It is an older version so that's probably it.
That's good to know, I was kinda worried about how bottlenecky minor milestones would be. Being able to pick up spells from exalt milestones will make it much easier to justify picking them up.
In particular I'd like to pick up
Unbreakable Bones of Stone it would make Taylor even more tanky than she already is, I'd also like to grab
Violent Opening of Portals and
Lightning Spider.
How do you do that underline-y bit?
Also, this seems like a good chance to talk about Spells. The usual disclaimer of 'I do not know how this works in Exalted Essence' applies but the general of the intent of the spells are probably still applicable.
- Unbreakable Bones of Stone: Improves Brute rating, reduces wound penalties, ignores fall damage and turns eyes to marble while skin becomes cold as stone. If we want to improve our Brute rating there are charms that would do this as well, and likely longer-term (is Hardness a thing in ExEss?) but this would likely stack with them. If you wanted to double down, there is also the Invulnerable Skin of Bronze to go for a pseudo-Weld build
- Violent Opening of Portals: As the name implies, it opens portals violently. It's a spell that lets you do the 'FBI, OPEN UP!' meme in real life. I don't see an immediate benefit to Taylor getting this, as 'doors being closed' doesn't seem like a problem she'd have to deal with very often (superstrength is a reasonably common power after all) and this is more meant for stuff like 'surprise battering ram the city gates'.
- Lightning Spider: Doc Ock movement (which is cool), and in 2e included short-lived Lightning Silk dragline (lasted the length of the scene). Interesting mobility options, but unless we wanted to focus on grappling or make a habit of fighting Spider-Man I'd hold off (even if it's pretty cool) as other mobility options exist just from Solar Athletics.
- Burning Eyes of the Offender; give penalties to people looking at you while you fight. You can avoid these penalties by closing your eyes or looking away, but then you're fighting blind.
- Corrupted Words: you can name a topic and someone basically vomits slugs (metaphorically...probably) if they try to talk about that. It's phrased as a "keep secrets" spell but let's be honest; if Nazis are going to vomit bile at a rally they can at least have the decency to vomit bile at their rally. Forbidding Kaiser from discussing "minorities in America" should probably earn Taylor a medal or something.
- Curtain of Quartz; debuffs people's combat abilities within a certain area around the caster. Immaterial attacks get a further debuff, so if Purity is trying to Kamehameha Taylor this would be useful for that.
- Disguise of the New Face: I'd ask for clarification on how this compares to Flawlessly Impenetrable Disguise, but regardless it helps you disguise someone (not just yourself) as someone else with a potentially high degree of fidelity (not just appearance, but fingerprints, mannerisms, smell, etc). If we want to walk Dinah out of her cell, sneak into a top secret PRT meeting, or just make Krieg goe through life as a strong black woman who doesn't need this sort of treatmen, we can do that.
- Dragon of Smoke and Flame: lets us call up a little guy to help us find a location with non-unique properties (variable difficulty; water in a forest is easy, water in a desert is difficult) and also helps provide illumination at night. It doesn't help with unique stuff ("Squealer's lab" is a no-go) unless you already know it and just need help getting back there, nor does it help you find magically hidden locations (unless you're the one who hid them). Useful if we want to hunt for jade deposits, otherwise modern tools allow us to do a lot of this without needing to buy a spell.
- Food from the Aerial Table: feed a number of people (exact numbers vary, could be 'a handful' to 'an army' depending on the exact version of the spell). Useful in disaster response where normal logistics are compromised, but not something we need immediately.
- Fugue of Truth: enter a fugue state to better see through deceptions, illusions, manipulation, disguises and dissembling, plus it lets you read motivations much easier. Physical actions are impaired (you're in a fugue state) but if we expect to do investigative work it can be quite handy.
- Incantation of Effective Restoration: If you have more than half a mundane object or its remains, you can restore it to good as new (the ashes of a book restored to fresh from the printers was the given example). For magitech (which I presume Tikertech counts as) you have to target each component individually and it undoes wear and tear and damage but does not restore consumables like fuel or lubricants, and only works to the best of your learned ability. Using this cuts maintenance time by half (under 2e). If we're going to be dealing with Tinkers this seems like the kind of thing they'd promise extravagant things for, and is probably a strong bargaining chip for 'you can trust me with Kid Win's blasters'.
