Jehiela's portion: Defender's Blessing 3 (6 points): Effective 3 Auctoritus for everybody, noble or mundane, who is part of and in the chancel. Landlord (-1 point): An AI. Under development by me. Open (-2 points): The urban side of the chancel has a mile-wide border with a large city, possibly NYC or Chicago. It is on the map and nominally subject to real world influences. It is certainly subject to random people from outside wandering in and getting lost, as the interior of the urban side is larger than the space it occupies on the map. The neighborhood has a very bad rep. It is possible that the border is a street or a railroad track, and nice people don't cross the street or the tracks or whatever. Extrapolative Tech (2 points): The general tech level of the urban chancel is the sort of technology the real world will develop over the next century, barring any singularities or flashes of brilliance. This technology is real technology and works on earth; mostly stuff is smaller and faster. Weird Sci: Nanotech (1 point): Nanobots: a cloud of them resembles smoke or haze. Useful in surveillance and construction. They work in the real world. Weird Sci: Aerospace (1 point): Rockets, satellites, spaceships, antigravity, use of magnetism for flight. Works in the real world. Weird Sci: Cloaking (1 point): Advanced camouflage techniques, including the ability to make someone or something nearly invisible to the naked eye and to various kinds of sensing devices. This works in the real world. Weird Sci: Neural jack (1 point): Implants that allow people to interface with the local network directly. This includes the use of jack-to-jack messaging services and true cyberspace. This works in the real world, but the network protocols that support the jack-in and the servers capable of supporting the protocols will have to be distributed outside the chancel if desired. A noble wanting this equipment will either have to do a Realm Creation on themselves, perform an Aspect 4 miracle on themselves (self-neurosurgery) or (most reliable in the outside world) get Jeheila to install it, as Weird Science does not work on directly Nobles or in their Auctoritus. It's also an Aspect 2 miracle to learn how to use the jack in a day rather than a month. Nobles with the jack also get a Telling Mark Handicap; they basically have a USB port over their ear, which can be obscured with hair, but can not be guised. You'll get an MP if anybody ever notices and it causes trouble, such as a paramour who doesn't already know you're a Big Freak. Realm Gateway (4 RMP) (0 point): A mysterious gateway to another realm on the tree. NOTE: All technologies will be at least nominally developed through play, though obviously at an extremely advanced pace. Jehiela will help. Yasmina's portion: Magical Inhabitants (4 points) Many magical inhabitants with innate abilities, who can be anchored (thus having more power/options than your standard anchor) Defender's Blessing 1 (2 points) An auctoritus of 1 applies to all inhabitants. Normal Magic (3 points) Normal people and Nobles can learn earth-standard magic, which devours personal energy but can do cool stuff. This also allows magical inhabitant anchors to venture into the real world and retain some of their magical functionality. Alchemy (1 point) Nobles and some mundanes of this chancel know Alchemy, which is an Exclusive Attribute that begins at 0 and can be raised all the way to 5 with XP expenditure. Alchemy effects can use Aspect MPs to achieve better or more stable effects beyond the level of the Alchemy Attribute. At Alchemy 0, one can investigate Alchemical stuff and understand the basics of the fundamental magic of flowers. We'll discuss more as the Chancel gets up and running. Landlord (-2) Will be revealed through play, under development by me. UPDATED THROUGH PLAY: One of the unicorn fields has a vaccuum-sealed transparent aluminum shed in it. What's inside? A flash of light, a distortion in space. Flavor Notes: The urban side and the rural side of the double chancel at first appear to be cleanly divided, but there are parks in the city, and a series of tunnels that run under the countryside. When it is night in the countryside, it is day in the city, and vice versa. There's to be a university in the chancel. Some of the street-people are gargoyles (eternally jacked in). Others are scientists. There's a coal-processing plant that pours black smoke nanobots into the air. There is drift between the two sides of the chancel. Magical inhabitants for the countryside include unicorns, rusalka, redcaps, monkeys, leprachauns, brownies, dire wolves and others yet to be defined. The countryside has neat farmhouses and hedgerows, pleasant cottages and so forth, probably with a small village and an iron mine. There's also a dark and brooding forest with ruins inside. Between the populated side and the forest are a series of meadows. The rural half of the chancel has 3-7 pocket exits. One is in a farmhouse. Most of the others are in the forest. There is no notable border or stop-zone between the two halves of the chancel. One flows to the other as naturally as in the real world. Realm scores of folks from one side of the chancel work as if 2 lower while on opposite sides of the chancel, with a minimum of 0.