A Desperate Measure (Worm/Exalted Quest)

Adhoc vote count started by Amazing Abzan on Oct 14, 2024 at 6:31 AM, finished with 26 posts and 11 votes.

  • [X] Plan: We need a breather, We all need a breather
    -[X] Attempt to avoid Wards recruitment and…
    --[X] Write-in: Do some research before deciding major part of your life and maybe test your power firsts.
    -[X] Improving Brockton Bay. Your major virtue becomes Ambition (Make Brockton Bay a home I can be proud of)
    -[X] Write in: "Couldn't armmaster just give me something to write? I understand that I am now somehow very charismatic or even a Master, although I am not sure about that. Can you call my dad, I am worried about him, winslow had a lot of gang members and me getting powers was very public"
    --[X] If he asks why we think that we aren't a master "I was bullied and then I gain powers, it was logical for them to not take risk to watch what I would do with those powers, me asking them to calm down meant that I won't go on a crazy revenge spree, so that was their main reason to fear gone."
    --[X] If they are going to leave you for a long time after he leaves, ask for something to read or at least puzzles to kill time.
    [X] Plan: Lawyered up
    -[X] Attempt to avoid Wards recruitment and…
    --[X] ...try and join New Wave
    -[X] Improving Brockton Bay. Your major virtue becomes Ambition (Make Brockton Bay a home I can be proud of)
    -[X] "I'd like a lawyer."
    -[X] "It's not a Master power."
 
Writing in Exalted Essence is a Performance roll. Your Performance rating is lower than your Presence rating, and you don't have any Performance charms, so you're not as persuasive over text as you are in person. That can change though!

And the politics focus is an excellent idea! It is, after all, canonically a mayoral election year.
1. The first thing is actually good for my write in, "we don't have master powers through text right now". And we can change that so that's good.
2. Danny for the mayor! In all honesty local politics while a bit boring in our world, could be made very interesting in worm: vaguely gestures at kidnapping of mayor's niece in canon
 
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The problem of fresh heroes on Earth Bet is that they are pressed into the competing role of:
  • Law Enforcement
  • Actual money maker
  • Celebrity
All at once with a skill-set of 'traumatic event' and 'power best used in a way that enhances the trauma'. It's hard to keep the lights on, make a difference and not fall afoul of public opinion which is just how the PRT likes it since they want new heroically inclined capes to work for them.

Thing is Taylor in this is not really a cape, she is an Exalt, which both means she can be good at everything eventually. Eventually has not come yet so instead of trying to lawyer up and take on the PRT head on we should try to extricate ourselves with a minimum of ill will and start cleaning up the city. For instance the Merchants are an almost ideal target, none of their capes meaningfully counters us, their rank and file are not the most mentally resilient so we should be able to talk them down and no one important will really care that they have been removed.

In the meantime we should see about getting some crafting charms. I'm not sure how artifacts are implemented in this system, but going by lore we should be able to make something like a ward against farsight and foresight to deal with Coil.
 
Thing is Taylor in this is not really a cape, she is an Exalt, which both means she can be good at everything eventually. Eventually has not come yet so instead of trying to lawyer up and take on the PRT head on we should try to extricate ourselves with a minimum of ill will and start cleaning up the city. For instance the Merchants are an almost ideal target, none of their capes meaningfully counters us, their rank and file are not the most mentally resilient so we should be able to talk them down and no one important will really care that they have been removed.

In the meantime we should see about getting some crafting charms. I'm not sure how artifacts are implemented in this system, but going by lore we should be able to make something like a ward against farsight and foresight to deal with Coil.
1. Good point, also given that we are good at convincing people we could force Squeler into rehab and make her join Protectorate as a plea deal (not with us because, frankly, she broke too many laws for us to keep her), not in BB, god forbid keeping her next to Coil, but I am sure politics in side the PRT would force Director CB to at least send someone in exchange for transport tinker (who could be useful in making stuff to get the fuck out of earth's orbit just in case).
2. That's a good point; I think we should supply the DWA (any easy support/minion source) with them first for Coil prevention before equipping them ourselves/dad and then mass producing them for PRT and Protectorate. Oh, just imagine what would happen to Thomas Thomas when everyone could safely wear them. For his power, it is an outside context problem, so he wears one and collapses in the middle of the meeting room. The PRT calls Pancea, who obviously unmasks Coil because parahumans can't be in PRT even as consultants, and Piggot now has a lot of anti-cape/thinker stuff and a traitor to hang.
 
Three constants of worm.

1. Being Taylor is suffering.
2. Leviathan arc kills fics
3. Danny is useless.
 
Three constants of worm.

1. Being Taylor is suffering.
2. Leviathan arc kills fics
3. Danny is useless.
1. Bumbelebee fic exists
2. Leviathan attacking a blocked minor port was stupid in canon and thus can aim somewhere else, or we may be lucky (I did recently read quest that survived the Fickiller).
3. True in most (90%+) cases but not all.
 
In the meantime we should see about getting some crafting charms. I'm not sure how artifacts are implemented in this system, but going by lore we should be able to make something like a ward against farsight and foresight to deal with Coil.
A ward against scrying is certainly doable, either as an artifact or as a sorcerous working. However, you guys went the Zenith route as opposed to the Twilight route, meaning you don't have any Craft or Sagacity, so it'll take you a bit if you want to build up to crafting artifacts or making sorcerous workings.

