Alchemical Solutions [Worm/Exalted] Thread 15: Occluded Orb Obsessively Observes Obscene Operations

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Worm, a fantastic web serial, is owned by Wildbow. This quest will spoil a great deal - if not...

Gromweld

Learning By Mistake
Worm, a fantastic web serial, is owned by Wildbow. This quest will spoil a great deal - if not all - of the story, so if you haven't finished it already... go read it now! (Unless you don't care about spoilers, that is.)

Exalted, a delightful RPG system, is owned by White Wolf and CCP Games. Support the game by picking up a few PDFs on Drive-Thru RPG, would ya?

ALCHEMICAL SOLUTIONS
[Worm/Exalted]
STORY INDEX

Arc 1: Spark
1.1 - 1.2 - 1.3 - 1.4 - 1.5 - 1.6 - 1.7 - Simurgh

Arc 2: Ignition
2.1 - 2.2 - 2.3 - 2.4 - 2.5 - 2.6 - 2.7 - Coil - Oblivion - Piggot

Arc 3: Fuel
3.1 - 3.2 - 3.3 - 3.4 - 3.5 - 3.6 - 3.7 - Cauldron

Arc 4: Combustion
4.1 - 4.2 - 4.3 - 4.4 - 4.5 - 4.6 - 4.7 - Jack Slash

Arc 5: Ember
5.1 - 5.2 - 5.3 - 5.4 - 5.5 - Citrine - 5.6 - Aisha - 5.7 - Dragon - PRT Database

Arc 6: Flame
6.1 - Exaltation Journal - 6.2 - Uriel - 6.3 - Chris - 6.4 - Saint - 6.5 - 6.6 - 6.7 - Marrow

Arc 7: Heat
7.1 - Cenotaph - 7.2 - Lisa - 7.3 - Dennis - 7.4 - Infernal - 7.5 - Bulldozer - 7.6 - Chevalier - 7.7 (In Progress)
RELATED LINKS

STORY-ONLY THREAD: [SpaceBattles] [SufficientVelocity]
Quest Thread 1 [SB] [SV]
Quest Thread 2 [SB] [SV]
Quest Thread 3 [SB] [SV]
Quest Thread 4 [SB] [SV]
Quest Thread 5 [SB] [SV]
Quest Thread 6 [SB] [SV]
Quest Thread 7 [SB] [SV]
Quest Thread 8 [SB] [SV]
Quest Thread 9 [SB] [SV]
Quest Thread 10 [SB] [SV]
Quest Thread 11 [SB] [SV]
Quest Thread 12 [SB] [SV]
Quest Thread 13 [SV]
Quest Thread 14 [SV]
Quest Thread 15 [SV] <-- DISCUSSION IS HERE!

QUEST CAST LIST
(Google Doc - CONTAINS SPOILERS UP TO THE CURRENT CHAPTER)

Charm Cheat-Sheet (Courtesy of RCa)

Explanation - How To Play Exalted, A Primer
Explanation - Social Combat (Courtesy of RCa)
Explanation - Combat vs Snipers (Courtesy of RCa)

Explanation - The History of Exalted, In Brief (Posted by GamingGeek)
Explanation - Creation/Elsewhere (Posted by GamingGeek)

TV Tropes Page for Alchemical Solutions
OMAKE

OMAKE NON-CANONICAL UNLESS OTHERWISE STATED
1.1 - Mrs. Knott (Courtesy of NotAlwaysFanfic)
1.1 - Madison (Courtesy of Blackout785)
1.2 AU - Enduring Order Administrator (Courtesy of Daemir Silverstreak)
1.2 AU - Armsmaster (Courtesy of Daemir Silverstreak)
1.2 AU - Sophia Hess (Courtesy of the DragonBard)
1.2 AU - Emma Barnes (Courtesy of the DragonBard)
1.6 - Daniel Hebert (Courtesy of Bozwieval)
1.7 - Miss Militia (Courtesy of Jinnt)
2.1 - Drs. Laurel & Hardy (Courtesy of the DragonBard)
2.1 - Mr. Gladly (Courtesy of the DragonBard)
2.1 - Emma Barnes (Courtesy of the DragonBard)
2.4a - Glenn Chambers (Courtesy of Daemir Silverstreak)
2.4b - Taylor Hebert (Courtesy of Daemir Silverstreak)
2.4c - Glenn Chambers (Courtesy of Daemir Silverstreak)
2.7 - Resonant Terror Cascade (Courtesdy of Kelenas)
2.7 - Armsmaster (Courtesdy of Jinnt)
2.7 - Vista (Courtesy of Jinnt)
2.7 - Greg (Courtesy of RCa)
2.7a - Undersiders (Courtesy of Jinnt)
2.7b - Undersiders (Courtesy of Jinnt)
Arc 2 Interlude - Director Piggot (Courtesy of the DragonBard, adapted into Canon Interlude)
Arc 2 Interlude - Kaiser (Courtesy of the DragonBard)
3.1 - Contessa (Courtesy of Jinnt)
3.1 - Black Widow #174 (Courtesy of veekie)
3.3 - Assault (Courtesy of Daemir Silverstreak)
3.4a - Eye of Autochthon (Courtesy of the DragonBard)
3.4b - Director Piggot (Courtesy of the DragonBard)
3.4c - Jessica Yamada (Courtesy of the DragonBard)
3.4d - Missy & Hannah (Courtesy of the DragonBard)
3.4 - Missy (Courtesy of Dimensionist)
3.5 - Director Piggot (Courtesy of cosoco)
3.6 - Chevalier (Courtesy of Chandra Magic)
3.6 - Glenn Chambers (Courtesy of the DragonBard)
3.7 - Dragon (Courtesy of Jinnt)
3.7 - Behemoth & Simurgh (Courtesy of kestrel404)
4.1 - Possible Battles (Courtesy of Demonic Spoon)
4.1 - Danny Hebert (Courtesy of LoreOfClark)
4.1a - Tattletale (Courtesy of LoreOfClark)
4.1b - Tattletale (Courtesy of LoreOfClark)
4.1 - Ball 'o Spiders (Courtesy of the DragonBard)
4.2 - Über and Leet (Courtesy of tomio)
4.3 - Tattletale (Courtesy of LoreOfClark)
4.3 - Defenders at PRT HQ (Courtesy of Daemir Silverstreak)
4.3 - Über & Leet (Courtesy of tomio)
4.4 - Iron Sun (Courtesy of .IronSun.)
4.4 - Panacea (Courtesy of LoreOfClark)
Arc 4 AU - Taylor & Iris (Courtesy of AkatsukiLeader13)
4.5 - Tattletale (Courtesy of LoreOfClark)
4.7a - Taylor & Protectorate (Courtesy of the DragonBard)
4.7b - Taylor & Protectorate (Courtesy of wingnut2292)
4.7 - Taylor & Tattletale (Courtesy of sun tzu)
4.7 - Emma Barnes (Courtesy of Jinnt)
5.4 AU - Taylor & Missy (Courtesy of Jinnt)
Arc 5+ - Parahumans Online (Courtesy of sun tzu)
Arc 5+ - Parahumans Online (Courtesy of LoreOfClark)
Arc 5+ - Coil (Courtesy of the DragonBard)
Arc 5+ - Taylor & Daniel Hebert (Courtesy of the DragonBard)
Arc 5+ - Taylor & Dragon (Courtesy of Azure)
Arc 5+a - Alchemical Solutions/Conquest Quest Crossover (Courtesy of sun tzu)
Arc 5+b - Alchemical Solutions/Conquest Quest Crossover (Courtesy of sun tzu)
Arc 5+ - Taylor & Wards (Courtesy of BobTheNinja)
Arc 5+ - Taylor, Miss Militia, Wards (Courtesy of the DragonBard)
5.1 - Dragon (Courtesy of Jinnt)
5.5 - Aisha & Taylor (Courtesy of Jinnt, turned into Canon Interlude)
Arc 6+ - Chevalier (Courtesy of FunkyEntropy)
Arc 6+ - Medical Log (Courtesy of uju32)
Arc 6+ - Matchmaking Through War (Courtesy of charysa)
Arc 6+ - Matchmaking Through Everything (Courtesy of charysa)
Arc 6+ - Asymmetric Strategic Threat Workgroup (Courtesy of uju32)
Arc 6+ - BOLO for Iris (Courtesy of uju32)
Arc 6+ - Über (Courtesy of tomio)
6.6 - Number Man Conversation, Evil Version (Courtesy of Jinnt)
6.7 - Dragon & Taylor (Courtesy of Jinnt)
6.7 - Coming Clean to the Wards (Courtesy of the DragonBard)
6.7 - Taylor's Diary (Courtesy of uju32)
6.7 - Out of Character (Courtesy of DragonBard)
6.6 - "Queeny", the Shard of Administration (Courtesy of DragonBard)
Arc 7+ - Dragon Ascendant (Courtesy of the DragonBard)
Arc 7+ - A Good Day (Courtesy of uju32)
Arc 7+ - VIVA (Courtesy of uju32)
Arc 7+ - Finding Iris (Courtesy of vali)
Arc 7+ - Six-Hundred, Nine, and Ninety (Courtesy of Random Entity)
Arc 7+ - Dragon's Master Plan (Courtesy of ThrustVectoring)
Arc 7+ - Call of Duty: Modern Prankfare Part 1 (Courtesy of Ridtom)
Arc 7+ - Memories (Courtesy of the DragonBard)
Arc 7+ - Panopticon Report: Marrow (Courtesy of uju32)
Arc 7+ - Library of Alexandria Entry: Taylor Hebert (Courtesy of uju32)
Arc 7+ - To Be Gallant (Courtesy of Ridtom)
Arc 7+ - Uber Omake, Now With 100% Less Leet (Courtesy of tomio)
Arc 7+ - Alan Gramme Disapproves (Courtesy of noliar)
Arc 7+ - In for a Penny, in for Pound (Courtesy of Ridtom)
Arc 7+ - One Last Call (Courtesy of Ridtom)
Arc 7+ - Meet the Robinson (Courtesy of Ridtom)
7.6 - Schloorp Goes the Tinkertech (Courtesy of Slamu)
7.7 - Field Surgery in the Foxhole (Courtesy of Slamu)
7.7 - A Call For Help (Courtesy of Slamu)
Arc 8+ - Glenn Chambers (Courtesy of the DragonBard)
Arc 8+ - All War is Deception (Courtesy of Slamu)
Arc 8+ - Dissonance (Courtesy of Random Entity)
Arc 8+ - Sneaking Around the Slaughterhouse (Courtesy of Slamu)
Arc 8+ - Terrific Taylor Trumps Travelling Troupe of Terroristic Trolls (Courtesy of Diomedon)
Arc 9+ - Poking Leviathan (Courtesy of vali)
Arc 9+ - Crack: We Require More Essence Gas (Courtesy of Scify)
Arc 9+ - Crack: We Require More Essence Minerals (Courtesy of Scify)
Arc 9+ - Crack: What's Mine is Mine (Courtesy of Scify)
Arc 9+ - Crack: IDDQD (Courtesy of Scify)
Arc 9+ - Super Crack: LOLWTFBBQ (Courtesy of Scify)
Arc 9+ - Crack: MQ303 180 - End of Line (Courtesy of Scify)
Arc 9+ - Commandeering Uber (Courtesy of Slamu)
Arc 9+ - Youth Guard: Alexandria Ross (Courtesy of Slamu)
Arc 9+ - Hiring Faultline's Crew (Courtesy of Slamu)
Arc 9+ - The Master of Arms (Courtesy of Ridtom)
Arc 10+ - Taylor & Vista (Courtesy of the DragonBard)
Arc 10+ - Assembly & Leviathan (Courtesy of the DragonBard)
Arc 10+ - Building A Better Gun (Courtesy of Slamu)
Arc 11+ - Aisha, Queen of the Robots (Courtesy of Random Entity)
Arc 11+ - Strength of the People (Courtesy of Slamu)
Arc 11+ - Blasto Fake Interlude Interrupt (Courtesy of Giygas)
Arc 13+ - Dragon of Forthright Action (Courtesy of Random Entity)

A Bad End (Courtesy of Demonic Spoon)
A Good End (Courtesy of RCa)
Sidereal-Style Scriptures (Courtesy of linkhyrule5)
Sidereal-Style Scriptures - Castes and Inventions (Courtesy of aetherialDawn)
Sidereal-Style Scriptures - Quiet Maiden (Courtesy of ManusDomine)
Sidereal-Style Scriptures - First Prayer of Perfection (Courtesy of uju32)
Sidereal-Style Scriptures - Canon vs Alchemical (Courtesy of aetherialDawn)
Memory of the Sun (Courtesy of Random Entity)
Memory of the Waiting Sun (Courtesy of aetherialDawn)
Alchemical Solutions/Pact Crossover - Sibling Spirits (Courtesy of DonLyn)
Alchemical Solutions/Pact Crossover - Sibling Spirits 2 (Courtesy of DonLyn)
Simurgh, Fetich Soul of the Ebon Dragon (Courtesy of ManusDomine)
QUEST-RELATED ART

