Infernal Resurgence (Worm/Exalted)

[X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.

Ngl, shapeshifting looks very sexy too
 
[] Teleportation: The ship could have the ability to teleport to different locations, providing a quick escape or allowing it to move to a more advantageous position.
Nobody wants to have Count Duckula's ship?

[X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.
Oh well, this is the most immediately necessary.
 
[x] Dimensional Anchoring: This ability would allow the ship to anchor itself in a pocket dimension, making it undetectable and unreachable by conventional means.

Having a safe place is always a good thing.
 
[X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.
 
[X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.
 
[X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.

If we can upgrade this again, we should go time. Infinite material plus more time is sexy
 
What are Background Dots?
WHAT DO BACKGROUND DOTS DO?
So what does Background Dots do?

Short answer, anything that is not specific to a splat. Long answer? Anything that is in WoD books can be converted into this system and costs 4xp per dot. Backgrounds, Merits and flaws. Take for example, this.

Ability Aptitude (1 point) [Mage: Revised - Mental Merit]

For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with ease. This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technology.

This is a viable background dot but this is something that can only be acquired via Charms and Sorcery.

Now take the Resource Background. That is something that can only be acquired via Charms and gameplay choices.

WHAT ARE EXAMPLES THAT CANNOT BE PORTED?

Anything that is very specific to a splat, has no mechanical equivalent in this system or otherwise would not make sense, is considered as disqualified.

Sphere Natural

(5 points) [Mage: Revised - Supernatural Merit]

Your character is able to use one of the Spheres of magic with a greater degree of ease than other mages. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc.,) she's got an affinity for a certain kind of magic. She picked it up quickly, and she now progresses through it at an unusual rate.

During character creation, select one Sphere. From this point on, you only pay three-quarters of the normal cost (rounded down) when buying levels, rituals and similar improvements for magic of that Sphere alone. The favored Sphere must be declared at character creation, and it may be purchased only once.

So this Merit/Background is disqualified for obvious reasons.

WHAT ARE THE LIMITS?

Beyond what I stated above? Nothing. You can literally give people the background of Immortality or unageing if you so desire.
Unaging
(2 points) [Mage: Revised - Supernatural Merit]

Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apple of Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.

Yes, this "only" costs 8xp with the right charm. Yes, people are going to pay a LOT of money for this.

GM APPROVAL REQUIRED?

In short, feel free to raid the World of Darkness books for good merits, though I will change or veto them if I feel they are too powerful, breaks the game or are otherwise do not fit the system.
 
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Feel free to post them here as I do not have all the books. I will look them over and tell you if they are ok or not.
Alacrity (2-6 pts.) Damn, you're fast! Capable of bursts of inhuman speed, you can strike before most people can think. Each two points spent in this Advantage, up to the maximum six points, allows you to spend a Willpower point and take one extra action within a single turn. That six-point Advantage, for instance, would let you act four times in a single turn for the cost of one Willpower point. Subsequent Willpower points spent that turn do not add up, however; six points let you act four times in one turn no matter how many Willpower points you spent that turn. This bonus lasts only one turn per point of Willpower spent that turn; if you need to burn Willpower in order to move like the wind, however, you can do so for as long as your Willpower lasts.

Ferocity (2 pts. per point of Rage)You seethe with uncanny fury and may turn that fury to your benefit. In game terms, you gain a Trait called Rage, and may use it to perform extra actions, shrug off injuries, or tear through your enemies with primal ferocity. For every two points in this Advantage, your character receives one point of Rage. By spending a point of that Rage, you may: add one automatic health level to a successful hand-to-hand non-magical attack (that is, a bite, a slash, and so on); perform one additional action without using your lowest dice pool (again, see Mage 20, pp. 388-388); ignore wound penalties for one turn; or penetrate two points of an opponent's armor with a single hand-to-hand attack. Under normal circumstances, it takes at least one day of rest to recover spent points of Rage. Certain situations, how-ever, can rouse that fury again and restore one point of Rage. These situations depend upon the nature of your character and her channel to such primordial wrath. A nature-guardian, for instance, might be infuriated by destructive trespassers in her domain, while an embodiment of vengeance regains a point of Rage if she sees a person commit some act that demands violent retribution. The downside of this Advantage is obvious: On some level, you're always angry. Beyond an irritable temper and an unnerving edge to your personality, you also have the Trait: Berserker / Stress Atavism (Mage 20, p. 644) for free. Thus, you're often one bad moment from a meltdown that could injure companions, enemies, and innocents alike.

