Alchemical Solutions [Worm/Exalted] Thread 16: Playful Parasites Pervert Prayer, Perpetuate Plagues

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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: Crystalize
7.1 - Cenotaph - 7.2 - Lisa - 7.3 - Dennis - 7.4 - Infernal - 7.5 - Bulldozer - 7.6 - Chevalier - 7.7 - Abigail

Arc 7.5: Backdraft (Revised, Canonized Omakes)
Gallant - Bezalel - Xylophone - Alexandria - Geode - Assault - Slate

Arc 8: Wildfire
8.1 - 8.2 - 8.3 (In Progress)
RELATED LINKS

STORY-ONLY THREAD: [SpaceBattles] [SufficientVelocity]
Alchemical Solutions Thread #1 [SB] [SV]
Alchemical Solutions Thread #2: Bullsh*t Magical Robot Girl [SB] [SV]
Alchemical Solutions Thread #3: Choosy Chosen Choose Cheering Choices [SB] [SV]
Alchemical Solutions Thread #4: Darkness Dispatching Dads Definitely Decide Dumbly [SB] [SV]
Alchemical Solutions Thread #5: Eye Eyes Eyes Eyeing Eye Eyeing Eyes [SB] [SV]
Alchemical Solutions Thread #6: Fatal Fires Flagrantly Fry Frantic Friends, Family [SB] [SV]
Alchemical Solutions Thread #7: Ghastly Guardian's Godly Gallantry Garners Gapes [SB] [SV]
Alchemical Solutions Thread #8: Haggard Host Hopefully Homestead Hazardous Haven [SB] [SV]
Alchemical Solutions Thread #9: Icon's Idiosyncrasies Incite Irritating Inquisition [SB] [SV]
Alchemical Solutions Thread #10: Journey Joins Juniors, Jerk Jinxes Juju [SB] [SV]
Alchemical Solutions Thread #11: Kilning Kaleidoscopic, Kerygmatic Kindred [SB] [SV]
Alchemical Solutions Thread #12: Luminous Loom Lavishes Luxurious Largess [SB] [SV]
Alchemical Solutions Thread #13: Myopic Maker Mistakenly Mobilizes Mega-Marrow [SV]
Alchemical Solutions Thread #14: Newborn Number Needs Nurturing, Nine Newcomers Near [SV]
Alchemical Solutions Thread #15: Occluded Orb Obsessively Observes Obscene Operations [SV]
Alchemical Solutions Thread #16: Playful Parasites Pervert Prayer, Perpetuate Plagues [SV]
Alchemical Solutions Thread #17: Quality Quest Quizzes Quixotic, Quailing Quorum [SV]
Alchemical Solutions Thread #18: Ravaging Rapscallions Rapidly Regret Regular Rampages [SV]<-- DISCUSSION IS HERE!

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

Charm Cheat-Sheet - Taylor's Charms (Courtesy of RCa)

Explanation - How To Play Exalted, A Primer
Explanation - Social Combat (Courtesy of RCa)
Explanation - Combat vs Snipers (Courtesy of RCa)
Explanation - Differences Between OWoD and Exalted Mechanics (Courtesy of FunkyEntropy)

