A Desperate Measure (Worm/Exalted Quest)

[X] Refuse...
-[X] ...via hard bargain (You will take a hard bargain, which will result in Coil choosing a different timeline. This conversation will have retroactively never occurred, and you will lose the intelligence Coil's just gifted to you.)
 
Anyone have a non meta reason for refusing? Suspicious as this is.

This isn't even a winning intelligence coup.

If you WANT to do something about coil you need to LEARN about him.
 
Anyone have a non meta reason for refusing? Suspicious as this is.

This isn't even a winning intelligence coup.

If you WANT to do something about coil you need to LEARN about him.
Someone not from PRT just came to Taylor's house while it would seem as not a big deal given public nature of Taylor's "Trigger" she is a minor and her address should be at least under lock in her school and only accessible to the government.

Taylor also is a daughter of union worker, she should bargin before accepting any deals, the fact that Coil gives up because of that isn't her problem.
 
Anyone have a non meta reason for refusing? Suspicious as this is.

This isn't even a winning intelligence coup.

If you WANT to do something about coil you need to LEARN about him.
We already know about Coil, we found out he exists when we did our research, if we want to find out more we can investigate at any time.

As for non meta reasons could come up with some but ultimately the whole refusing influence is a meta mechanic so player's don't lose control over their character. I don't want to read a Taylor working for Coil fic so I'm going to vote against that.
 
[X] Refuse...
-[X] ...via hard bargain (You will take a hard bargain, which will result in Coil choosing a different timeline. This conversation will have retroactively never occurred, and you will lose the intelligence Coil's just gifted to you.)

I have too many bad memories of Conquest Quest. Coil being able to say "Oh yeah my goal is to fix the city and get rid of the gangs" hits Taylor's major intimacy letting her trust him creating a death spiral of social consequences. We need to buy either Witnees Rapport Technique (trivial characters can't lie, so Coil can't use flunkies and we get increased dice on reading his lies) or Spirit-Maintaining Maneuver (ignore someone persuading us).
 
[X] Refuse...
-[X] ...via hard bargain (You will take a hard bargain, which will result in Coil choosing a different timeline. This conversation will have retroactively never occurred, and you will lose the intelligence Coil's just gifted to you.)
 
[X] Accept (You will accept the influence, gaining a minor intimacy of Mysterious Benefactor (Trust) and agreeing to work with the man's employer even when it would be dangerous or inconvenient for you).
 
[X] Refuse...
-[X] ...via hard bargain (You will take a hard bargain, which will result in Coil choosing a different timeline. This conversation will have retroactively never occurred, and you will lose the intelligence Coil's just gifted to you.)

What shitty rolls, only 3 out of 10 when we needed only 4? good we need to improve this solar fast, this is a disgrace to all Zeniths
 
[X] Accept (You will accept the influence, gaining a minor intimacy of Mysterious Benefactor (Trust) and agreeing to work with the man's employer even when it would be dangerous or inconvenient for you).

We do need intel on the other gangs, even if it's from Coil. I'd rather have us get this info and keep the timeline rather than have Coil get more info on us for no cost (or have his mercs get bonus dice against us - if he ever tries to take us out those could be nasty).
 
Rule 3: Be Civil - Personal Attacks/Insults
[X] Refuse...
-[X] ...via hard bargain (You will take a hard bargain, which will result in Coil choosing a different timeline. This conversation will have retroactively never occurred, and you will lose the intelligence Coil's just gifted to you.)

[X] Refuse...
-[X] ...via granting bonus dice (You will grant Coil's mercs 3 extra dice on a roll of their choice in the scene)

Fuck Coil. Trusting him even for convenience's sake is worse than trusting the S9. I cant believe you people would just vote to work with the guy that feels no regret about kidnapping a preteen, getting her addicted to drugs and exploiting her powers while leaving her in the care of pedophiles. Are you all out of your goddamned mind?