Artifacts are a crafting venture with a default interval of one session (which I'm going to tweak a bit to fit with the forum format, details tbd) and 4 obstacles, meaning it takes quite a while to make artifacts. This can, of course, be reduced with other charms.

Also, you need the charm "Wonder Crafting Initiation" to even try to make artifacts, and it's a special charm in that you need some sort of justification for learning it: a tutor that can teach you, some magical scroll you studied it from, etc. I'd allow studying a tinker at work to fulfill that requirement if you go the artifact route

The sorcerous working route is probably easier than the artifact route, but you still need at least 1 sagacity to learn sorcery, which you currently lack.
 
1. Good point, also given that we are good at convincing people we could force Squeler into rehab and make her join Protectorate as a plea deal (not with us because, frankly, she broke too many laws for us to keep her), not in BB, god forbid keeping her next to Coil, but I am sure politics in side the PRT would force Director CB to at least send someone in exchange for transport tinker (who could be useful in making stuff to get the fuck out of earth's orbit just in case).
2. That's a good point; I think we should supply the DWA (any easy support/minion source) with them first for Coil prevention before equipping them ourselves/dad and then mass producing them for PRT and Protectorate. Oh, just imagine what would happen to Thomas Thomas when everyone could safely wear them. For his power, it is an outside context problem, so he wears one and collapses in the middle of the meeting room. The PRT calls Pancea, who obviously unmasks Coil because parahumans can't be in PRT even as consultants, and Piggot now has a lot of anti-cape/thinker stuff and a traitor to hang.

I do not think we will be mass producing artifacts for a while. It can be done, the First Age Realm did it and to an extent so did the Scarlet Empress' Realm and Lokshay, but it's hard and generally takes dragon blooded which do not have, though they do exist apparently as so does Yu Shan interestingly. Short term we should focus on hardening Taylor against Thinker sight, then Danny and then we can talk to the PRT about how much such artifacts might cost.
 
For my two cents, joining the PRT AND making improving the Bay a driving motivation could result in lots of great curse issues, because the PRT is so limiting in what they allow people to do. I wouldn't advise doing both.
 
For my two cents, joining the PRT AND making improving the Bay a driving motivation could result in lots of great curse issues, because the PRT is so limiting in what they allow people to do. I wouldn't advise doing both.

Oh yeah, but in general the Solar Exalted do not work well if they are not top of the heap in an organization, comes with the Creation Ruling Mandate and the shard of the God King of the universe strapped to their souls.
 
Oh yeah, but in general the Solar Exalted do not work well if they are not top of the heap in an organization, comes with the Creation Ruling Mandate and the shard of the God King of the universe strapped to their souls.
Canon!Taylor: Conflict drive
Zenith!Taylor: Rulling drive
Be careful about getting too, like, memetic!Exalted here. There's nothing in the rules pushing you to be a ruler as opposed to acting in more of a support role. The Great Curse only triggers if you violate a virtue or a major intimacy.

Granted, Taylor's major virtue and her one major intimacy don't play nice with existing power structures, but that's a consequence of her experiences and the goal you've chosen for her, rather than something inherent to being a Solar.

Edit: okay, actually, I just double checked the Great Curse rules, and it turns out Taylor also needs a personal trigger, I forgot to give her that. Right now I'm thinking the trigger should be "She witnesses those in power abusing their authority and is unable to do anything about it." I'm open to suggestions though.
 
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Edit: okay, actually, I just double checked the Great Curse rules, and it turns out Taylor also needs a personal trigger, I forgot to give her that. Right now I'm thinking the trigger should be "She witnesses those in power abusing their authority and is unable to do anything about it." I'm open to suggestions though.
This makes very good sense given her history.
 
Be careful about getting too, like, memetic!Exalted here. There's nothing in the rules pushing you to be a ruler as opposed to acting in more of a support role. The Great Curse only triggers if you violate a virtue or a major intimacy.

Granted, Taylor's major virtue and her one major intimacy don't play nice with existing power structures, but that's a consequence of her experiences and the goal you've chosen for her, rather than something inherent to being a Solar.

Edit: okay, actually, I just double checked the Great Curse rules, and it turns out Taylor also needs a personal trigger, I forgot to give her that. Right now I'm thinking the trigger should be "She witnesses those in power abusing their authority and is unable to do anything about it." I'm open to suggestions though.

While it is true that we do not have to be a ruler, the charms are very good for leadership, especially Zenith ones (well OK, technically they are best for being worshiped as the voice of the Sun, but that's a bit out there :V ) and also this is BB, the most poorly governed city in the US, to the point where Cauldron are using it to run a parahuman feudalism experiment. If ever there was a place that needed to be introduced to Solars as Lawgivers this is it.
 
While it is true that we do not have to be a ruler, the charms are very good for leadership, especially Zenith ones (well OK, technically they are best for being worshiped as the voice of the Sun, but that's a bit out there :V ) and also this is BB, the most poorly governed city in the US, to the point where Cauldron are using it to run a parahuman feudalism experiment. If ever there was a place that needed to be introduced to Solars as Lawgivers this is it.
Sure, that all makes sense! I just don't want people thinking Taylor now has a voice in her head urging her to take over the world :V

Also, it's worth pointing out that Exalted Essence has no concept of "zenith charms," all charms are learned at the same rate. Instead your caste determines your anima powers as well as what you earn an Exalt milestone for (Exalt milestones are what you spend to learn charms). You, as a Zenith, earn an Exalt milestone whenever you "inspire a significant character with your words."
 
