Infernal Resurgence (Worm/Exalted)

Interesting, as far as I ca tell we managed to navigate our first meeting with the Protectorate quite well, coming off as heroic and not a lunatic. Sure we messed the Merchants up, but that is because we implied to being particularly down on that kind of scum. I think Danny may have given up more of his motivations and origins for Pych evaluations than he would prefer, but that is an acceptable trade off. As for that to do next I think this should help ground him a bit:

[X] Prepare to move Taylor home by the end of the Week.
 
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You guys are very lucky that you got Cosmic Transcendence of Self.

It has carried you through quite a bit, both Socially and in the fight with the Merchants.
 
Akuma's sound super useful get the "Deal with the Devil" charm and use it to grant homeless resources 1 for peoples souls.
Akuma are things Danny will be horrified at. Not something a non evil character should aspire for.

They are literal puppets, who have no choice but to obey their owner. Not master, owner.

They still retain their intimacies but if the Owner orders them to kill their families? They will do it and feel the pain of doing so.

Long story short, it is something Danny, as he is, will be horrified by, but something someone like Coil would try to get.

Now it does not need to be all bad. So long as Danny is responsible but it is something he very much will not be comfortable with.
 
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Akuma are things Danny will be horrified at. Not something a non evil character should aspire for.

They are literal puppets, who have no choice but to obey their owner. Not master, owner.

They still retain their intimacies but if the Owner orders them to kill their families? They will do it and feel the pain of doing so.

Long story short, it is something Danny, as he is, will be horrified by, but something someone like Coil would try to get.

Now it does not need to be all bad. So long as Danny is responsible but it is something he very much will not be comfortable with.
Can you release Akuma? I can see a heroic use as a temporary "Master" ability, tho long term things are a bit to evil.
 
Can you release Akuma? I can see a heroic use as a temporary "Master" ability, tho long term things are a bit to evil.
Nope. If you loose your Soul, you lost it forever.

There is a mystic ownership over the soul and while you can trade Akumas, you cannot release them as an Akuma is no longer a person to be able to buy back or regain ownership of their Soul.
 
Nope. If you loose your Soul, you lost it forever.

There is a mystic ownership over the soul and while you can trade Akumas, you cannot release them as an Akuma is no longer a person to be able to buy back or regain ownership of their Soul.
big rip, there isn't a very heroic reason to do this when we have other ways to get what we want. I suppose from a pure logical pov we can find a reason but morality forbads this course.
 
Nope. If you loose your Soul, you lost it forever.

There is a mystic ownership over the soul and while you can trade Akumas, you cannot release them as an Akuma is no longer a person to be able to buy back or regain ownership of their Soul.

I think an Akuma can still technically become their own 'master' if they can steal back the soul-cask if you are using KOTE rules. Exalted rules... you are screwed, the closest I can think to an Akuma being restored is the Scarlet Empress in Return of the Scarlet Empress if you choose to rescue her and you have to do it before the wedding when she is not quite Akuma, just very tightly bound.
 
I think an Akuma can still technically become their own 'master' if they can steal back the soul-cask if you are using KOTE rules. Exalted rules... you are screwed, the closest I can think to an Akuma being restored is the Scarlet Empress in Return of the Scarlet Empress if you choose to rescue her and you have to do it before the wedding when she is not quite Akuma, just very tightly bound.
Going by Exalted, but yeah, I suppose you can escape by transforming into a different being via Sorcery or something.
 
[X] Lawyer and PI.

Lawyer first, because the lawyer can't do jack shit if we healed the physical evidence away already.
 
Information: Sorcery and Magic Artifacts


Ancient Sorcery

The forgotten Primordials built the Universe from chaos. By the power of the forgotten Primordials, the World came into existence and everything within it. Ancient Sorcery is this power, filtered down through fractured glimpses of understanding that cannot begin to describe the intricate elegance of the Universe.

