perhaps a dnd style alignment aspect and perhaps mantels of power as an intangible item of power... also symbols of power like Zeus's lightning bolt for more in-depth creation have mutiple mantels so it can have more symbols and power
Gods need one other thing.
Believers.
Metaphysically speaking gods and tulpas are created from the thought and belief of those who see need for them, fear them, revere them, and/or worship them.
At potestas
Spoiler much?
At potestas
Spoiler much?
Gods need one other thing.
Believers.
Metaphysically speaking gods and tulpas are created from the thought and belief of those who see need for them, fear them, revere them, and/or worship them.
This should be tied into their power level.
Why don't Outsiders need believers?
1) Maybe they have believers.
2) Maybe they are so foreign to us that is yet another rule they break.
That's cool stuff.
But honestly, I don't think you really need all these new Powers. (Sorry.)
...
I think some of that is a difference in our approaches to the rules though. I prefer to use canon powers when at all possible, and use custom powers only for genuinely new effects(click to show/hide)
Thus I prefer The Catch to Limitation, I prefer to use Physical Immunity costing rather than Immunity costing for most situations, etc.
I have a pretty full writeup of Lea somewhere, and I've been doing some rough working out in my head for how I think Mab would look, and I don't think she really needs any new powers except a "Domain" power... and your Divine Domain looks good for that.
(There are broader questions about gods' power in the NN vs mortal world and how that should be modeled in the game, but those issues aren't unique to gods -- same would apply to any 'ectoplasm body' demon/spirit/summoned creature, though for slightly different reasons.)
DOUBLE EDIT: I also think that gods in the Dresdenverse tend to retain their "normal" weaknesses, at least if they come from a "type" that has them (Mab flinches from iron, and Jim has said that an ordinary mortal at least theoretically could kill her under the right conditions -- a chance e.g. the Erlking wouldn't). There's also a WoJ that when those cosmic beings enter the mortal world, they become somewhat vulnerable themselves. So immunity to mortals is I think too much -- it's just that their power and awareness are so great that it's really unlikely for anybody without comparable power to get into a position to harm them.
I don't think worship is the only way it can happen, but I'm pretty sure the gods draw their power from mortals. Almost everything else in the Dresdenverse does.
Mab is capable of defeating the entire White Council single-handedly. And there is no level of Toughness that will let you tank hundreds of death curses or thousands of evocation attacks.
So she needs a custom Power. Either Immunity or some new level of Toughness. I went for Immunity because I didn't want to deal with the massive numerical inflation that her Toughness would require. Plus I already had Immunity written.
But that would make her immune to other gods. So she needs some way of being harmed by them.
That method also has the advantage of making gods more effective against mortals...I think gods should be able to casually kill mortals no matter how tough they are, and I'd rather not raise their numbers to the twenties to represent that.
There are other ways to do this (for example, I could give her Immunity to everything except the attacks of gods and Mythic+ Toughness/Recovery)
(The skill number is the most important issue, by the way. I don't want every god to have the same three apex skills.)
And just out of curiosity, what's your beef with ACaEBM?
If Mab faced the White Council across a battlefield... her defenses would be irrelevant, because she would blast them to ice shards before they got to act (wizards don't get Mythic or even Supernatural Speed).
I'd just make that part of her Catch.
She'd then have magical defenses to make the Merlin look like a chump... and only then Mythic Toughness and Recovery, as the final layer.
...
That's more or less what I'd do. Well, Catch: "iron, Summer Magic and trappings of Summer, the Winter Knight, and beings of comparable or better power". Something like that.
Hmmm. Conviction and Discipline are more or less 'force of will' kind of things. I think most beings who are really powerful in the spirit world should have really high ranks in those skills. And any supernatural-world-only being that old should probably have massive Lore. So... I actually think it kind of fits.
Mostly that I don't think it should be generally available even at the Mab-level, the Swords are supposed to be something special IMO even up to that level.
It would be a perfect Power for Mother Winter, though.
RE "Stats for Gods" --
I am against it! The old gaming maxim is true: if you Stat it, the players will kill it.
RE "Mab vs. the White Council" -- :o
1. This is a "Plot-Device 'A' vs Plot-Device 'B'" situation. The "winner" is clearly... well, whoever the GM wants the winner to be! ;)
2. I think the crack y'all are smokin' done got contaminated with peyote or sumthin... What EVER gave you the idea that Mab would face the Council in anything like a "battlefield" situation???!? Mab-level entities are the creatures from whom wizards are copying (in a very inferior fashion!) the "subtle and quick to anger" schtick... especially SUBTLE. Why on God's Green^H^H^H^H^HWhite Earth would Mab ever find herself facing "the entire White Council" in open battle?!