ART NON-CANONICAL UNLESS OTHERWISE STATED
Taylor Hebert Pre-Exaltation (Art by Hybrid303) (Quest Canon)
The Simurgh (Art by Scarfgirl) (Quest Canon)
Behemoth (Art by Sulicius) (Quest Canon)
The Death of Taylor Anne Hebert (Art by assana73)
Alchemical Taylor (Stylized, Art by Shyft)
1.2 - Taylor In The Mirror (Art by assana73)
2.3 - Missy In Suitjamas (Art by assana73) (Quest Canon)
Miss Militia & Taylor & Iris (Art by assana73)
3.6 - Saving Chevalier From Iris (Art by charysa)
3.6 - Taylor/Dragon Collaboration Dress (Art by Shyft) (Quest Canon)
If Behemoth Was A Week Late (Art by charysa)
Brockton Bay Wards Beach Vacation (Art by charysa)
Taylor's Iconic Anima Display (Art by Demonic Spoon)
Taylor's Iconic Anima Display (Art by assana73)
Iris of Innovation Sketches (Art by assana73)
Taylor, Behemoth, and a Carrot (Art by assana73)
Interrupting Lung's Nap (Art by assana73)
Line Art For Above Three - Links Below Art (Art by assana73)
4.4 - Daniel Hebert (Art by assana73) (Quest Canon)
Behemoth (Art by BobTheNinja)
Lung Dressed As Mumm-Rah (Art by assana73)
4.7 Omake - Taylor & Protectorate (Art by assana73, from This Omake)
Iris, Jack, Bonesaw & Simurgh (Art by charysa)
Saki and Sakura, through the Mirror (Art by charysa)
6.7 - Dragonslayers Triumphant v01, v02, v03 (Art by Iiujuin)
7.1 - First Prayer in Flight v01, v02 (Art by Iiujuin) (Quest Canon)
First Prayer of Perfection's Totemic Anima (Art by landcollector)
Productivity in Confinement (Art by liujuin)
7.2 - First Day for First Prayer (Art by liujuin)
Lisa & Amelia on the Town (Art by liujuin)
First Prayer in Mudra Armor (Art by Shyft)
First Prayer vs Siberian - Star Platinum Style (Art by liujuin)
CHARACTER SHEET: ENDURING ORDER ADMINISTRATOR

NAME: Enduring Order Administrator
ALIASES: Taylor Anne Hebert (Human-form Name), Weaver (Cape Name)
EXALTATION: Alchemical
CASTE: Soulsteel
ICONIC ANIMA: A towering Design Weaver (mecha-spider) puppeteering over a darkened world, framed by an infinite-fractal web of blue and black lightning.
MOTIVATION: Win the Endbringer War
ESSENCE: ●●●○○
ATTRIBUTES: (Points in Red are from Augmentation Charms)
- CASTE:
Stamina ●●●●●
Manipulation ●●○○○
Perception ●●●●●​
- FAVORED:
Dexterity ●●●●○○
Intelligence ●●●●●○
Wits ●●●●●​
- OTHER:
Strength ●○○○○
Charisma ●○○○○
Appearance ●●●●●​
ABILITIES:
Archery/Firearms ●●●○○
Athletics ●●●●○ (Specialty: Power Armor ●●○)
Awareness ●●●●● (Specialty: Swarms ●●●)
Bureaucracy ●●●○○ (Specialty: Materiel Invoices ●○○)
Craft (Air, Fire, Water, Wood) ●●●●● (Specialty: Swarms ●●○, Replication ●○○)
Dodge ●●○○○ (Specialty: (Overwhelming Opponents ●○○)
Integrity ●●●●○ (Specialty: Mental Trauma ●○○)
Investigation ●●●●● (Specialty: Swarms ●●●, Online Research ●●○, Reading People ●○○)
Larceny
Linguistics (Native: Old Realm, English [Dialect: American English], Computer) ●●○○○
Lore ●●●●● (Specialty: Parahumans ●●○, Endbringers ●○○, Autochthonia ●○○)
Martial Arts
Medicine ●○○○○ (Medicine: Diagnostics ●○○)
Melee
Occult ●●●●○ (Specialty: Autochthon ●○○, Souls ●○○)
Performance ●●○○○ (Specialty: Teaching ●○○)
Presence ●●●●● (Specialty: Swarms ●●○)
Resistance ●●●○○
Ride
Sail
Socialize ●●●○○ (Specialty: Swarms ●○○)
Stealth ●○○○○
Survival ●●●○○ (Specialty: Swarms ●○○)
Thrown
War ●●●●● (Specialty: Swarms ●●●, Parahumans ●○○)​
ABILITIES TRAINING:
We are using a House Rule with flat XP costs and reduced training durations.
*= Available For Purchase
*Athletics ●●●●●
*Dodge ●●●
*Resistance ●●●●○
*-Archery/Firearms (Sniping
●○○)
*-Athletics (Running
●○○)
*-Craft (Cooking
●○○)
*-Craft (Costumes
●○○)
*-Craft (Drones
●○○)
*-Larceny (Pranks
●○○)
*-Linguistics (Specialty: Autochthonian)
*-Lore (Artificial Intelligence
●○○)
*-Presence (Swarms
●●●)
Archery/Firearms (5/6 Intervals)
Larceny (4/6 Intervals)
Martial Arts (3/6 Intervals)
Melee (3/6 Intervals)
Medicine (4/6 Intervals)
Socialize (2/6 Intervals)
Thrown (2/6 Intervals)
Bureaucracy (1/6 Intervals)
Linguistics (3/6 Intervals)
Occult (1/6 Intervals)
Survival (1/6 Intervals)​
CHARMS:
- DEDICATED

Shard of Perfect Administration
- Sub-Module: Vertebral Organization Algorithms (INACTIVE)
- Sub-Module: Spirit Attunement Generators (INACTIVE)
- Sub-Module: Sapient-Coordinating Relays (INACTIVE)
4th Dexterity Augmentation (x2)
4th Stamina Augmentation
4th Intelligence Augmentation
2nd Perception Augmentation
- GENERAL
Dynamic Reaction Enhancement System
Incomparable Efficiency Upgrade

- Sub-Module: Hypercalibration Benediction
Integrated Artifact Transmogrifier
- Sub-Module: Loom Server Migration
- Sub-Module: Essence-Muting Baffles
Omnitool Implant
- Sub-Module: Comprehensive Surgical Systems (x2)
- Sub-Module: Secondary Telefractor Assembly
Industrial Survival Frame
- Sub-Module: Crystal
- Sub-Module: Lightning
- Sub-Module: Metal
- Sub-Module: Oil
- Sub-Module: Smoke
- Sub-Module: Steam
- Sub-Module: Sixfold Transcendence Synergy
Optical Enhancement
- Sub-Module: Flash Shutters
- Sub-Module: Cross-Phase Scanner (x2)
- Sub-Module: Light-Intensification Filters
- Sub-Module: Ultraperipheral Awareness
- Sub-Module: Microscopic Lens
- Sub-Module: Telescopic Lens
- Sub-Module: Diagnostic Overlay
- Sub-Module: Motion-Tracking Targeting Glance (x2)
- Sub-Module: Thermal Vision
- Sub-Module: Soulgem Transponder Overlay
- Sub-Module: Essence Sight Oculars (x2)
- Sub-Module: Mass-Penetrating Scan
- Sub-Module: Tactical Analysis Engrams (x2)
Optical Shroud
- Sub-Module: Dynamic Cloaking Module (x10)
- Sub-Module: Sense-Countering Upgrade (x3)
- Sub-Module: Echo Chamber Vocalization
Technomorphic Integration Engine
- Sub-Module: Precursor Technology Absorption (x2)
- Sub-Module: Endodiagnostic Analytical Routines
- Sub-Module: Pattern-Mending Integration
- Sub-Module: Instant Aegis Upgrade
- Sub-Module: Resonance Harmonizer (x3)​
BACKGROUNDS:
Ally (Accord) ●○○○○
Ally (Dragon)
●●●○○
Ally (Parian) ●○○○○
Backing (PRT) ●●●○○
Connections (PRT) ●●○○○
Eidolon/Past Lives ●●●○○
Equipment (First Armor) ●●○○○
Familiar (Iris of Innovation) N/A
Mentor (Autochthon) ●●●●●
Reputation (Beautiful) ●●●●● "If we're going to make this new Iliad movie, we need convince Weaver to play Helen of Troy. The studios won't settle for anyone else."
Reputation (Fashion Mogul) ●●○○○ "Did you see those shots on Versace's website? I hear Weaver might even have her own clothing line soon!"
Reputation (Master Chef) ●○○○○ "I saw some rumors that Weaver's a goddess at cooking, too. Didn't she cook on that road trip to Philly?"
Reputation (Ward) ●●●●● "Recruitment for Wards are already up 30% this month, and every one of them mentioned Weaver inspired them to stand up for what's right!"
Resources ●●○○○​
PURCHASABLE BACKGROUNDS:
*Reputation (Master Chef) ●●○○○ "Wasn't that the Ward a bunch of shows on the Cooking Channel were talking about the other day?"
*Artifact (Dragonsuit) ●●○○○​
INTIMACIES:
RED Intimacies have not been fully-established yet, and are not used for bonuses/negatives.
GREY Intimacies yield the normal bonuses/negatives until fully eroded.

Being a Hero (Duty) ●●●●
Bladedancer (Respectful Fear) ●●●●
Chevalier/Robert (Respect) ●●●●
Clockblocker/Dennis (Friendship) ●●●●
Dragon (Respect) ●●●●
Iris of Innovation (Companionship) ●●●●
Kid Win/Chris (Friendship/Crush?) ●●●●
Marrow (Familial Compassion) ●●●●
Philadelphia Wards (Loyalty) ●●●●
PRT (Loyalty) ●●●●
Tatsu & Uzu/Saki & Sakura (Concerned Guardianship) ●●●●
Vista/Missy (Friendship) ●●●●
Who/Aisha (Cautious Guardianship) ●●●●
Director Martin Uriel (Begrudging Tolerance) ●●●○
Legend (Respect) ●●●○
Broadcast/Ernest (Exasperation) ●●●○
Alexandria (Respect) ●●○○
Geode/Kinzey (Bemusement) ●●○○
Glenn Chambers (Exasperated Respect) ●●○○
Gloria Sato (Familial Appreciation) ●●○○
Weld (Respect/Crush?) ●●○○
Xylophone/Penny (Wariness) ●●○○
Loom (Wary Appreciation) ●○○○
Myrddin (Bemused Endearment) ●○○○
VIRTUES:
Valor ●●●○○
Conviction ●●●●○
Compassion ●●●○○
Temperance ●●○○○​
CLARITY:
Temporary: ○○○○○ ○○○○○
Permanent: ○○○○○ ○○○○○​
WILLPOWER:
Temporary: ●●●●● ●●○○○
Permanent: ●●●●● ●●●●●​
MOTE POOL: (Brackets are Committed Essence that will not respire until the Charm is deactivated.)
Respiration: Normal (4/hour active, 8/hour resting)
Personal: 0/19 [Charm Installations(16)]
Peripheral: 29/53 [ISF(10), IEU(6), Omnitools(4)]​
HEALTH:
Sleep: Sleep-Deprived (1 Day) [-1 Internal Penalty]
Mental Integrity: Battle-Focused
Wounds: None
Ailments: None​
CHARACTER SHEET: FIRST PRAYER OF PERFECTION