The powers of Ancient Sorcery are divided into spells and sorcerous workings. A spell is a discrete power with a defined cost and effects. Ancient Sorcerous workings, on the other hand, are great changes made to the fabric of the world. Workings require considerable resources and effort to complete.

Steps to cast Spells/Workings

Step 1: Declare the effect you are going to invoke with base difficulty of 9.
Step 2: Declare Willpower.
Step 3: Apply all difficulty modifiers from various sources.
Step 4: Spend 3 Reagents and Roll Willpower + Essence at the determined difficulty
Step 5: Counter magic applies here.
Step 6: Count the success after reducing any successes lost to counter magic and repeat Step 4 until the player has sufficient successes to cast the Working.

Means

Means are things that help reduce the difficulty of the Working or Spell. Strictly speaking, Means are things that you try and stack to push things into your favor. While multiple different means stack, the same means does not stack multiple times.

Assistance: Qualified assistants who are initiated into sorcery.
Complementary Supernatural Power: If the Caster possesses a school, power or charm that helps the roll then it grants a reduction in difficulty.
Infrastructure: Dedicated infrastructure for sorcery like libraries with magic tomes, libraries with sorcerous reagents, etc.
Artifact or item: Special items. It grants a reduction in difficulty.
Bargains of Power: You bargained with a great or terrible power (or like Infernals are one) for Sorcerous might.
Others: Anything else you convince the Storyteller to agree that it will grant a reduction in difficulty.

The difficulty reduction of each Means is directly based on the power of the caster and how much they can gain from the assistance.

Terrestrials: Gain a difficulty reduction of -1 per mean which are together capped at Essence.
Celestials: Gain a difficulty reduction of -2 per mean which are together capped at Essence.
Solaroids: Gain a difficulty reduction of -3 per mean which are together capped at Essence.

Means are NOT necessary, but they are very good to have.

The Mechanics in play

You do not purchase Sorcery paths or Demon Arts, etc but instead gather ingredients and perform a Sorcerous Working to rewrite reality to allow yourself to use those powers.

All Sorcerers gain Counter Magic for free upon becoming Sorcerers. Roll Willpower + Essence at a base difficulty 9 with the same modifiers as spells and workings. Each success you score cancels one of the opponent's successes. If the opponent ends up without enough successes for the spell to go off, then it fails and she still loses whatever costs she paid, be it blood, Quintessence, Willpower or whatever. You must spend one Willpower per roll to cast the Counterspell. But you must score only one natural success for the Counterspell to work at all and get your one willpower back, even if you fail to stop the enemy spell. This works on all spells and magics.
Upgrading Scale
Powers always affect only individuals by base, with very few exceptions. They do not affect Battle Groups or large areas such as villages or cities. But Workings can be used to upgrade the scope of Powers from a specific school. Take healing Path for example. With a First Circle boost, the healing effect can affect a magnitude 1 - 2 Battlegroup. With a Second Circle Working, heals can affect a small town. At Third Circle? It can hit a large City.

This explicitly scales with the setting. For example, in a Space Opera, entire planets can fall under the Third Circle, substituting for cities. Even entire galaxies can substitute for cities if the setting is big enough.

Using a Spell as a basis for a Working does not count as upgrading, even if you already have it. For example, healing an entire city in an instant counts as an upgrade, but permanently transmuting material according to the rules of Alteration school with a Working does not count.

Essentially? Anything that causes the spell effect to be permanent is a Working and anything that boosts spells from a school to hit more people is a Boost.

If I upgrade a School, can I still cast the base form? Yes, even if you upgrade a School all the way to the Third Circle, you can still cast it as a Second or First or even as a Base Spell.

Do I need access to the Second or Third Circle to upgrade a Spell to that Circle? Yes, normally speaking the Character must perform the Working but with Storyteller permission, you can have a Circle member or someone with access do the ritual for you, but be careful with trusting your soul to strange beings.