3. I probably come down on the "Mab Wins" side of things, in the "not gonna happen" case of an "open battle:" Mab has already suborned a bunch of the WCouncil, who backstab the important ones she COULDN'T suborn, while Mab drops a zero-visibility blizzard on the poor humans, Veils and Glamours the shit out of everything, unleashes a bunch of Malks and and then turns anyone left alive into a wizardcicle. ::)
I mean, c'mon: she's Mab. She won't do "open battle" unless it's some Summer-vs-Winter event where the nature of reality demands the "open battle" format.
My .02 on THAT.
"She'd never actually get to use her immunity if bypassing it was as trivial as picking up a nail."
Picking up a nail is trivial. Getting the nail in your hand anywhere dangerous to Mab is NOT trivial.
"using Mythics doesn't provide enough scalability...if Mab has Mythics, what does her mom have?"
I rather think that the Mothers make their daughters look like simpletons; they play the deep game so deeply, their contingencies have contingencies so many ply thick, they interlace so many disparate elements, they cast their webs so widely, that the Mothers' plans are literally the fabric of daily life for most mortal wizards (and other powers, e.g. nobles of the Vampire Courts, etc), who live their whole lives without ever noting or knowing that they've been threads in the Mothers' tapestries. What do they need Speed or Toughness or any other combat-relevant stat for, whether Mythic or something else? I mean, I don't doubt they ARE physically daunting in combat, if they wanted to fight, but... why?
RE ACaEBM:
Have we seen anything in the DF stories showing the Sword-like ability put into the rules as "ACaE..."? Off the top of my head, I'm not recalling any. I know it has become something done in the DFRPG... but I'm not at all clear that this is "correct". This maybe should be something reserved to the Swords alone... Entirely willing to be shown the story where I'm wrong!
They could get Speed through magic, they have death curses, and she'd likely have trouble wiping out that many wizards in one go.
Rocket launcher tag is best avoided.
Whoa, no. That's way too broad. She'd never actually get to use her immunity if bypassing it was as trivial as picking up a nail.
a) using Mythics doesn't provide enough scalability...if Mab has Mythics, what does her mom have?
c) I don't think mortals with Toughness or Immunity should get very far against gods.
The Swords -- remember, Michael killed a Dragon, probably a Mab-level entity. And they do remove supernatural protections and level the playing field. I think ACAEBG is a decent representation... though, in Changes we actually see them impairing the Red Court army facing Murphy, so really they should lower things like Strength and Speed powers too...
I think it's sort of inevitable at this power level, though.
Death curses are going to just bounce off her immunity anyway.
Sponsor debt is basically free (or, at least, fairly trivial) for Mab, so, yeah, she can do a 10 zone control 20 power 20 attack spell, or something ridiculous like that, if she really needs to.
How else could Murphy or even Butters theoretically be able to kill her (very low chances, but not zero, per WoJ)?
That IS a good point. Though I am still skeptical that the Mothers are really meaningfully stattable. They mostly don't do anything, but theoretically have cosmic power on a level that is just insane.
I am of course very interested in seeing what you come up with for Mother Winter, though...
Well, they won't anyway. Mab can probably overpower Toughness just by dealing way more damage.
The swords in the novels don't work the same as the swords in the game. C'est la vie.
Anyway, I think the Swords should be able to kill gods. But it shouldn't be easy. And if Mab has no toughness against the Sword...assuming a base attack skill of Fantastic and a weapon rating of 5 against a Legendary defence skill, one fate point is enough to put a consequence on Mab.
I like it. I like it a lot. My one quibble would be that Miraculous Power might be overpriced by one Refresh, though. Otherwise id be overjoyed to use this in a game. Probably for Ozmadiel, because Miracles pretty well represents what I think the angelic version of spell casting would be.
EDIT: Actually, would you want to run some kind of one-shot to play test these rules?
These aren't exactly PC powers, Hick.Do I need to sig "power hungry megalomaniac"?
Do I need to sig "power hungry megalomaniac"?
Also, playtesting is important no matter the power level! You wouldn't want to try and have Pestilence (the Horseman) fight Freyja and then it turns out whoever bought the most Divine Toughness wins.
Swords have a weapon rating of 3... So two fate points. One for ACEBG and one for the +2. And even then, that's probably just stress. So three fate points or one FP and a really good roll.