1.2
There is so much you want to say right now, but you start with the most important thing.

"My dad, can you have somebody call him? Maybe pick him up or give him protective detail or something? There would have been a lot of gang members who saw me get powers, and-"

"Your dad is safe," Renick assures you, and you breath a sigh of relief. "He's waiting in a room upstairs while we review your situation."

"'My situation?'" you repeat, eyebrow arched.

Renick sighs over the intercom. "I'll be blunt, Lux, there's some concerns about how, given your uncontrollable Master power-"

"I'm not sure it's a Master power," you interrupt.

Committing 1 mote prior to the influence attempt to reactivate Harmonious Presence Meditation. Motes are 4/5, 1 committed, anima is now 6/10 (Burning).

Attempting to instill a minor intimacy of "Taylor is not a Master" in Renick. Dice pool is Force + Presence + 2 stunt dice - 1 for doing this via intercom + Presence Excellency for free = 15 dice. Gain 3 bonus successes (2 from HPM, 1 from active anima effect).

Renick has a Resolve of 3 + 2 from an unknown minor intimacy = 5 total Resolve.

8 successes on 15 dice + 3 bonus successes = 11 successes

You blow past his Resolve, instilling the intimacy easily, with 6 successes left over. You then spend 2 successes to learn the minor intimacy that resisted you, discovering he has a minor intimacy of "M/S protocols save lives." You spend the last 4 successes to persuade him to try and keep you out of the Wards: since this is against his "M/S protocols save lives" intimacy (he shouldn't be advocating for any policy, especially policy regarding you, right after interacting with you) it costs 4 successes rather than the base 2. Because this is only a single purchase of persuade, he's not going to do much more than put in a word on your behalf, but it's a start.

Renick responds with a 6 die roll to try and persuade you to join the Wards willingly. Since your Resolve is 4 and this is a significant ask, he needs 6 successes (4 base, plus 2 to buy the second level of persuade). He only rolls 3 successes, and this bounces off your heroic Resolve.

"Oh?"

"It feels like… instincts, I guess. Like when I calmed down that crowd, I just knew that telling them to calm down in a calm, confident tone would work," you explain.

"And that doesn't strike you as a Master power?"

"It makes sense, doesn't it?" you press. "There I am, a bullied girl who suddenly has superpowers, of course they don't want to stick around to see what I'll do with them. But when I stay cool and collected and politely ask them to calm down, they see that I'm not going to go on some crazy revenge spree. All of a sudden, they have no reason to be afraid."

"Hmm, it does make sense," he admits. "Protocol says I shouldn't listen to you, but dammit it does make sense. So social Thinker, not Master, huh? That's what you meant when you said you couldn't control it."

"I would have explained earlier if Armsmaster had given me something to write with," you grouse.

"It's against protocol to allow any communication with a suspected human Master," he dismisses. That's the second time he's brought up protocol now, you're getting the sense it's pretty important to him. "Regardless, we can learn more about the specifics of how your power works once you join the Wards."

"I'm not sure I want to join the Wards," you admit.

You hear him sigh again. "Lux-"

"Just don't press me on it, please?" you interrupt. "It's been such a long day and I haven't had time to process all that's happened, I want to take some time to research things and maybe talk to my dad before committing to something like that."

"The Director won't be happy to hear that," he warns. "And it'll be much safer for you in the Wards. If you're already worried about what the gangs might do to your dad – are you sure you want to do this?"

"I know, I know it's dangerous, but I'm just not ready to commit to anything yet. Can argue my case for me? Buy me a little time?"

"I – look, I make no promises, but I'll see what I can do. I doubt they'll take my word for anything while I'm going through M/S screening, and frankly they shouldn't, but I'll put in a word for you when I can."

"That's all I ask," you say gratefully.

Exalted Essence uses the venture system for complex or prolonged actions: in this case, we'll be using the venture system to see if you can avoid conscription.

Ventures have a number of obstacles, usually between 2 and 5, and a set period of time between each roll. This venture will have 3 obstacles with a scene between each roll.

Your first obstacle is that nobody fucking trusts you and you're stuck in this cell. You attempt to talk your way out of that. This is difficulty 4, slightly more than the base difficulty. Your dice pool is Force + Presence + 2 stunt dice + Presence Excellency + 1 die for your earlier persuade of Renick = 17 dice. Your other charms do not apply, as this is a venture roll, not a social influence action. Your anima effect does apply however, so you get 1 bonus success.

You get 7 successes on 17 dice plus 1 bonus success, succeeding by 4. With your bonus successes, you can buy advantages. You'll use two extra successes to throw Sophia under the bus, then bank the next two to use as bonus dice on the next venture roll.

"So if you don't want to join the Wards, what do you want, Lux?"

"I want to help this city," you say with iron conviction. "I've lived here my whole life, and my whole life I've seen it circling the drain: ground given to the gangs, to the fucking nazis, to Lung and his petty kingdom. I've seen good, honest men turn to crime just to put food on the table, and I want it to stop. I want a home I can be proud of."