And also what does Coil dropping a timeline have to do with us @Amazing Abzan ? Coil doesnt actually create timelines, he simulates the future, so unless we are seeing this from Coil's POV, then the fact that Taylor has a physical interaction with the merc means all this IS the real world.
 
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[X] Refuse...
-[X] ...via hard bargain (You will take a hard bargain, which will result in Coil choosing a different timeline. This conversation will have retroactively never occurred, and you will lose the intelligence Coil's just gifted to you.)
 
Fuck Coil. Trusting him even for convenience's sake is worse than trusting the S9. I cant believe you people would just vote to work with the guy that feels no regret about kidnapping a preteen, getting her addicted to drugs and exploiting her powers while leaving her in the care of pedophiles. Are you all out of your goddamned mind?
I mean it's a story? Coil hasn't actually done any of that in reality and it's not like people are voting for Taylor to knowingly help him. They're voting for her to be tricked into trusting him which is a perfectly valid direction to want the story to go in even if I'd personally prefer it not to.
 
Fuck Coil. Trusting him even for convenience's sake is worse than trusting the S9. I cant believe you people would just vote to work with the guy that feels no regret about kidnapping a preteen, getting her addicted to drugs and exploiting her powers while leaving her in the care of pedophiles. Are you all out of your goddamned mind?
Okay, let's settle down here. This is a work of fiction. No one was harmed in the making of this story. If people want to see Taylor get tricked into working for Coil, that's perfectly valid, because again, this is fiction. It hurts nobody.
And also what does Coil dropping a timeline have to do with us @Amazing Abzan ? Coil doesnt actually create timelines, he simulates the future, so unless we are seeing this from Coil's POV, then the fact that Taylor has a physical interaction with the merc means all this IS the real world.
Coil's power is difficult to portray in a quest while still leaving you agency. Because, like, he's going to react to your choices, and those reactions might include dropping the timeline in which you made those choices, but making choices is what you as players do in the quest. So you can see my conundrum.

This is, ultimately, the compromise I've settled on. I'm going to show you Coil timelines if those timelines contain a pivotal choice for you. If you like, you can consider this the POV of a simulated Taylor rather than the real deal.
 
Coil's power is difficult to portray in a quest while still leaving you agency. Because, like, he's going to react to your choices, and those reactions might include dropping the timeline in which you made those choices, but making choices is what you as players do in the quest. So you can see my conundrum.

This is, ultimately, the compromise I've settled on. I'm going to show you Coil timelines if those timelines contain a pivotal choice for you. If you like, you can consider this the POV of a simulated Taylor rather than the real deal.

Being honest, it will be easier for you and more fair if you just never try to represent Coil´s power in any way or form, just maybe use it as a dice he has for certain social rolls etc, this is because in the end its not Coil deciding wich timeline he wants but us, take this one for example im sure many people went for the Deny option just because it allows them to deny the shitty roll (i wont stop emphatizing that for a Zenith this is a disgrace and we need to spend on social charms assap) so instead of Coil choosing wich timeline goes better for him is us choosing wich timeline works worse for him, unless there is a big penalization for us doing that in wich case why give us the option in the first place if its gonna be worst

Yes Taylor will not know about Coil if we deny this but we do now wich means we are gonna find a way to fuck with him, thats not an if its a fact that people will take to make plans taking Coil into consideration, never understimate the ability of players finding loopholes, i only saw two times were Coil´s power was properly represented on a quest: first one was Comunication were we were notified he was doing it then people got to do a plan to basically force him to stop or choose the timeline we like (this is a quest were Taylor can talk with the chat) the other one was on QQ were we will see the two options but the one we choose is the one Coil will say no ............. you can see how that was easily manipulated in our favor, it didnt matter cause in the end it the whole quest was more about Taylor gaining herself a harem as it should be hehe

But i think you get my point right? Coil´s power is something that in fics can be easily represented but in quest shall forever be ignored unless you are attacking him directly, any attemp to try to introduce his power on the quets beyond dice will be manipulated by the players, trust me you will do yourself a favor by not using this mechanic at all (yes im saying this when im literally one of the peopl that voted refuse)
 
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That makes no sense, its pretty obvious why coil would reset here or not, if we doesn't get what he wants or an advantage he resets other wise he doesn't, I don't see how that is exploitable or hard to run in the slightest. And the dice are just going to be dice, it's an inherent limitation of non narrative quests, and will be perfectly fine, because QMs can think and stop blatant manipulation.
 