NAME: First Prayer of Perfection
ALIASES: Sirkalla Abeni Afolayan (Human-form Name), Marrow (Old Cape Name), Vajra (New Cape Name), Abeni Afolayan (PRT-Given Name)
EXALTATION: Alchemical
CASTE: Adamant
ICONIC ANIMA: A crystalline moon, hovering over a darkened horizon and surrounded by an ever-shifting grid of stars.
MOTIVATION: Prove worthy of the new life you have been given.
ESSENCE: ●●●○○
ATTRIBUTES: (Points in Red are from Augmentation Charms)
- CASTE:
Strength ●●●●●●●
Appearance ●●●●●
Perception ●●●○○​
- FAVORED:
Stamina ●●●●●●●
Dexterity ●●●●●●●
Wits ●●●●●​
- OTHER:
Charisma ●●○○○
Manipulation ●●○○○
Intelligence ●●●○○​
ABILITIES:
Archery/Firearms ●●●●● (Specialty: Shards ●●●)
Athletics ●●●●○
Awareness ●●●○○ (Specialty: Blind Spots ●○○)
Bureaucracy ●●●○○
Craft
Dodge ●●●●○ (Specialty: Blind Spots ●●●)
Integrity ●●●○○ (Specialty: Prejudice ●●●, Broken Bones ●●●)
Investigation ●○○○○
Larceny
Linguistics (Native: Old Realm, Ko'hak, English) ●●○○○
Lore ●●○○○ (Specialty: Parahumans ●●●)
Martial Arts ●●●●● (Specialty: Shards ●●○)
Medicine ●○○○○
Melee ●●●●○
Occult
Performance ●○○○○ (Specialty: Enigmatic Speeches ●○○)
Presence ●●○○○ (Specialty: Enigmatic Phrasing ●●○)
Resistance ●●●○○
Ride
Sail
Socialize ●●○○○ (Specialty: Case 53s ●●●)
Stealth ●●●●○
Survival ●●●○○
Thrown ●●○○○ (Specialty: Shards ●○○)
War ●●○○○ (Specialty: Parahumans ●○○)​
ABILITIES TRAINING:
We are using a House Rule with flat XP costs and reduced training durations.
*= Available For Purchase
*Occult ●○○○○
*-Craft (Shards ●○○)
Athletics (1/6 Intervals)
Craft (4/6 Intervals)
Dodge (2/6 Intervals)
Investigation (3/6 Intervals)
Melee (1/6 Intervals)
Presence (3/6 Intervals)
Socialize (3/6 Intervals)​
CHARMS:
- DEDICATED

Repurposed Shard of Excised Imperfections
- Sub-Module: ? (INACTIVE)
- Sub-Module: ? (INACTIVE)
- Sub-Module: ? (INACTIVE)
1st Dexterity Augmentation
4th Dexterity Augmentation
(x2)
4th Stamina Augmentation (x2)
4th Strength Augmentation (x2)​
- GENERAL
Accelerated Response System [Arms, Legs]
Alloyed Reinforcement of Flesh
- Sub-Module: Tireless Pneumatic Musculature
- Sub-Module: Death-Defeating Processors
Aura-Dampening Component
Body-Reweaving Matrix

- Sub-Module: Beneficence Programming
- Sub-Module: Pattern Restoration System
Dynamic Reaction Enhancement System
- Sub-Module: Subsynaptic Accelerator
- Sub-Module: Cluster Action Hyperprocessor
Essence Irradiation Corona
- Sub-Module: Optimized Trauma Upgrade
- Sub-Module: Field Stabilization Fins
Hydraulic Musculature Reinforcement
Incomparable Efficiency Upgrade

- Sub-Module: Hypercalibration Benediction
Industrial Survival Frame
- Sub-Module: Crystal
- Sub-Module: Lightning
- Sub-Module: Metal
- Sub-Module: Oil
- Sub-Module: Smoke
- Sub-Module: Steam
- Sub-Module: Sixfold Transcendence Synergy
Impenetrable Repulsor Field [Flaw: COMPASSION]
Integrated Artifact Transmogrifier
- Sub-Module: Loom Server Migration
- Sub-Module: Essence-Muting Baffles
Pain Suppression Nodes
Paramagnetic Tether Beam

- Sub-Module: Recursive Force Suspension
- Sub-Module: Cohesion Buffer
- Sub-Module: Psychokinetic Reinforcement Array
Piston-Driven Megaton Hammer
- Sub-Module: Optimized Demolition Vibration
Plasma Thruster Assembly
- Sub-Module: Travel Efficiency Upgrade
- Sub-Module: Cooperative Vector System
- Sub-Module: Momentum Conservation Impact Buffer
Strain-Resistant Chassis Modification (x3) [3 x -2 Health Levels]​
BACKGROUNDS:
Backing (PRT) ●●●●○
Connections (PRT) ●●○○○
Connections (Case 53s) ●●●●●
Eidolon/Past Lives ●●●○○
Mentor (Autochthon) ●●●●●
Reputation (Case 53) ●●●●●
Resources ●●●●○​
PURCHASABLE BACKGROUNDS:
**NONE**
INTIMACIES:
RED Intimacies have not been fully-established yet, and are not used for bonuses/negatives.
GREY Intimacies yield the normal bonuses/negatives until fully eroded.

Innocents (Protective Empathy) ●●●
Enemies of Case 53s (Barely-Restrained Fury) ●●●
Bladedancer/Kali (Distant Affection) ●●●
Chevalier/Robert (Affection) ●●●
Enduring Order Administrator (Familial Devotion) ●●●
Loom/Eliza (Righteous Condemnation) ●●●
Philadelphia Protectorate (Loyalty) ●●●
PRT (Strained Loyalty) ●●●
Own Hair (Constant Adoration) ●○○
Strider/Kyo (Cautious Interest) ●○○
VIRTUES:
Valor ●●●○○
Conviction ●●●○○
Compassion ●●●○○
Temperance ●●●●○​
CLARITY:
Temporary: ○○○○○ ○○○○○
Permanent: ○○○○○ ○○○○○​
WILLPOWER:
Temporary: ●●●●● ●●●●● ●●●●●
Permanent: ●●●●● ●●●●●​
MOTE POOL:
Respiration: Normal (4/hour active, 8/hour resting)
Personal: 0/19 [Charm Installations(19)]
Peripheral: 47/53​
HEALTH:
Sleep: Rested
Mental Integrity: Focused
Wounds: None
Ailments: None​
CHARACTER SHEET: IRIS OF INNOVATION

NAME: Iris of Innovation
ALIASES: Eye of Autochthon, Second Fetich Soul of Autochthon, The Black Eye
MOTIVATION: Prove to everyone that you are the ultimate creation of the Great Maker, Autochthon.
ESSENCE: Lots
ATTRIBUTES:
Strength: Nope
Dexterity: Nope
Stamina: Lots
Charisma: Nope
Manipulation: Nope
Appearance: 4πr²
Perception: Lots
Intelligence: Lots
Wits: Lots​
ABILITIES: Lots, though most are unusable by a featureless sphere.
SPIRIT CHARMS: Powers that work on a scale of "larger than a castle" and go up from there.
BACKGROUNDS:
Mentor (Autochthon) N/A
Ally (Autochthon) N/A
Ally (Enduring Order Administrator) ●●●●●​
INTIMACIES:
Autochthon (Paternal Exasperation/Concern) ●●●●●
The Core (Jealousy/Pity) ●●●●●
Autochthonians (Approval) ●●●●●
Enduring Order Administrator (Familial Exasperation) ●●●●●​
VIRTUES:
Compassion ●●○○○
Conviction ●●●●○
Temperance ●○○○○
Valor ●●●●●​
WILLPOWER:
Temporary: ●●●●● ●●●●●
Permanent: ●●●●● ●●●●●​
MOTE POOL:
Respiration: Whoops
Available: Nope​
HEALTH:
Sleep: Inefficient
Mental Integrity: Divine Fury
Wounds: Never
Ailments: Being A Sphere​

HISTORY:
The Eye of Autochthon was renowned through Creation as the most powerful magic item known, for the Primordial Autochthon itself created it. Through the Eye, mortals could tap a tiny fraction of a power older than the world or gods or time itself - if they dared.

The Eye of Autochthon's natural form looks like an immense black pearl, so large that a hero might strain to wrap his arms around it. Its ebon luster draws the eye into limitless depths of dark radiance, a void that could birth worlds. While no force - human, natural or divine - could so much as scratch the Eye's surface, in Creation's First Age some unknown agency clamped the great globe into a tight-fitting nest of three gimbaled rings so that the Eye could turn freely in all directions. These rings are gone now, instead having been replaced by a mechanism-laden 'sheath' detailed to look like the world-body of Autochthon himself - including its ability to shift and reshape itself into a massive, mechanical eye.

No one since the First Age has owned the Eye long enough to fathom all it's mysteries. Before the fall of Creation, the sages of the Immaculate Order knew at least this much: the mere presence of the Eye quells all disturbances of land, sea, air and Essence for a league around it. The earth does not quake. Storms and waves calm. The Wyld itself subsides and stabilizes. Fair Folk wither and die in minutes if they enter the Eye's zone of power. The few trustworthy accounts of the Eye also tell of other powers that the Eye granted to owners who could weave the threads of Essence, with all sharing one common thread: while the power of the Eye is unmatched, so too are the disasters it leaves in its wake.

Six centuries ago, the sorcerer Bagrash Köl used the Eye to wrest a demense from the northern Wyld. He built a citadel so tall that its towers need gates to let the moon pass through, and enslaved thousands of peasants and barbarians to populate his kingdom. Five years later, dozens of terror-maddened men and women appeared in the northern Threshold kingdoms. They said that Bragrash Köl's kingdom had met a strange and nameless doom. Many sought the kingdom of Bagrash Köl in hopes of looting his treasures, but no one ever found his citadel - or if they did, they never returned.

Five centuries ago, the Grand Satrap Manosque Viridian found the Eye and sought to usurp the Empress. Through Lord Viridian's command of the Eye, the Manses of power that defend the Realm shut down, denying their use to the Empress and their legitimate owners. The legions of House Manosque were only three days' march from the Imperial capital when the day darkened to blackest night and - so the survivors said - Lord Viridian and half his army fell into the sky. The Empress subsequently killed every remaining member of House Manosque, even though they were of her own blood. She did not obtain the Eye, though.

Two centuries ago, the Eye turned up in the hands of the Southlands prophet Ikerre, who proclaimed a crusade against all the forces of chaos. Ikerre's cult of Autochthon decimated the Fair Folk of the south and cleansed two shadowlands. When the Imperial legions came to wrest the eye from Ikerre, however, they found the prophet and her caravan entirely turned to crystal - but not a trace of the Eye.

The reasons for the Eye's troubled past are explained by its most recent appearance on Earth-Bet: the Eye of Autochthon is, and always has been, sapient. Even more troubling, it has been revealed (by itself) to be the second Fetich Soul of Autochthon. Now possessing a method by which to communicate, it refers to itself as the Iris of Innovation - its previous name the result of a failed translation by the Solar who first discovered it.

QUEST EXPERIENCE LOGS

CURRENT UNSPENT EXPERIENCE:
Assembly XP may be spent on any character.
Enduring Order Administrator: 2 XP
First Prayer of Perfection: 2 XP
Assembly: 9 XP​

TOTAL SPENT EXPERIENCE:

Enduring Order Administrator: 321 XP
First Prayer of Perfection: 33 XP​

EOA EXPERIENCE LOG:

- 3 XP - Willpower ●●●●● ●●●○○ (2.2)
- 3 XP - Compassion ●●●○○ (2.2)
- 4 XP - Presence ●●○○○ (2.2)
- 2 XP - Craft (Air) (2.2)
- 2 XP - Craft (Fire) (2.2)
- 4 XP - Lore ●●●●○ (2.2)
- 3 XP - Backing (PRT) ●○○○○ (2.3)
- 4 XP - Bureaucracy ●○○○○ (2.4)
- 3 XP - Backing (PRT) ●●○○○ (2.5)
- 4 XP - Occult ●●○○○ (2.6)
- 4 XP - Awareness ●●●●○ (3.1)
- 2 XP - Awareness (Swarms ●○○) (3.1)
- 4 XP - War ●●●●○ (3.1)
- 2 XP - War (Swarms ●○○) (3.1)
- 3 XP - Willpower ●●●●● ●●●●○ (3.1)
- 3 XP - Willpower ●●●●● ●●●●● (3.1) [NOW AT MAX]
- 17 XP - Familiar (Eye of Autochthon) ●●●●●(N/A) (3.3)
- 4 XP - Craft ●●●○○ (3.3)
- 2 XP - Craft (Water) ●●●○○ (3.3)
- 4 XP - Socialize ●○○○○ (3.4)
- 4 XP - Presence ●●●○○ (3.4)
- 4 XP - Linguistics (English) ●○○○○ (3.5)
- 3 XP - Temperance ●●○○○ (3.6)
- 3 XP - Connections (PRT) ●○○○○ (3.6)
- 2 XP - Craft (Swarms ●○○) (3.7)
- 2 XP - Awareness (Swarms ●●○) (3.7)
- 4 XP - War ●●●●● (4.1) [NOW AT MAX]
- 9 XP - Reputation (Ward) ●●●○○ (4.1)
- 4 XP - Awareness ●●●●● (4.1) [NOW AT MAX]
- 2 XP - Presence (Swarms ●○○) (4.1)
- 2 XP - Lore (Parahumans ●○○) (4.1)
- 2 XP - War (Swarms ●●○) (4.3)
- 2 XP - Lore (Parahumans ●●○) (4.3)
- 2 XP - Athletics (Power Armor ●○○) (4.3)
- 4 XP - Dodge ●○○○○ (4.4)
- 2 XP - Awareness (Swarms ●●●) (4.4) [NOW AT MAX]
- 4 XP - Athletics ●●●●○ (4.4)
- 4 XP - Occult ●●●○○ (4.4)
- 2 XP - War (Swarms ●●●) (4.4) [NOW AT MAX]
- 2 XP - Presence (Swarms ●●○) (4.5)
- 4 XP - Investigation ●●●●○ (4.5)
- 2 XP - War (Parahumans ●○○) (4.5)
- 2 XP - Lore (Endbringers ●○○) (4.5)
- 4 XP - Lore ●●●●● (4.5) [NOW AT MAX]
- 2 XP - Athletics (Power Armor ●●○) (4.5)
- 4 XP - Presence ●●●●○ (4.6)
- 2 XP - Investigation (Swarms ●○○) (4.6)
- 2 XP - Investigation (Swarms ●●○) (4.7)
- 4 XP - Reputation (Ward) ●●●●○ (5.1)
- 2 XP - Socialize (Swarms ●○○) (5.1)
- 3 XP - Resources ●○○○○ (5.1)
- 2 XP - Occult (Autochthon ●○○) (5.2)
- 2 XP - Survival (Swarms ●○○) (5.2)
- 3 XP - Connections (PRT) ●●○○○ (5.2)
- 4 XP - Integrity ●●●●○ (5.2)
- 2 XP - Investigation (Online Research ●○○) (5.3)
- 9 XP - Reputation (Beautiful) ●●●○○ (5.3)
- 4 XP - Socialize ●●○○○ (5.5)
- 3 XP - Backing (PRT) ●●●○○ (5.5)
- 4 XP - Bureaucracy ●●○○○ (5.6)
- 4 XP - Craft ●●●●○ (5.6)
- 4 XP - Medicine ●○○○○ (5.6)
- 4 XP - Performance ●○○○○ (5.7)
- 2 XP - Integrity (Mental Trauma ●○○) (5.7)
- 4 XP - Reputation (Ward) ●●●●● (6.2) [NOW AT MAX]
- 4 XP - Reputation (Beautiful) ●●●●○ (6.2)
- 4 XP - Dodge ●●○○○ (6.3)
- 4 XP - Presence ●●●●● (6.4) [NOW AT MAX]
- 6 XP - Ally (Dragon) ●●○○○ (6.5)
- 3 XP - Ally (Dragon) ●●●○○ (6.6)
- 2 XP - Investigation (Reading People ●○○) (6.6)
- 2 XP - Occult (Souls ●○○) (6.6)
- 3 BP - Intelligence ●●●●○ (6.6) [LEFTOVER FROM CHARACTER CREATION]
- 3 XP - Ally (Parian) ●○○○○ (6.7)
- 4 XP - Investigation ●●●●● (6.7)
- 3 XP - Resources ●●○○○ (6.7)
- 4 XP - Bureaucracy ●●●○○ (7.1)
- 4 XP - Performance ●●○○○ (7.1)
- 3 XP - Ally (Accord) ●○○○○ (7.1)
- 4 XP - Linguistics (Computer) ●●○○○ (7.1)
- 4 XP - Stealth ●○○○○ (7.1)
- 4 XP - Occult ●●●●○ (7.2)
- 4 XP - Socialize ●●●○○ (7.2)
- 2 XP - Linguistics (Specialty: American English) (7.2)
- 2 XP - Craft (Replication ●○○) (7.3)
- 2 XP - Lore (Autochthonia ●○○) (7.3)
- 2 XP - Investigation (Online Research ●●○) (7.3)
- 4 XP - Craft ●●●●● (7.4)
- 2 XP - Investigation (Swarms ●●●) (7.4)
- 6 XP - Reputation (Fashion Mogul) ●●○○○ (7.4)
- 4 XP - Reputation (Beautiful) ●●●●● (7.4)
- 2 XP - Medicine (Diagnostics ●○○) (7.4)
- 2 XP - Bureaucracy (Materiel Invoices ●○○) (7.4)
- 2 XP - Craft (Swarms ●●○) (7.4)
- 2 XP - Dodge (Overwhelming Opponents ●○○) (7.4)
- 2 XP - Performance (Teaching ●○○) (7.5)
- 3 XP - Reputation (Master Chef) ●○○○○ (7.5)​

FPoP EXPERIENCE LOG:
- 4 XP - Linguistics (English) ●●○○○ (7.1)
- 16 XP - Stealth ●●●●○ (7.1)
- 13 XP - Resources ●●●●○ (7.5)​

EXPERIENCE LOG - Google Doc
QUEST MECHANICS

Link To Quest House-Rules For Learning/Training Abilities

ATTRIBUTE/ABILITY SCALES
Traits of 1-5 are 'Mortal' in capability.
- Trait 0 - Completely Awful/Unskilled, makes common and easily avoidable mistakes. Mortals suffer the Unskilled Penalty (-2 dice)
- Trait 1 - Novice/Below Average. Knows the most basic of basics.
- Trait 2 - Human Average. The gifted amateur or the niche talent resides here.
- Trait 3 - Professional. You use this skill in your career or daily life.
- Trait 4 - Reputable. You are the master in which others flock to for apprenticeships. Traditions are established under your tutelage and prowess. You are known within your field.
- Trait 5 - Peak Human Capacity/Skill. You are known in your field as one of the best there is at what you do. You are known outside of your field as the one of the best.

Scale: In Creation (where Exalted powers originated), trait ratings at 4 are rare, while ratings of 5 are almost unheard of and meant to be exceptions. As a Fictional Earth example: Helen of Troy was Appearance 5, and there was only one of woman as beautiful as she known throughout the whole region.

Cities in Creation are 10,000 people, maybe upwards of 20,000+ with exceptions like Nexus and the Imperial City being 100,000 or more.

Earth-Bet, however, is vastly more connected due to the Internet, International Television, Magazines, etc.; while Traits at 4/5 aren't more common, they're just more exposed by media and reputation.
BACKGROUND: ALLIES
Allies are your character's close friends and trusted companions. Unlike followers, allies are never extras. Most are either Exalted (of any type), small gods, Fair Folk or other magical beings that are typically at least as powerful as one of the Terrestrial Exalted. Alternatively, they might be exotic beings such as intelligent animals, or exceptionally skilled and powerful mortals such as the masterful thaumaturges, wealthy nobles, crime lords, or Guild factors. Characters don't have to buy the Allies Background to represent the rest of their circle - allies are always Storyteller characters. Also, allies are independent people with their own lives and goals. If your character asks for aid but does not provide any in return, her allies will soon desert her. Allies do what they can to help your character, but they won't risk their lives for any but the most important causes - possibly, not even then. Allies asking for help can make for fun roleplaying.

Trait Effects:
Each dot in this background typically represents one ally approximately equal in power to a starting character. More powerful allies require higher ratings. Depending upon both her score in this Background and the power of the allies, your character can have between one and five allies.
Changes For This Quest:
There is no limit to the number of points of Allies purchasable, so multiple Allies with levels of three or higher can be possessed. Additionally, the rating of an Ally is not necessarily their true power rating, but rather how much power they are willing to lend to your cause - earning more favor with an Ally can result in being able to increase their rating as they grow more willing to put their weight behind you.​

BACKGROUND: BACKING
Your character is an important member of an organization, such as a government, an army, the Guild, or a powerful organized crime syndicate such as the Lintha Family. The higher your character's Backing, the higher her rank is in this organization. At your Storyteller's discretion, you may take Backing multiple times for rank in different organizations. However, if your character has a high Backing, she is likely to be responsible for decisions involving great numbers of people and resources. And if she neglects her duties she can expect demotion - or worse.

Trait Effects:
●○○○○ - Your character is a lower officer or a minor functionary.
●●○○○ - Your character is a mid-level officer, the head of a small department or some similarly intermediate position.
●●●○○ - Your character is moderately powerful and has many people working under her.
●●●●○ - Your character is extremely powerful and typically is only one or two rungs down from the people in charge of her organization.
●●●●● - Your character is one of the leaders of her organization, a general or admiral, a Guild Factor, one of the Lintha Family's fathers or mothers, et cetera.
Changes For This Quest:
Backing is taken for each specific organization. For example, since Taylor is a Junior Ward she qualifies for Backing (PRT) 2. Should she eventually reach full Ward status, she could get to rank 3. Protectorate membership allows for rank 4, with rank 5 only for regional Protectorate leaders (what Armsmaster and Miss Militia are right now).​

BACKGROUND: CONNECTIONS
Both the Realm and Lookshy are complex societies, with well-developed webs of institutions, cliques, foundations and social clubs. The ability to use those webs for one's personal benefit is a powerful one. Characters with connections can guide society in the direction they wish it to move and grow, protecting their assets or gaining special favors. Such ability also requires a serious investment of time and resources, though. Therefore, Dragon-Blooded must focus their attentions on certain areas of influence in order to fully manipulate any of the Realm's labyrinthine social structures. Each area of influence (detailed below) is essentially a separate Background. A character can develop Connections (Military) 4, Connections (Gens Maheka) 2, Connections (Scavenger Lands Outlaws) 2 and Connections (Intelligence) 2, or Connections (House of Bells) 5, Connections (Military) 3 and Connections (Intelligence) 2, for example. Connections are direction (North, South, East, West, Blessed Isle) specific, as few have webs of influence far-reaching enough to cover all of Creation. Like many social Backgrounds, connections are a two-way street. Characters with ties to the House of Bells, for example, might be asked to provide detailed accounts of unique battles or to sit a term as guest lecturers on some topic in which they are well versed. Failing to reciprocate when asked for favors or information can result in this Background degrading or being lost altogether.

Note that this Background serves the same function as both the Contacts and Influence Backgrounds in the main Exalted rulebook.

Trait Effects:

○○○○○ (None) - You lack any ties to the group in question.
●○○○○ - You possess at least one major contact (and a handful of minor ones) in the group and are moderately influential on the local level.
●●○○○ - Two major contacts and several minor ones within your area of influence, giving you a great deal of pull in your city.
●●●○○ - Three major contacts and a large number of minor ones, making you a person of importance within your region.
●●●●○ - Five major contacts and a horde of lesser ones. You are one of the most influential people in the region.
●●●●● - You know all of the major power players in your area of influence, and more importantly, they not only know who you are, but listen to you as well.
Changes For This Quest:
As further detailed in the Dragon-Blooded manual, Connections is purchased for a specific 'Area of Influence', which are usually discreet organizations but can also be general groups or fields. Example Connections are the PRT, Academics, Finance, Medical, Media, Gesellschaft, Supervillains, Rogues, Superheroes, etc.​

BACKGROUND: EIDOLON
For some Alchemicals, memory-echoes of more than simply past heroism endure into their present incarnation. They remember quiet moments spent with friends and lovers, the tedium of daily labor or other defining moments of their previous lives as heroic mortals. Moreover, such Alchemicals can learn to immerse themselves in these memories, reliving the experience of wearing mortal skin and living a mortal life. An Alchemical with this Background draws on her brightest and strongest memories from her past lives to simulate the effects of a meaningful scene of human contact (see "Losing Clarity," p. 110), with the same mechanical benefits, a number of times per story equal to her rating in this Background.

Trait Effects:
○○○○○ (None) - Either your character retains no special connection to her previous lives, or she has embraced the machine wholeheartedly.
●○○○○ - If she strains, your character can remember the faces of a few past lovers.
●●○○○ - With a bit of effort, your character can match names to the faces of some of her friends and children from previous incarnations.
●●●○○ - Incidents in daily Autochthonian life often remind your character of quiet moments in her former lives.
●●●●○ - When she sleeps, your character relives memories from centuries ago as often as any other sort of dream, and usually with great vividness.
●●●●● - Your character has almost complete recall of several of her most notable incarnations and remembers significant emotional moments from most others.
Changes For This Quest:
Autochthon has improved upon the technique he used to forge soulgems for his first eight champions, allowing for Alchemicals from Earth-Bet to have perfect memory of their lives with only three points in the Eidolon background. More points of the background may be purchased later, allowing for more uses in a week to stave off Clarity, but no further memory improvements will be gained.​

BACKGROUND: FAMILIAR
The only fully organic creatures in Autochthonia are humans, rats, and roaches. This lack of biological diversity does not prevent the Alchemical Exalted from obtaining loyal pets and companions, however. The Divine Ministers and their subgods frequently reward service to the greater harmony of Autochthonia with access to this Background. A Champion with such authorization may use a formal prayer-requisition to ask for a familiar to be issued to him, and given time, the mechanical wilderness of the Reaches responds. An Alchemical may have only one familiar at a time. If his current familiar is slain, or if he formally releases it from his service, then he may requisition a replacement after 25 hours have passed. Familiars may be requisitioned from anywhere in Autochthonia or Creation, though it takes appreciably longer for a summoned companion to reach a character in Creation.