I like it. I like it a lot. My one quibble would be that Miraculous Power might be overpriced by one Refresh, though. Otherwise id be overjoyed to use this in a game. Probably for Ozmadiel, because Miracles pretty well represents what I think the angelic version of spell casting would be.
EDIT: Actually, would you want to run some kind of one-shot to play test these rules?
Not without heavy numerical inflation. A 15-shift evocation hitting a Mythically Tough character with Superb defences, or a Supernaturally Tough character with Legendary defences, or whatever, can be soaked with a few FP and consequences.
PS: I've been considering a custom Power or a power level rule that increases the value of a god's consequences. 2 shifts for a mild seems trivial, when the numbers are this big. Any thoughts on that?
A character in "Semi-Divine Comedy" managed to fill up all of Cowl (as statted by Deadmanwalking)'s consequences, including extreme, in one shot. If I hadn't counted him as a "main NPC" but just "significant", he'd have been totally dead.
And Mab (or even Eldest Gruff) really ought to be far, far more powerful on offense than a 30 Refresh Warden who spent six refresh points on stunts rather than just more and more Refinement.
A lot of what I said before is possibly irrelevant, as I think I've changed my mind somewhat.
Given things like Michael being able to kill a full Dragon and Harry being able to, I think it might make more sense to say that a Faerie Queen/Dragon/god* is "normally" a stat-less plot device, but if you encounter it under the proper conditions (being a Knight "on mission", a Starborn vs. a super-Outsider, etc.) it has a "high-end stattable" (maybe 40-some Refresh, somewhat stronger than a Senior Council member) stat-block.(click to show/hide)
As for Mab's Catch - I meant to specifically write it to exclude mortal magic. Just iron, Summer power, the Winter Knight, and other god-level beings.
The problem is that the control roll is also insanely high. If it's 15 power 15 control, Legendary defense roll leaves you with 22 stress. Spend a FP to boost it, and Supernatural Toughness is Armor:2, that drops it to 18. Stress track will be 7-8 boxes long, so that's 10-11 stress that has to be soaked up by consequences: at least a severe and a moderate, maybe a mild too.
A character in "Semi-Divine Comedy" managed to fill up all of Cowl (as statted by Deadmanwalking)'s consequences, including extreme, in one shot. If I hadn't counted him as a "main NPC" but just "significant", he'd have been totally dead.
And Mab (or even Eldest Gruff) really ought to be far, far more powerful on offense than a 30 Refresh Warden who spent six refresh points on stunts rather than just more and more Refinement.
A very good idea. I believe there was a thread on this a while back.
IMO it should probably be just a rule for really high base Refresh characters rather than a separate power.
Or possibly along simpler lines. Gods don't necessarily have to be characters, mechanically speaking. Maybe just a set of Aspects and a Miraculous Power rating...
is it appropriate for a god to need to send out its avatar for social or knowledge stuff?
I can see the appeal in simplified character stats, but why do that for gods and not for normal people? A similar list of challenge ratings/approaches could work for just about anyone.
The problem with the "if I can think it" approach is that gods definitely have limits. IIRC, keeping Harry alive was actually hard for Mab. And obviously they can't casually kill each other.
I think I might write up "if they're in a position to actually be defeated" for a couple of high-power beings... He-Who-Walks-Before we actually saw in combat. I could do Mab, though it'd be very similar to my Lea stats (did I ever post those, btw? Beyond the crappy version I made back in like 2010 when I was just learning DFRPG).
Simple: Gods can do so much that trying to stat it all leads to massive stat blocks and spends a lot of my not gaming time. Normal characters I can usually whip up pretty quickly (although I still use their effective skill level as a guide to how much of a challenge they can be).
Far as I know the only Lea you posted is the 2010 one in Deadmanwalking's canon stat thread.
I vaguely remember liking those stats when I first saw them, but now they look a bit uninspired. I guess my standards have gone up.
Thinking over the avatar approach a bit more, I think it'd be best to stat gods up as characters with the traits that they have when vulnerable...but with a Power that basically says "this is not my true form". That way everything fits together tidily, mechanically speaking.
I agree there needs to be a better scale system for thaumaturgy than "X zones". Eb can do city- to regional-scale effects, and he's not a plot-device-level god.
But it needs to go along with an actual limit on what you can get Complexity-wise from Declarations, so that your average sorcerer can't blow up cities just by spending enough time prepping.
Yeah, those are the old (not vey good) stats I was referring to. I even gave her the ability to soulgaze for some reason (actually because I just gave her everything the Wizard template had :-[)
What thread should I post my new version in? The same one?
