Can we please please please spend the minor milestone on an ability increase or a martial art rather than a general charm. We can expect 2-3 exalt milestones which can buy charms per minor milestone which are the only ways to get martial arts charms and level abilities. There's just so many things to get there, summoning needs 2 milestone, buying out a martial art fully will cost around 6 minor milestones and there are a ton of incredible charms we are a few ability levels off of purchasing. Every minor we spend on charms slows down our growth on those fronts permanently and it's not like we have a charm that is super urgent we need right now, if we do need a charm going forward that's what prepurchasing with instant training is for. It makes the optimiser in me cry to spend minor's on charms.
As regards martial arts charms...
So of these, the only one that has canon charms is Crane Style. The styles that actually have charms in the Exalted Essence book are Crane Style, Ebon Shadow Style, Mantis Style, Righteous Devil Style, Snake Style, Tiger Style, White Reaper Style, the Five Immaculate Dragon Styles, and Prismatic Arrangement of Creation Style. That being said, I'm happy to use homebrew for a martial art if you decide you want to learn it.
It's a shame that White Veil Style doesn't exist as it kinda works with the image of the mostly-harmless talk-y cape. If it existed it'd probably allow us to look innocent as someone mysteriously gets bruises all over themselves or divert attention when an ass-kicking needed to happen. However it doesn't exist, so Taylor can't learn this style.
That said, what are you thinking, should we work on Crane Style (defense-oriented, gives bonuses for teaching with its capstone I hear) or some variation of Solar Hero Style?
Ok I know the above plan isn't glamorous but seriously Sagacity is our nerd skills ability, our spell casting ability, our medical ability, our demon/elemental summoning ability, and if we buy Glorious Exalted Bolt also our Ranged Combat ability. While navigate will let us ride Eurus with some actual skill which will be useful if we get into a chase or just want to look good.
I mean, I'm not in love with this but it covers stuff we
do actually want covered so it's probably worth the tactical votes and it gets us closer to the fun stuff anyway. If I read the information page correctly we can expect to get Exalt milestones pretty much every arc (so long as we keep inspiring people, but I figure that's kind of our job isn't it?)
[x] Plan: Sagacity has many uses
-[x] Buy the first dot in an ability
--[x] Navigate
-[x] Increase an ability
--[x] Sagacity
By the way, what would an addiction-cleansing charm look like? Would it require Sagacity 2 or 3?
It makes a charm more powerful or flexible It's meant to let you stretch a charm a bit to work better for whatever your character concept is. Also without it there's only so much you can spend personal milestones on.
Does this include something like "making Harmonious Presence Meditation/Blazing Glorious Icon/anima effect work over the internet" or does that happen automatically? Tangentially related, would something like God-Mind Algorithms (computer works perfectly, perfect connection to wifi, has full battery, can stunt to make mundane tech do stuff it really shouldn't like use GPS system in a car to turn on a crane) get a personal mode upgrade to extend the 'perfect wifi connection' to Taylor's audience so her message comes through loud and clear? "Normally my computer is a potato but when watching Zenith's stream it works great!" sort of deal.
So who do we take on next?
The System! /joke
E88:
Pros:
- Some of them can probably be talked into defecting, Night and Fog for instance were tortured into Triggering by the European Nazis so if you can break the conditioning (which we can) they might even switch sides, Rune's a kid, Purity is halfway turned already etc
- There are a lot of them so we are sure to be able to find them
Cons
- Kaiser will probably try to go after Danny since we are an open cape
- As we shew through them the ABB might try to make a push, making a mess of the city in the process
- They have a lot of capes, like a lot of them, we probably could not take all of them at the same tme
Pros
- They're Nazis, punching them in the face is basically a public service.
- They're based out of downtown where the still-economically living part of the city is, which will probably get Zenith the appreciation of people with healthy wallets and connections
- Strong probability that Coil helps facilitate encounters with E88 to keep stirring the pot
- I like the chance of getting Bitch to help us work to shut down their dog fighting rings
Cons
- They have a deep bench and just taking capes off the board is an inconvenience until it isn't
- A cape fight downtown can cause problems for everyone we probably don't want (Protectorate can get away with tearing up a busy downtown intersection in a cape fight but chooses not to. An independent they want to bring in house would struggle under normal circumstances to remain minimally affiliated)
- We don't have a power set to make meaningful change in E88's structure as-yet.