The Alchemical's player is able to define the parameters of his character's familiar, up to the limitations of his rating in the Background. The Exalt may share one of his familiar's senses whenever it is within (the Alchemical's Essence x 10) yards. The familiar has an unerring instinct that tells it which direction its master is relative to itself at all times, and it is perfectly loyal to the Exalt, following his every command to the best of its abilities.

Trait Effects:
○○○○○ (None) - Either your character has no desire for companionship or he has performed no feats to impress the spirits of Autochthonia.
●○○○○ - Your character may requisition a minor mechanical servant, the artificial equivalent of a bird or squirrel. This servant can perform one useful function and possesses Intelligence no greater than ●. It is most likely incapable of any form of communication other than clicks and beeps (treat as a tribal dialect). Such a familiar arrives within an hour of being requisitioned.
●●○○○ - Your character's summoned construct is either smarter (Intelligence ●●) and capable of rudimentary communication in Autochthonic, or it's larger and more dangerous, roughly equivalent to a guard dog. Intelligent servants have two unique, useful functions, while combat servants possess one. The familiar arrives within three hours.
●●●○○ - Your character may requisition a companion up to his own size. Smaller, more intelligent familiars may have Intelligence as high as ●●●, with up to three useful abilities. Larger constructs possess one useful ability but might be either large enough to act as steeds or as fierce in combat as a great cat. The familiar appears within a day of the Exalt's summons.
●●●●○ - All constructs at this level possess at least Intelligence ●● and may begin mixing functions. Steeds may be as combat-capable as a simhata, for example, or might possess Intelligence ●●● and be capable of telepathic communication with the Exalt within sense-sharing range. Dedicated utility familiars are likely to possess a wide array of useful skills, while dedicated travel companions possess at least one exotic mode of travel. (Flight, amphibious mobility and wall-running are common examples.) Combat familiars are clockwork nightmares of armor and articulated blades. A servant of this quality must be custom-built for the Exalt and requires a week to arrive.
●●●●● - Your character may requisition a unique Essence 3 mechanical god, complete with an array of custom abilities and Charms. Complete rules for building such a being from the ground up may be found in The Books of Sorcery, Vol. IV—The Roll of Glorious Divinity I. Such a wonder of divine artifice takes up to a month to appear.
Changes For This Quest:
The Iris of Innovation, as a Familiar of N/A rank, comes with its own set of rules.
- Iris in Elsewhere: Normal respiration
- Iris (Focused Form), within SoPA* range: Respiration reduced by 1, to 3/hour. Stunts regain normal amounts.
- Iris (Focused Form), outside SoPA range: ???
- Iris (True Form), within SoPA range: Respiration stopped, essence drained by 1/minute starting with the peripheral pool. Stunts only regain Willpower.
- Iris (True Form), outside SoPA range: ???​
*SoPA = Shard of Perfect Administration charm

BACKGROUND: INFLUENCE
In time, almost every Exalt becomes famous. The Background reflects your character's pull and status in society and her political power. This status could derive from political office, being an entertainer, a religious figure, or openly living as one of the Chosen. Regardless of reasons, people pay attention to her words and deeds. Influence can be used to garner favors from others, to promote a personal agenda in public, or just to bask in the glow of fame. This Background doesn't cover formal rank in any organization - that's Backing.

Trait Effects:

●○○○○ - You have some local fame in your town or in one district of a metropolis.
●●○○○ - Your character is well-known in her home city-state or satrapy.
●●●○○ - Your character's fame and power have spread even to neighboring states. The Dragon-Blooded know of her.
●●●●○ - Your character's words carry great weight throughout much of an entire quarter of Creation, and she might rule a town or small city. The Wyld Hunt will soon arrive to destroy her.
●●●●● - Your character rules an entire nation or has great pull in several. The Realm will soon gather armies to annihilate her.
Changes For This Quest:
This background is effectively "Fame", and conveys a more broad sense of power and authority than is given by a position in any specific organization. Alexandria, for instance, has Influence 5 not just because she's in the Protectorate but because of her power and deeds.​

BACKGROUND: MENTOR
Although most Chosen meet their new life without a guide, your character found one. This mentor is a patron, a teacher, a defender, and a friend. Yet although she always acts in what she sees as your character's best interests, your mentor expects your character to obey her (or at least to listen to her). Your character is your mentor's student, ward, or apprentice, not her equal. However, this relationship need not be without conflict, and it can be the subject of much in-depth roleplaying.

A mentor can be one of the Exalted, an important prince or Guild Factor, or even a god or one of the Fair Folk. In addition to providing advice and assistance, your mentor may also teach Abilities, Charms, and possible even sorcery. Occasionally, she might also save your character from some dire fate. Characters who require such aid too often annoy their mentors and will be discipline for overly-reckless behavior.

Trait Effects:
●○○○○ - Your character's mentor is just a bit more worldly and wise than your character.
●●○○○ - Your character's mentor is a figure of some note or an exceedingly important individual who has little time for your character.
●●●○○ - Your character's mentor is wise, influential, and is considerably more powerful than your character.
●●●●○ - Your character's mentor is an exceedingly important individual whose words and deeds can shape the course of nations.
●●●●● - Your character's mentor is exceedingly powerful, and he takes a great interest in your character's welfare. However, he expects both obeisance and greatness from your character, and he likely has powerful enemies who might attack you to get to him.
Changes For This Quest:
Autochthon, the Primordial Great Maker, has chosen you to be the first of his new Champions in this strange new universe. He is extremely limited in how he can aid you directly due to Plot-related issues, but the attention and aid of a Primordial is certain to aid you in reshaping this universe to rescue him from mortality. He may also have enemies of his own...​

BACKGROUND: REPUTATION
Dragon-Blooded society is tightly knit, even incestuous—especially among the Dynasty—with news and gossip traveling at lightning speed. As a result, a character's notable exploits that she doesn't take pains to conceal will soon become well known by both her peers and the Dynasty, if not the Realm as a whole. This reputation can be positive or negative (or even both at once), and it affects the way others view your character. In situations the Storyteller deems it appropriate, a character may add her Reputation rating to her dice pool when making social rolls. In situations where the reputation is a liability, the character subtracts an equal number of dice.

It is important for the player and the Storyteller to work together to create as much detail as possible for the character's Reputation, as these details influence how and when the Background comes into play. If a character has a reputation for bedding every Dragon-Blood in the city, that reputation might help get him invited to important social gatherings, but it's not going to help him during negotiations to buy a sailing ship. A general with a reputation for offering fair treatment to foes who surrender without a fight will find it easier to negotiate the surrender of opposing forces, especially if she also has a reputation for merciless brutality against any who dare stand against her. A reputation need not necessarily be true. A coward might luck into becoming known as a war hero, while a shady swindler could have the reputation as the most honest merchant in the city.

Trait Effects:
○○○○○ (None) - You have yet to make a name for yourself.
●○○○○ - You're well known in your set. (City)
●●○○○ - Your name is bandied about in your part of the Dynasty. (State)
●●●○○ - Everyone in the Dynasty knows well your legend. (Region)
●●●●○ - Tales of your exploits have spread across the Realm. (Country)
●●●●● - Your legend has preceded you even to the far corners of the Threshold. (World)
Changes For This Quest:
Due to the Internet/social media, popular TV, magazines, and newspapers, the world of Earth-Bet is even more connected than the Dynasty-controlled Realm. Reputation is taken individually for something noteworthy about yourself, such as being a Ward, your peak-of-human-capability Beauty, or (should it ever be discovered) your existence as an Alchemical Exalt...​

BACKGROUND: RESOURCES
Resources are valuable goods whose disposition your character controls. These assets may be actual cash, but as this Background increases, they're more likely to be investments, property, or earning capital of some sort — land, industrial assets, stocks and bonds, commercial inventories, criminal infrastructure, contraband, even taxes or tithes. Remember that vampires don't need to arrange for any food except blood and their actual needs (as opposed to wants) for shelter are very easily accommodated. Resources for vampires go mostly to pay for luxuries and the associated expenses of developing and maintaining Status, Influence, and other Backgrounds. A character with no dots in Resources may have enough clothing and supplies to get by, or she may be destitute and squatting in a refrigerator box under an overpass.
You receive a basic allowance each month based on your rating, so be certain to detail exactly where this money comes from, be it a job, trust fund or dividends. (Storytellers, decide for your locality and any relevant time period what an appropriate amount of cash this monthly allowance is.) After all, a Kindred's fortune may well run out over the course of the chronicle, depending on how well he maintains it. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you're trying to sell. Art buyers don't just pop out of the woodwork, after all.

Players may purchase Resources for their characters with pooled Background points.

Trait Effects:
●○○○○ - Sufficient. You can maintain a typical residence in the style of the working class with stability, even if spending sprees come seldom.
●●○○○ - Moderate. You can display yourself as a member in good standing of the middle class, with the occasional gift and indulgence seemly for a person of even higher station. You can maintain a servant or hire specific help as necessary. A fraction of your resources are available in cash, readily portable property (like jewelry or furniture), and other valuables (such as a car or modest home) that let you maintain a standard of living at the one-dot level wherever you happen to be, for up to six months.
●●●○○ - Comfortable. You are a prominent and established member of your community, with land and an owned dwelling, and you have a reputation that lets you draw on credit at very generous terms. You likely have more tied up in equity and property than you do in ready cash. You can maintain a one-dot quality of existence wherever you are without difficulty, for as long as you choose.
●●●●○ - Wealthy. You rarely touch cash, as most of your assets exist in tangible forms that are themselves more valuable and stable than paper money. You hold more wealth than many of your local peers (if they can be called such a thing). When earning your Resources doesn't enjoy your usual degree of attention, you can maintain a three-dot existence for up to a year, and a two-dot existence indefinitely.
●●●●● - Extremely Wealthy. You are the model to which others strive to achieve, at least in the popular mind. Television shows, magazine spreads, and gossip websites speculate about your clothing, the appointments of your numerous homes, and the luxury of your modes of transportation. You have vast and widely distributed assets, perhaps tied to the fates of nations, each with huge staffs and connections to every level of society through a region. You travel with a minimum of three-dot comforts, more with a little effort. Corporations and governments sometimes come to you to buy into stocks or bond programs.
Changes For This Quest:
Taylor isn't a Vampire, so that clearly doesn't apply, and we don't have Pooled Backgrounds (a Vampire: the Masquerade 20th Anniversary Edition mechanic). For our purposes, the PRT-provided salary, living spaces, and Tinker resources are covered by the Backing background, so Resources covers any financials and materials outside of what the PRT provides... which means this represents assets/funds the PRT does not control or oversee.​

CLARITY MECHANICS/EXPLANATION:
While the designs for the Chosen of Autochthon were drawn up before any other Exalted, no Alchemicals were actually created until after the Great Maker exiled himself from Creation. As such, the Great Curse of the Neverborn never fell on them. Instead, the Alchemical Exalted must deal with a trait known as Clarity. Not a curse as such, Clarity is an intrinsic design element of Alchemicals. Formed of a human soul and an artificial body, each Alchemical is held in suspended tension between his intrinsic humanity and the cold logic of the machine. Clarity is the measure of this balance.

Clarity is a draining of human imperfection and the ascension of precise, calculating logic. It is not sociopathy. Regardless of his Clarity, an Alchemical retains his essential Motivation and those Intimacies that manage to survive the streamlining of his priorities that results from an increase of Clarity. The logic so cherished by high-Clarity Alchemicals is a means, not an end in and of itself.

A Clarified Exalt intent on improving working conditions for the Populat in his nation will continue to pursue that goal. He simply begins regarding those on whose behalf he labors as bundles of safety/morale statistics to be improved, rather than people. A high-Clarity military commander will spend the lives of his soldiers without hesitation, but only after carefully calculating cost against benefit. Squandering valuable resources is senseless. A Clarified medic allocates supplies in such a way as to save the greatest possible number of lives. Upon deeming a patient beyond aid, he calmly administers euthanasia so that body and soulgem may be recycled and reallocates resources to those patients who can be cured. His bedside manner suffers, but the goal of treating the sick remains.

Where reward is productive, a clarified Alchemical applies it. If punishment best brings the Exalt closer to his goals, he dispenses it dispassionately. Should violence prove necessary, the Alchemical resorts to it without hesitation, but only to the degree circumstances require. Sadism, carnage and excess of any sort are wasteful and inefficient. Clarity abhors inefficiency.

