Mind 2, Ent 2
Nico- Ent 6, Spirit 5, Life 4, Prime 3
Clarence- Ent 4, Corr 3, Forces 1, Time 1, Spirit 1, Prime 1
Mental Traits at time of casting:
Chelsea- 19 (and +1 fastcasting Occult specialty)
Nico- 23
Clarence- 14
Connie- 18
Luke is sending you his sheet and confirmation that Clarence
participated. You should have the other three from the other night.
Layer One (Outer Layer): Someone Else's Chantry
The purpose of this ward is to keep the premises unnoticed and
extremely difficult to find, hopefully leading to none of the other
wards having to come into use at all. The best defense, after all, is
not letting the offense know there's anything to defend.
Entropy 6 will be used for Entropy invisibility and a general
avoidance of people through use of luck/fate/karma/etcetera. (See
Akashic Tradbook Page 69-70 for write up on Entropic Invisibility)
Mind 4 will be used to make the mind casually make excuses for itself
as to why it doesn't want to see anything there or intrude on the
property.
Spirit 5 will be used to invoke the ward on the other side of the Umbra.
Prime 4 will be used to cloak the ward.
Layer Two (Outer Middle Layer): Ward Vs. Magic
Generally anything that's going to notice the house in spite of the
first ward and make it to the second ward is going to be magical.
Therefore, the second ward is designed to nerf as much magic as
possible and act as a silent alarm and intruder detection system.
Basic Ward Vs. Sphere at: Ent 6, Corr 5, Spirit 5, Life 4, Prime 4,
Mind 4, Time 4, Forces 2 (none of us have Matter to ward with that, so
no Matter ward)
Time 4/Mind 3 silent alarm will telepathically alert the four mages
whose magic makes up the wards should this ward be crossed/poked
at/otherwise disturbed. The phrase transmitted will be "The door is
ajar," just like old Chryslers used to say when you left the doors
open.
Should the former be bypassed, an Instant Karma Corr 3 Ent 4 Mind 3
effect will provide the same result.
Corr 5/Prime 4 Ban Vs. things whose resonance patterns aren't that of
Clarence, Chelsea, Nico or Connie. This will be updated should
resonance patterns of those four change over time. The ward uses the
Prime 4 to ensure that magical alteration of resonance is not in
effect before matching resonance patterns.
Entropy 6/Prime 4 will be used to invoke a reversal of the Entropy 5
invisibility rote; the ward will instead reveal formerly hidden things
as they pass through. Prime will help to identify them if cloaked.
Spirit 5 to ensure the ward is active on both sides of the Umbra.
Prime 4 cloaking.
Layer Three (Second Middle Layer): Ward With Teeth
Anything that's made it this far is a) magical b) powerful and c)
likely means harm if it didn't call ahead and d) sure as hell ain't
the pizza boy. Therefore, this ward will buy the chantry members time
as well as softening the intruders up a bit or discouraging them
entirely.
One this layer is disturbed, a Time 4/Spirit 5/Corr 5 effect goes off
that colocates any Mage on the property not matching the appropriate
resonance patterns (Prime 4 to detect cover ups) into the avatar storm
and loops the effect using Time until such time as the affected mages
break the effect or die.
Time 4/Ent 4/Life 3/Prime 4/Mind 4 will go off to do stacking damage
per Withering, Rip the Man Body, Holy Stroke and Psychic Attack to
those who do not show avatar storm damage and do not fit the resonance
profile of one of the casters (Prime 4 looks for fakes) one round
after the ward is breached.
Spirit 5 to extend to the other side of the Umbra.
Prime 4 cloaking.
Layer Four (Inner Layer): Inner Sanctum on Crack
This is compromised of a group casting of Ward the Inner Sanctum (Corr
3 Life 3 Prime 3 Spirit 3) with Chelsea as the focus, creating a +13
difficulty to the magic of anyone not involved in said group casting.
This version includes Spirit 5 rather than the LotA:C recommended
Spirit 3 to ensure the ward crosses into the Umbra.
Hung on this is a Time 4/Spirit 5/Corr 5/Prime 4 version of Void
Strike that will, upon disturbance of this layer, throw anything that
has resonance between the edge of the property and this ward whose
resonance does not match Chelsea, Nico, Connie or Clarence into an
Obliette designed by Connie (#USA-GL-MA-0410-38660).
Should a Mage leave the Obliette, a Time 4/Spirit 5/Corr 5 effect goes
off that colocates any Mage on the property not matching the
appropriate resonance patterns (Prime 4 to detect cover ups) into the
avatar storm and loops the effect using Time until such time as the
affected mages break the effect or die.
Once a Mage who has never entered the Obliette and does not match the
resonance patterns of any of the casting mages attempts to use
Quintessence (pattern or tass), Instant Karma (Corr 3 Ent 4 Time 4
Prime 4) will cause that Quintessence to become Holy Stroke (Prime 2)
and do a number of agg equal to the number of quint that were
attempted to be used/accessed.
Discordant Sanctum (Mind 2/Corr 2/Time 4) is also activated for Mages
who do not call this place a sanctum when this ward is disturbed,
which will disorient them and cause a trait penalty to all actions
taken while inside the sanctum.
Hungarian Phrase Book (Ent 5/Time 4/Mind 4) will also be enacted for
the intruding mages, with a mental component that will also keep
mental communication from succeeding.
Spirit 5 to extend to the other side of the Umbra.
Prime 4 cloaking.
Outside of the wards, Chelsea and Nico will be casting an Entropy
6/Time 4 erasure of the history of the house per "Surprise, You're
Dead!" and "Historical Editing" out of LotA:C to prevent access to
files and such, mundane or otherwise, that may exist.
I think that's it. If I forgot anything, someone else will fill it
in, I'm sure. :)
Jess