- Invocation of the Living Ship: Ship becomes possessed of a vigorous spirit that either supplants or supplements a ship's crew and can basically sail itself. I want to restore the ships in the Boat Graveyard and do a Working installing this onto each of them as part of an effort to restore Brockton Bay's ports.
- Ritual of Elemental Empowerment: Lets you ritually enchant a mundane item to have attributes associated with one of the five Gaian elements (Earth, Air, Wood, Fire, Water) provided it's not already enchanted and you can lift it easily with one hand. (Whether or not Tinker tech counts as 'already enchanted' is a mystery at the moment)
- Earth: items become heavier, tougher and more resistant to change (ie, weapons don't need sharpening and tools don't wear out)
- Air: Items become lighter, move easier and clothing thus enchanted helps keep you cool. Weapons add cold damage, and while not explicitly mentioned there is enough "air = lightning" going around that you can make an argument for 'batteries recharge themselves automatically' or something similar
- Wood: Item repairs itself over time, you can probably argue for replenishment of poisons or medicine as well
- Fire: Items become immune to fire (this is not automatically conferred to their wearer/weilder, but do offer bonuses to keeping warm), weapons add fire damage to them
- Water: Items have limited shape-changing ability (clothes change their cut but remain made of the same fabric, weapons can change what they're made of but you could probably disguise a handgun as a big ornate belt buckle, etc)
- Mists of Eventide; people caught in the area of effect fall asleep 'until the sun passes the horizon twice' ie "dawn or dusk, whichever happens second". Magical beings like Exalts get a roll to resist the effect and things like robots and the undead aren't effected, but regular mortals just go out like a light for 12+ hours. Seems like a good way to avoid a fight.
- Emerald Circle Countermagic: either nearly useless or invaluable, depending on whether it can effect persistent parahuman effects like Grey Boy loops or Mama Mathers' insane-o-vision. Likewise Emerald Circle Banishment for summoned minions.
- Private Plaza of Downcast Eyes: Wards an area against scrying and teleportation. There's an outside chance this includes mundane espionage effects like survaillance cameras, but it's meant for blocking things like Clairvoyant's omniscience and Gallant's emotions sense. (or, more to the point, Oni Lee showing up using means other than walking through the door)
- The Sacred Tongue: Creates a mask that lets anything the caster speak to anything with a language (potentially including Endbringers and Entities, but that's a judgement call) and offers some social boosts (people find it difficult to ignore your words)
- Shadow Summons: if you have an arcane link (hair or blood is the most likely but there's probably other options) you can snatch up someone's shadow and either have it deliver a message (ie, a social attack) or destroy the shadow leaving the subject wracked with pain for a week and it takes the shadow a month to regrow.
- Silent Words of Dreams and Nightmares: Send people dreams, allows for social attacks.
- The Spy Who Walks In Darkness: Burn up your own shadow and send it scouting, it's close to invisible so long as there are dark places and it can go places that are locked up. (It still triggers magical wards and defenses if they're there, not sure how things like motion sensors count). Can only be cast on nights of the full moon, spy lasts for a few days, has some difficult resource requirements ('clay from a cave that has never seen the sun' etc), you lose your shadow while it's on deployment
- Theft of Memory: Take a memory from someone and trap it in an emerald. The person no longer has that memory, but anyone can review the memory in question if they hold the emerald and think about it. You can cast this subtly (if you aren't in combat) but have to know what the memory you want to recover is.
Some spells that deserve special mention;
- Demon of the First Circle
- Summon a Demon of the First Circle from Malfeas to be bound and do your bidding for a period of up to a year and a day. The demon isn't passive-aggressive and recalcitrant about it - they genuinely do want to play ball, unless you've called up a specific demon you have a history with or you're trying to get the wrong demon for the job - but they tend to have an alien mindset and require certain precautions and accommodations (example; one demon must scream in terror for an hour every day because it saw its own horrible fate and no amount of mind control can compel it not to, one goes crazy if it's not fully immersed in seawater every day, another is mortally offended if a child laughs where it can hear it, etc). Improving Sagacity ought to keep us informed of the common demons' quirks (they're frequently useful, and thus more frequently summoned and more frequently have records of how the summoning went.
- Jeweled Wasps: Very attractive flying wasp that considers it an honor to be a flying mount, but is mortally offended if you ride something else (horse, bike, taxi, etc) and will attack it in a jealous rage (the taxi, not the driver). Commonly talk philosophy.