Target Number

A spell in its base form does not need a target number. If you roll at least one success, the spell is successful. However, when spells are upgraded, you need to roll a certain number of successes over the course of a minimum number of turns before the spell is ready. Once you hit the target number, you can continue accruing successes until you are ready to cast the spell.

First Circle Spell: 10 additional Successes, at least one turn.
Second Circle Spell: 20 additional Successes, at least two turns.
Third Circle Spell: 40 additional Successes, at least three turns.

Effects of Upgrading

First Circle Spell: Effects or summons a battle group of up to Size 2. Can increase the area of effect to include an area the size of a small village or the number of targets to the population within.

Second Circle Spell: Effects or summons a battle group of up to Size 4. Can increase the area of effect to include an area the size of a Town or the number of targets to the population within.

Third Circle Spell: Effects or summons a battle group of up to Size 5. Can increase the area of effect to include an area the size of a City or the number of targets to the population within.

NOTE: To actually affect a Size X Battle Group, you still need to select the corresponding multiple people option. So if you want to affect a Size 5 battle group, your spell has to affect 5 people by base. Similarly, if you want to affect a City sized area then you need to follow similar rules.

Pre-casting Spells

A character may only have one pre-caste spell active at a time for the unboosted spell and one for each Circle, so a maximum of 4 spells in total. The spells stored need not be related and can be from different schools.
  • A Base Spell.
  • A Spell Boosted by the First Circle.
  • A Spell Boosted by the Second Circle.
  • A Spell Boosted by the Third Circle.

Sorcerous Workings

Sorcerous workings allow characters to permanently reshape the world through their sheer Willpower. Workings are PERMANENT unless countered by another Working. Making the spell of a school permanent with a Working is possible and such a permanent effect CANNOT be counter magicked and has to be opposed by another working. Though take note you do not need to know the school to make a spell from it permanent.

Every Working begins with the sorcerer's intention: what they wish to accomplish. Once this intention has been established, the working is then assigned three separate regents.

Enacting the working is an extended (Willpower + Essence) roll, with a base difficulty of 9. This roll does not require a Willpower expenditure.

The combined roll for First Circle Workings last for an Hour. All Exalted and reasonably-powerful mortals and Spirits have access to this circle.

The combined rolls for Second Circle Workings last for a day. All Celestial Exalted and only powerful beings have access to this circle.

The combined rolls for Third Circle Workings last for a week. Only Solaroids and Creator Gods have access to this Circle. Yes, that is a capital G in God.

Even if you gain all the successes you need to complete the Working, you are still bound by the time taken for the Working to complete.

While the Storyteller determines how a successful working manifests in the world, it cannot defy the player's intent. The Storyteller can add catches, quirks, or twists that make the working more interesting or flavorful but not ones that the Player dislikes.

While what is possible is left at the hands of the Storyteller, the player gets veto rights on the rest.

Can my Character (PC or Storyteller controlled Big bad) access Sorcery Circles they do not normally have access to?
Yes with GM permission, but it adds +4 difficulty per Circle you access. Meaning a Dragon blooded has a +4 difficulty in all Workings of the Second Circle and +8 Difficulty in the Third Circle while Celestials have +4 difficulty in the Third Circle.

How Workings Work

The combined rolls for a First Circle working lasts as long as it is indicated. Each roll is instant and you can make rolls as per the rules are provided below. Sum up all the successes from the rolls and if you hit the target total, your working is a success. This is capped at the First Circle and additional successes cannot reach effects that fall under the Second and Third Circle.

Second and Third Circle Workings do not do anything on their own, instead acting as a booster or cap breaker for the First Circle Working. How it works is as follows.

A Second Circle working is simply a first Circle working but boosted by the Second Circle Working. You make the First Circle rolls as usual until you hit the cap. Then you make a single roll for a Second Circle Working and a single success on that roll ensures that the cap is broken. Then continue making more First Circle rolls until you reach the target number for the effects of the Second Circle.