That makes no sense, its pretty obvious why coil would reset here or not, if we doesn't get what he wants or an advantage he resets other wise he doesn't, I don't see how that is exploitable or hard to run in the slightest. And the dice are just going to be dice, it's an inherent limitation of non narrative quests, and will be perfectly fine, because QMs can think and stop blatant manipulation.

If the roll was good, we completely see the manipulation and lies, how many people you think will choose accept because now they think we have an advantage or because we technically won the social fight, yes in the context of story Coil will have reasons to deny this timeline but in the end the decison Coils takes depends on our decision not his, son in reality we have control on what timeline he chooses

This can be exploited easily by the sole reason that when we have bad rolls and the situation its unfavorable for us then we choose Deny and now the bad rolls are nullified but we have an idea of waht Coil wants or that there is an interest in us or on certain thing, info that Taylor wont have but we have wich can be exploited to make plans via write-ins to gain the info or interefere in waht we think Coil wants, or even just choose the option thats more likely to get us there

In this vote its not obvious but the more this is used there will be a moment when one person will realise how to play the game and it will be exploited, thats thing, there are hundreds of players on quest and only one needs to get it right and make a good argument to exploit it, only way to prevent this and still using the mechanic is to always be incredibly vague but how many times can one keep that up till it starts being nonsensical on the context of the situation?

Im not talking about this vote but the mechanic in general, on this instance its ok but it will reach the point were more important decision will use this mechanic and then things can go badly, its better to just not take the risk at all
 
Another thing is that Coil can make diffrent kinds of prompts and decision to get Taylor under his thumb, today was a soft sell with a cheap merc, its failing isn't an issue; he can just try later on when Taylor fails, or he makes her fail getting her own info, so next try to get Taylor has a bonus of Taylor being annoyed at her lack of progress.

As for Taylor not getting half lies, Coil isn't Telltale, and we don't know if he conscripted her help for this meeting, which likely means that he remains unaware of his goon succeeding in his lies, especially if we go for the hard bargain, which could make him think that goon failed in his lies.

If I was Coil, I would also have a sniper nearby to test Taylor brute rating in case she refuses/bargins to hard
 
[X] Accept (You will accept the influence, gaining a minor intimacy of Mysterious Benefactor (Trust) and agreeing to work with the man's employer even when it would be dangerous or inconvenient for you).

I'm unsure of what all the resistance is about. The minute we meet coil or investigate him on any level Taylor is going to want to kill him because he wants to essentially put himself above the entire population of the bay.

He can use this intimacy now and we might be willing to give him leeway later like a chance to surrender rather than die but he's still a Crime Boss a bully and a monster. As long as we have intimacies of our own we won't be his ally for too long.

This also immediately grants us Intel on the other two groups that are actually dangerous he's small time the Nazis are smuggling drugs, kidnapping people and sending them to Europe to be processed into Para humans, having dog fighting rings and killing minorities. While the bad boys are essentially doing the same thing except they are minorities.

Fixing the bay is the goal he is just the last speed bump on the road.
 
With your recent exploits on your brain, you opt to check the internet via your new phone to see what the news is saying. Turns out it's not much: the Protectorate has made a statement thanking the independent cape Zenith for the captures of Skidmark, Squealer, and Mush. No mention is made of the latter two's plans to reform, to your mild annoyance, though you suppose it does make the rebranding easier if Squealer and Mush just quietly disappear.

Kinda surprising that they're giving credit, I was kinda trying to set it up so they could take credit for the captures and make themselves look good. I'm not complaining, but this isn't what I expected.