- Stomach Bottle Bugs: Purifiers that can turn the most vile sewage or filth into clean water (or other similar substance), usually summoned to act as medics because they can mend flesh and eat poisons. They become greatly aggreived if they aren't allowed to remove a taint on something (like preserving a crime scene), also enjoy alcohol (they turn it into water)
- Demon Spiders: More a classification than a specific breed, they're called up for a variety of reasons but common ones include 'guard a location', 'kidnap/assassinate a specific person' and 'I want to harvest your venom'. Almost all can produce a strong silk, the example breed listed in Roll of Glorious Divinity is physically pained by a dog's bark (and would either flee or attack).
- Passion Morays: translucent eel things that 'swim' through the air, they sniff out memories with a lot of emotion and devour them. They can't move through metal (and tin is deadly) but can spit back up someone else's memories before digesting them (though they hate to do it)
- Living Armors: They live as a second skin on you and act as another layer of defense (in 2e they increase your Soak) and can act as translators (and presumably language instructors). They're very superstitious (not without cause) and react poorly to ill omens
- I'm leaving out a lot of 'this demon is good at combat for X reason' stuff, but suffice to say you have plenty of options for good stuff even without dipping into well-made fan write-ups. However, if we did decide we needed a mile-long brass centipede to do our bidding (or what have you) we have stats for those. Moreover, when you have a problem with a demon the answer very often is 'there is a demon that can solve this problem'. There was an example I read where you could have demon smiths that require sexual gratification satisfied with demon courtisans paid in company credit (they demand payment) and fed by demon minors singing ore into existance, everything kept on track by demon bureaucrats...etc. Get too many demons in a location and there are problems, but as a Zenith Taylor is better prepared than most to deal with them.
- Summon Elemental
- In some ways a poorer version of Demon of the First Circle given they can't be bound for a full year and have to be treated with at least a modicum of dignity. However having several of them gathered in one spot doesn't risk Omen Weather and there's almost as many uses for elementals as there are for demons. I list here a sample of Elementals, but there are lots of them to work with and they range from 'darn useful' to 'why would we ever need this?' like avalanche beetles.
- Mercury Ants: Their bite has some interesting properties, including transmuting metals (lead into gold is explicitly mentioned), acting as an aphrodisiac and being used in a potion that basically Flowers for Algernon's you. They don't like surface-dwellers, but they'll generally do as they're told if you summoned them as they're used to servitude (...they're ants). They're also adept at alchemical work if necessary.
- Flame Duck; we can literally just call up a pyrokinetic and ask her to be a freelance hero. I'm sure this won't have any complications whatsoever. Likewise Ifrit, and they're noted to be common team-ups in the South.
- Undertows; unobtrusive, slightly paranoid collectors of secrets. Communicate telepathically (it's not an exact science) and they're willing to trade secrets but have no real context for how valuable any given secret is; "Alexandria is part of a dimension-spanning cabal trying to kill Scion" is just as likely to come out of its mouth as "The guy at the ice cream parlor whose nametag says Jeff is actually named Geoff, he just got tired of people struggling with his name".
- Stick People; basically Baby Groot. Their sap makes them seem trustworthy, and most humans find them unbearably cute. They're more mischievous than malicious but they've got the attention span of a small child.
- Not a sincere recommendation, but it amuses me that if we bound a Fire Butterfly to seduce Lung the senior ABB leadership could be preoccupied for potentially an entire month. If they're also bound to report everything they've learned afterwards then it might even count as a honeypot assignment (though given the shallow and vain nature of Fire Butterflies I doubt it'd be of great use)
Both Elementals and Demons should be amenable to payments of worship; humans excel at Worship (in Creation that's more or less what they were designed for) and we have a large population that is under-employed. If we get a 'cult' of ~200 people willing to burn incense and sacrifice goats regularly that's a powerful prayer engine, something spirits care a lot more about than money in the bank. If the spirits in question can produce some weird useful substance the PRT is likely to at least buy up a sample to pass around their Tinkers to see if anyone really needs a nostalgia-inducing florescent moss (or whatever), and if we can keep the prices for selling such things to relevant buyers to at least 'keeps the lights on' levels that's people taken off unemployment and given at minimum a livable wage in a city that's economically...difficult at the moment. Moreover it's people not competing for other jobs (making the remaining jobseekers' jobs easier) and able to pay their bills (stabilizing certain insurance sectors), plus people less likely to fall into criminal behavior from economic need. It may require that they go skyclad and do a drum solo facing the sunrise every morning, but I imagine a degree of "Oh, you work for that group" to settle in at some point.