Maybe... but it's not something that they can actually use as a power, at least most of the time.
I don't really think avatar (at least in the D&D inspired sense of the word), nor the Godbody effect of A God Am I, is an accurate representation of what's going on. It's the same being, not a separate body that they split off. Mab doesn't exist in some bodiless state most of the time and just sometimes manifest a humanoid body to walk around in; at least we've never seen anything to suggest that. I think at least god-like beings that are "mantle based" with an original creature under it ... however transformed .... really do have a body all the time. (Angels/archangels/fallen angels may be different being "all soul" ... maybe, we really don't know).
So you think Mab has a body in her Demesne, but is all-powerful there?
Is there any WoJ on this? I can write up gods either as bodiless forces that occasionally incarnate or as material beings that occasionally leave their domains, but not as both. And I'm not really sure which one to go with here.
What if the mortal world works as a threshold on their powers?
So, you could stat 'em all up, then apply a threshold based on how "alien" they are from the mortal world. Or maybe that doesn't even matter...maybe it's just he same threshold across the board.
Things like physical immunity etc would be some of the first powers to go.
Tapping into the powers they've left behind requires them to reduce the threshold between reality which is why it mucks up with things when God-like entities spend too much time in the mortal realm.
Edit: the more I think about it, the more I like it.
If you look at the things that lower a threshold (usually Lawbreaker stuff - but not always). Every time a god(ling) does things like that in the mortal world, It breaks down the natural threshold of the mortal realm. This is why Mab can't kill mortals and all that kind of stuff and needs Knights to do her dirty work.
Well, not all-powerful. (EDIT: Just to the point that mortals, even say the Merlin, might as well not try. Mother Summer or Winter could still slap her down.)
And I don't think it's actually purely based on being in a place of power, though that's important. The place of power = I'm stronger thing seems to apply to powerful-but-more-fightable entities like naagloshii and the Lords of Outer Night, too (and arguably Harry, now, though probably not the same mechanism).
Being in the mortal world does per WoJ make them more vulnerable... but that's slightly different.
...
Not as far as I know. I just don't see any evidence/mention that they ever are bodiless. (Though that's kind of an elusive concept if you're in the Nevernever anyway... even pure spirits and ghosts and stuff seem to be physically-interactable there ... and Bob has a sort of very limited 'body' even in the mortal world when he leaves the skull...)
I'm undecided about how to handle a Knight of the Cross or a stronger god challenging a god in their domain, so suggestions for that would be appreciated.
Contest through rolling , then invoking the changed scene for effect.
I don't think the distinction between "can be meaningfully challenged by mortals" vs not is based on being in the domain. Being in the domain makes you a more powerful version of whichever one IMO.
What makes "can be meaningfully challenged by mortals" would be stuff like:
- a Sword of the Cross in play (for pretty much anyone)
- another being of similar or greater power blocking/locking down its power (for pretty much anyone)
- a Starborn in play (for Walkers/other uberpowerful Outsiders/Old Ones)
- potentially Soulfire, properly used, though this may require being a starborn (who knows)....
- potentially being a "Knight" empowered by the being (though this may be a lie)...
- other plot devices or special weaknesses...
Unfortunately, I'm gonna have to postpone work on this. I doubt anyone is terribly disappointed, but I thought I should let y'all know.
*Darth Vader voice*
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
.
Seems weak.
+1 miraculous power/spellcasting ability and slightly easier Nevernever travel seems like a pretty small benefit for 2 Refresh and a significant restriction.
Yeah, I think 1 Refresh should be fine.
Maybe also let them push the NN boundary down to 0.
What would that do as opposed to a border of 1? Would it let you cross without magic? I wouldn't think so... but there's no such thing as a 0 shift spell I don't think, so I don't see what mechanical difference a 0 border would make vs. a 1 border.
What would that do as opposed to a border of 1? Would it let you cross without magic?
Looks good to me.
Wording is a bit awkward, but it's no biggie.
Wasn't there a custom power that was like The Sight but without the drawbacks? Would seem appropriate for Odin...
Looks okay to me. Hard to say for sure since the Lords get very little screentime, though.
I'd consider some custom upgrades for the Incite Emotion. Aren't they able to awe-strike multiple people at once?
Might buff the Sponsored Magic a little. Half a Refinement is rather weak for an extra benefit. Maybe give blood sacrifices some extra effectiveness when used with Chichen Itza Magic?