There's a moment of silence. Then, "That's a noble goal, kid. I wish you luck, because god knows you'll need it."

You nod to him (or at least to the camera he's watching through) in thanks. The sentiment is appreciated.

"Now comes the hard part, Lux," he warns you. "I know this is probably the last thing you want to do right now, and I'm truly sorry, but I need you to tell me how you got your powers. Walk me through what happened today, everything from the moment you got to school up until Armsmaster got to you. You can take your time, but don't leave anything out."

You frown. You're not quite sure why he's treating you like you're so delicate, but you do as he asks. You tell him about coming to school, how scared you were, how you could tell your bullies had something planned. That necessitates a brief detour to talk about the bullying, and though the experience is a bit like pulling teeth you manage to get it all out there, even naming the ringleaders. Hopefully that does some good.

You tell him about finding your locker, about the putrid smell coming from inside it (you're still not sure what that was), and about how you finally found the resolve to stand up to your bullies. You tell him about how Sophia didn't take that well, about how she'd started to beat you for it, and then…

"One minute I'm standing there, Sophia's about to punch me, and then the next-" you say, only to pause. Should you share what you saw? It seems a little out there, and as far as you know capes don't have visions when they get superpowers so you might look a little crazy. Yet at the same time, it feels like you saw something important.

"The next?" prompts Renick.

[ ] "The next I'm glowing."

[ ] "The next I'm in this field, and I see a four armed man…"

"I see," says Renick. "Please continue."

So you do. You walk him through your instinctive use of your powers to calm the crowd, paying special attention to the reason you used your powers, and ending with your encounter with Armsmaster.

"Thank you very much, Lux," says Renick. "This has been, if you'll forgive the pun, illuminating. Now someone will listen to a recording of our conversation and relay their findings to the Director. Once she gives the all clear, we'll get you out of that cell and let you see your dad."

"If you're gonna make me wait again, could I at least have a book?"

"I think we can manage that," he replies. "We'll see if anybody has some good reading material lying around."

So it is that a few minutes later a dog-eared copy of The Hobbit is passed through the food-slot in the door of your cell. You've read this one before, but it's comfortably nostalgic to you, so you settle down with it and begin to wait again.

"In a hole in the ground there lived a hobbit…"

***

Scene changes, anima drops by 2 down to 4/10 (Glowing now, not burning). HPM becomes uncommitted, returning motes to 5/5

It's as Bilbo is trading riddles in the dark with Gollum that you notice your light has diminished. It's no longer enough to light up the room, now just a gentle golden glow around your body.

Good. You were starting to get worried you'd be a human bonfire forever. Now you're just a human nightlight.

You chuckle at your private joke, only to freeze as the door opens, revealing-

"Dad!" you shout.

"Taylor!"

You meet your father in an embrace overseen by the two guards accompanying him. You had been so worried about him, and even though the PRT told you he was okay, that they had him, that just made you worry even more because what was the PRT telling him? They treated you like a criminal, did they tell him you were one? Would he be disappointed in you?

"Air!" he wheezes, and you hastily let go of him. Apparently your powers have made you stronger as well as tougher, though you'd hazard a guess that you're tougher than you are strong.

"Taylor," he says, getting his breath back and meeting your eyes. Those eyes of his always look so surprised, wide as they are behind his glasses, but now you see they're brimming with tears. "Taylor, my little owl, I was so worried. When they told me you got powers and what that meant, I – I'm so, so sorry. I'm sorry I wasn't there for you, I'm sorry I failed you, I – I'm sorry."

While you don't let it show on your face, you want to frown. You can't have your dad feeling like a failure. Even if he's… not the dad you want him to be some days (most days), it does no one any good if he's wallowing in self-pity.

Also, that's the second time someone's implied that getting powers is something to be sorry for. You're going to have to figure that one out, but not now. Right now, you have a dad to console.

You again commit 1 mote to HPM, bringing your anima back up to 5/10 (Burning again).

You are attempting to instill the Principle "I can be better" in Danny. Your dice pool is Force + Presence + 2 stunt dice + Presence Excellency for a total of 16 dice. You'll spend an additional mote to use Cat's Puffed Tail (because I'm realizing now I'm rationing motes way too hard, and it's funny to get such ludicrous overkill here), bringing your motes to 3/5, 1 committed to HPM and your anima to 6/10 (Burning). You have 5 bonus success (2 CPT + 2 HPM + 1 active anima), which is the maximum amount.

Danny's base Resolve is 2, penalized here by his major virtue of courage and his minor intimacy towards Taylor (yes, it's a minor intimacy. Danny has one major intimacy, and it's "Annette (Grief)"). Resolve can't drop below zero, so he's at 1. Incidentally, you only know his intimacies and virtues because he's your dad and you already know him very well. Most characters you have to uncover that information, like with Renick earlier.

You roll 6 success on 16 dice. That's 11 successes total, for 10 extra successes. You use 3 of those to weaken his intimacy of grief, 2 to strengthen his intimacy towards Taylor to major, and 4 to persuade him to help you stay out of the Wards.

Exalted social, man.

"Dad, I know things have been hard recently. Ever since we lost mom, it's just – it feels like the world's a little less bright, you know?" As you speak, your own light surges, once more becoming a powerful white and gold glow that lights up the room. "But we can't give up, we shouldn't give up, there's still so much left for us in the world! You still have me, and I still have you, and we both have long and happy lives ahead of us.