- Organizational charms to curse their ability to operate
- Additional combat charms to introduce them to the beat stick
- ability to detox their drug customers, intercept their gun shipments or otherwise impair their criminal enterprises
- ability to figure out where they're actually vulnerable, rather than just where they're visible (recruiting Tattletale should help with this)
- Strong probability of Coil mucking things up
- Daniel Hebert is vulnerable to retaliation
- Artifact silk vest, guardian spirit and regular mortal bodyguards ought to be sufficient for anything short of a sniper or car bomb
I'd also like to suggest that while the E88 being in trouble might allow the ABB to make some territorial gains in contested neighborhoods, without the Empire to loom as a peer threat the Protectorate would (in theory, if not actuality) be able to customize its threat response to dealing with the ABB's capes. Furthermore, I doubt the ABB could just move into Empire territory without a hitch as their manpower supply is ultimately limited and removing one of the major gangs will not automatically make Lung King of Brockton Bay. Rather, I expect out of town gangs to try and move into the vacant territory and set up to be the next major gang and will require continued efforts to dislodge them before they can entrench themselves while the ABB settle in.
ABB
Pro
- They have two capes, we could gut them in a night as long as we can take out Lung
- It would be a hell of a reputation coup to do so
Con
- It would start a battle royal for their old territory with Coil making an even bigger mess in the middle of things
- Lung could no joke kill all of us if he put his mind to it
- Even if he does not kill us a fully ramped up Lung could make a mess of the city
Pro
- A well-timed Mists of Eventide could do a lotof work here
- We would need to know when and where to strike, which seems like the justification for 'recruit Lisa/crow spies/invisible snoop demons' to me
- Their capes are difficult to talk down, but their footsoldiers are probably a fair bit easier; membership isn't entirely voluntary and even if we don't crack their innermost circle, the outermost circle, the gang members standing on street corners selling drugs or keeping an eye out for cops etc, are vulnerable to a sustained social campaign.
- Also if we can remove the gang the money Lung is skimming from businesses for protection rackets we can probably convince people to reinvest into hiring new workers or doing facility improvements to help stimulate the economy
- Training to punch out Lung probably counts as training to strangle Leviathan or something (this is more aspirational than practicable)
- Removing human trafficking is a big PR win for anyone, letting the Protectorate take the W gives us leverage to ask for something moderately big if we wanted to.
Cons
- They may recruit a Bomb Tinker if we wait too long.
- The PRT and Protectorate are unlikely to try to dislodge Lung from his roost without prompting
- There is a non-zero chance that Lung might take the field if an Endbringer shows up
I agree the ABB needs to go, but I'm not sure if they should be our next target.
Undersiders
Pros
- Prime recruiting targets, we can blast through Rachel's issues with piles of dice, TT doesn't want to be a villain anyway, Brian will take anything that helps him get custody of his sister and even Regent isn't that bad once you get past the psychopathy, it's not like he wants to hurt people, he just doesn't care if he does
Cons
- It would be pocking Coil in a major way
- We'd have to find them first
Pros
- We're fairly-well acquainted with the Undersiders from a meta perspective and I think most of them can be fitted for white hats of some version or another
- Grue; give custody over his sister and he'll be a good Ward. Probably move out of town to avoid complications.
- Bitch; I think we can move her from 'villain' to 'rogue' without too much difficulty, we'd probably want to hire a lawyer to contest things like the manslaughter charges. Get her a stipend to train dogs for rescue work and set her up on a farm out of town with a handful of minders/assistants, have her show up at natural disasters with Brutus & Angelica hauling away rubble and Judas sniffing out injured and I think we're golden
- Lisa...probably needs to """disappear""" for a bit, at least until Coil is dealt with. If we can make it look like she managed to escape while the other Undersiders were getting bought off while slapping her with a Disguise of the New Face that'd probably simplify a few things.