Human Guise (2 or 4 pts.)You have a human form you can wear when required. For the two-point version of this Advantage you present a few tells. These could be semi-visible gills, cat eyes, or hints of your reptile scales poking out from under that neat human skin you've thrown on. The two-point version of this Advantage comes with one dot in Appearance. Your tells can be covered up with makeup and or the right type of clothing, but it's fairly clear that you are not quite what you appear to be. The four-point version of this Advantage gives you a completely normal human guise with no obvious tells. Powers and abilities that can uncover a being's true form are the only way to discern that you are something other than a mild-mannered reporter (or whatever).

Information Fount (5 pts.) You know the weirdest shit! Thanks to a strange connection to the Collective Unconscious (or maybe just a great mind for trivia), you manage to make deductions, observations and connections that puzzle other, lesser minds. The traditional talent of oracles and familiar spirits, this ability grants you insight into things you probably shouldn't know but manage to wrap your head around anyway. Now, if only other peoplecould just understand what the hell you're talking about...In game terms, this Advantage allows you to make astute (if not necessarily accurate) observations about things if you successfully roll Awareness + a related Ability. The Ability in question should be related to the situation you're trying to understand: Martial Arts to note a detail about an oppo-nent's fighting style, Etiquette to recognize your host's taste in silverware, Streetwise to spot a Hell's Angel in disguise, and so forth. This information, however, comes across in poetic and often fractured observations; like the classic rock fanatic who declares out of nowhere that Chris Squire is famous for playing "a Rick with a pick," your proclamations might not be understood or appreciated by anybody else. From a roleplaying standpoint, this Advantage gives the player / Storyteller plenty of opportunities for fun, es-pecially if other characters (and players) have no idea what the bloody hell your character is going on about. Game-wise, another player might need to roll Perception or Intelligence + Enigmas in order to make sense out of the tidbits offered up by the Information Fount. It's more fun, of course, to just roleplay everything out. Oracles and familiars, after all, have rich traditions of saying things that wind up mangled in translation.

Universal Translator (5 pts.)Thanks to sophisticated tech or godlike knowledge, you can understand and communicate in any language you encounter. If you've never encountered a particular form of communication before, you'll need to make an Intelligence + Empathy roll in order to puzzle it out. The difficulty for this roll is generally 6 but could go as high as 9 if you're trying to sort out an especially arcane language, like the waving fronds of a plant-spirit or the shifting colors of an alien species' body hair. To translate a language, you must first be able to perceive itas a language. Telepathic communications or subtle symbolic codes are beyond you unless you're able to recognize them for what they are. Your understanding, too, tends to be literal unless you've had enough contact with your subjects to rec-ognize their slang, sarcasm, cultural references, and so forth.

Musical Influence (6 pts.)You are a veritable Pied Piper of Hamlin, capable of leading those around you into temptation... or wherever else you're looking to take them. This Advantage confers the power to motivate, suppress, heighten or demoralize the emotions of those who hear your music. You could be a wolf howling to terrify his prey, or a faun channeling the ecstatic powers of Pan. You call the tune, and your audience is inspired to dance to it as you will. To use this power, the player rolls an appropriate Social Attribute + an appropriate Ability. The Traits in-volved depend on what form the music takes, and what the character hopes to inspire with it. A carnal tune might employ Charisma + Seduction, while beating the war-drums combines Manipulation + Leadership or Intimidation. You could use some unusual combinations, too; a song that blends Appearance with Torture could provide an unsettling soundtrack for delicious atrocities. The difficulty of this roll is the target's Willpower. Additional successes let you influence larger groups of peo-ple. Although that influence lasts only so long as you keep playing (or singing, or whatever), its emotional effects can linger for quite a while afterwards. If your audience realizes you're playing them (so to speak), they can shrug off the effects of your charm. Music's funny, though; even when people have decided they don't care for a given song or singer, they often find themselves haunted by those feelings long after the music ends.

From Mage 20th Gods and Monsters.
 
On this, all characters are soft locked with 5 actions per turn and hard locked to 7. Also keep in mind that Danny has cheaper alternatives in charms and unlike this, does not suffer multi action penalty as badly. So this is tentatively fine subject to that limitation. Though it would be cheaper to just sell people the Kimberly multi action gift.