A Third Circle working is the same as above but doing a single Third Circle roll to remove that cap for the Third Circle when you reach it. As previously, the roll must succeed with at least one success for the Working to work. Then, continue rolling First Circle Workings until you get the desired number of successes.

The successes rolled in the Second and Third Circle roll always count towards the target total. If at any point you fail either the Second Circle roll or the Third Circle roll, then the entire Working is wasted and you will have to start from the beginning.

How many rolls can I make?

To determine the number of rolls that can be made before the Working fails, add together the factors for the workshop and their reagents. If you're missing either, you can't even start.

Then add bonuses for extra time taken, the help of others, complementary abilities, relevant magic, and anything else that seems appropriate. Not all of these are necessary, but they are very good to have.

Blessings
+1 rolls for a blessing from a spirit or a demon. (Celestials gain this for free)
+2 rolls for a blessing from a God or Godlike being. (Solars gain this for free)
+3 rolls for a blessing from a Supremely powerful God or being. (Infernals gain this for free)

Workshop
This does not stack with itself.
+1 rolls for a basic workshop, with all the standard tools.
+2 rolls for a master's workshop, which contains a high quality example of every tool a normal craftsman in the field would ever want.
+3 rolls for a supernaturally excellent workshop.

Note however that manses and extremely large Artifacts may require large numbers of laborers as part of the workshop.

Reagents
This does not stack with itself.
+2 rolls for using resonant mundane reagents.
+3 rolls for using one resonant magical reagent in addition to the above.
+4 rolls for using mostly resonant magical reagents.
+5 rolls for using purely resonant magical ingredients.

Assistance
+1 roll for working with a master assistant or a team of competent workers.
+2 rolls for working with supernaturally excellent help.

Time
This does not stack with itself.
+1 roll for taking five times as much time as is standard.
+2 rolls for taking ten times as much time as is standard.
+3 rolls for taking fifteen times as much time as is standard.

Other
+2/+1 roll for having an Ability related to the Working at 5, or at 3.
+1 roll for having a Charm, spell, anima power, or other magical ability that's related to the Working or Spell.
+1 roll for tools suffused with resonant Essence. Tools made from charms apply if the user's Essence is resonant.
+2 rolls for having a resonant Essence. For Infernals, this is limited to their Favoured hells.
+3 rolls for using a helper with resonant Essence.

Undoing Workings - Primacy

You cannot undo a Working Directly. Instead, you need to weaken it with another working equal to it or destroy it with a working of a greater Circle. Generally speaking it is easier to destroy than to create and as such, weakening or undoing a Working only requires a single roll of the Corresponding Circle or greater.

Take Solar Circle workings as an example. You must first weaken it with another Solar Circle Working that uses the reagents that are directly dissonant with the Working you want to Weaken. A single Solar Circle roll is enough and you do not need to make any Second or First Circle rolls. If successful, it now reduces to a Second Circle Working. You can now use another Solar Circle Roll with the same rules of reagents as previously to completely unmake the Working or use Second Circle Working with the same rules as above to weaken the enemy Working into a First Circle Working and so on.

This however, absolutely requires you to find reagents that are directly dissonant with the Working, i.e you need to investigate the enemy working and gather the required dissonant reagents, spending not insignificant screen time doing so.

First Circle Working

15 Successes

Second Circle Working

30 Successes

Third Circle Working

45 successes

Variable Working

Variable workings are those working that vary in which circle they fall under depending on the action taken.

Alter the Cosmos
Make subtle alterations to the metaphysics of the entire cosmos. The Circle, target number of dice all depends on the alterations and is set by the Storyteller.

Resurrection
The corpse is returned to life at 0 health levels points. The subject loses one dot of Stamina. If they had only one dot of Stamina to begin with, the working fails and they cannot be returned to life. The corpse must be reasonably preserved. If you have only a finger it will not work.