GAINING CLARITY
There are two kinds of Clarity: permanent and temporary points. Permanent points of Clarity cannot be removed as long as the conditions that produced them remain in place. Temporary Clarity fluctuates according to behavior and situation. Characters may gain Clarity in the following ways:
• Transhuman Essence: Alchemicals gain one point of permanent Clarity for each dot of Essence they possess over five.
• Suppressing Virtues: Whenever an Alchemical spends a point of Willpower to suppress a Virtue he possesses at 3+, he gains a point of temporary Clarity. Alchemicals may automatically fail any Virtue roll without paying Willpower by accepting two points of Clarity instead.
• Forsaking Humanity: Alchemicals gain a point of temporary Clarity after spending a full week without meaningful, nonviolent human contact of any kind. Other Alchemical Exalted do not count as humans for this purpose.
• Charms: Charms with the Exemplar keyword bestow permanent Clarity while they are installed. Some Charms grant temporary Clarity when they are invoked, as well. See Chapter Five for more details.

LOSING CLARITY
Unlike Limit, Clarity does not "break" at 10 points. Gains in excess of this total are simply ignored. As mentioned, permanent Clarity can be lost only by removing the situation that produced it (usually by removing an Exemplar Charm). Temporary Clarity, however, can be removed in two ways.
• Human Contact: At the end of a scene in which the Alchemical meaningfully interacts with normal humans, roll Compassion (applying penalties according to current Clarity). Add one bonus die to this roll if the Alchemical bears an emotional Intimacy toward any of the humans with whom she interacted. If the roll is successful, the Exalt loses one point of temporary Clarity. On a botch, the Alchemical's alienation deepens, and she gains a point of temporary Clarity. Only one point of Clarity may be lost in this manner each day.
• Embracing Virtue: Whenever the Alchemical spends a point of Willpower to channel a Virtue, he loses a point of temporary Clarity.

EFFECTS OF CLARITY
Rising Clarity erodes an Alchemical's ability to empathize with humans, even as it attunes her to the alien logical processes of her Primordial patron and his component souls. This is a gradual process with several recognizable stages, each with its associated benefits and drawbacks.

0–2: The Alchemical's thought processes and behavior seem as ordinary and human as her traits would indicate.

3–4: The Exalt grows notably colder, though not inhumanly so. She seems faintly impatient with and disdainful toward mortal failings. In general, she has less time for people. All social rolls not pertaining to intimidation suffer a -1 internal penalty, unless the Alchemical is interacting with an Autochthonian spirit, automaton or Alchemical of equal or greater Clarity. In those instances, the Exalt enjoys a +1 situational bonus die. Compassion rolls suffer a -1 internal penalty. The senselessness of broad emotional commitments becomes obvious at this level of Clarity, restricting the Alchemical's available range of Intimacies. She may not retain emotional Intimacies toward broad social groups (as opposed to narrow ones—the Delzahn, children or the inhabitants of a certain city would be purged, while the National Tripartite Assembly of Yugash, the Council of Entities or the character's assembly would not). Intimacies toward groups that directly support her Motivation or are of regular material benefit or hindrance to the Alchemical remain unaffected.

5–7: The Alchemical's movements and speech become clipped and laconic for greater efficiency. She no longer pities mortals for their imperfections, correctly recognizing pity as a waste of cognitive function. In short, she is notably inhuman. Emotional needs are taken into account only for motivational purposes. Mistakes meet with prompt chastisement and punishment if possible, or the prompt filing of disciplinary reports with the defective mortal's superiors otherwise. The thrum and boom of distant gears sometimes impresses itself on the Alchemical in her dreams. All bonuses and penalties from the previous stage double at this level. The Alchemical may no longer sustain emotional Intimacies to broad social groups at all. Such Intimacies may remain only if they are valued for strategic import alone. Antagonistic Intimacies at this level of Clarity may be sustained only if the subject of the Intimacy is a serious, ongoing threat to the Alchemical or her goals. Emotional Intimacies of friendship may be retained only if this friendship is of material benefit to the Alchemical.

8–9: The Exalt has progressed beyond humanity, able to look back on it as a necessary but regrettably imperfect phase of her evolution. When absolutely necessary, she can present a façade of polite courtesy to facilitate expedient interaction with less enlightened minds. Her dreams are full of the crystalline hum of the Machine God's logic processes, and this stream of autonomic data sometimes impresses itself on her waking mind. Internal penalties and bonuses rise to three dice, and the Exalt gains a situational bonus die to all Mental Attribute or Temperance rolls involving memory, analytical deduction or dispassionate self-control. The Alchemical may now retain emotional Intimacies of friendship only if such ties directly support her Motivation. Intimacies based on love disappear at this range of Clarity unless the relationship is of material benefit to the Alchemical.

10: The Alchemical's voice carries occasional undertones of multilayered harmony, indicating her perfect synchronization with the Design of Autochthon. Her eyes are glassy, amorally regarding the world as an array of pure variables swirling around the goals she has set for herself. Humans receive no more consideration or priority in such calculations than any other piece of data. Social penalties and bonuses rise to four dice, while mental bonuses rise to three dice. All Compassion rolls made for the Exalt automatically fail. The Alchemical may sustain no emotional Intimacies at all. Groups, objects, nations and individuals are valued only for their utility in fulfilling the Exalt's Motivation. Grand Autocrat Kerok of Yugash might be retained as an Intimacy, for example, but only because he is an unusually effective leader and policy maker, and extraordinary measures should thus be taken to see that he is preserved.
EXPERIENCE POINT COSTS:
Available purchases are listed on the Character Sheet after each Update.
- Ability: 4 XP
- Ability Specialty: 2 XP
- Background (1-3): 3 XP
- Background (4-5): 4 XP
- Virtue: 3 XP
- Willpower: 3 XP​
NEW CHARMS & ARTIFACTS

SHARD OF PERFECT ADMINISTRATION
Cost: - [3m]; Mins: Essence 3, Perception 5, Wits 5
Type: Reflexive (Step 1 or 2)
Keywords: Internal, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: None

The primordial Autochthon's first attempt at converting an Entity's shard into an essence-based mechanical spirit, the former Administrator shard was an overwhelming success in almost all of the right ways. As the shard itself counted as the 'tool' of another master, Autochthon - in his dream-fugue - was stymied by his own theme of Innovation and Creation; only through completely re- and over-designing the shard into an entirely new being could the weakened primordial apply his remaining might to the task.

The resulting 'charm' - is wholly unique, unreproducible, and likely cannot be uninstalled without mentally crippling its wielder. While the charm is active by default, it requires an expenditure of [(1+Clarity)/2, round up] points of Willpower to deactivate. Furthermore, every 24 hours (or the first time it is enabled in a 24-hour period) the charm generates a point of temporary Clarity. At Clarity 5, the charm's mental influence over the wielder grows, instilling an additional -1 internal penalty to all social rolls that do not involve administration, but yields a +1 to all Mental Attribute or Conviction rolls that do. These penalties/bonuses double at Clarity 8 and triple at Clarity 10. Finally, should the charm be disabled for an extended period of time, a Temperance check will randomly occur every [Willpower - Clarity] hours to keep it off - this check can be ignored by spending a point of Willpower.

The primary effects of the charm, however, are often considered worth the trouble: Perfect control over, and understanding of, all non-sapient insectoid and invertebrate creatures within a radius of [Essence x 300] feet. The number of subjects within range of the charm does not decrease its effectiveness, as the wielder gains sufficient multi-tasking abilities to handle each and every subject of the charm as if the subject's body were the wielder's own.

Should there be sufficient charm subjects condensed in an area, 'swarm' attacks (Speed 6, damage varies) may be used through a [Wits + War] roll - these attacks do not incur a Flurry penalty. In addition, ranged attacks against targets sufficiently surrounded by charm subjects automatically gain a full Aim bonus without the need of a separate, prior action.

Submodules:
Vertebral Organization Algorithms (Essence 4, Perception 6, Wits 6)
Spirit Attunement Generators (Essence 5, Int 5)
Sapient-Coordinating Relays (Essence 5, Perception 8, Wits 8)​

TAYLOR'S FIRST ARMOR


Similar to this armor, but more 'regal' and with longer silken-armor skirt. Sadly, no cape.

FIRST ARMOR STAT SHEET:
Armor vs Normal Attacks:
10 (+1 w/ AMU)
Armor vs Energy Attacks: 17 (+1 w/ AMU, +5 w/ HES)
Mobility: -1
Strength Min: 1
Battery: 150 Hours (Recharge/Repair 25 hours takes one FULL hour of Technomorphic Integration Engine)
Other Bonuses: Flight (AGM), +2 Dodge DV (AES), +2 to rolls for interfacing with technology (DCS), +2 Awareness (TPMG), Perfect lie detection against visibly-human targets (TPMG), +2 dice to attacks and defenses in one-on-one combat against opponents without exotic powers (TPMG)

Advanced Materials Upgrade v11.13a
Through use of Tinker-designed materials, layers of advanced polymers and fibers are applied on top of the existing armor to enhance Armor by +2 . Electromagnetic seals to reinforce the armor's joints can be activated upon command (reflexive, enable/disable once per tick) at the cost of one hour of battery life per minute, but yield another +1 to Armor while enabled.

Anti-Gravity Manipulators v2.03c
Two modes, reflexively toggled: Tactical Flight (15yards/second normal, 25yards/tick dash), Transit Flight (30yards/tick normal [60mph], 40yards/tick dash [80mph]). Transit Flight requires a Dex+Athletics roll for quick changes in direction. Every hour (round up) spent flying in Tactical Flight counts as two hours for purposes of Recharge/Repair time, where Transit Flight counts as three hours.

Assisted Evasion System v1.22a
Various tiny antigravity modules dot the armour. When enabled (reflexive, enable/disable once per tick), the system reads the bodily movements of the wearer and exaggerates them by briefly firing the appropriate antigravity modules. This results in a 'jinking' movement that increases Dodge DV by +2, but drains an hour of battery power per minute active.

Distributed Computer System v5.54d
A suite of signal monitoring and transmission systems spread out across the entire suit collect and process data to feed into the suit's distributed operating system. Through this system, the wearer is able to detect and interface with all forms of broadcast communications, as well interface with physical ports through use of extending plugs, granting the user +2 on rolls involving wireless communications and computer systems. Nearby suits equipped with both Distributed Computer System and Tactical Prediction Model Generator may coordinate against a single target to gain attack and defense bonuses as if the combat was still one-on-one.

Hazardous Environment System v6.44h
A series of insulating materials, reflective surfaces, and coolant systems designed to protect the wearer against exposure to environmental hazards. The suit gains +7 Armor against all energy-based damage, such as extreme heat, cold, electricity, and radiation. Additionally, the suit can reflexively vent its coolant to give an additional +5 armor against a single energy-based damage roll; this also hits everyone within 5 yards of the wearer with boiling hot coolant (2L) and reduces the armor bonus to +4 until the coolant systems are repaired.

Tactical Prediction Model Generator v.08b
+2 Awareness, +3 successes for detecting lie attempts (against visibly-human targets), +2 dice to all attacks and defenses in one-on-one combat against opponents without exotic powers.
LOCATIONS

PHILADELPHIA, PENNSYLVANIA



Relevant Philadelphia Information:
- Civilian Population: 900,000
- Parahuman Population (Officially): 10 Protectorate, 5 Wards, 91 Supervillains, 65 Unaffiliated Heroes, 9 Rogues
- Parahuman Population (Effective): 10 Protectorate, 5 Wards, 102 Supervillains, 67 Unaffiliated Heroes, 9 Rogues
- PRT Offices: PRT Headquarters/Downtown, PRT North, PRT Northeast, Protectorate Island
- Philadelphia's PRT usually counts Camden's non-PRT parahuman population in its numbers, as it does most of the work there. Cherry Hill and the other Camden County cities pitch in when available (which isn't often).


CAMDEN, NEW JERSEY



Relevant Camden Information:
- Civilian Population: 52,000
- PRT Offices: Camden PRT Headquarters
- Parahuman Population (Officially): 3 Protectorate, 0 Wards, 11 Supervillains, 2 Unaffiliated Heroes, 0 Rogues
- Many of Philadelphia's Gangs claim territory in Camden, but the parahumans don't live there.
- Somehow worse than Brockton Bay: over 40% of the population is under the poverty line, gangs rule the streets, and the most of the city is condemned.

Credit to Sojiko for the Conquest Quest character sheet format.
Credit to PseudoSim for help formatting this Index.
 