If we were inclined to be paranoid Mush and Squealer might be seeing the inside of a jail cell instead of getting rebranded, but given the need for white hats (even grubby ones) they're probably split up and put elsewhere. I'm going to guess something like "Mush in Seattle, Squealer in New Orleans" or something. It might be worth recording a video message and forwarding it to them to check on how they're doing too; relapses can happen, and even with the best support network available (which let's be honest, the PRT and Protectorate are not, though they're probably better than most) "a bit of help from your friends" can really come in clutch.

Plus it's a decent start to seeding a network of contacts over the country. We might not be getting Top Secret Information but just having Mush say something like "Mr. Tornado is a poor matchup for everyone on the team, wish there was a cape we could call in to help bring him in" and we take a three day vacation to the West Coast to see the sights and sic a Hound of Five Winds on a disgruntled hurricane insurance salesman. Always nice to spread the love.

Amusingly, there's a great deal of speculation about who 'Zenith' is. There's nothing in the PRT's statement linking your activities last night to the girl who glowed at Winslow, and the only people who know about your cape persona besides your dad are Protectorate heroes and PRT employees. Since the PRT is still trying not to spread your 'secret' identity, this means that there's no information out there for the public to connect the dots.

I wouldn't be surprised if there's a dozen different Zeniths as independent capes, given how generic a name it seems (like 'acme' or 'brick'). If no Protectorate hero has the name it's free game and if the one in Brockton Bay never meets the one in Kansas City there's not really any confusion.

Also, we get a hint of the PRT media control apparatus, in this instance used in our interests. We'll find out when we get back to Winslow if everyone signed NDAs (I doubt it) or if every time they posted "hey guys I think Zenith is this schoolmate of mine who just started glowing one day" they got an infraction and a 24 hour ban for trying to reveal a cape's identity (except Void Cowboy who is on a 1 week ban, again, for something unrelated but is going to open his mouth as soon as the mods let down their guard)

You'll probably have to correct that in the future. Maybe make an official PHO account or something. In fact, an online presence might be a good idea in general; using your social Thinker powers over the internet would be a good way to solicit aid for the charity you intend to start, though you wonder how the PRT would take it.

Cape-tuuuuube!

There's probably some sort of "Thinker Behavioral Guidelines" that the PRT has for how white hat Thinkers are allowed to act. (I can also see them classifying the document, waiting to see if you violated them and using that to try to push you in-house, or pushing you in-house if you managed to get your hands on a 'classified document' like that. That's giving them very little credit of course, but I can understand the thinking that goes into that)

Anyway, something to ask Kid Win about during our playdate joint patrol.

Shrugging, you put that thought out of mind and begin to research how you'll start your charity. There's so much you don't know, and you need answers if you're going to help people. How do you organize something on that scale, navigate the legal complexities, acquire that manpower and funding? You'd talked to your dad about it last night, and while he'd assured you that plenty of his fellow dockworkers would be happy to help out, it was clear the two of you were a bit out of your depth.

So research would be the order of the day, starting with cape laws and how much you're allowed to use your powers in support of something like this.

Step one; get a lawyer. I know Taylor's Embassy stats are such she could probably act as her own lawyer, but even ignoring the adage that 'a lawyer who represents themselves has a fool for a client', you don't have the certifications to be taken seriously by many in positions of power (or the legal protections associated with phrases like 'attorney-client privilege') and even if you did you have far better things to do with your time than deal with all the minutia that you'd need to deal with. Most importantly though, get a lawyer before you need one. It's one of those 'ounce of prevention' things.

Related to the above, we should probably talk to New Wave before launching the charity. I don't think that we should try to retain Brandish as a lawyer - there are too many potential conflicts of interest even ignoring that IIRC she's a divorce lawyer - but she should have a better idea than most about the unwritten portions of the intersection of 'legal' and 'cape'. There's even a chance New Wave might make an appearance at a charity event, lending their glamour to our event and both parties benefitting from the PR.