Not as useful as Yozi gifts as it is one turn and requires you to spend 1 WP which is very limited, both for Danny and any minions.
No rage mechanic allowed unfortunately. One of the hard limit is that there is only one resource stat, Willpower. I suppose we could convert it but this would be a no as it comes too much into the Charm territory. This is a HARD no.

1. This too makes no narrative sense as most of your minions are humans and will not need to hide their inhumanity by virtue of not being inhumane.
2. As a Costume/look like someone else power, there are Yozi gifts that could do this and do it better. I do not recall if I made a disguise charm in the Gift section but if you guys want it, I can go over any custom gifts you post. But regarding this merit as a disguise power, this is a no as it comes too much into charm territory.
3. If you want to use it to hide other powers, then, from my reading, this would not hide any active power use and most Powers you can grant do not have any tells when they are not being used.

If I am misreading this, please let me know.

This is redundant as you are already rolling Attribute + Awareness to get this information. Part of being an Infernal is that you have the Crown of Knowledge, meaning you have a limited form of Omniscience which bleeds over even when not in use. So unless you are going for specific information, a simple Attribute + Awareness should do this already.

For others however......I will allow it. Though it has a hefty cost at 20xp. Though unlike Danny, this is limited to stuff only Humanity knew. So if a person knew, this power would apply and a character can roll to try and know that.

Please do inform me if I am misunderstanding this merit.

Universal Translator (5 pts.)
This one is a charm so disallowed unfortunately. Universal translators are generally a power and not a background. As a background, it can add sux or remove difficulty to understand languages but not press a button and get results.
Musical Influence (6 pts.)
This is redundant. Also as per the current Social System you can already do most of this and this also does not seem to offer any Difficulty reduction?

Regardless, you can just get Ability Aptitude into Presence/Socialize and buy a few dots there to pull this off.
 
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On this, all characters are soft locked with 5 actions per turn and hard locked to 7. Also keep in mind that Danny has cheaper alternatives in charms and unlike this, does not suffer multi action penalty as badly. So this is tentatively fine subject to that limitation. Though it would be cheaper to just sell people the Kimberly multi action gift.
Idea is for more mortals more then anything to pick it up, and would mainly be useful in a fight at lest is the thought.
No rage mechanic allowed unfortunately. One of the hard limit is that there is only one resource stat, Willpower. I suppose we could convert it but this would be a no as it comes too much into the Charm territory. This is a HARD no.
I think that is a strange way to deal with it but fair enough.
1. This too makes no narrative sense as most of your minions are humans and will not need to hide their inhumanity by virtue of not being inhumane.
If I am misreading this, please let me know.
My thoughts for it were to hide demons mainly. So we could make more use of them without others knowing right away.
 
Idea is for more mortals more then anything to pick it up, and would mainly be useful in a fight at lest is the thought.
On this, this gift is MUCH better.

From the Depths I come
System
: The Character spends Willpower and gains one tentacle per point of Willpower that erupts harmlessly from the Character's body for the rest of the scene. They roll the same stats as the Character and each tentacle makes a single attack with all the advantages the Character possesses, i.e all Exalted advantages, stats, weapons, charms, gifts etc and that counts towards the Character's total action limit for that turn, i.e 5 but not towards the multi-action penalty. The tendrils attack opponents of the Character's choosing at the end of the turn, after everyone else has already acted.
Demon Aspect: Unlocks Choking Fog. Characters are treated as being underwater and may be subject to drowning rules.
Feature: Behemoths: The seas of the Worldsoul naturally produce Behemoths that crawl out of the oceans as part of their lifecycle. Monstrous creatures that are more living fortresses or mobile mountains than living creatures. Summons a Behemoth.
Unlike the Merit, this lasts for the scene and is MUCH more WP efficient.
My thoughts for it was to hide demons mainly.
They can go intangible to avoid being found. The Demons main problem is that they are MENTALLY inhumane and will inspire feelings of Uncanny valley, regardless.
 
Votes closed.
Adhoc vote count started by Yzarc on Mar 2, 2024 at 7:36 AM, finished with 20 posts and 9 votes.

  • [X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.
    [X] Time Dilation: The ability to manipulate time within the ship, allowing for reduction of time for Workings and Craft actions in the ship by one Interval. (Decade to Year to Month to Week to Day to Hour to Minute to Second)
    [x] Dimensional Anchoring: This ability would allow the ship to anchor itself in a pocket dimension, making it undetectable and unreachable by conventional means.
 