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)
6.7 - The First Seven Days (Courtesy of uju32)
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+ - Uber Omake, Now With 100% Less Leet (Courtesy of tomio)
Arc 7+ - Alan Gramme Disapproves (Courtesy of noliar)
Arc 7+ - So Close! (Courtesy of Ridtom)
7.6 - Schloorp Goes the Tinkertech (Courtesy of Slamu)
7.7 - Field Surgery in the Foxhole (Courtesy of Slamu)
7.7 - Damn Bullet to the Knee (Courtesy of Pochacco)
7.7 - What I Wished Happened (Courtesy of the DragonBard)
7.7 - Get Mad! (Courtesy of Runek)
7.5.1 - To Be Gallant (Courtesy of Ridtom, adapted to Canon Chapter 7.5.1)
7.5.2 - Aspirations of Steel (Courtesy of Strunkriindiisk, adapted to Canon Chapter 7.5.2)
7.5.3 - In for a Penny, in for Pound (Courtesy of Ridtom, adapted to Canon Chapter 7.5.3)
7.5.4 - One Last Call (Courtesy of Ridtom, adapted to Canon Chapter 7.5.4)
7.5.5 - Meet the Robinson (Courtesy of Ridtom, adapted to Canon Chapter 7.5.5)
7.5.6 - Misdemeanor (Courtesy of Ridtom, adapted to Canon Chapter 7.5.6)
7.5.7 - Dark is Not Evil (Courtesy of Ridtom, adapted to Canon Chapter 7.5.7)
7.5.7 - A Call For Help (Courtesy of Slamu, adapted to Canon Chapter 7.5.7)
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 8+ - Wrath of the Iris (Courtesy of Strunkriindiisk)
Arc 8+ - Release the Kracken! (Courtesy of Slamu)
Arc 8+ - The King in Yellow (Courtesy of Slamu)
Arc 8+ - What Three Strangers Can Do (Courtesy of the DragonBard)
8.1 - More Than Bargained (Courtesy of Portec)
8.2 - Acquiring Accord (Courtesy of noliar)
8.2 - Hail Mary (Courtesy of uju32)
8.2 - Definition of Craft (Courtesy of Portec)
8.2 - Marie Has A Bad Day (Courtesy of GiftOfLove)
8.2 - Threads That Connect (Courtesy of Ridtom)
8.2 - Stalwart (Courtesy of Jinnt)
8.3 - Light the Way (Courtesy of Ridtom)
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: The Gathering (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 9+ - Orichalcum Chef Style (Courtesy of Scify)
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 10+ - Enduring Order Administrator: Ace Attorney (Courtesy of Scify)
Arc 10+ - Gone, But Not Forgotten (Courtesy of Ridtom)
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)
Library of Alexandria Entry: Taylor Anne Hebert (Courtesy of uju32)
Library of Alexandria Entry: Non-Judicial Execution Order (Courtesy of uju32)
The Metropolis of Endator (Courtesy of Random Entity)
AU - Villain EOA Part 1 (Courtesy of vali)
AU - Villain EOA Part 2 (Courtesy of vali)
AU - Villain EOA Part 3 (Courtesy of vali)
The Eight Divine Ministers: Considering Taylor (Courtesy of aetherialDawn)
Alternative Exalts: Graceful Flame Dancer (Courtesy of Scify)
Alternative Exalts: Clarity/Dissonant Eternally Penitent Architect of Harmonious Futures (Courtesy of thamuzz)
AU - Chosen of Autochthon (Courtesy of aetherialDawn)
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)
Bezalel's Gorilla Drone (Art by noliar)
Mrs. Bearing's Tea Time (Art by noliar) (SUPER DUPER CANON)
"Then, we are going to talk." (Art by Parselmaster)
Taylor's First Crossbow [Concept] (Art by noliar)
8.1 - Tactical Hugging Time! (Art by 1986ctcel)
Familiar Art - Gothic Yogi (Art by noliar)
Siberian's Last Lunge (Art by noliar)
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 ●●●○○ (Specialty: Sniping ●○○)
Athletics ●●●●● (Specialty: Power Armor ●●○)
Awareness ●●●●● (Specialty: Swarms ●●●)
Bureaucracy ●●●○○ (Specialty: Materiel Invoices ●○○)