Assuming that thaumaturgy is permitted in at least some respects (even if it's something like "first you must get the Chaos-Repelling Pattern to make the local vicinity work under Creation's rules"), what I have in mind is:
- Silk production (this can probably be done with just Bestial Traits Technique/other 'talk to critters' charm), allowing for selling silk for heroic use, also probably has fashion consequences. If we talk to Parian about it ahead of time we can possibly release something like a line of spider silk vests for VIPs to better resist assassinations (resistance against knives and low caliber bullets while still being regular clothing, so you can add other protections on top of that without undue complications. Probably employs a handful of people (and I'd be surprised if there wasn't something like a monthly inspection by an exterminator or something) but the real gain here is cash influx and giving a valuable product that is difficult to replicate elsewhere.
- There are plenty of other animals to harvest stuff from that would benefit from such a setup, like getting horseshoe crab blood for anti-coagulants or harvesting venom from snakes to make antivenin. Just reducing the risk of getting bitten by snakes likely would make insurance for the snake-milkers so much easier. (Not going to lie though, I'm certainly open to suggestions here)
- Orichalcum/Tumbaga production, both for personal use and limited production for heroes. Orichalcum (also called Wish Metal or Holy Gold) is made from gold ingots and smelted down in a specific way to make one of the Magical Materials. It's a pretty darn good material for whatever you want (hence the 'wish metal' appelation) and I think we might be able to get Sundancer gainfully employed working that particular foundry. Tumbaga is cheaper (similar process but it's an alloy of gold and copper, used to train apprentices) and less overwhelmingly capable, but still a darn good material. This might be a way to employ metallurges or other metalworkers, as well as the kind of capes that could do something like 'pull a half ton diamond from the Earth's core every weekend' that are encouraged not to disrupt the metals markets. If that is a difficulty, we can make use of Mercury Ants to transmute scrap metal into golden ingots.
- there is also Hepatizon, made from bronze, blood and bile but it's Malfean in origin and I don't know if we want to play that game. Assuming we do, setting up near food processing plants to harvest the blood and bile of livestock is probably worth considering.
- Alchemical medicines like Seven Bounties Pastes and Age-Staving Cordial. May require a chat with Panacea to make some of the crops we need ("orchids that only bloom in moonlight" etc), but being able to produce something that mitigates 80% of the side-effects of chemo-therapy or just makes people heal four times faster would do a fair bit of good. Also Armsmaster is not allowed the 'go immediately into REM sleep' potion, as it is one that you have to test addiction against. Employ people managing the manufacture of the product, the sale of the product, and security of the above.
That other products could be made I have no doubt, but that's what jumps immediately to mind and just having some of these on hand would let us justify getting the railroads working and restore the port, which can only do good things for the local economy (dockworkers etc) and make the defense and nurture of Brockton Bay a higher priority for people that aren't the Protectorate (Cauldron's "this is a test site" nonsense keeping official help from coming like it should).
There are more than a few custom-made spells from
talented folks for other effects, ranging from 'enchant an artisan's manufactory to let the workers compete with automated factories for output' to 'talk to Second Circle Demons without having to summon them (allowing you to negotiate with them ahead of time for their service or just maintain a long-distance relationship)'.
The nice thing about being an open cape is that you can walk straight out the front door clad in your full costume with Eurus at your side. No sneaking around and hoping you don't wake up dad, no packing up your costume and changing into it in an alley several blocks over so the neighbors don't see anything fishy. You just… walk out the front door.
Gosh, that sounds pretty darn convenient. (It's probably a good thing we have that Brute rating though)
"Alright Eurus, ready to ride?"
She gives a happy bark, kneeling down and letting you climb onto her back. It's a surprisingly awkward affair; you've never even ridden a horse before, much less a giant wolf mad of wind without a saddle. It doesn't help that Eurus feels strange under your weight; there's more give to her than you'd expect from a solid creature her size, and trying to grab fistfuls of fur only results in a cool breeze blowing through your hands.
Eventually you're able to settle into a position that feels relatively secure, with your arms wrapped around Eurus' neck, and so you urge her forward. She begins to run down the street, and you're suddenly thankful she knows where to go, because it's all you can do to hold on for dear life.