[X] Restoration: The ability to completely regenerate mundane ship supplies and all ship damage at no cost. This would also restore the engine room and the fuel bunkers as well as apply to any tinker tech and artifact upgrades.

Best option right now
 
Week 3: Turn 5
14th January 2011

Advantages
+3 rolls for a blessing from a Supremely powerful God or being. (Infernals gain this for free)
+1 rolls for a basic workshop, with all the standard tools.
+5 rolls for using purely resonant magical ingredients.
+1 roll for having a Charm, spell, anima power, or other magical ability that's related to the Working or Spell.
+2 rolls for having a resonant Essence. For Infernals, this is limited to their Favoured hells.
12 Rolls Total.
Effect: Alter major metaphysical properties of the ship, making it always count as part of your inner World. 40 Sux needed.
Base Difficulty: 9
Anima: -1 Difficulty.
Workshop: -2 Difficulty
Final Difficulty 6

In the dim light of the moon, Taylor stood at the edge of the wheelhouse, gazing up at the massive, looming deck of the ship. It was a relic from a bygone era, its once-grand hull now weathered and worn, covered in strange runes and symbols that seemed to pulse with a faint, otherworldly light.

With a deep breath, Taylor released her bugs, sending them skittering across the surface of the ship. As they crawled over the ancient wood, she felt a sense of unease creep over her. The bugs began to act strangely, moving in erratic patterns and emitting low, mournful hums that sent shivers down Taylor's spine.

Ignoring her growing unease, Taylor pressed on, sending her bugs deeper into the ship's interior. But as they ventured further, strange things began to happen. The walls seemed to shift and warp, the very fabric of reality bending and twisting around her.

Taylor tried to pullback, but the ship seemed to have other plans. Its corridors twisted and turned in on themselves, leading her bugs in circles and trapping them in an endless maze of darkness. Shadows danced at the edges of her bug's vision, and strange whispers filled the air, speaking words that sent chills down her spine.

Desperate to escape, Taylor called out for Danny, but her voice was swallowed by the darkness. She was alone, lost in a world of eldritch horror with no way out. Just when all hope seemed lost, a faint light appeared in the distance and she woke up in the wheelhouse, gasping for breath and covered in a cold sweat.

In the dimly lit interior of the abandoned ship, Taylor shuddered, her skin prickling with unease. "That was scary, Dad," she whined, turning to Danny, who was examining a rusted control panel nearby.

Danny looked up, a grin spreading across his face. "Scary? That was just the beginning, Taylor."

Taylor rolled her eyes, trying to shake off the lingering fear. "Great, just what I needed to hear," she muttered, casting a wary glance around the eerie surroundings.

Danny chuckled, walking over to Taylor and placing a reassuring hand on her shoulder. "Don't worry, Tay. I won't let anything happen to you. Now, let's keep experimenting. Who knows what else we might discover?"

As Danny and Taylor continued their exploration of the ship, Danny's mind buzzed with possibilities. With a confident smile, he decided to put this newfound claim to the test.

Standing in what was once the captain's quarters, Danny focused his thoughts on the sanctum within his Worldsoul. He concentrated on its luxurious furnishings, it's warm and inviting atmosphere. Slowly, he felt the familiar energy of his sanctum pulsating within him.

With a wave of his hand, Danny invoked his power, channeling the essence of his sanctum into the ship. In an instant, the cramped and dilapidated quarters transformed before their eyes. The walls shimmered with ethereal light, and the air filled with the scent of fresh flowers and incense.

Taylor gasped in amazement as the once dingy room was replaced by a lavish and opulent space. "Dad, how did you do that?" she exclaimed, her eyes wide with wonder.

Danny grinned proudly, relishing in the success of his experiment. "It's just one of the perks of being me," he explained. "With a little bit of concentration and a whole lot of imagination, anything is possible."

Danny's thoughts then turned to the demons from his world soul. With a flicker of his will, he summoned forth a group of Demon Prison Guards. The air around them shimmered as the demons materialized, their towering forms clad in imposing armor.

Taylor gasped as the demons appeared, their presence filling the room with a palpable aura of power. "Dad, are these...?" she asked, her voice barely above a whisper.

Danny nodded, a sense of pride swelling within him. "Yes, these are the Demon Prison Guards from my Worldsoul," he explained. "They have pledged their loyalty to me, and now they serve as our protectors."

The demons bowed before Danny, their movements fluid and precise. "Lord," one of them spoke, their voice deep and resonant. "We stand ready to serve and protect you and your kin. Command us, and we shall obey."