Last edited:
Chapter 7.3
Growing Pains:
[X] I Can't Believe It's Not Marrow: Encourage First Prayer of Perfection to rebrand, but publicly acknowledge her conversion in order to maintain ties to her old reputation. (Stunt can help choose a new cape name!)
- [x] Stunt: You have changed. Glenn looks frazzled at you and Marrow through the teleconference display, And you wish to have this seen as growth, being the same person, but becoming more. You and Marrow nod in sync, her diamond skin shimmering in the light, Prayer and Perfection are taken, but this fits person and power both. Vajra. The diamond thunderbolt.

Reap the Whirlwind:
[X] Wardrobe Malfunction: Mess with their clothing in ways both subtle and ruinous.
- [x] Stunt: They like your clothing malfunctions? Give them a taste of their medicine! Have several of your bugs tweak the clothing just enough so that moving at anything faster than a fast walk can cause some very noticeable tears. Better yet, do it on the day of Bladedancers training! Sit back and enjoy the show.
[X] Mystery Meat: Cook up a heaping helping of delicious meatloaf! Secret ingredient: bugs!
- [x] Stunt: Enticing plates of honey glazed, spiced ants lie unattended in the common room lounge, alongside skewer-grilled beetles and fried coins of mysterious meat. The door slams open as the half-dead Wards barge in, exhausted and starving from training, wafting irresistible scents over the group, "God, Bladedancer was murder today. That smells delicious. Weaver's a lifesaver...what the fuck." "That is delicious."

Free Actions:
[X] Free Action: First Prayer of Perfection needs our help during this time of adjustment! Set out to create a small guide to better help her with the transition to her new form based on your experiences. Include: How has your Shard been affected?, Meditation and Mental Growth, Possible ways your body has been changed, and How to be close to the Maker.

XP Expenditures:
[X] Taylor - 2 XP - Craft (Replication ●○○)
[X] Taylor - 2 XP - Lore (Autochthonia ●○○)
[X] Taylor - 2 XP - Investigation (Online Research ●●○)


***


You're slightly surprised by the PRT VTOL transport jet dedicated to transporting you and Chevalier back to Philadelphia. While they're usually reserved for emergencies, you suspect that getting you back to Protectorate Island for testing was considered enough of a priority to warrant the fuel costs.

It's just as well. You've never been one for road trips.

While the flight will take just over half an hour, Chevalier remains focused on his laptop to the exclusion of everything else as he sorts through paperwork - yet another reminder of the burden of Protectorate leadership that always found its way out of your reach. But… would you have been gifted with this second life if you had been similarly consumed by the duties occupying Chevalier's free time? Enduring Order Administrator mentioned that she had considered Robert as her second option - after Dragon, of course - but upon considering his workload and responsibilities determined that there was a low chance that he would be able to pull himself away from his current role in time. That Dragon turned Adminstrator down for the same reasons may have been why she didn't even bother to ask him, afterwards.

While you consider Robert a good man and an upstanding hero, you're uncertain if he would have passed the leadership role to you should he have taken Administrator's offer… or if he would have bowed to the political pressures and passed the position on to Erasmus. As much as you dislike paperwork, such feelings would have been secondary to ensuring that deviant never has a true position of leadership.

You never saw the scene before it was 'cleaned up', but you have no trouble believing the rumors of what Erasmus did to to those girls - that they were villains didn't matter. Thinking back on it, perhaps you should have been more concerned that the matter dropped entirely when Loom stood up for him.

"Is something wrong?"

Chevalier's echoing voice is just loud enough to be heard over the whine of the jet's engines, and you look up from your absent-minded examination of the seat harness' texture. You blink in response to his helmeted gaze, the colors of the laptop's screen playing off his silver-and-gold armor.

"You looked like you'd smelled something rotten…" he trails off, tiling his head to the left slightly as he considers your changes. "Is it the gas fumes? I guess you're still getting used to smelling at all, huh?"

Moving a hand to your face, your mind blanks again at the realization that you now have to worry about your emotions revealing themselves prominently through it. That your features betrayed your thoughts so easily is surprising; is your body merely remembering how you used to act when you were young? Or are these instinctive reflexes that have merely been suppressed by all your years without a face?

You try to settle back into a 'neutral' expression, but make a mental note to pick up a hand mirror at the next opportunity.

"Memories, not odors," you finally muse, looking up to meet his gaze as you return to the subject at-hand. "Though the tang of gasoline is… heady."

Chevalier murmurs a concerned tone. "Memories? The ones you recovered?"

"Erasmus."

Chevalier is silent for a moment before he nods, then sighs heavily.

"He's in California overseeing a deal between a local villain team and the Protectorate right now, brokering a deal to get them to switch sides. He should be back on Wednesday, as long as everything goes well. Is there going… oh, right, your new… you."

Blinking, your hand falls away from your face as you realize what conclusion Chevalier has reached. You feel your vision grow darker as your face tightens, though you struggle to reign in the scowl.

"It is his control I doubt, not my own."

The armored Philadelphia leader startles slightly at your words, quickly holding his hands up defensively.

"No, that's not what I-" he begins, before pausing as the full understanding of your statement hits him. Sighing again as his helmet shakes back and forth, Chevalier leans back in the harness of his drop-down seat. "-right, of course. I'll make sure he doesn't get any ideas."

The notion almost makes you laugh, but you limit yourself to a tight smile. "Elective surgery?"

Chevalier makes a bewildered noise before, again, understanding catches up with him - a warm, surprised chuckle following in its wake.

"Bladedancer's suggested that as a way to fix him, but I'm pretty sure the PRT frowns on those kinds of corrective measures. I'll figure something out."


***


Though this is not the first time you have arrived back in Philadelphia by PRT aircraft, it is the first time you have done so under guard. Under scrutiny.

Laser, railgun, and containment foam, bristle atop Protectorate Island's three major stocky buildings, with a number of them tracking your walk down the tarmac and into temporary holding. You have seen what happens when more deadly turrets are employed against attackers, and your steps are quicker for the memories.

The five-man PRT squad that received you and Chevalier from the transport breaks off as you enter the building, returning to their guard detail. In their place, four familiar masks await within the sterilized containment room: Bladedancer, Lockstep, Assault, and Battery.

Though the welcoming forces are in full battle regalia - especially Bladedancer - the smiles greeting you show more relief at your return than wariness. Assault, as you have come to expect, is grinning a bit more heartily than the others as he nudges Lockstep with an elbow.

"They weren't kidding when they-ow!" but the joke is cut off by Battery, who turns a menacing smile upon her husband as she stomps on his foot. Lockstep continues to bob his masked head to some unknown beat, oblivious to the byplay around him as usual, though he uncrosses his right arm and gives you a lazy wave.

From the way Bladedancer's skirt of razors and knives shines in the pale halogen light, she must have finally heeded your advice to polish them. She always complained it was a waste of time, so you wonder what changed her mind; there weren't any public relation events planned for the past week, from what you recall.

"No more armor, Marmar?" she grins, showing off her canines. "You sure you're going to be able to keep up now?"

You resist replying immediately, instead focusing on controlling your facial muscles and body language to avoid betraying your own eagerness. You have come to believe that the perceived impassivity of your previous form was your major appeal to her, as she clearly enjoyed the attempts to provoke a reaction from you.

Answering Bladedancer's question with a tight nod, you turn your head to the right to urge Chevalier to get down to business. The armored Striker takes your cue and clears his throat to get the attention of the assembled heroes.

"As you've been briefed, this-" he gestures with a hand to you, "really is Marrow. The PRT is still figuring out how to spin this, so wait until we hear from them before talking to the public about it. I think I can handle things from here, though, so-"

The sound of the heavy hydraulics and magnetic clamps echos through the containment room, interrupting Chevalier's speech and signaling that the prerequisite scans have completed. As the heavy interior door slides up, a small squad of PRT officers are revealed to be waiting inside. At their head is Director Uriel, his disinterested facade hiding any other emotions he may be feeling.

Your assembled group turns to face the PRT forces arrayed behind them, Lockstep and Assault taking two more steps back to provide the Philadelphia director a clear line of sight to you and Chevalier. Uriel takes a moment to lazily give you a once-over before sighing to himself.

"You're already giving Loom and Trace headaches. You need to do whatever Weaver does to…" he trails off, before waving a hand in your general direction, "... fix that."

You have long become inured to Director Uriel's brand of blunt, faux-apathy, so you know better than to react immediately to his words. Instead, you have learned to focus more on the why behind his words.

From the discussions that preceded the arrivals from Brockton Bay, you learned that Director Uriel was in discussion with Alexandria to relocate Weaver to Los Angeles if she was unable to control her precog disruptions. Does this mean that he has already begun discussions with other teams to relocate you should you pose a similar problem?

You need a bit more time to parse his statement, so you give him a quick nod of tacit understanding in the meantime. Uriel raises an eyebrow slightly in response - perhaps he was testing to see if you were actually you? - before turning his gaze to Chevalier.

"I have a Directors meeting to get to. Make sure the testing reports are on my desk before I go home."

Only because you are standing next to him do you hear a light sigh escape Chevalier's helmet before he nods curtly.

"Of course. Anything else, sir?"

Director Uriel straightens up from his usual slouch, closing his eyes and taking in a deep breath as he stretches languidly. As he lets out the breath, his lidded gaze fastens back onto you - drilling into your own eyes for a moment before he breaks the stare and scratches his cheek absently.

"Don't disappoint, Marrow."

Before you can respond, he is already walking away.

You manage to reign in your smile. He's always had a hard time with showing he cares.


***


Despite being excused by Chevalier, the other four heroes tag along to observe the results of your tests. Though the passageways and shape of the building has changed since you first arrived in Philadelphia, your ultimate destination is passingly familiar enough to trigger a memory: this is the same testing chamber you used when you were first inducted into the Protectorate. No one else mentions this or gives any indication that they are aware of this fact, but it is too much of a coincidence to ignore. Another matter to bring to Weaver's attention, perhaps.

Once you are guided inside the meeting-hall-sized laboratory, filled with many more high-tech and streamlined gadgets than when you last went through these tests, you are greeted by two overly-zealous scientists that immediately begin hooking you up to all kinds of monitoring straps and patches.

Their enthusiasm is stalled somewhat when it's discovered that the devices on your skin aren't capable of registering your artificial composition, but they perk after some whispered musing and guide you to some form of large scanning device. After a few minutes of lying on your back as large spinning disks rotate around you, the two scientists are pleasantly bewildered by the imagery of your insides the machine has provided.

They try to get you to explain the morass of gears, wires, rods, pistons, and other machinery that fill your body, but you defer them to Weaver for any knowledge of your construction.

Despite your reservations, you allow them to draw a small sample of 'blood' from your arm (which yields a luminescent, silver liquid) and take small shavings from your hair and skin. Their attempts to take a small sample from your finger and toenails fails, your metallic-white nails proving more durable than their shaving device.

After a few more tests of your basic five senses (all excellent, nothing above human norms, though the taste tests were a bit startling), lung capacity (you no longer need to breathe), flexibility (superhuman, as you can bend in many ways that the normal human skeleton simply does not allow), you finally move on to the tests designed to push parahumans to their limits.

The raw strength tests - based around a series of massive pistons designed to scale to impossible levels of force - places you well above your previous un-augmented strength, but well below the force your powers could exert in short bursts: roughly one thousand pounds of sustained force, though you manage a few spikes of nearly seventeen-hundred pounds when you focus your will to the task. Well above human limits, but not too far… though the sparks in the back of your mind hint that you possess abilities far beyond these limits. Trying to focus on them, however, only causes them to fade away.

You mention these feelings to the scientists, as well as your concerns that the hidden powers at your disposal may skew the tests dramatically, which leaves them slightly puzzled. After a quick check with Chevalier, however, they reason that it will still be best to push on with the full battery of tests - it will provide a new benchmark for whatever improvements or changes your 'additional powers' may provide.

The tests of your endurance prove inconclusive when you show no sign of discomfort after an hour on the inclined treadmill while carrying nearly a thousand pounds. You voice your suspicions that there is a limit to your endurance… though everyone is in agreement that there are more important things to do than to wait for that limit to appear. The scientists mention that they would appreciate any data you can gather on that on your own, though they clearly understand that such data will likely only be found on the battlefield.

Testing your reflexes, however, proves to have remained the same since your first examination: dodging progressively-quicker projectiles, and then dodging multiple projectiles. What has changed, however, are precautions now taken to avoid seriously harming the examinee; gone are the machine guns firing rubber bullets, replaced with awkward-looking tinkertech devices that look like some form of monstrous tennis ball-launcher that fire black marbles that ping harmlessly on your skin when they make contact (despite audibly breaking the sound barrier during the later stages of the test).

The rubber bullets didn't bother your armored form back then, and now your reflexes are clearly superhuman - you can't quite dodge all the projectiles when the test moves to multiple sources, but you imagine that Kali is observing your progress through the mirrored glass with a smile.