- I imagine Lisa would be quite willing to help bring down Coil if nothing else
- Alec; I figure if we can work out a deal where he gets paid a stipend to help transport at-risk individuals to the Birdcage and otherwise just hangs out in a secure apartment playing video games and flirting with the delivery boys he'll not be a problem while still contributing to the greater social good. (I doubt the PR teams would welcome him showing up somewhere near cameras)
- We can probably get some or all of this information from the PRT due to affiliate status (Grue is known, Bitch is fairly well-documented, Alec is at least suspected)
- Going after the Undersiders indirectly pokes Coil
- They're seen as 'low priority' criminals until the bank robbery so it's less overtly dangerous to be seen tackling them rather than 'alright, now the Merchants are gone I am going to go punch Kaiser in the face'
Cons
- Pokes Coil, strong likelihood of interference
- Not making the streets safer as directly as going after larger gangs would (human trafficking, drugs, weapons, etc) so probably not playing to Taylor's Ambitions as strongly as we might otherwise be able to do
- Tattletale probably knows approximately what we did with the Merchants, she probably would try to interfere with us if she got the heads up we were looking at dismantling her little island of safety (though 'try to interfere' is not the same as 'try to stop')
- Ideally I'd like something like Know the Soul's Price before talking to the Undersiders. This is less a problem and more of an inconvenience but it still chafes a little to leave potentially strong allies on the table like this
Probably the leading contender unless we have an interim arc where we're adjusting to being a cape or something. (By the way, I'd like a bit of time setting up a few things before trying to jump into 'take down the next gang'; start with the cape-tube thing, introduce ourselves to New Wave, talk to the former Merchants and community leaders trying to rebuild what was torn down, see if we can convince some of the Dockworker's Union guys to switch to semi-regular "bodyguard our dad" duties....
Travelers
Pro
- They are just a bunch of kids in a bad situation, including being mid-screwed by Ziz
- We might be able to help Noelle with sorcery (though that sounds like it would take sapphire circle)
Cons
- Coil keeps them close
- Krouse... just Krouse
Pros
- We can eventually have good tools to help the Travelers
- Genesis would benefit from being able to walk again and I don't think that's a repair that would be undone by her power
- Ballistic just wants to go home, or at least for the nightmare to be over. Sounds like a prime beneficiary of Hastening the Night's End or similar charm
- Krause....I got nothin', but I imagine Taylor can think of something (she's got the talky bits in her noggin and all). Ultimately all the messed up stuff he did can be tied back to 'trying to do the best for Noelle (in a very ill-advised way)', and if we can demonstrably deliver on helping with Noelle's condition that likely buys us a lot of slack with him
- Noelle is...kind of a biggie. In 2e I'd have a few charms suggesting what to do with her, ranging from fixing her mental state, seeing if we can undo the physical mutations and cement her loyalty. Now I'm wondering if a Working isn't the better way to go about it, trying to put the genie back in the bottle (or rather, drawing her dose of the Cauldron Formula out of her and back into a bottle). This is something we'd need to get done with a fair bit of study of the parahuman condition though, both regular and Cauldron/Case 53.
- Sundancer I'm hopeful we can gainfully employ as a thaumaturge, either making Orichalcum or doing some sort of solar ritual with her port-a-sun.
- We have some time before they show up, and might not show if we deal with Coil fast enough
- Dealing with them is dealing with a Simurgh plot (IIRC heavy Essence use throws off precognition, not sure if that works for this quest or not)
- Dealing with the Travelers probably frustrates Coil
Cons
- Dealing with them is a dealing with a Simurgh plot. Expect things to get rough for a while.
- Dealing with the Travelers probably means interacting with Coil in some way. Hopefully he's out of the picture by the time they become relevant
- Krause.
I'm sympathetic to them, but we're not ready to deal with their problems yet. I recommend keeping an investment into Sagacity and related charms in plans going forward.
On reflection I may be a little pessimistic with the squish like a bug comment. E88 we could stand a chance and we could certainly go down swinging if we lose.
ABB is probably the worst one. The main problem is that our Presence ability isn't mind control and there are caveats in the rules to allow for that. In particular if an attempt to persuade someone is deemed an Unnaceptable Influence it just auto fails, examples given for this are suicide or trying to convince someone to go directly against their major virtue. I think it it's likely Oni Lee has Loyalty (Lung) as his major given what we know from cannon so diplomancing him could be very hard.
Additionally Lung seems pretty commited to his path, even if something isn't an Unacceptable Influence the character's player can Ignore it if it's too out of character at the cost of giving the persuader a dice bonus, I can easily see all the gang leaders taking this option with attempts to persuade them to give up without a fight.