The Circle and target total needed for this working depends on the nature and power of the being involved. Exalted always count as and are brought back as mortal, their exaltation fleeing their corpse at the moment of their death. While brought back as a mortal, they have the chance to Exalt once again depending on various factors.

Convert Reagent
This working converts one Non Magical reagent into a specific Non Magical reagent, or changes a concept of a Non Magical reagent into a specific concept. How this works is that upon successfully completing the First Circle working with the target number as determined by the Storyteller, count the number of successes over the target number. Accordingly, you get the results.

You do not always get what you want. Depending on how well you roll, you get the following results. For example, let us say you want steel essence. You will not get exactly what you want but depending on how well you roll over the target successes, you can get a reagent that can substitute for it. See the table below.

Completely unrelated (i.e. steel and cake): 0-2 success
Generally, elementally associated (i.e. steel and marble): 3-4 success
Close variations or compounds (i.e. steel and iron): 5+ success

Create Magic Reagent
This working converts one substance into a Magical Reagent. How this works is that upon successfully completing the First Circle working with the target number as determined by the Storyteller, count the number of successes over the target number. Accordingly, you get the results.

Completely unrelated (i.e. steel and cake): 0-2 success
Generally, elementally associated (i.e. steel and marble): 3-4 success
Close variations or compounds (i.e. steel and iron): 5+ success


Resonant Reagents

Sorcerous Workings cannot work without resonant reagents. For example, if the player wants to obtain a limited form of immortality, then they will need reagents resonant with the concept of immortality. The peaches of Immortality from the Gardens of the August Celestial Jade Emperor or the Golden Apples of myth from Greece would be considered to be resonant.

However, reagents need not be magical in nature. Take the same example, a fossilized snake skin which would also count due to the myth of Gilgamesh and the snake that stole his herb of immortality.

Optional Content on how to design reagents
Every item has multiple concepts associated with it. This may be natural, i.e fire = hot, entropy, fuel etc, or manmade, Lotus = Enlightenment, purity, rebirth, etc. Even mythical reagents like the Peaches of Immortality = Immortality, vitality, divinity, etc. So then a player character gains or comes across a reagent, assign 3 concepts associated with that reagent.

The Quick and Dirty is to roll a D100 3 times. If the result of the first roll is 50+, the player can choose one concept associated with that reagent. If the roll fails, the Storyteller assigns a concept of their choosing. For the second roll, the target for the player to choose is 75+ and the third is 90+

Rules for Reagents

Non-magical reagents need not be unique but they should not be common as well. It must take at least some in game screen time to gain the reagent. You cannot simply walk into Walmart and buy them. Well, you or your circle member may buy them in bulk but you will still need to barter with Spirits and demons for them and otherwise put in some in-game effort to get them.

However, if the Storyteller has the reagent fall out of a plane and smack your character in the face? Then thank the Storyteller and go collect your reagent.

Now, with Magic Reagents, they must be willingly given as a Gift or as payment for services rendered. They may also be forcefully taken via Right of conquest or secretly stolen via a great act of Larceny, etc.

Basically? You or your circle member need to pull off something reasonably impressive for the Magic Reagent to count for your working. The exception is harvesting or creating Magic reagents via workings.

Optional Content on Reagent acquisition
Can I grow ingredients? Short answer: yes, Long answer? Take a Lotus as an example.

You can grow a bunch of Lotus flowers but for them to count, you need to take in-game action to form an association with the ingredient. So you would need to build or roleplay ordering or hiring people to build a pond and roleplay ordering, or harvesting the Lotus seeds and then having them planted. You can always make a Working to make the Lotus followers grow faster and it would be a perfectly valid way of getting some reagents.

Say, you want to gather crystalized Sunlight, which would count as a Magic Reagent. This is a Terrestrial Circle Working and you would need Reagents associated with gathering or transforming Sunlight.