It could work as spellcasting. Mental attacks with evocation are ridiculously dangerous though. Even evothaum mental attacks, which don't have weapon ratings, are reasonably strong.
Yeah.
The LoON mental lockdown is pretty crazy powerful though, it's only the use of a Sword of the Cross that defeats it (Bob's mental shield helps out, but it's just enough to get the Sword into play).
On second thought, though, I think it's actually a very powerful block rather than an attack, so they don't actually need any special mental evocation power. Actually it may not BE a mental attack in the same way Corpsetaker's stuff is -- Harry's description talks about it being a pain-in-the-nerves thing as well as immobility, so it may immobilize the body rather than overwhelm the mind.
So yeah, just Evocation with Refinements is probably enough.
Where does he throw around that many spells? In Changes all he really does in the battle that we actually see on-screen is open the lightning gates (for the tengu army and to leave the battlefield). I'm sure he did more but it's not on-screen... I was re-reading the scene just yesterday to watch for what Odin and the LoON did. Eb seems to do more.
It's been longer since I read CD, but IIRC there he deals with the time thing and then is out of most of the rest of the conflict.
And wizards in the novels seem to be able to cast more spells than in the game, anyway without taking the sort of damage that would translate to consequences. Harry mostly just seems tired rather than anything that lasts, especially in the later books.
He engaged the Red Court. And a whole bunch of Outsiders. I don't care how badass you are, you need a way to throw tons of spells to do that.
Outsiders!? When? Or do you mean Lords of Outer Night?
Cold Days. And I mean Outsiders. Like, Capital O. Hordes of them. Not in his own, granted, but he did it.Of course! /headdesk
Harry can take Sponsor Debt with ridiculous ease starting in Dead Beat. Of course he can keep going longer.
Yeah, but Ramirez does it too -- in WN, he casts an awful lot of those green disintegration rays, plus his weird entropy shield...
(BTW, is that a D&D reference? The D&D disintegrate spell produces a green ray...)
OK, after that exercise, I'm thinking Miraculous Power is too cheap.
Mab as statted here has automatic Control/Complexity/Power of 14 for everything, plus the advantages Miracles gives (everything's a Rote, "storing up" complexity, free complexity every day, thaum casting all in one exchange...), for 24 Refresh spent on it.
Odin, statted above, has Evocation Control 15/Power 12 with a focus item in his best element, and Thaum Complexity/Control of 15/12 with a focus item in his best specialty, and 12/13 in his second best... without the extra advantages... for 33 Refresh spent on spellcasting (35 Refresh if you count Unseelie Magic, but that just gives him entropomancy evothaum which isn't worth much, one-level-less Toughness against Summer, and ability to take sponsor debt on spells.)
But Miracles by itself doesn't seem too powerful IMO... it is really powerful, but 12 Refresh is a lot. It's really the non-pyramid nature of Miraculous Power vs the pyramid limitations of Refinement that makes the difference, IMO.
Hm.
I don't have any specific complaints about these stats. They cover everything I can recall Mab doing and there's nothing there that seems off.
But still, I feel like maybe you're lowballing her. The PCs in EtA just took down a demon (http://www.jimbutcheronline.com/bb/index.php/topic,37090.msg2009817.html#msg2009817) with 69 Refresh, so seeing Mab with only 54 seems underwhelming. She's comparatively slow, fragile, and inflexible...I get that this is her at her weakest, but she just seems too easy to kill.
I guess she just doesn't feel like a "plot device". She feels like something you can fight and kill with a little bit of planning.
But still, it's not ideal. Any solution ideas?
Well, the thing is, you only get these stats if some circumstance has made her vulnerable, which is pretty rare.
Once that's happened... well, WK-Harry chased away He Who Walks Before who "could go toe to toe with Mab". Michael killed a Dragon, and he wasn't a super high refresh character at that point at all (he probably has the same skills/refresh base as Harry up until Small Favor... so likely Submerged pre-series, since he walks on in GP when Harry's one major milestone above Submerged).
So a party of PCs all at least as powerful as pre-WK Harry ... doesn't seem all that out of scope.
EDIT: Also, looking at those stats, that demon's refresh cost is so high because he's so spread out. He has 12 Refresh spent on an Immunity, 15 spent on spellcasting, 20 spent on shapeshifting (and the True Shapeshifting/Modular Abilities powerset is really expensive in terms of Refresh), 8 on his Aura...
If you don't have holy damage, you lose, but... a character with Soulfire and 20-25 Refresh points into evocation would probably flatten him (based on what narphoenix's character in "Semi-Divine Comedy" can do).