As it turns out, the rules are fairly permissive as long as you're not using your powers for profit: most of the legislation around superpowers is either to protect people or protect corporate bottom lines.

Hold on, I've got my 'surprised' face around here somewhere.

You grit your teeth. That last part rubs you the wrong way. Corporate power and the wealth it maintains, those are yet more ways for one person to wield power over another. Surely you aren't alone in seeing the wrong in that? Surely there's other people who feel as you do about the unjust nature of these hierarchies?

A quick, if vague, internet search reveals to you that no, you are far from alone. There's whole schools of thought stretching back more than a hundred years advocating for the abolishment of all coercive hierarchies: the state, capitalism, imperialism, patriarchy, you name it. You breathe a sigh of relief. There are people out there who share your feelings, and they've even given those feelings a name: anarchism.

You'd always thought anarchism was just throwing bombs and smashing things, but you see now that it's a complex philosophy with many schools of thought, a philosophy you find yourself agreeing with.

It's complicated, and I don't know how much SV is willing to tolerate on a forum like this, but spreading the idea of 'anarchism = throwing bombs' was not accidental and not spread by actual anarchists.

You pocket your phone and peek out the window to see a black man in well-tailored suit. He notices you looking and gives you a friendly wave.

Oh no, a suit! Alarm bells should be going off right now, Taylor!

You freeze. You'd known being an open cape might get you attention, but you're still more than a bit shocked to find someone approaching you in your own home. And that that someone would know to call you Zenith, well, that implies things.

"Are you with the PRT?" you ask. Nobody else should know to call you Zenith yet.

He shakes his head. "Afraid not, though I can see how you might come to that conclusion. My employer is particularly well informed."

You carefully pull your phone out of your pocket, prepared to dial the PRT if this should turn south. In a fit of paranoia, you cast your senses over to Eurus to check on your dad. Thankfully, he seems to be alone, just filling out paperwork.

"And who exactly is your employer?" you ask.

"A man who's very impressed by what you accomplished last night," he replies. "You should know you're not the only one with ambitions to clean up the city. My employer is just a little more indirect in his methods than you are."

"And yet you won't tell me who he is," you point out.

The man shrugs. "Orders are orders, you know how it is. What I can do is give you this," he says, reaching into his pocket and pulling out a thumb drive. He hands it to you, and you gingerly take it from him.

"I want you to do something for me, I know a lot about you, but you're not allowed to know my name."
"Huh. Seems legit."

"What is this?" you ask.

"Intelligence on the Empire and the ABB: detailed dossiers on their capes, as well as locations of some stash houses and such. My employer is sick of seeing these gangsters and Nazis, these overgrown bullies, preying on the weak and dragging this fair city down with them. He has a plan to curtail the criminal element of the city without triggering a repeat of the Boston Games, and he'd like to enlist your aid to implement that plan."

"The Boston Games?" you ask.

"Ah, see a few years back, Boston managed to get rid of all their supervillains practically overnight. Problem is, nature abhors a vacuum, so it was the most natural thing in the world for other villains to move in and try and carve up the city for themselves. There was a lot of fighting, a lot of collateral damage, and at the end of it Boston was left with even more supervillains than it had had before."

That… makes sense, you're forced to admit, even if it does mean your job of cleaning up the city is going to be even harder than you thought.

"So how are we supposed to get rid of the gangs without something like that happening?" you ask.

The man smiles. "Trust my boss. He's got it all worked out. He's a powerful Thinker, which means schemes like this are his forte."

"And what does he want from me?" you ask.

"Simple, really," he says. "Just do what you were going to do anyway, but with the targets he points you at. Might get a little dangerous from time to time, but what kind of cape are you if you can't handle a little danger?"