Riding Eurus is dependent on the Navigate skill, in which you have zero points. This doesn't prevent you from riding Eurus, but it will make it hard to do any fancy maneuvering or chases, so bear that in mind for the future.
So, who's for getting the Navigate skill sooner rather than later?
The streets blur past under Eurus' speed, streetlights flashing past so quickly they're more like strobe lights. You're thankfully traveling through parts of the city that aren't well trafficked late at night, but you still catch the occasional glimpse of someone filming you on their phone, proving once again that many Brocktonites have more courage than sense.
The more things change....
Also, we might want to consider including some glowing lights or something to our uniform if we expect to patrol at night so we're easily seen. It'd be embarrassing to have a traffic accident, you know?
"Right, I know you don't know what they smell like, but I've got an idea. See there's Mush, who's power covers him in garbage. I figure he's got to have the strongest smell of anyone in the city. Think you can find someone who smells like a dumpster?"
I low key expected him to find someone else who just hadn't seen the business-end of soap for months.
You wander aimlessly for a while, doing a circuit around the edge of the Merchant's territory. It's kind of a depressing place to be. You pass more than one homeless person rambling at nothing or passed out on the street, and the few lucid people you pass at this time of night eye you with suspicion and no small amount of fear. You see one memorable kid, who couldn't be older than thirteen, fingering a gun nervously as you walk past. Most of the buildings look like they're in as rough a shape as the people, all crumbling brickwork and smashed windows. It saddens you to think that some people actually live here, that this is normal for those calling themselves Merchants.
This isn't right, you think. Poverty, wealth, it's all just another hierarchy, a way for the haves to think themselves better than the have-nots. But you're not better than these people, you're just luckier, and you want to use that luck to help them.
It's good to see Taylor seeing what rock bottom looks like and rejecting it on principle. (Is the anti-hierarchical intimacy permanent or is it possible, if unlikely, for someone to convince her that some hierarchy is good actually? Likewise does it mean she rejects the notion of experts in a field having more say than laymen, or is my advice on how to run a hospital as good as a surgeon's?)
You contemplate kicking the door in, but figure that would make a poor first impression. Besides, you don't know if he's masked or not in there, and you don't want to break the rules by accident when they're one of the few protections your dad can count on.
Instead, you raise a fist and bang on the door.
"Mush!" you call out. "Mush, I know you're in there!"
You continue to pound on the door until you see the knob begin to turn. You quickly step back, making way for the door to open, and out walks one of the most disgusting capes in the bay. The smell alone is so strong your eyes start to water; no wonder Eurus could track him. As for his physical form, you can see he's, well, a giant man apparently made out of trash. Nearly seven feet tall, he's covered in ripped open trash bags which spill half-eaten, moldy food, dirty diapers, various boxes that are dripping wet with some unknown fluid, and even worse things.
Looking closer, you're starting to doubt that there's a person underneath all that trash; the shape of it is all wrong, the movements too fluid for it to be a bulky suit of armor. You think maybe he somehow turns into trash.
He looks you over, looks over at Eurus (who is standing at attention), then turns back to you.
"We gonna fight?" he asks. His voice is surprisingly reedy given his imposing, trash-constructed bulk, but more importantly it's flat. Devoid of emotion, just totally dead inside.
Slowly, you shake your head. "I don't want to fight you, Mush."
"Then the fuck are you here for?" he asks, voice still flat despite his words.
"I want to help you."
He gives you a tired sigh. "Ain't nobody can help me, little girl. Why don't you head on home before we gotta make things messy?"
"And why would things have to get messy?" you ask. You know what he's implying, but you're leading him somewhere with this.
He shakes his trash covered head. "Come on girl, are you stupid? Some young, dumb cape starts poking around our territory, you know I gotta do something about it."
"Do you feel good about yourself when you do things like this?" you press him as the mark on your forehead begins to appear. "Threatening teenagers, selling drugs to children? Does that make you happy? Wouldn't you rather have a life you can be proud of than one that passes in a drugged out haze?"
"Ain't had pride in a long time," he says, and though he's aiming for dismissive there's a bit of old heartache buried in there. You sense this is a sore point for him.
"It's never too late to turn things around," you encourage him. "I truly believe that. I have to, if I'm going to save this city, if I'm going to make it a home we can both be proud of."
"Saving the city?" he asks, skepticism masking his interest. "I s'pose you wanna start with beating up on the Merchants then."
