Yeah I'm still waiting to see what their response on the thaumaturgy is, we had to postpone a game because of real life obligations. Should be picking it back up in a day or two, if not next week.
In the end we decided to go ahead and "trade in" the kemmler magic for, as someone suggested(and thanks for the suggestion!), "True Death magic". The other idea was to drop psychomancy part of it for ectomancy instead.
This won't be immediate, it'll be at the least a few sessions from now and at some certain story point, my character's going to get hired on to be the new "Death". Basically a catch all psychopomp from non-specific lore position, but I want them to be a
little more than that, without anything that breaks the first law or gets too silly. So I'll see how that goes, probably to help fill in the job I'll make them a sort of "spirit detective" as part of their new job. It'd be nice since currently she has no real job other than "Person for local mafia to shoot at."
That job along with an item of power for some other nifty new powers, they'll then take up an emissary of power role for this position and be all set for -2 refresh.
Sounds like it could be fun and open a lot of new stuff, and probably help get away from the kemmler background. A lot of this is also post-GM revisions and I've come to agree and prefer them. I dont know for sure how long away it is, -2 refresh and I still haven't gotten my first one. Still haven't decided what kind of Item of Power it should be, so far been edging between sword and a scythe. Though, as neat a scythes are they just seem so impractical to my now older self. A sword also seems like it'd be a lot easier to walk down the street with than a scythe if it became necessary. Though I am a fan of the 'rule of cool'.
Also, if anyone has some cool/fun suggestions for these ideas I'd love to hear them. You guys have proven to be full of fun ideas. Even if it's thematic ideas rather than mechanical ones, since the mechanics seem pretty good right now. In particular, I'd love any High Aspect suggestions anyone has since I have to change that was part of Emissary.
In case anyone cares, the powers on the item are here:
[-0] Purpose. This weapon is meant to harvest souls and send them on their way to the afterlife.
[-0] It Is What It Is. It's a large steel weapon. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's as long as some people are tall. You can't just slip it into your pocket.
[-4] Inevitability.(Supernatural Toughness) The wielder has the inevitability of Death. They will shrug off fatal blows with Supernatural Toughness.
[+2] The Catch: Blessed swords, holy items, Faith Magic. (Coming up with a catch for this was difficult, but in the end this is the one that made the most sense and seems to be what everyone in every video game ever goes with in regards to Death incarnations whether they are good, evil, or neutral in portrayal)
[-1] On a Pale Horse. (Flight) Ability to fly.
Note: This following part is not on the item itself, this is part of the emissary role.
[-1] Marked by Power. The new Death on the Block.