Even if we can't get Lung to disband the ABB and turn himself in for trial (which, you have to admit, is a bit of an ask) we can still probably respectfully point out ways that he could run his gang to make it less of a blight upon society and more of a force for good. What worth has a king in a hovel?
Still, Mists of Eventide are probably the way to go though.
Solars were made to kill god monsters. I think that with good rolls we could beat Lung in close combat, it's just I do not want to know what the Crater-Formerly-Known-as-Brockton-Bay would look like after that.
If we go hard early he's still fairly squishy. I just don't think Taylor has the inclination to go from 0 to Murder fast enough for that to be a go-to the first few fights, after which the combatants likely have one anothers' number and the ramp goes a lot faster. Alternately we saw good success with poison and there are demons that offer some fairly exotic poisons. If, for example, we task a demon to poison his dreams and convince him that the only balm to his nightmares is at the bottom of the ocean...well, even if he survives he's out of Brockton Bay long enough for us to clean up his now abandoned gang.
Mascot/chibi Zenith, but mostly upgrading Taylor's computer and me not being able to think of another more fitting reward
I
do like the idea of a mascot (mask-ot?)/chibi Zenith, but I fear that may need to wait. Still, unless there's a more pressing need on something, I daresay our next Personal milestone can be expected to go to Craft, right?
That's certainly an option, though it won't let you mass-produce sorcerers it WILL create a very visible option for mortals to work with. Salina's Working is explicitly canon to this quest, so in theory anyone can learn sorcery. In practice, it's still pretty demanding, and the kinds of elementals that can teach sorcery are proud creatures that won't just give it away.
Yeah, I figure it's more a case of 'any movement is significant' rather than 'here is a class of 20 baby sorcerers'. If we see more than one or two students at a time (for something expected to take years-to-decades of life without training boosters) I will accredit a massive infrastructure push and a plethora of promising students more than "oh dear, yon Ifrit Lord is a choosy sort that only deigns hand out their teachings to the Right Student".
I think I'd probably require a committed mote for that effect, but otherwise I think I approve.
Committed mote for now, becomes automatic as we improve Essence?
Taylor, get the right charms and you would not
need to prevent them from relapsing, you could invent heroin without adverse effects. Also inventing the dinosaur that pisses it optional
"There had to have been less disgusting ways to do this."
"Oh, a dozen easily."
"Then why not go with one of those?"
"
Tradition!" *starts humming*
Surely craft 1 + excellency is strictly worse than craft 2 though? It's the same number of dice on craft rolls but craft 2 also gives access to a bunch of charms we can start purchasing.
E: Side note I noticed we don't have access to any charms at craft 1 (beside excellency), then I looked through the whole charm section and unless I'm missing something the only craft 1 charm in the whole book is the Strawmaiden Janest Exigent charm Prodigous Bounty.
I assume that the Excellency gives [Attribute + Ability] extra dice rather than just [+ Ability] dice. Even if we were looking at Finesse + Craft that's another +2 dice, and if we were Forcing it it's another +5 (possibly higher if we stunted to take advantage of ambitions). Provided we're just trying to do good mundane stuff ("This sandwich shall determine the fate of the city, best make it a good one" etc) we're rolling a very respectable number of dice even just picking up the basics.
I agree that getting more Craft helps get more charms going forward, but 1+excellency is better than 2 and no charms in my opinion.
-Ship Claiming Stance; A boat you claim gains a reserve of 2 power and 2 will you can claim
But the ACTUAL seller is the upgrade.
-Ship-Self Awareness; Commit two motes, the ship no longer requires crew to sail, and will never wreck regardless of damage, it is not invulnerable but it IS unsinkable.
Combining Ship-Self Awareness and Fathoms fed spirit sounds hilarious to me, since you can never be knocked off your ship, and your ship can never sink...
I low key want to convert one of the ships to a 'get there fast' disaster response platform. I'm not sure how fast we can make it go from A to B but anywhere coastal (or semi-costal if there is reasonable ship-to-shore infrastructure) we can quickly move supplies within a day or two to reduce the impact of Leviathan's attacks is less damage done to the global economy. I presume we'd be able to tap Squealer (new name pending I hope) to help with it too, even if it's just "made this ship its own little port facility and made the engines go Vroom in a big way so you're not piddling around in the Atlantic when you need to be in Singapore by morning".
I figure it's a question she may have thought of already and have some ideas on what she'd need to make the ship operational and stuff.