"And yes, you stumbled, you made some mistakes, but I forgive you. I need you. You're my dad after all, you're the only person I have left, of course I forgive you. But I need you to be better than you were. Don't disappear on me again, don't retreat into your work to hide from the grief, don't leave me to fend for myself. You're better than that, I know you are, so show me. Show me how much better than that you can be."

By the end of your impromptu little speech your dad is openly sobbing. The PRT troopers look more than a little uncomfortable, you can tell even through their faceless helmets. You only have eyes for your dad though, and after a moment he gives you a wobbly, teary smile.

"That was beautiful, sweetheart," he says. "And I will, I'll be better than I was before. I know I haven't been a good dad, but maybe I can be a better one. What do you need from me right now, Taylor?"

You eye the two troopers warily. Then again, what you're about to say isn't exactly a secret, so you spit it out.

"I don't want to join the Wards, at least not yet. Can you back me up on that?"

His eyes widen slightly and he opens his mouth to protest, but you can spot the exact moment his resolve firms, the moment he decides to be a better dad than he was before.

"If you're sure," he says instead.

"I am," you agree. "Now can we find somewhere else to talk? I'm dying to get out of this cell."

So you're escorted out of the cell and (after numerous security checkpoints) to a nearby conference room that wouldn't look out of place anywhere in corporate America. It's a surprising little dose of mundanity after what has been a very surreal day.

Once you're both seated in the conference room and the guards have left (though you know they're waiting just outside), it's your dad's turn to speak.

"Sweetheart, I fully back you not joining the Wards, but I'm worried we won't have a choice. They were trying to sell me on it earlier and, well, I don't think they're inclined to play fair."

You frown and gesture for him to continue.

"They're saying what you did to those kids could count as assault with a parahuman ability, but they'll drop the charges if you join up."

Your next obstacle is that the PRT has legal leverage on you. This is difficulty 3.

You make this roll with Force + Embassy + 1 from Danny's help + 2 bonus dice from the earlier roll = 10 dice.

You squeak by with 3 successes, passing the roll but earning no advantages.

You consider the problem carefully, knowing that your future is on the line here.

"Dad, if they pressed charges, how long do you think that would take? The court case I mean."

He scratches his head. "I've not exactly been in situations like this before, but I know courts move slowly. Months, maybe years if somebody's really trying to stretch it out."

You nod. "And what are the chances this could be kept quiet?"

"Well all the witnesses are teenagers, and your story is apparently already all over the internet, so…"

"So zero chance," you agree. "Dad, I say we call their bluff."

"You're sure it's a bluff?" he asks. "I'll be honest, I was starting to think so too, but we need to be careful about this."

"How much did they tell you about my powers?" you ask in lieu of answering.

"You mean aside from how you shine like the sun and have a little circle on your forehead?"

"Wait, what circle?"

"Oh, you didn't – of course, you can't see it. It's a big golden disk shining right in the middle of your forehead."

"Huh." That's news to you. "Anyway, my powers."

"Right. All I know is you told those kids to calm down and they listened even when they should have been running around like headless chickens," he answers

"That's because I'm what the PRT apparently calls a social Thinker. I get… instincts, impressions, I know how to talk and how to behave to get what I want."

"I see," says your dad slowly. "And right now those instincts are saying…"

"That the PRT won't want a protracted, very visible legal battle with a heroically-inclined social Thinker."

"Right," he says. "That makes sense. If you're sure about this…"

"I am."

"Then I'll go tell the PRT that we'll have to decline their oh so generous offer," he says with a smirk. "Think you can handle yourself alone for a few minutes?" he asks.

"I won't be alone," you say, raising your borrowed book. "I've got Bilbo to keep me company."

Your dad lets out a wistful sigh. "You are your mother's daughter," he says, and though there's pain there, will always be pain there, you hear more fondness than hurt.

You smile, relieved to know your powers are already helping to make the world a better place.

***

Scene changes, anima drops by 2 down to 4/10 (Glowing). HPM becomes uncommitted and you get one mote from the scene change, returning motes to 5/5

Your dad takes longer than you expected to come back. When he does, you understand why: he's brought friends.

"Taylor," says your dad, looking more than a little sheepish and accompanied by two young men in power armor: one set is silver and looks like something a futuristic knight would wear, the other is red and gold and just plain futuristic, with a visor instead of a full face mask. "These are-"

"Kid Win and Gallant, at your service," said the one in red and gold with a bow.

The PRT has finally conceded that they can't force you to join up, but they still want to get their claws in you, so they send some Wards to make friends! This is the last obstacle of the venture. It's difficulty 3 as well.

You attempt to resist with Force + Integrity, no bonus dice here, making it 8 dice total.

You get 6 successes on 8 dice (!!!), easily clearing the obstacle. With your bonus successes, you instill an intimacy of fondness towards Taylor on Kid Win and Gallant.

"I'm Gallant, that's Kid Win," clarified the other one.

"Excuse me if I'm not overawed by meeting superheroes, but Armsmaster kind of ruined the experience for me," you confess.

Both teens wince.

"Ah, yeah, he can be a little-" Kid Win starts.

"By the book," finishes Gallant smoothly. The two teens sit down at the conference table with you. "He does good work, but his social skills are a bit… rigid."