Craft (Air, Fire, Water, Wood) ●●●●● (Specialty: Swarms ●●○, Replication ●○○, Drones ●○○)
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 ●○○, Artificial Intelligence ●○○)
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
*Resistance ●●●●○
*-Athletics (Running
●○○)
*-Craft (Cooking
●○○)
*-Craft (Costumes
●○○)
*-Investigation (Reading People ●●○)
*-Larceny (Pranks
●○○)
*-Linguistics (Specialty: Autochthonian)
*-Survival (Swarms ●●○)
Archery/Firearms (5/6 Intervals)
Larceny (5/6 Intervals)
Martial Arts (3/6 Intervals)
Melee (3/6 Intervals)
Linguistics (3/6 Intervals)
Integrity (2/6 Intervals)
Socialize (2/6 Intervals)
Thrown (2/6 Intervals)
Stealth (2/6 Intervals)
Bureaucracy (1/6 Intervals)
Dodge (1/6 Intervals)
Medicine (1/6 Intervals)
Occult (1/6 Intervals)
Performance (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 (Bezalel's Insect Drones) ●○○○○ [x12]
Equipment (Tranquilizer Wasps) ●○○○○ [x 50]
Equipment (Weaver Spiders) ●○○○○ [x 100]
Equipment (Shearing Ants) ●○○○○ [x 25]
Equipment (Spy Flies) ●○○○○ [x 200]
Equipment (Dragonsuit Mk. XXVII) ●●○○○
Equipment (First Armor) ●●●○○
Equipment (Orange Drones) ●●○○○ [Protected x 1][Total x 1]
Equipment (WCM's Hover Throne) ●●●○○
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:
*Ally (Wyld) ●●○○○
*Equipment (Tranquilizer Wasps) ●○○○○
*Equipment (Weaver Spiders) ●○○○○
*Equipment (Shearing Ants) ●○○○○
*Equipment (Spy Flies) ●○○○○
*Reputation (Master Chef) ●●○○○ "Wasn't that the Ward a bunch of shows on the Cooking Channel were talking about the other day?"​
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 (Familial Compassion) ●●●●
First Prayer of Perfection (Familial Kinship) ●●●●
Iris of Innovation (Companionship) ●●●●
Kid Win/Chris (Friendship) ●●●●
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) ●●○○
Inquisition/Lisa (Restrained Frustration) ●○○○
Loom (Wary Appreciation) ●○○○
Myrddin (Bemused Endearment) ●○○○
Wyld/Amelia (Working Friendship) ●○○○
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: 35/53 [ISF(10), IEU(6)]​
HEALTH:
Sleep: Rested
Mental Integrity: Oh Maker What Is That Smell
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 ●○○○○ (Specialty: Shards ●○○)
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
*-Athletics(Ramming Speed​
●○○)
Dodge (5/6 Intervals)
Investigation (4/6 Intervals)
Presence (3/6 Intervals)
Socialize (3/6 Intervals)
Athletics (2/6 Intervals)
Melee (2/6 Intervals)
Occult (2/6 Intervals)
Awareness (1/6 Intervals)
Integrity (1/6 Intervals)
Craft (1/6 Intervals)
War (1/6 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 (Love) ●●●
Chevalier/Robert (Affection) ●●●
Enduring Order Administrator (Familial Devotion) ●●●
Loom/Eliza (Righteous Condemnation) ●●●
Philadelphia Protectorate (Loyalty) ●●●
PRT (Strained Loyalty) ●●●
Jack Slash (Divine Wrath) ●○○
Own Hair (Constant Adoration) ●○○
Strider/Kyo (Respect) ●○○
Willow (Sympathetic Respect) ●○○
VIRTUES:
Valor ●●●○○
Conviction ●●●○○
Compassion ●●●○○
Temperance ●●●●○​
CLARITY:
Temporary: ●●●●○ ○○○○○ (-1 to non-Intimidate social rolls)
Permanent: ○○○○○ ○○○○○​
WILLPOWER:
Temporary: ●●●●● ●○○○○
Permanent: ●●●●● ●●●●●​
MOTE POOL:
Respiration: Normal (4/hour active, 8/hour resting)
Personal: 0/19 [Charm Installations(19)]
Peripheral: 9/53​
HEALTH:
Sleep: Rested
Mental Integrity: Cold Resolve
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, Mrs. Bearing
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: NULL
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: 1 XP
First Prayer of Perfection: 2 XP
Assembly: 16 XP​