As Danny and Taylor were still familiarizing themselves with the ship, Danny decided to test the limits of the demons' presence. "I want to see if you can leave the ship," Danny commanded the Demon Prison Guards.

The demons nodded, understanding their task. One by one, they attempted to step off the ship, but to their surprise, only a few could pass beyond its boundaries. Those that did were bound to specific tasks, such as patrolling the surrounding waters or scouting the nearby coastline.

"It seems that despite the ship's connection to my world soul, your ability to leave is limiting," Danny mused, observing the demons' efforts. "But as long as you are bound to tasks related to the ship or me, you should be able to move freely."

Danny then reached out and commanded the ship to function autonomously, without the need for a traditional crew. With a simple mental command, Danny activated the ship's systems, and they sprang to life.

Internal lights flickered on, and the hum of machinery filled the air as the ship's newly regenerated engines came online.

"It's... it's like the ship is alive," Taylor whispered, awestruck by the sight before her.

"In a way, it is," Danny replied, a hint of wonder in his voice. "It's a part of my Worldsoul now, an extension of my will."

As Danny and Taylor explored further into the depths of the ship, they stumbled upon a storeroom. To their amazement, they found that the contents of the storeroom seemed to renew themselves. The pantry was filled with fresh food, and the store room was fully stocked with supplies. Enough for around 30 people.

"This is incredible," Taylor exclaimed, inspecting the shelves filled with provisions. "It's like the ship is providing for us."

Danny nodded, his eyes wide with wonder. "It seems that way. This ship truly is a marvel."

They spent some time marveling at the replenishing supplies, grateful for the unexpected boon. With the ship's ability to provide for their needs, they knew that they could stay hidden and well-provisioned for as long as they needed.

As Danny and Taylor ventured deeper into the bowels of the ship, they stumbled upon a strange and unsettling sight—a large, pulsating brass and crystal cocoon, floating at the center of the room. Taylor recoiled in horror, while Danny approached it cautiously, his curiosity piqued.

"What is this?" Taylor asked, her voice filled with trepidation.

But before he could answer, the Voice spoke in Danny's mind, its tone grave. "That, Daniel, is a nascent soul, slumbering within the cocoon. Its narrative yet to be determined."

Danny's eyes widened in understanding. "You mean... it's waiting to be born? To become something?"

The Voice nodded. "Precisely. It is a rare occurrence, but sometimes, souls decent from the raw essence of the Primordials, each with their own story to tell. You too hold the power of creation, though you are...."merely" a chosen and thus, this is but an emulation of that. Not a Peer nor a Citizen, it has more in common to the rebellious gods that to the souls of the Creators, but bound to you nonetheless."

Taylor looked at the cocoon, a mix of fascination and unease crossing her features as Danny explained what it was. "What will happen to it?"

The Voice was silent for a moment before responding. "That is unknown. It depends on the choices made by those around it, and the path it chooses to take once it awakens."

As Danny and Taylor stood before the pulsating cocoon, the unborn being within the cocoon spoke, its ethereal tones echoing through Danny's mind. "Greetings Creator and Creator kin. I am but a fragment of a greater whole, a sliver of consciousness adrift in the vastness of existence. Who I am, what I am, and what I aspire to be have yet to be determined. As such, I shall slumber until you, father, give me a name or let me fade."

Danny furrowed his brow, pondering the Voice's words. "A name... but what should I call you?"

"Merely uttering words will not suffice," it said, its tone powerful yet painfully young. "To awaken me, you must shape my narrative, for I am a being of story and myth, born from the fabric of your Worldsoul."

The Voice chimed in, adding its wisdom to the cryptic message. "This being's narrative must be determined. You must give it form and purpose through Sorcerous naming. Only then will it awaken and fulfill its role as one of your divine ministers."

"Beware," the being in the cocoon whispered, "my awakening will mark the end of this vessel."

Danny's brow furrowed in concern. "Why is that?" he asked, puzzled by the revelation.

The being's voice grew stronger, resonating with power. "I am a creation of your claim," it explained. "As you have claimed this ship as part of your Worldsoul, my awakening will reshape it to accommodate my existence. The ship, as it is now, will cease to exist in its current form and become a part of mine."

Taylor looked at her father, worry etched on her face. Danny understood the gravity of the situation. His actions had consequences beyond what he had initially anticipated. He had to decide whether to awaken this being and accept the loss of the ship or to leave it dormant and preserve the vessel.