You glance between the two teens. "You're both Tinkers, right?"

"Yup." "Yes."

Force + Awareness to spot the lie, 6 dice at difficulty 3.

1 success, you fail.

"So you must have worked with him a bunch, right? I mean, if you're all Tinkers, surely you tinker together sometimes?"

Kid Win smiles a fake smile. "Yeah, honestly, that's one of the great things about the Wards program! It's so helpful for me to have an older, more experienced Tinker to look up to and learn from."

The conversation continues for some time in that vein, with the two Wards offering assurances that it's really great being a Ward, honestly! But with just a few deft turns of phrase and the sheer force of your personality, you're able to turn the conversation to something more candid, eventually getting grisly and sobering stories of villain fights.

"I thought we were gonna lose Vista," says Gallant somberly.

You play along with supernatural skill, laughing at all the right moments and lending a friendly ear when that's what's called for. It's surprisingly fun, talking with teenagers that aren't out to get you, but you keep in the back of your mind why they're really here. Those loud proclamations about the benefits of the Wards program were not at all subtle, and you're not interested in making friends with people who just want you for your power.

"Well I'm glad you kids are having fun," your dad eventually pipes in, having quietly observed most of the conversation. "But Taylor's had a long day, and we should really be getting home."

"Right," says Kid Win, slightly abashed. "Look, Lux, why don't you take this?" he says, pulling a small business card from his utility belt. "It's my Wards number. I want you to have it in case you're ever in trouble or, you know, you just want to chat?" That last part comes out almost as a question, and from the blush on his face you realize with dawning horror that a Ward now has a crush on you.

You're entirely unsure how to handle this information, so unused to any positive attention at all, never mind that kind of attention. Thankfully, your new instincts help you keep your feelings off your face. "Thank you," you tell him, doing your best to sound earnest.

Gallant gives you a look, then slowly nods from his position behind Kid Win. You suppose that's the most he can do with a full helmet to show his thanks for not breaking the poor Tinker's heart.

So with that awkward farewell, you head home with your dad.

***

Anima decrease by 2, down to 2/10 (Dim)

By the time you get home, your little lightshow has faded to nothing but the golden disk on your brow.

Your dad heads right to bed, exhausted as he is by the days events. You, however, stay up a little longer. You've got research to do.

You start by looking up, well, yourself. You see the PRT has done their best to halt the spread of your identity, and see just as easily how badly they've failed. Oh, mentions of your name get bans on PHO, but in the wider internet, everyone knows that the girl who glowed at Winslow is Taylor Hebert. Stories of the bullying campaign are even spreading, which you have… mixed feelings about. On the one hand, it's nice to get some sympathy, and it'll help ensure your bullies get their just desserts. On the other hand, well, it's uncomfortable to have something so personally aired so openly.

On another uncomfortable note, you're already starting to develop a fan club. Looks like it's mostly the students that you personally interacted with after getting your powers, the ones who have seen you in action, but there's some other people who are openly supportive of the poor, bullied open cape. It's bizarre.

You gained the Tertiary Merit: Followers (Fan club)

Merits are assets like wealth, fame, soldiers under your command, or in this case, a fanclub. They add dice to rolls where they can help depending on their rating: tertiary means two dice, secondary means three dice, and primary means four dice.

As a change from the usual rules of Exalted Essence, merits will be acquired through play and can be lost through play. They are not acquired with milestones.

You distract yourself from that strange tangent by doing some research on a more pertinent topic: capes. You'd never been much of a cape geek. Oh, you had favorite superheroes like everyone, but aside from the most famous ones you don't really know who the powers that be are in the Bay. That has to change if some of them are going to be gunning for you.

You lack any dots in Sagacity, so you roll raw Force against difficulty 3. You get 2 successes, so you only get common knowledge.

There's a surprising amount of information on PHO. Granted, most of it is full of asterisks and question marks, the powers of most capes are entirely speculation, and things devolve way too rapidly into meaningless 'who would win?' discussions, but there's nuggets of wisdom to be found there.

The most sobering, by far, is the average life expectancy of a solo cape in Brockton Bay. Two months until the cape either joins a group, is imprisoned, or dies. For you, being an outed cape, you have to imagine two months is far longer than you'll have before somebody makes a move. You'll be lucky if you have two days.

With that in mind, you look at the groups in the Bay. You start with the heroes, familiarizing yourself with the Protectorate and the Wards. No real surprises there. Joining up with them remains unattractive, but it would provide protection for you and your dad. Although that 'protection' might entail relocating under a new identity, which is an unpalatable thought to you. How are you supposed to fix the city if you're not in it?

Next, you move on to the other hero group of the city, New Wave. You're surprised by just how similar all their power sets are: three of them have the same 'flight plus lasers plus shields' for crying out loud. It makes you wonder at the mechanism behind powers. Is it genetic? Obviously something is inheritable, but how exactly does it work? You shake your head. People have been chasing that mystery for decades, you're not liable to solve it anytime soon. You continue your investigation.

Researching New Wave also reveals to you the story of Fleur, who was murdered in her home by the Empire Eighty-Eight. A sobering reminder of the dangers that you and your dad now face. You vow then and there that neither of you will meet Fleur's fate. You wonder if joining New Wave might be the way to avoid it: they've said in interviews they're open to recruiting new members so long as they abide by the same policies of transparency as the rest of New Wave does. As that means unmasking, so far they've had no takers.