"I want to save the Merchants too," you contradict him. The territory you've seen today has confirmed that for you. "Maybe there's a few people in this gang of yours that need to be taught a lesson, but mostly when I look at this place all I see are victims, people down on their luck with nowhere else to go and little left to live for. If you'll give me a chance, I think we can give the people of this community hope, give them opportunities, help them feel human again."
You're speaking mostly off the cuff, making it up as you go, but something about that idea feels right. You can do more than just beat up the poor. You'll have to, if you want to build the Brockton Bay of your dreams.
"But I'm guessing Skidmark still needs to go," he says.
"You tell me, Mush," you say. "Does Skidmark have a place in the Brockton Bay we want to build?"
He pauses for a moment, considering, then shakes his head. "Nah, Skidmark needs to go."
You smile then. You have him.
"Then I guess we'll take care of him together."
This! This is what Bet needs. This is what Brockton Bay needs. It's hope, that terrible poison. It's idealism, the foolish notion. The absurd thought that tomorrow can be better than today, that the answer to pain and misery and violence is perhaps not to perpetuate it, for what else is there, but to rekindle that ember of
something better that does more to thwart the Ebon Dragon than a thousand mighty spears.
The world needs more of this.
"What about Squealer?" he asks.
"What about Squealer, Mush?" you ask. "Does she have a place in our Brockton Bay?"
He stops to think, reaching up and scratching his head with wet squelching sound. "You said you look at the Merchants, you see victims," he says. You nod and gesture for him to continue. "Skidmark beats her."
He says nothing else. You suppose he doesn't need to.
"We'll save Squealer too," you say.
"We're going to save...
everybody."
"So what's the plan?" he asks. "You wanna take Skidmark on now? Or do you want to do it later, ambush him or some shit? And what happens to the rest of us once Skidmark's in the clink?"
That's an excellent question. What do you do about Skidmark, and what do you do about the rest of the Merchants? How do you ensure the gang ceases to exist, and can you do that while helping the people who make it up?
[ ][Skidmark fight] Take Skidmark on tonight with Mush and Eurus at your side. You will be fighting him and Squealer in Squealer's workshop.
-[ ] Call in the PRT as well. The extra help will be useful, but there's no telling how they'll react to Mush.
[ ][Skidmark fight] Ambush Skidmark another time with Mush's help. This means separating yourself from Mush for some time and leaving him in the company of the Merchants, where he might change his mind.
[ ][Skidmark fight] Write in
[ ][Merchant cleanup] Try and meet with local politicians and business leaders, convince them to invest in and hire from the area once you've dealt with Skidmark.
[ ][Merchant cleanup] Start a charity dedicated to helping the people of the Merchant's territory.
[ ][Merchant cleanup] Publicize the issues here as best you can; go on local news to do it if possible.
[ ][Merchant cleanup] Write in
There is a 12 hour moratorium on voting. Please use this time to discuss your options. Please vote by task.
Skidmark fight; I'm thinking ask Mush to call Skidmark and tell him there's a new cape that was asking about the Merchants and wanted to talk. See if you can set up a meeting, they get to choose the place. Meanwhile we call the PRT and tell them what they're up to, ask if they want to wrap up the Merchants tonight and that Mush wants to come in (and that you think you might be able to convince Squealer as well). Hopefully there won't be a fight, or not much of one, but if there is having reinforcements just a block or two away would make things easier. You're not interested in the credit, you just want the situation resolved compassionately.
Cleanup, a mix of all three options seems prudent. Starting up a charity or Go Fund Me or whatever not just for this specific project but for Zenith's superheroing career is probably smart, but talking to business leaders and politicians (talk to Danny for suggestions on who to engage with) about how to handle tangible problems while going out to publicize it (and thus give the politicians the public momentum they need to effect change) has a synergistic effect. Likewise, if we purchase Body Purifying Admonitions (or whatever the ExEss equivalent is) to help treat Poison effects and just "
Begone, thought!" the addictions, that's going to do a lot to raise our profile and help keep the addicts from slinking off to the ABB or Empire or whomever else to get their fix now the Merchants are gone.
If we're thinking of instant training a new charm to help with the fight we should also consider something that will help more directly in combat since we are already good at presence stuff but we are relatively weak at close combat. In particular Orichalcum Battle Soul could be a big boost:
Orichalcum Battle Soul:
Commit 2 motes when the Solar fights for one of her intimacies or virtues. For the scene, her body gains the artifact tag, conferring the weapon bonus if unarmed or the armour bonus if unarmoured. Her withering attacks generate 2 additional Power for a major inspiration or 1 additional Power for a Minor inspiration. Gain an additional anima.