So, you make a mirror. Yes a mundane mirror but one which must have a minimum of 5 successes to count. Then you would need one of the concepts of "REDIRECT" or "REFLECT".

Then you will need a Solar Panel that converts Solar power into energy. This is something you cannot simply buy but would need to design by roleplaying in game. Once done, you can make it or have others mass produce it. But you need some involvement in its acquisition. The concept you will need may be "CONVERSION".

NOTE: You do not HAVE to make it personally and a Party member can do it for you. The important thing is the screen time, not necessarily the effort you put in to get it.

Then you will need a battery and will be subject to the same rules as the solar panel. It will have the concept of "STORAGE" and need to be a battery designed to take the energy from Solar panels. So just any battery will not work.

Assuming you have the concepts, you can now use the concept of "REDIRECT" or "REFLECT" with "CONVERSION" and "STORAGE" to transform Sunlight in a Terrestrial Circle Working into a Magic reagent containing three concepts.

Concepts and Workings

When placed one after the other, they must thematically mean something. Take the above for example, Redirect or reflect, well does the same to Sunlight. The Convert concept transforms sunlight into a Magic reagent. The storage concept ensures that the magic solidifies into a Magic Reagent. Thus:
  • Reagents must be related to the Working conceptually, i.e immortality requires reagents associated with immortality.
  • You need three relevant reagents.
Storytellers are advised to be generous with the interpretations of resonant reagents.

Reagents and Circles

All Workings requires three reagents to work. For First Circle workings, these need not be magical in nature but are still subject to the normal rules regarding reagents.

In addition to the reagents gathered and used for the First Circle working, the Second Circle Working requires at least one magic reagent, so two non magical and one magical.

In addition to the reagents gathered and used for the First Circle workings and the Second Circle Working, Third Circle Working requires three Magical reagents.


Artifact Crafting

Artifacts , Menses and other Wonders

Artifacts and Manses projects can be attempted using the table below to determine the difficulty, interval and goal number based on the artifact rating. These intervals assume about four hours of work each day, but cannot be decreased by spending more time working (though a character would work on multiple projects simultaneously if they had nothing else to do).

Repairing a broken artifact is generally as difficult as creating one a dot lower in rating, except that the interval may be significantly shorter depending on how extensive the damage is.

Legendary artifacts and Manses, which go beyond the five dot scale, use difficulties, intervals and goal numbers chosen by the Storyteller - not all Legendary Artifacts are created equal, but they're all very difficult.

Artifact​
Dif​
Intervals​
Goal​
1​
9​
1 day​
15​
2​
9​
2 days​
30​
3​
9​
1 Week​
45​
4​
9​
2 Weeks​
60​
5​
9​
6 Weeks​
75​
N/A​
9​
6 Weeks​
75+​
Manse​
9​
6 Weeks​
75+​

Use the same rules as a Sorcerous Working to determine the number of rolls available. Also note that this rolls Willpower + Essence for all rolls. You need to roll the target number then roll sufficient successes for the Spell Aspects you want.

You can have as many artifacts as you want but any powers require you to spend a Willpower point to use.
 
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Week 1: Turn 11
Date 06 January 2011

As Danny, Kurt, and Lacy gathered at Danny's house. The mission at hand was clear, to prepare for Taylor's transition from the hospital to her home by the end of the week. The atmosphere in the room was a mix of concern, hope, and a shared commitment.

They walked into the living room and gathered around a table scattered with medical documents, care plans, and notes.

"We're kinda lucky we don't need to make the house wheelchair accessible. Ramps, grab bars, the whole deal, would have cost a lot." Lacy said as she began discussing the logistics.

Danny, who had been listening, agreed. "Yeah, that stuff is not needed, I got the recovery part covered. I want her to feel at ease when she comes back home."

They nodded, thinking about how to make things more comfortable for Taylor and as the conversation shifted towards the recent events involving the Merchants and their defeat. The trio exchanged glances, not knowing where to start.