Villain groups are next: the Empire, the largest group in the city, fills you with disgust. Open white supremacists and fascists, they have no place in the city you'll be building. Unfortunately, they're also the largest unified force of capes in the city, so you'll need to find a way to deal with them.

Lung's ABB is next, though it's really just Lung and one minion by the name of Oni Lee (some kind of teleporter? Duplicator? The wiki wasn't exactly clear). Of course, the fact that Lung has been able to hold territory against the Empire with just himself and Oni Lee is proof of just how dangerous he is. You move on after gleaning as much detail as you can.

There's apparently a group of villainous mercenaries made up mostly of monster capes in your city, a fact you'd had no idea about until now. You're not sure how they haven't been arrested yet, but so long as they haven't, maybe you could make use of them to protect your dad and yourself. You don't exactly have much you can pay them with, but maybe you can convince them to work out of the goodness of their (black, mercenary) hearts? It's a long shot even for you, and it would probably not help you beat the Master allegations, but it's an option to consider.

You're starting to get down to the dregs now. There's some guy named Coil who apparently fields mercenaries, but nobody knows anything about him. A group called the Archer's Bridge Merchants deals drugs out of an old tourist trap. There's rumors of a group of small-time thieves called the Undersiders, but nothing concrete. Uber and Leet, comically inept until they do something utterly despicable.

And then there's the city's only rogue, Parian, a cape who… animates plush toys? There has to be more to her power than that, but searching doesn't reveal anything of note aside from her schedule. Apparently she's doing a show at the Boardwalk this weekend. It's Monday now, so you'll have to kill time until then, but you might see about teaming up with her.

Eventually, you conclude your night of research with a plan. You will…

[ ] Join the Wards after all and try to avoid relocation

[ ] Join New Wave

[ ] Remain independent and start your own team
-[ ] Approach Parian about teaming up on the weekend
-[ ] Try and convince the mercenaries to work for you for little to no pay

[ ] Start your career as a solo vigilante
-[ ] By going after the Empire
-[ ] By going after the ABB
-[ ] By going after the Archer's Bridge Merchants
-[ ] By going after this 'Coil' guy

[ ] Write in

With that plan firmly in mind, you finally call it an end to your very long day and head to bed, falling into a blissful slumber.

Until you dream.

Congratulations, you've finished the first arc! Arcs in this quest will be shorter, analogous to a session of play in a tabletop game, since Exalted Essence uses sessions as a measurement of time.

On that note, you've earned milestones! A personal milestone for avoiding conscription, and an Exalt milestone for inspiring Danny to be a better father. What would you like to spend them on?


Exalted Essence works on a milestone system rather than an xp system. At the end of each arc (what would be a session if this was a tabletop game), you get a personal milestone if you met a personal goal, an Exalt milestone if you met your Caste's requirement (as a Zenith, that's "inspiring a significant character with your words"), a minor milestone for a minor story beat, like making your debut as a cape or getting in a cape fight, and a major milestone for a major story beat, like defeating a major gang or battling an Endbringer.

Milestones can be spent as follows:

Personal milestones: repurchase existing charms, create a personal mode for a charm you know (making it more versatile or powerful), or get the first dot in an ability.

Exalt milestones: learn a new charm (but not a martial arts charm or evocation) or spell.

Minor milestones: learn a new charm or spell, or increase an ability by 1.

Major milestones: Increase an attribute by 1

Personal Milestone:

[ ] Repurchase Ox Body Technique

[ ] Create a personal mode for a charm
-[ ] Cat's Puffed Tail
-[ ] Harmonious Presence Meditation
-[ ] Iron Kettle Body

[ ] Buy the first dot in an ability
-[ ] Craft
-[ ] Navigate
-[ ] Ranged Combat
-[ ] Sagacity
-[ ] Stealth
-[ ] War

Exalt Milestone:

[ ] Charm write in

There are a LOT of possible charms for you to buy, so I'm not going to list them all here. Instead, here's how we're going to do charm votes.

If you own the Exalted Essence book and know a specific charm you want, great! Vote for that! If you don't though, vote for a general idea of what kind of charm you think Taylor would benefit from. "A combat charm," "a charm to be persuasive over writing," "sorcery," something like that. If you don't meet the requirements for any sort of charm like what you're suggesting (like trying to get a stealth charm when you have zero dots in stealth), I reserve the right to veto your selection. On the other hand, if you want something that's just not in the canon list of charms (like a charm dealing with computers, for example), I'm more than happy to homebrew something up, though it may take some time.

Please make TWO plans for this vote: one for the plot choices, and one for the milestone choices.
 