So Taylor has learned a few things already;
  • Boston tried cleaning up their criminal element and it caused Problems
    • We can probably ask for additional information from Kid Win when we meet with him. He probably doesn't have the information himself, but I can see Piggot sharing that information to help dissuade a new cape from recklessly trying to clean house.
      • Also 'I encountered someone who knew a lot about me this morning' probably sends up a few red flags at the PRT. I doubt it'll amount to much, but there's a moderate chance this stunt may cost Coil one of his moles in the PRT.
  • This Mysterious Stranger is a Thinker able to provide dossiers on the two largest cape gangs in town, including stash houses.
  • This Mysterious Stranger knows enough of how to manipulate you by emphasizing the 'bullies' and 'help the city' angle that they are able to task a minion to convince you to do stuff

This nameless merc is attempting to persuade you to coordinate your heroics with his boss. This is a basic persuade, as it largely consists of doing things you were going to do anyway, just on someone else's timetable.

Your resolve is 4 - 3 from your major virtue being exploited, - 3 from your major intimacy of "I hate bullies" being exploited, bringing you down to the minimum of 1 Resolve.

The merc rolls 4 successes on 6 dice, beating your resolve with 3 extra successes. He will use 1 to instill a minor intimacy of Mysterious Benefactor (Trust). He will use his 2 remaining successes to purchase level 2 of persuade, meaning you're willing to work with his employer in ways that may be personally inconvenient or even dangerous.

I can't help but wonder, given the approach and rolls, if this is the first persuasion attempt or the fiftieth. (I doubt it'd be that high, he has other stuff to work on after all, but the thought remains)

[x] Accept (You will accept the influence, gaining a minor intimacy of Mysterious Benefactor (Trust) and agreeing to work with the man's employer even when it would be dangerous or inconvenient for you).

Edit: Actually if we want to really screw over Coil's attempts to play with proxies Motive Discerning Technique gives you access a number of questions you can ask the storyteller for 1 mote each, at 4 integrity (which we have) you get access to extra questions including "Who's really in charge here?"

I don't think we need to get Integrity-boosting charms just because Coil is save-scumming his attempt to convince us on something, but I can admit this looks like a good charm to pick up for unrelated reasons; I don't know what the other questions on the list are but I imagine this won't be the last time we go into a situation where we wished we had more information.

So here's the thing, Coil isn't very good at seeming trustworthy long term because you know... he's a snake, made it his suit and everything. If we can see him we we can judge his operations, but if we do not know it's there he can hit us when we are not looking. While it is inconvenient to start off trusting him it isn't the end of the world.

I'm sure betraying Taylor's trust won't have any negative consequences for Mr. Calvert at all.

Imagine if he has to become a decent person out of self-preservation.

I have too many bad memories of Conquest Quest.

I have a great many rather good memories of Conquest Quest. Sorry you didn't like it.

Also, the way I see it the more we interact with Coil the better our chances are of meeting the Undersiders on a 'talking to' basis instead of a 'come back and surrender, criminal scum!' kind of basis. Heck, we already have an in; dogfighting rings run by Hookwolf and the chance we encounter Bitch.
 
I don't think we need to get Integrity-boosting charms just because Coil is save-scumming his attempt to convince us on something, but I can admit this looks like a good charm to pick up for unrelated reasons; I don't know what the other questions on the list are but I imagine this won't be the last time we go into a situation where we wished we had more information.
The questions originally available at Embassy or Integrity 2 are:

Does the character feel positively, negatively or neutrally about me?
Do the character and I share a Virtue?
Do the character and I share and Intimacy?
What haven't I noticed about the character?
How could I get the character to do what I want?

By "the character" these are referring to a character you are interacting with. Then at Embassy or Integrity 4 you get:

Who's really in charge here?
What do I have that someone here wants?
What would constitute a grievous faux pas in this circle?
What grudge is being hidden here?
Who doesn't belong here?
 