TOTAL SPENT EXPERIENCE:

Enduring Order Administrator: 364 XP
First Prayer of Perfection: 43 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)
- 6 XP - Artifact (Dragonsuit) ●●○○○ (7.7)
- 2 XP - Lore (Artificial Intelligence ●○○) (7.7)
- 4 XP - Dodge ●●●○○ (8.1)
- 4 XP - Medicine ●●○○○ (8.1)
- 2 XP - War (Parahumans ●●○) (8.1)
- 2 XP - Presence (Swarms ●●●) (8.1)
- 3 XP - Equipment (Bezalel's Insect Drones) ●○○○○ (8.1)
- 2 XP - Craft (Drones ●○○) (8.1)
- 2 XP - Archery/Firearms (Sniping ●○○) (8.1)
- 6 XP - Equipment (Orange Drones) ●●○○○ (8.2)
- 6 XP - Dexterity ●●●○○ (8.2)
- 4 XP - Athletics ●●●●● (8.2)
FPoP EXPERIENCE LOG:
- 4 XP - Linguistics (English) ●●○○○ (7.1)
- 16 XP - Stealth ●●●●○ (7.1)
- 13 XP - Resources ●●●●○ (7.5)
- 2 XP - Craft (Shards ●○○) (7.7)
- 4 XP - Occult ●○○○○ (7.7)
- 4 XP - Craft ●○○○○ (8.1)​

EXPERIENCE LOG - GOOGLE SPREADSHEET
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 of essence.
- Iris (Focused Form), outside SoPA range: Respiration reduced by 2, to 2/hour. Stunts regain half their normal amounts of essence.
- Iris (True Form), within SoPA range: Respiration stopped, essence drained by 1/minute starting from Peripheral essence. If no essence can be drained, Willpower is instead drained by 1/minute. Stunts only regain Willpower.
- Iris (True Form), outside SoPA range: Respiration stopped, essence drained by 5/minute starting from Peripheral essence, and Willpower is also drained by 1/minute. Stunts no longer regain essence or Willpower.
NOTE: If no essence or Willpower can be drained, the Familiar bond temporarily breaks and Iris becomes inert. The Familiar bond can be re-established by moving Iris into range of SoPA and allowing him to instantly drain at least 10 motes of essence or 1 Willpower.​
*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 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 every subject of the charm as if each subject's body were the wielder's own.

Should there be sufficient 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

TAYLOR'S FIRST ARMOR (EQUIPMENT ●●●○○)


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

TAYLOR'S 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.
WCM's HOVER THRONE

WCM'S HOVER THRONE (EQUIPMENT ●●●○○)


(Like this, but with thicker arms, taller back, wood-colored, and with white cushions.)

A collaborative Toybox commission by the villainess WCM that cost her several millions of dollars, it nonetheless served her well for four years as a mobile command center for the various supervillian and mercenary groups she teamed up with to run heists and other jobs. Maintenance and recharging the power plant made it harder costlier to use over time, however, to the point where she recently commissioned a more reliable set of power armor from Toybox to use instead - a commission that will likely go unfilled after her death in Brockton Bay at the hands of Behemoth.

The throne itself looks more like something you'd see on the front deck of a mansion in the deep-south United States, and in a way it is; the chair was originally part of an entire furniture set from WCM's family mansion in Georgia, but when her family fell on hard times and was forced to sell she managed to keep her favorite chair for personal use. When WCM first struck it big as a supervillain, she shipped the chair to Toybox and had them build her a 'throne' inside of it.

At first glance, the Hover Throne appears to be a high-backed wicker recliner with comfortable white padding along the seat and back, but careful inspection reveals that the chair's 'hollow' parts are instead brimming with Tinkertech gadgetry. The left armrest folds up to reveal projectors for three hard-light keyboards and nine monitors - the keyboards went mostly unused by WCM due to her technopath-like power, but were installed as a backup should she ever run into a power-negator. The cluster of computers and servers in the Hover Throne are high-end Tinkertech, complete with several high-band antennas to hook into radio and wireless signals, and retractable cords with universal adapters - the combination allowing for physical and wireless connections to nearly any computer system. Mechanically, this provides a +2 bonus to Lore rolls with the relevant downloaded libraries, +2 bonus to Investigation rolls with an Internet connection, and a +2 bonus to War rolls for the purpose of battlefield coordination if a team's communications are linked to the device.