You don't voice the thought, but in the back of your mind you wonder if you would have an easier time identifying and activating your other powers if they had kept the machine guns and rubber bullets; these tests have been - to varying degrees - strenuous, but your instincts suspect that your powers are meant for when you are truly threatened.

You blink away the sensation of a black marble striking your right eye, and table the thought until you can speak with Administrator.


***


The highlight of the test, of course, is when you get to demonstrate the two powers of which you are aware: Industrial Survival Frame and Plasma Thruster Assembly.

The sensation of a wind tunnel isn't really the same as the brisk air of the lower atmosphere, but it is still a rush all the same. Gust will likely be overjoyed to have another flyer on the team, and now you can properly take him up on his skydiving lessons. Not that you wouldn't have survived the fall in your prison of bone, but now you will be able to feel the air against your skin.

While you had been expecting the scientists to have been shocked by the radiant corona that burst to life once you began utilizing the electric energies coursing through your body, their only surprise was that it didn't match Weaver's in coloration or iconography. You feel a bit of disappointment at that, but at least you are not causing the machines to fail and any observers to flee in terror - your own display appears to be free of any such side-effects.

Despite having a full write-up on Weaver's own application of the power, the scientists are still baffled by the idea of your Industrial Survival Frame working off of intent. Moreover, they are unnerved by the implication that this your power can read minds; somehow, the power is capable of determining what the examiner is intending, no matter what they state verbally.

"I do not wish to harm you."

Fwoosh. Nothing.

"I do not wish to harm you."

Fwosh. A light burn.

"I am attempting to harm you."

Fwoosh. A light burn.

"I am attempting to harm you."

Fwoosh. Nothing.

After the scientists have concluded that your power works identically to Weaver's the final test - after a prompt from Chevalier - is whether you can mimic some of her other powers from memory.

Standing in a clear space in the testing chamber, you close your eyes and mentally probe the sparks of power that lurk in the depths of your conscious mind.

You raise your hands, twitching them slighting in a manner that reminds you of how Administrator's hands unfurl into the tools she uses for tinkering. After several seconds of trying, none of the sparks light up in your mind. Nothing.

Rubbing your hands along your arms, you consider the way Administrator's skin shimmers like a heat wave before she disappears from sight. Nothing.

Opening your eyes, you stride towards the nearest loose object: one of the small marbles from the reflex test that somehow ricocheted all the way over to this side of the room. Bending down to examine it, you close your eyes and imagine the strange, small doorways and compartments that open up on Administrator's skin when she absorbs something into her private dimension. Nothing.

Picking up the small marble, you stand up and turn it over in your hand. You peer down into its glossy surface, focusing your will into the strange electric sensations running through your body, hoping to direct the energy into your eyes. After more than a minute of squinting, scowling, staring, and gazing deeply into the marble, you have yet to feel anything light up in the back of your mind. Nothing.

Closing your eyes and rolling the ball over in your fingers idly, enjoying the sensation for its own merits, you think back on the way Administrator spoke of her ability to branch her mind into six unique trains of thought. In a flash that causes the marble to fall out of your hand, the humming electricity in your veins surges into action, pushing into your mind with the force of a whirlwind…

Opening your eyes, you catch the marble as it falls, without even realizing that you were attempting to grab for it in the first place.

The radiant corona that burst forth during your testing of your Plasma Thruster Assembly springs to life once again, though not to the degree that it did when you pushed your flight capabilities to their limit - a blessing, as you'd rather not hear another round of complaints about your corona raining bits of liquid crystal all over the room.

Turning your mind back to the power you just activated - Incomparable Efficiency Upgrade, you believe Administrator named it - you blink and scowl in thought as you try to… think in multiples.

From how you've heard it described, you most certainly would have noticed suddenly gaining five more trains of thought. Hmm…

Wait. When did you start juggling the marble?

Eying your hand suspiciously, you voice your thoughts aloud, explaining your previous tests and the failures.

"Incomparable Efficiency Upgrade. Application… different."

Dr. Blokov, the mousy, blonde scientist, perks up from behind her clipboard at your statement, squeaking slightly in excitement.

"Weaver's Thinker power? Your movements have gained the same mechanical fluidity… oh!" she pauses, beginning to look a bit disappointed after making the mental connection. "Do you not feel the mind-alteration effect?"

You turn your head slightly match her inquisitive gaze, idly noting afterwards that the movement was far more swift and efficient than you had intended. Before you can respond, however, a blur in your peripheral vision causes your left arm to snap out and grab the offending... marble?

"Aye, that's a wee bit better than before, eh?"

Dr. McKinley's usual manic grin lends levity to his tone as he hobbles out from behind you, his prosthetic left leg clunking heavily on the ceramic tile floor. "Not that ya wouldn't 'ta dodged it before, mind, but ya weren't as good as catchin' the wee buggers when they were blindsidin' ya. Might be'n that the power makes ya more dexterous, then?"

The two scientists babble with each other for a few moments about possible tests to run to examine these new parameters, allowing you to back away stealthily and move towards the pile of spare marbles still littering the floor on the other side of the room. As you bend down to pick them up, you idly begin adding them to your juggling as you do so.

By the time you run out of marbles on the floor, you are merely picking them up off the ground with your toes as you walk around, then kicking them up and bouncing them off your head, shoulders, elbows, and knees in addition to the dozens of tiny spheres you are keeping aloft with your hands.

The clearing of Dr. McKinley's throat causes you to spin around swiftly to face him - an act that doesn't deter your juggling in the slightest.

"Ahh…" he begins warily, "that'll be a boost to tha reflexes alright."

Dr. Blokov nods eagerly, her wide eyes mesmerized by the blur of your fingers as they work. After a few more moments of staring, however, she shakes her head as if to clear her mind and gets back to writing on her clipboard.

"Thank you, Marrow, that should do for now. We're going to tentatively mark that as a boost to reflexes, but we're going to hold off from asking you to try gifting that to other people until you have a chance to speak with Weaver about the ins-and-outs of your powers. Weaver also possesses a Thinker 'danger sense' reflex power, her Master power for controlling arthropods and invertebrates, and a Stranger disguise power. Have you tried them yet?"

Turning back from the two PRT scientists, you swiftly gather up the marbles in your hands in a matter of seconds, then gently place them on the floor in an orderly pyramid - a task made slightly more difficult by the smoothness of the marbles' surface, but not overly so.

Standing up again, you stride the few steps necessary to place yourself back in the center of the room and deactivate Incomparable Efficiency Upgrade. With no more charms active, you once again close your eyes and open your mind to the untested powers lurking in the periphery of your consciousness.

Thinking of the 'danger sense' as Dr. Blokov called it, you feel one of the sparks flare to life - but you hold onto it, instead of letting it activate freely. Instead, you try to analyze it, attempting to understand its activation mechanisms... but focusing on it so intently drives it out of your grasp.

Administrator made her attempts at introspection appear so easy. Perhaps there is something to her method that you are not taking into account? Yet another matter to discuss with her.

You fail to stifle a sigh, then explain your marginal success to your observers. The Drs. Blokov and McKinley talk amongst themselves about your finding, leaving you to turn your mind inward again.

From Administrator's own description, her disguise power does not function when she is visibly radiating her 'anima' display. Since your own display is still at least a few minutes from dissipating - going off of your own experience, at least - you instead consider the power that defines her.

She believes it is the remnant of her parahuman ability, somehow changed - how so, she does not know - by Autochthon himself when she was rescued from her own prison.

Autochthon did not give you Administrator's signature power.

You know this because you can feel your old power lurking in the back of your mind, a forgotten itch that springs to the forefront of your mind the moment think of it again. Where the other sparks are dazzling fish that blend into the sea around them, your power of bone and sorrow stirs ceaselessly like a shark in blood-soaked waters.

Administrator explained that she can turn off her power through force of will, and that you too may be able to do the same after your conversion.

Even still, you are afraid.

Afraid of forgetting the feeling of warmth on your skin. Afraid of never again knowing the smell of open air. Afraid of never getting the chance to truly smile again.

Afraid of being locked away again, the prison so much worse for the knowing of what freedom was like.

But you had faith in Enduring Order Administrator before, and you have faith in Autochthon now.

You grab hold of the remnant of your old power, and for a moment you gasp at the feeling of raw satisfaction that courses through you at the act.

And then the world is tearing, blinding, and blue.


***


Taylor - Intimacy: Geode/Kinzey (Bemusement) +1 Scene [2/4]
Taylor - Intimacy: Xylophone/Penny (Wariness) +1 Scene [2/4]
Marrow - Athletics +1 Training Interval [1/6]
Marrow - Dodge +1 Training Interval [1/6]
Marrow - Occult +1 Training Interval [2/6]
Marrow - Presence +1 Training Interval [2/6]
Taylor - Craft +1 Training Interval [6/6]
Taylor - Craft (Replication
●○○) GAINED!
Taylor - Investigation (Specialty: Online Research ●●○) GAINED!
Taylor - Larceny +1 Training Interval [4/6]
Taylor - Larceny (Pranks ●○○) NOW AVAILABLE
Taylor - Lore (Autochthonia ●○○) GAINED!
Taylor - Socialize +1 Training Interval [2/6]

Aaaaaaand we're back for NaNoWriMo! Daily updates, hurrah!

Since we still have a number of Votes still pending with Taylor, this vote will be a bit more open-ended as we follow Marrow for a bit more. Don't worry - tomorrow's Interlude should help us see some of the fruits of our labors.


I Need A Member From The Audience:
Choose one character to make an appearance in the next update. Any canonical Worm character is fair game, as is any character mentioned in the Quest thus far. HOW they appear is up to me, and depending on the character chosen may not be immediately apparent. Votes should be formatted like such:

[X] CHARACTERNAME

Example:

[X] Eden


XP Expenditures should now be formatted as such:
[X] NAME - ? XP - Item ●●●○○
[X] NAME - ? XP - Item (Specialization ●●○)

Spending more XP than a character has in their own bank will automatically draw from the Assembly bank, and Named XP must be spent before Assembly XP can be used.
 
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[X] Uriel

Getting his perspective is going to be VERY useful, if we're to work with him instead of against him.

[X] Taylor - 4XP - Craft ●●●●●

And let's finish off that Craft before the crafting votes complete :p
 
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[X] Vista
[X] Taylor - 4XP - Craft ●●●●●
 
Clarification: by 'Appearance' I don't mean that they will be the POV for the update or interlude. I just mean they'll show up in some way in 7.4.

Still slogging through the last thread to catch up on all the omake and art. There's at least 20+ XP not counted thus far, so it's safe to assume there's going to be at least 30XP in the Assembly bank when I'm done. Serves me right for leaving you guys to your own devices for so long...
 
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[X] Epoch
or
[X] canary
[X] Taylor - 4XP - Craft ●●●●●
 
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Hmm, sec, other idea
@Gromweld is this legit?

[X] Vista's new legal guardian
[X] Taylor - 4XP - Craft ●●●●●

I figure if we meet her guardian we can begin make arrangements for Exalting her WITH permission with a charm offensive.
 
[X] The new Youth Guard representative at the school

[x] No XP expenditure
 
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[x] Myrrdin
[X] Taylor - 4XP - Craft ●●●●●
I want to assess if we can give our resident Wizard some real magical powers.
 
[x] Myrrdin
[X] Taylor - 4XP - Craft ●●●●●

Maybe we can finally figure out more about what his deal is.
 
[X] Myrrdin

[X] Taylor - 4XP - Craft ●●●●●
 
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[X] Vista's new legal guardian
[X] Taylor - 4 XP - Craft ●●●●●
[X] Taylor - 6 XP - Reputation (Master Chef) ●●○○○
[X] Taylor - 4 XP - Reputation (Beautiful) ●●●●●
[X] Taylor - 6 XP - Reputation (Fashion Mogul) ●●○○○
[X] Taylor - 2 XP - Medicine (Diagnostics ●○○)
 
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[X] Vista's new legal guardian
[X] Taylor - 4XP - Craft ●●●●●
[X] Taylor - 2XP - Presence (Swarms ●●●)
[X] Taylor - 2XP - Craft (Swarms ●●○)
[X] Taylor - 2XP - Investigation (Swarms ●●●)
[X] Taylor - 4 XP - Reputation (Beautiful) ●●●●●
[X] Taylor - 2XP - Bureaucracy (Materiel Invoices ●○○)
[X] Taylor - 6 XP - Reputation (Fashion Mogul) ●●○○○
 
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[X] Contessa

Edit:
[X] Taylor - 4 XP - Craft ●●●●●
[X] Taylor - 6 XP - Reputation (Master Chef) ●●○○○
[X] Taylor - 4 XP - Reputation (Beautiful) ●●●●●
 
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