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[X] Plan Hit the Ground Running
--[X] "The next I'm glowing."
-[X] Start your career as a solo vigilante
--[X] By going after the Archer's Bridge Merchants

Reasoning
  1. Do not mention Sol to the PRT, best case scenario they will think we are crazy, worst case scenario they won't.
  2. We are going to need some rep before people start taking us seriously. Thankfully the Merchants capes do not meaningfully counter us and their mooks are weak to social.
[X] Plan Magical Girl Taylor Go!
-[X] Buy the first dot in an ability
--[X] Sagacity
-[X] Sorcerous Initiation: (Prerequisite: Sagacity 1) The Exalt has internalized the inner workings of Creation's Essence, giving the power to reshape the world at its fundament. The sorcerer gains the ability to learn and cast First Circle Spells. This Charm can be repurchased at Sagacity 3, Essence 3 to gain access to Second Circle Spells. A final repurchase at Sagacity 5, Essence 5 grants access to Third Circle Spells. Not every Exalt can use every circle. With each purchase of this Charm, the sorcerer also gains a free Spell and shaping ritual.
--[X] Shaping Ritual (Free): Bargain With Mara: You learned sorcery at the cloven feet of Mara, the demon-queen of love betrayed. When a nontrivial character expresses unrequited love, admiration, or obsession for the sorcerer, she gains three Will.
--[X] First Circle Spell (Free): Hound of the Five Winds You conjure an enormous wolf from raw air Essence — a fine mount, companion, guardian, and bloodhound. Spend 3 Will. The Hound of the Five Winds is treated as a predator beast, adding tracking to its primary pool. The hound is large enough to use as a mount, immune to fear, and never tires. It also gains a one-success bonus on scent-based tracking rolls. It serves loyally and eagerly for one day before disappearing.

Reasoning:
  1. You need Sagacity in order to use Sorcery at all which means if we want it that is where the personal milestone has to go
  2. Mara for the Shaping ritual since we are good at presence to make people feel awe
  3. A finally the hound because it's PR friendly and gives us another way to track the merchants as well as a mount for our cape persona
 
[X] Plan Magical Girl Taylor Go!
So I agree with this plan, I am somewhat suprised that PRT didn't ask Taylor to stay for power testing, but still.
Also the idea of us having master rating because a wind doggo and not because our godly Exalted charisma is very funny to me.

Merchants are first good target (they hold territory near-ish Taylor, they are the main suppliers of drugs to the bay thanks to squeler's invisible transport, and we could try break some of them by talking to go into rehab), I think that we should probably take up the associetion with Protectorate like New Wave has, having a number we can call to get drug raids on places doggo finds would be useful.

But I like write-ins so:

[X] Plan: The most reasonable (not) cape
-[X] "The next I'm in this field, and I see a four armed man…"
-[X] Write-in: Politely decline to join Wards because your public outing would make it necessary to move or endanger other wards, neither of which is good. Ask if they have a "hero 101" brochure for you to get the basics, and thus, hopefully, it will cause them fewer headaches or something like that.
--[X] Start your career as a solo vigilante
--[X] By going after the Archer's Bridge Merchants
--[X] Be smart about it; research how legally you can throw the book at them as an independent hero and learn more about them specifically:
---[X] Their capes: Knowing who you will fight will help you plan
---[X] Their territory: Gangs aren't known for sharing so it will help you a lot to learn where you can expect them
---[X] Ask Dad if you can get a cell phone and a bodycam; a cell phone to call the cops or PRT (and dad if he is worried) a bodycam to help with the legal side of taking in gangsters
---[X] Maybe do some basic test of how strong you are

My reasoning is thus: I think that PRT and Piggot, in particular, would be happy that we are at least reasonable enough to ask for help from people who have more experience, even if Taylor is "teenager" enough to refuse joining wards.
From pragmatic/utilitarian standpoint, independent Taylor is to the benefit of PRT because even though stretched thin, they now have a potential trap in waiting for E88 because if they try to press-gang Taylor they will kinda break the unwritten rules and allow protectorate to throw the book at them.
Not to mention how with Danny as head of hiring in DWA was probably already a target of light patrols just to prevent more dockworkers from falling into hands of the gangs.

As for telling the truth about getting powers: Fun and unknown-ish fact Capes lose consciousness when someone triggers, meanwhile Sophia (also known as SS) didn't and manged to punch Taylor/break her arm. And if we won't be only exalted in the world, PRT knowing about it could be quite important.
 
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Huh, taking Mara as the initiation is not where I expected this to go, but it'll sure make for interesting character development (assuming that plan wins; it's currently the only plan, so...)

I might open up a vote in the next chapter on other possible (likely homebrew) shaping rituals if this plan wins, just so people don't feel trapped into learning from the demon queen of love betrayed because they view it as mechanically optimal.
*acquires Exalted Essence Core book* Don't ask how...
Time to learn a new system I guess :V
Also, wow, wasn't expecting someone to grab the book and learn a whole new system for this quest! I'll continue putting the mechanics in spoiler boxes to make it easy to follow along at home. And if you have any questions about how I'm running things, feel free to ask!
So I agree with this plan, I am somewhat suprised that PRT didn't ask Taylor to stay for power testing, but still.
Eh, I considered it, but honestly 1) power testing adds very little to the narrative and 2) I wanted to get you guys out of the PRTs clutches (or further into them if you failed the venture) ASAP so you could start making real decisions. Asking for power testing would have opened up another vote about whether or not you actually comply, which would have extended this little PRT captive arc longer than I'd like. For in-universe justification, we can say Gallant and Kid Win were supposed to try and convince you to do that, but you socialed them so hard they never had a chance

Lastly, please don't anybody feel shy about making plans just because you don't have the Exalted Essence book! Like I said, I will happily accept write-in options like "a social charm" or "something to help in combat" for the charm vote, and I'm perfectly willing to answer questions if you have any.
 
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