Either raise the cost of Miraculous Power to -3, or make it (say) -2 for the first two [or three?] purchases, -3 for the next, -4 for the next...
I edited Aura of Influence into Mab's stats.
You should probably upgrade Mab's speed to Supernatural or Mythic. In the ballroom scene at the start of Cold Days, when one of the Red Cap's goons draws blood from Sarissa, Mab moves fast enough that she seems to teleport down on to the dance floor.
Also, her demesne is the entirety of Winter, not just Arctis Tor, though that is the centre of her power. Perhaps there are a few scene aspects on Arctis Tor that would model her increased power there?
They don't need to be that tough. 5 Feet In The Water PCs could kill her in one turn with no preparation and no FP, if everyone rolled 0 on everything and Mab had no FP/debt of her own. They'd have to start within attack range, and they'd all need exceptional initiative and iron weapons, but seriously...Feet In The Water.
That's actually mostly-optimal. Once you have a really huge stack of Refresh, diversifying is a very good idea.
If you read the big fight in which he dies, you'll see that all those varied abilities do him much more good than 30 Refresh worth of Refinement would have.
I mean, he died, but...he would have died much more easily without all that stuff.
Unlikely, unless the Soulfire wielder also had some other tricks up their sleeve. With access to Mythic Speed, Wings, and Evocation he can brutalize most characters and then just leave the fight. Three zones of flying movement is usually enough to get out of Evocation range, unless you're in an empty field.
(though I'd houserule in Stoicism for her),
Maybe let her retain at least a bit of Toughness when hit with iron?
But the scaling cost suggestion has potential, I think.
Possibly in an ideal situation, but
...
Still, you have a very good point.
Supernatural Speed would help her quite a bit, as would giving her a higher Athletics.
What would help even more is a defensive Enchanted Item... does Miracles allow for that? If not, that's actually a (fairly significant) disadvantage relative to regular spellcasting. So it should allow it, IMO. The lack of foci makes it tricky though... maybe just "you have 4 enchanted item slots, and can buy more with Refinement; these slots can't be used for focus items".
However ... there's a comment by Jim about how Murphy or Butters could kill Mab under ideal circumstances, very unlikely, but they'd have a better chance than the Erlking, who would have zero chance. So giving her really awesome defenses before she throws a Miracles block may not be right. I could just Compel her not to use the enchanted item, but if it would get her killed that seems a bit beyond what a Compel can fairly do (though for an NPC it matters a lot less).
Yeah, once you hit the cap, but wouldn't optimizing his spellcasting up to his Lore-cap on Refinement be more powerful than some of the modular abilities/shapeshifting?
He has a +2 offensive power and a +2 offensive control focus item, and his Refinement evocation bonus in his best element is +3 control/+2 power, which with his 7 Conviction and 6 Discipline, means he's casting Control 11/Power 11, offensively, in his best element and with Hellfire. He could go up to Control 15/Power 15 or Control 18/Power 12 with a +6/+5 refinement bonuses and a +3/+3 (or +6) focus item.
Not that I'm saying he SHOULD be maximally optimized... he should be statted however makes a good challenge for your characters, of course. But I think such a build would indeed be more powerful.
Could you link to that specific part of the intimidatingly huge IC thread? ;)
I'd have put it in if I wrote stats for "public consumption" assuming it exists. Stoicism/Mental Immunity powers do exist in "Semi-Divine Comedy", but I don't think of those powers' existence as a "standard assumption".
Yeah, I think it is better. Probably should scale pretty harshly.. Mab has six purchases and she's as good at everything magical as Odin is at his best specialties, for 2/3 the refresh cost into magic.
Sponsor debt is basically free (or, at least, fairly trivial) for Mab, so, yeah, she can do a 10 zone control 20 power 20 attack spell, or something ridiculous like that, if she really needs to. How many times is she going to have to fight the whole White Council anyway?
In regards to worshippers/beleivers, I think that's how big entities use sponsored debt. They trade favours garnered from worshippers/beleivers to power their debt, pay off compels and what-not.
It might be neat to have a mechanic/power to represent that. But it shouldn't be too powerful in regards to compels because these entities should act within their nature instead of always being able to pay off compels....but super-charging spells? I think that would be useful.
You could make it like a super boosted refinement but with some kind of draw-back because, you're right, it seems weird to pay refresh to be able to pay off compels. If it has a side benefit, then it's worth the refresh.
Or maybe it provides benefits to powers(supercharging them) for some of the god-only powers.