"So, Danny, tell us how it went down with the Merchants. I heard a hell of a lot went down, something about you punching an explosion?" Kurt inquired.

Danny grinned, recalling the intense encounter with the Merchants. "Yeah, it was something. The Merchants had honest to god a tank set up and things got heated. I managed to punch an explosion mid-air and walked away from it without a scratch. Pity about Mush though."

Kurt's eyes widened in surprise. "You actually punched an explosion? That's...impressive and a bit insane. How did you pull that off?"

Danny chuckled, "Well, it's a combination of my powers and some quick thinking. I could sense the explosive and I knew I had to do something drastic. So, I went for it. Luckily, it worked out."

"Was it a calculated move, or did you just react on instinct?" Lacy asked intrigued.

Danny shrugged, "A bit of both, I guess. When you're in the thick of it, instincts kick in, but I also had to calculate the risks. I didn't have a choice. It was a split-second decision, and I'm just glad it worked."

Kurt nodded, "Well, you certainly have a flair for the dramatic. Punching explosions and dealing with the Merchants, it sounds like you've been busy last night."

Danny laughed, "You could say that. But it's all part of the job, right? Trying to keep this city safe, even if it means punching the occasional explosion."

Kurt and Lacy exchanged a glance before Kurt cleared his throat, addressing Danny. "There's something else we need to fill you in on, Danny. After your encounter with the Merchants, there's been a bit of an... aftermath. People are calling it Faust's curse. A curse that brings bad luck to those who cross paths with him."

Danny raised an eyebrow. "The hell?"

Lacy took over the explanation, "Well, people are saying that Faust decided to make a statement. The majority of the drug distributors and manufacturers in the City? They were there for the party and they've been……well cursed with bad luck. People are talking about shipments going awry, deals falling through, and operations facing unexpected setbacks."

Kurt added, "It's causing a hell of an uproar. The word on the street is that there's a growing fear of crossing paths with Faust, given the consequences."

Danny leaned back, processing the information. "So, my oath dismantled their operations indirectly?"

Kurt shrugged, "It's strange, it looks like they're being shat on from up high, busted shipments, production mishaps, and even internal conflicts."

Lucy added, "We've been hearing about it from various sources. It's creating chaos in their operations. They're on edge, pointing fingers at each other, and the overall drug trade in the city is taking a hit."

Danny couldn't help but smile at the turn of events. "So, it seems like the Merchants weren't the only ones to feel the consequences of breaking promises."

They shared a smile and Danny shifted the conversation back to more practical matters. "Alright, let's focus on getting Taylor back home. Kurt, Lacy, before we start, there's something I need to discuss. I've been thinking about using my power to help Taylor in her healing process," Danny began.

Kurt and Lacy exchanged glances, sensing there was more to the story. Kurt spoke first, "Sure. But why the hesitation? If it can aid Taylor's recovery, it seems like a no brainer."

Danny nodded, "But there's a catch. Using my power might expose us. If I heal Taylor, it could raise questions about how it happened. It might put us all at risk of being outed. The PRT are already sniffing around, caught an Agent visiting Taylor in the hospital."

Lacy considered the implications, "So, using your power could draw attention. That's a valid concern."

Danny sighed, "Exactly. I want to help Taylor, but I also don't want to jeopardize her safety and put any of us in danger. What are your thoughts on this? Should I go ahead with using my power to heal her, or should I look into more conventional medical options?"

Kurt leaned back, deep in thought. "It's a tough call. On one hand, healing Taylor would be the right thing to do. On the other hand, the risk of exposure is a significant concern."

Gathering around the table with medical reports spread out before them, Danny, Kurt, and Lacy delved into the details of Taylor's injuries sustained from the traumatic event of being shoved into the locker. The atmosphere in the room shifted, as the trio focused on understanding the extent of the harm inflicted upon her.