If we were inclined to be paranoid Mush and Squealer might be seeing the inside of a jail cell instead of getting rebranded, but given the need for white hats (even grubby ones) they're probably split up and put elsewhere. I'm going to guess something like "Mush in Seattle, Squealer in New Orleans" or something. It might be worth recording a video message and forwarding it to them to check on how they're doing too; relapses can happen, and even with the best support network available (which let's be honest, the PRT and Protectorate are not, though they're probably better than most) "a bit of help from your friends" can really come in clutch.
I think that is unlikely. PRT ENE is always understaffed, and both of them are relatively minor criminals compared to Assult, who had a birdcage sentence and worked, freeing people from the transports to the birdcage. Not to mention that Armsmaster has a soft spot for tinkers and having one who is focused on vehicles is great boon for the PRT, because 1. Better version of armscycle 2. Transports for the PRT squads that can allow them to punch above their weight class like Mister Big Bad Wolf. There is a chance that they will be moved somewhere else but not without replacement capes for them and probably together as a copy of batter and assault, as couples sell better.
 
I have a great many rather good memories of Conquest Quest. Sorry you didn't like it.
Oh, I have good memories of the quest too. However, I distinctly remember that Coil interaction because of how it played with Exalted's social mechanics. The fact that Coil was able then/will be able to now be accidentally more effective than he intended without any additional work due to his standard pitch overlapping with what most questers make Taylor's major intimacy will always make him a problem in social combat.

It would only be if we had a charm to see his real goal was "Control the Bay" and the necessary integrity charms that give bonuses to our major intimacies that I would ever want to engage him.
 
I think that is unlikely. PRT ENE is always understaffed, and both of them are relatively minor criminals compared to Assult, who had a birdcage sentence and worked, freeing people from the transports to the birdcage. Not to mention that Armsmaster has a soft spot for tinkers and having one who is focused on vehicles is great boon for the PRT, because 1. Better version of armscycle 2. Transports for the PRT squads that can allow them to punch above their weight class like Mister Big Bad Wolf. There is a chance that they will be moved somewhere else but not without replacement capes for them and probably together as a copy of batter and assault, as couples sell better.

They didn't transfer Weaver to Chicago because she had no friends in Brockton Bay. I figure they'd trade a pair of capes for a pair of capes - "Squealer for Osmosis Jones from Miami, Mush for Gruel from Madison" etc.

Armsmaster can still collaborate with other Tinkers (though IIRC he only regularly does so with Dragon), and Squealer's specialty isn't just "vehicles" but "big vehicles"; if he wanted to make the Armscycle the size of a monster truck that'd probably let her specialty come into play but keeping it petite like I expect he'd prefer would likely be difficult.

Oh, I have good memories of the quest too. However, I distinctly remember that Coil interaction because of how it played with Exalted's social mechanics. The fact that Coil was able then/will be able to now be accidentally more effective than he intended without any additional work due to his standard pitch overlapping with what most questers make Taylor's major intimacy will always make him a problem in social combat.

It would only be if we had a charm to see his real goal was "Control the Bay" and the necessary integrity charms that give bonuses to our major intimacies that I would ever want to engage him.

I remember that as "Agreeing to 'work for him' was the first step in mind controlling convincing him working for us was what he really wanted".

Here I am willing to consider Integrity charms to counter the likes of Valefor or the Simurgh, but Coil? I don't think they're necessary, just a few charms to improve our investigative skills and win over people we talk to.

Also, could I ask for some clarification as to the 'give additional dice for the rest of the scene' option? Is this a "since you said no to my first offer, my second offer is X" kind of deal?

By "the character" these are referring to a character you are interacting with. Then at Embassy or Integrity 4 you get:

Who's really in charge here?
What do I have that someone here wants?
What would constitute a grievous faux pas in this circle?
What grudge is being hidden here?
Who doesn't belong here?

To clarify, this is an automatic extension, not a charm repurchase, right?
 
Also, could I ask for some clarification as to the 'give additional dice for the rest of the scene' option? Is this a "since you said no to my first offer, my second offer is X" kind of deal?
It can't be used to make the same influence attempt, but otherwise you can use it for anything. A different influence attempt, an attack, running away, etc.
We could probably add a personalised question to the list if we bought a personal mode
Yup, this would be a valid personal mode purchase
 
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