We are fighting for our major virtue (Ambition: Make Brockton Bay a home I can be proud of) so it will activate. The artifact bonus gives our weapon (unarmed) +1 Accuracy, Damage, Defense*, and Overwhelming. and the +2 bonus to power generation makes it much easier for us to build up the power needed to attack and lets us do much more damage.
*Note weapon defense only applies when taking defend other or full defense actions.
This seems like a great charm to get, but I'm not certain we really need it right now; our combat charms make us a low-tier Brute already (defensive more than offensive, admittedly, but it's not like we need much offensive punch to take down Skidmark as his power doesn't give him a defensive boost), we have Best Doggo and Mush vs him. So long as we play defense while Eurus works to flank him and get him too busy to lay down his AoEs we should be good.
I'm more concerned about being able to convince Squealer to flip. A battered girlfriend usually is reluctant to leave if she has internalized the abuse, and that probably isn't the only hold Skidmark has over her; the gang is full of drug addicts and getting a valuable Tinker hooked on something only you can easily supply seems like a control method that Skidmark would have few qualms with.
For the cleanup we should see if we can convince Panacea to come down and help with people suffering withdrawl. It's likely to be one of the toughest part of getting people off crime and she seems like the perfect solution.
She can clean up the body but the problem is mostly in the brain (and she doesn't do those). I also don't want to volunteer her for anything, as that's leaning on her power set and given her burnout issues that seems...fraught.
However I doubt we'll get everyone off their drug of choice soon, so bringing it up after getting introduced to the New Wave crowd seems like it might be possible.
@Amazing Abzan since you said you were open to other spells than are in the core book what do you think about this one:
Mists of Eventide
The sorcerer summons up an opalescent mist that spreads out from her location to insinuate its way. through up to three floors of a large building, or similar amount of open ground. All those caught within the mist not given express protection by the sorcerer fall into a deep slumber.
Sleepers under the influence of the Mists of Eventide are difficult but not impossible to wake; nearby movement and speech won't rouse them, but loud noises or being physically disturbed will. The mists dissipate after a minute or so.
Left out the mechanics because they are using a different system, bit it can be resisted with a hard willpower roll. The point of this spell is that it's very PR friendly since it is just magical knock out gas while also being pretty effective on most non-brute parahumans and even some brutes.
Sidereal'd!
I like it as an offensive spell option it is definitely a lot more pr friendly than "Decapitate them with a silver bladed chain" or "Shred their face with obsidian butterflies" Or even "Anything in that general area BURNS!!!"
Flight of the Brilliant Raptor is an ideal spell for urban pacification efforts and I will hear no word of logic spoken against it. /joke
Ironically my preferred 'combat spell' is "a quintet of Hounds of Five Winds told to 'sic 'em'."
I kinda want to see peoples reaction when the very nice, peaceful "thinker/trump" Taylor becomes the wrath of god on the SH9, like wolfs (because hopefully we will get that upgrade before SH9 arrives), like imagine the reaction of all the (former, hopefully) thugs who she convinced to give up seeing her become death the destroyer of evil.
Like they won't know that Taylor didn't have those power at the time, they will just break down thanking god that they were smart enough to give up
I don't know about waiting for the Nine, but yeah; "why are we bringing the Thinker along? She just does social stuff and it's not like we're going to invite Behemoth to a tea party and convince him to change his ways"/"holy shit we gotta take her to every fight (why is she sandbagging like that against the small fry back home?)"
This is why I did not want to take the anarchist sorcery, it comes with extra demands on Taylor's time and on her charm budget. She is a Solar she could become the best charity organizer in the world... at the cost of things she would need as a cape.
Could you explain what you mean here? I know that Taylor would be an amazing charity organizer (because Solar) but is that something she needs to focus her own time on, or just convince people that are already doing that sort of thing to help with this specific problem?
Sol is unlikely to control exaltations. If he had them, he'd have thrown them out already, that is his nature. Also Taylor's was in a box in Heaven which implied the Sidereals/Cauldron have them.
Sol explicitly cannot control Exaltations, as they were created for the Divine Rebellion and he could have been compelled to either not hand them out or hand them out only to Primordial-loyalists. Them being out of his hands is a feature, not a bug.
I'm going to give it a think before voting.