"While my current form is tied to this cargo ship, you have the power to shape what I become," it continued. "Your will can guide me to a new ship form, one that aligns with your vision."

Danny considered the implications of this revelation. The idea of shaping a new ship form for this being intrigued him. He could envision a powerful military vessel, something truly unique and powerful like a battleship. It was an opportunity to create a flagship for his divine realm, a symbol of his authority and ambition. The Admiral for his nascent navy who was also a ship.

Yet as Danny gazed at the the cocoon, a sense of responsibility weighed heavily on his shoulders. The being's words echoed in his mind. He knew that naming it would shape its identity, its purpose, its very essence. But did he want to? Did he dare to trust it?

"Fear not. I am but a possibility." The being said, noticing Danny's hesitation, "An accident and not a product of intent. Should you choose to not name me, I will hold no grudge against you and your kin. For you are my Creator and I love you all the same."

"I appreciate your understanding," Danny finally replied, his voice reflecting his gratitude. "This decision is not one I take lightly."

The being nodded, its form shimmering faintly within the cocoon. "I am bound to your will, whether named or not. My existence is your choice, and I will serve you faithfully, regardless of if I exist or not."

With those words, Danny felt a sense of relief wash over him. He knew that whatever choice he made, the being would support him.

GAINED:
A Ship that acts as a part of your inner world. It has the following features.
  • The ship constantly regenerates all damage and replenishes all ship based supplies.
  • The ship counts as a part of the Worldsoul and Danny has full control over it.
  • Danny can directly control the ship without a crew needed.
  • The internals of the ship can be changed as needed and gives the impression of being bigger on the inside.
  • You can summon features, like demons within the ship. However, they cannot leave unless bound to fulfill a task. Mechanically: You can make use of Essence Size Demons.
  • You can walk to your Worldsoul without spending 7 days and 7 nights traveling. You appear at the foot of the fortress.
ACHIEVEMENT:
Congratulations, you are a Father…..again. There is a nascent being gestating in the heart of the Worldsoul, that also appears in the heart of the ship. The Being is:
  • Unborn and whose power is undetermined.
  • Will need to gestate for a Year and a day.
  • Will need to have its human aspects "Named"
  • Will need to have its Ship aspect "Named"
  • Will need to have its third and final aspect "Named"
So your Sorcerous Rolls? It went horribly right. You have inadvertently formed a Chrysalis Divine and have a potential character, though the same will only be available in a year and a day, should you choose to awaken it.

Now this is not technically a Third Circle Demon and is more akin to a powerful god or spirit. So you do not have to Worry about it dying and taking a chunk of Danny's mind as well. That said, without a Spirit killing charm, it will automatically reform in your World Soul and can be summoned with Sorcery. It will be POWERFUL, with a Capital P. How powerful? That has to be determined based on what you want from it. How powerful can it be? That depends on the below. Its Purpose however, as the first born, has been determined.

You need 3 mundane reagents for 3 Human Arch types, for Example, Scientist, Noble and Soldier, representing Mental, Social and Physical attributes.

Then you need 3 Ship Narratives. Take for Example, the Bismarck. It was said to be "The most powerful", "Capable of Duling multiple Peers" and "Was unsinkable" so something similar.

Finally, you need three aspects reflecting its Purpose in your Worldsoul. This is locked as Malfean due to your strong pull to it. So the Aspects will be "Power" "Destruction" and "Illumination" to go with the radioactive green sun theme.

As the being was partially brought into existence due to the act of claiming a ship, I am taking some inspiration from Kancolle and Azur Lane for the being, if you choose to awaken it.

Keep in mind that there is no consequences to not awakening it and even if you do, it will take a year and you have the ship for that time.

CHOICE:
[] See if you can loot the gangs for some cash. You definitely need it.
[] Forge Alliances with Local Heroes, New Wave
[] Community Engagement. Go out and talk to the people. The PRT is called the PR Team for a reason

SECOND CHOICE:
[] Choose to Awaken the being.
(This locks in an action, next week and all other weeks, to gather reagents to awaken the being. The lock lasts until you succeed in naming the being)

[] Do not Awaken the being.
(No actions are locked but you are letting the being fade.)
 
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My idea is a levithain hunter ship based on one of the greatest crimes of humans, whaling ships. Name of person is ahab, ship name is ahabs ship.
 
[X] Community Engagement. Go out and talk to the people. The PRT is called the PR Team for a reason
[X] Choose to Awaken the being.
 
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