Roll: 46

"The initial assessment indicates multiple injuries. The psychological impact is significant, what with her reduced to a catatonic state." Lacy said as she read the report.

Kurt, scanning the reports, added, "She's kinda lucky. Physically? She got off with a slap on the wrist, all things considered."

Danny, with a furrowed brow, asked, "Anything I need to be worried about?"

Lacy nodded, "The reports outline the specific areas, head, back, and limbs. It's all minor, a few bruises and so on. The main thing is the mental trauma, the last report states that she is slowly waking up, but will still take some time."

As they reviewed the medical reports, Danny, Kurt, and Lacy carefully considered their options. Given that Taylor's physical injuries were relatively minor, they began exploring the possibility of using Danny's healing power to expedite her recovery while making it appear natural.

"If the physical injuries are minor, you can heal her. We just need to avoid any suspicions." Kurt stated.

"I know a trustworthy nurse who can take care of Taylor till she wakes up. Someone who can be sworn in and can keep her mouth shut." Lacy said, recognizing the need for continuous care during Taylor's recovery.

Danny nodded, "That sounds like a solid plan, Lacy."

"Make sure we can trust her. We don't want any unnecessary attention or rumors circulating" Kurt chimed in.

Lacy affirmed, "She won't tattle on us. She's someone reliable, discreet, and compassionate. But it won't be cheap Danny. She needs money, a lot of it."

"Don't we all?" Danny sighed. "We'll make it work, Lacy. Taylor deserves the best care we can provide." Danny said.

"Danny, have you considered consulting with a lawyer yet? " Lacy asked.

Danny, pondering the suggestion, responded, "I thought about it, but kept putting it off. Might be wise to involve a lawyer early on. They could guide us on what evidence could be relevant, and if necessary, help build a case."

"We should look through her room." Lacy said. "We may find out what happened."

"Lacy, I know who did this to Taylor. Lets respect her privacy. Going through her room is a sensitive matter," Danny voiced, his concern evident.

"You're right, Danny. Privacy is important, especially considering what Taylor has been through. But if you want to take them to court? You need proof." Kurt said, giving his own thoughts on the matter.

Lacy's response underscored the challenging dilemma, the balance between respecting Taylor's privacy and the necessity of gathering evidence for potential legal action.

Danny sighed, understanding the gravity of the situation. "I know, Lacy. We need to find a way to get justice for Taylor, but invading her privacy is not the solution I want."

CHOICE TIME:
Danny's Current Income:
1 Dot of Resources: Salary
1 Dot of Resources: Worldsoul - But you need to spend 1 AP to Launder it before you can make use of it.

Expenses:
Upkeep: One 0 Dot Resource per week as household upkeep.
Lawyer: ??
PI: ??
Nurse: five 0 Dot Resources per week.

[] Appoint the nurse.
-Taylor is currently in a catatonic state and despite the healing powers, she will "require" a Nurse to care for her till she wakes up to avoid any suspicion. This will cost five 0 Dot Resource per week. Remember you are paying for discretion and this covers that.

or
[] Do not appoint the Nurse.
-Saves money but has a higher risk of things getting out. You do not need the nurse to actually care for Taylor, but it is purely to avoid suspicion.

and
[] Go through Taylor's room.
-You may find more evidence to prove Emma and her group did this to Taylor. The down side is explaining all of this to Taylor when she wakes up. She will not be happy but you are an Exalted so you can talk your way out of this.

or
[] Do not go through her room.
-You do not invade Taylor's privacy. But this MAY negatively affects your case as it becomes a case of "he said, she said". You are relying entirely on the PI, if you hire him, which will cost more money and you do not know how much it will cost you, especially after the lawyer fees.
 
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So my concern is we don't need any proof. Courts will take too long and are part of Alan's expertise. We need to do something else, maybe talk to alan and his wife like fucking adults, we aren't taylor, we can work and talk. I mean with our social skills we could easily out play them socially.
 
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