Beyond its computing and tactical capabilities as a command center, the right armrest contains a dispenser for a programmable replicator, which feeds from a two-foot-cube tank accessible from the back of the chair. New items can be programmed into the replicator by placing it in the fuel tank, though WCM herself only had several types of tea (sweet and normal), a version of her heirloom tea set, and pastries programmed into the device.

Though the Hover Throne has no direct offensive capabilities built-in, a bubble-like shield can be charged up and erected around the chair. The hazy blue forcefield can reflect errant small arms fire with ease, but sustained, direct assaults can drain the shield quickly. Recharging the shield's capacitor takes 60 seconds if the Hover Throne is in flight, or 30 seconds if it is resting.

The Hover Throne, as the name implies, is capable of independent flight and hovering. It is not especially maneuverable in tight spaces, but can navigate building interiors if the driver is careful enough. It's usual maximum speed is 15 miles per hour (7 yards per tick), while an 'extended flight' mode can be engaged to propel it at 30 miles per hour (15 yards per tick) though this mode imparts a -2 external penalty to combat maneuvers.

As a collaborative Tinker effort, it is considerably more prone to failure, however, and the antimatter reactor that powers it requires fuel only provided by Toybox - both factors that made WCM eventually recently deem it too costly to use due to her dwindling funds. Repairs cost anywhere from a month's expenditure of Resources 2 to Resources 5, and a full refueling costs a month's expenditure of Resources 5.

WCM'S HOVER THRONE STAT SHEET:
Speed:
15/30mph
Maneuverability: +1R (Technology/Lore 2, Drive/Ride 1) (Uses Wits+Drive/Ride)
Endurance: 1ft-diameter antimatter power plant that degrades to uselessness after 150 hours of use. Maintenance required after 30 hours of use, with every 1 hour after that disabling a random feature of the Hover Throne.
Crew: 1/1
Cargo: Built-in extended-space compartment on right side of chair, 3ft wide / 3ft tall / 6ft deep, with a maximum load of one ton.
Shield: 6L/6B, can withstand 10 health levels of damage before recharging
Armor: 6L/6B
Health Levels: Undamaged x 5/ Minor Damage x10 / Critical Damage x3 / Inoperative x 2 / Destroyed
Weapons: None normally.
Other Notes: Moving at double-speed drains the power plant at a rate of 1 hour/minute. Restoring the shield consumes 5 hours of charge.
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:
RE-POSTED VOTE TALLY FOR 7.7

TL;DR - Kick in the Door (SPIRAL POWAH), Bank Vault Door Strategy (Making Shortcuts), Stay Together (Keep Kali Behind You), Save the Tourists (Military Retirees), Something Useful, Free Action: Swarm Guidance, FPoP - Craft (Shards ●○○), EOA - Artifact (Dragonsuit) ●●○○○, EOA - Lore (Artificial Intelligence ●○○), FPoP - Occult ●○○○○


Wow this vote was a mess. Too bad you didn't grab that point of Dodge, though...


Storming the Castle:

[X] Kick In The Door: Time is of the essence. You are the invincible diamond, and you bring the thunder. Kali can keep up.
No. of votes: 19
Nor, Cassiemouse, 1986ctcel, uju32, AckSed, charysa, ThrustVectoring, Skelm, Daemir, FunkyEntropy, Ridtom, suntzu, Klaus, SwiftRosenthal, Odysseus2099, wingnut2292, vali, spudman, Anasurimbor
- [x] Stunt: Metal screams as a tornado of blades clears your path. Kali, feet wedged between Plasma Thrusters, combines her powers with Gust's, annihilating any drones still targeting you through the jammer's interference. You slam through the X of insects on the wall like the fist of an angry god-machine, chunks of concrete scattering the surprised PRT heavy squad barricading the room.
No. of votes: 12
Skelm, Daemir, FunkyEntropy, Ridtom, suntzu, Klaus, SwiftRosenthal, Odysseus2099, wingnut2292, vali, spudman, Anasurimbor
- [x] Stunt: From a darkling sky, twin funnels of air reach down to write An'she's will across the island. Flexing your shield covered arm, you raise your voice above the howl of Gust's tornadoes. There's our covering fire. Crocker,engage. Bladedancer, hang on to the sword. We go on three. Two. One. Mark!
No. of votes: 4
Nor, 1986ctcel, AckSed, uju32
- [x] Stunt: Bladedancer. Yes? Prepare for rapid insertion. Look, Marmar. You're hot but now isn't the time to...HRNK! You grab Kali and take off in a blaze of light. You jink left and right, the shells from the defensive turrets whizzing by your head as you fly upside down, shielding Kali with you body as you make your approach. The southern wall - your chosen entry point - explodes inward as you rotate in the air, bringing your adamant-clad fist to bare.
No. of votes: 2
charysa, ThrustVectoring
- [x] Stunt:You land on the helipad and wade into the stream of turret fire. Glittering diamond spikes orbit around you in a corona of violet electricity. With thunderous boom you lash out at the entrance to the HQ.
No. of votes: 1
Cassiemouse

[X] Bring Me Chopper Backup: Work to take down the turrets before entering, allowing for PRT and Protectorate backup after you're inside.
No. of votes: 7
lostapenny, Riha, JackFolstam, Funcio, Arbit, theDragonBard, landcollector
- [x] Stunt: We have Uriel's promise of a distraction for the drones. You hand Kali a trio of Foam Grenades to match your own and begin to form Condensed Armor , Strider shall be gathering Tinkers and Thinkers to disable the machines. We will attack from above and focus on the more lethal turrets. Try to hang on to Plasma Thruster Assembly.
No. of votes: 3
Arbit, theDragonBard, landcollector
- [x] Stunt: Director, you say when Kali is prepared, We will handle the Turrets. Can you spare some equipment? Or anything long range enough to draw their fire? You create a shield of crystal around your arm for protection and speed. A timeline of the attack perhaps? List of Wards or Heroes missing?
No. of votes: 2
lostapenny, Riha
- [x] Stunt: Bladedancer's power seizes the blades on your armor, the strength and precision of her power supporting your own. Engine flaring, you flash through the overcast skies like a thunderbolt, dancing through the turrets' fire. Your strike is the wrath of an angry god-machine, driving the waiting PRT troopers under cover, as shattered metal falls from the sky like alien rain.
No. of votes: 1
JackFolstam

[X] Lay of the Land: You are familiar with the external security, and the turrets are fearsome. Work with Kali to find the optimal Dynamic Entry point.
No. of votes: 6
Imrix, noliar, veekie, wingstrike96, Scify, Enjou
- [x] Stunt: Water drips down on Vajra's armored form as she peers up at the dense pipes leading upwards. In a burst of motion, diamond mantled form ascends the plumbing, a rain of debris and wastewater below her. The reinforced flooring above resists briefly, then shatters in a muted burst of white lightning. Bladedancer hovers below, Uriel isn't going to like this.
No. of votes: 2
veekie, wingstrike96
- [x] Stunt: There are no true weak points on the Protectorate HQ, but there arespots that are less well-defended. You and Kali aim for one such location, her bloodthirsty grin threatening to split her face in twain as you plunge from the sky, the reinforced skylight of the Director's office looming ever larger before you. With a tinkling crash, you are inside.
No. of votes: 2
Scify, Enjou
- [x] Stunt: They look at the map. The road, the PRT jetty, the public jetty, the helipad, the labs, the cells, under the road... all covered from multiple angles. The staff quarters side however, No doors so not so many guns there. Long lines of sight.The big guns can't depress far in that direction, angle's wrong, we could approach under the surface.butYou could grow a fairing.Nothing but nets and rocks...We pop up at the end, I can take the Gs, ignore the shutters and go straight through the wall!You just want to destroy my bedroom!It would be empty.
No. of votes: 1 (STUNT TOO LONG)
noliar


Where's a Rogue When You Need One?:

[X] Bank Vault Door Strategy: Traps? ISF laughs at your puny traps!
No. of votes: 20
noliar, Nor, Cassiemouse, Skelm, ThrustVectoring, JackFolstam, 1986ctcel, uju32, Daemir, FunkyEntropy, Ridtom, AckSed, suntzu, Klaus, SwiftRosenthal, Odysseus2099, wingnut2292, vali, spudman, Anasurimbor
- [x] Stunt: The last drone hits the floor with a dull thump, one of Kali's swords in it's back. As the shard-embedded walls begin to move again, you shift your shield to your left hand and begin to transform your fist into a razor-sharp crystal spike. "What are you doing," your insect guides buzz in confusion. "Making us a shortcut."
No. of votes: 16
Skelm, Daemir, FunkyEntropy, Ridtom, suntzu, Klaus, SwiftRosenthal, Odysseus2099, wingnut2292, vali, spudman, Anasurimbor, AckSed, uju32, Nor, 1986ctcel
- [x] Stunt: There's no time to lose. Putting on as much armor as you can, you punch through a wall to get inside - based on your knowledge of the base, you've just side-stepped the single best spot for an ambush there. If anything was laying in wait there, you're now the one who's got it pinned.
No. of votes: 2
ThrustVectoring, JackFolstam
- [x] Stunt: Your Plasma Assembly scorches the halls as you sprint towards the source of the trouble, battering defenses as you go.
No. of votes: 1
Cassiemouse
- [x] Stunt: Breaking down the door to one of the cubical farms, you reflexively dodge as a bullet whizzes past your head and deflects off of one of Bladedancer's swords. You wave off the shaky apology of the office worker before you, pointing the terrified group toward the safest way out as you move on to the next door.
No. of votes: 1
JackFolstam

[X] Taking Ten: You're familiar with the security layout, but might as well play it safe inside.
No. of votes: 10
Imrix, lostapenny, veekie, wingstrike96, Scify, Enjou, Riha, Arbit, theDragonBard, landcollector
- [x] Stunt: You ignore Kali's grunt of annoyance, Even if I am confident in my abilities, I am uncertain of what other tricks may be in play. Bezalel isn't foolish. Kali sighs harder and you shrug, Just keep an eye and ear out for anything that seems out of place. This whole thing is suspicious.
No. of votes: 5
lostapenny, Riha, Arbit, theDragonBard, landcollector
- [x] Stunt: Advancing in silence, Vajra moves towards the building's generator room, ducking out of sight of a passing drone. A barely suppressed whimper from a closet catches her attention, a cowering man inside, Technician Flint, do you know anything about the building's power? Turns out she didn't have to smash the power lines after all. I will protect you, come.
No. of votes: 2
veekie, wingstrike96
- [x] Stunt: The interior defenses are focused more towards capture than damage, so you take the time needed to properly bypass and disarm them. Kali fidgets impatiently behind you, but a clear path forward and a secure escape route are better than being coated in containment foam. As you move, you take a second or two to check each room you pass.
No. of votes: 2
Scify, Enjou


Do You Split the Party:

[X] No, stay together.
No. of votes: 31

Imrix, lostapenny, noliar, veekie, wingstrike96, Scify, Nor, Enjou, charysa, Riha, Skelm, ThrustVectoring, JackFolstam, aetherialDawn, andres, Funcio, Arbit, 1986ctcel, uju32, Daemir, theDragonBard, FunkyEntropy, Ridtom, AckSed, landcollector, suntzu, SwiftRosenthal, Odysseus2099, wingnut2292, spudman, Anasurimbor
- [x] Stunt: Kali smirks, "Not my first live-action horror movie, Marmar." Nor yours. Keeping an adamant blade in one hand and shard launcher in the other, you extrude a shield. No rushing ahead either. You chide sternly. Kali pouts but nods, silently rearranging her blades to cover your path as you weave through the cubicles in the dimly lit office.
No. of votes: 14
Skelm, 1986ctcel, Daemir, FunkyEntropy, AckSed, suntzu, SwiftRosenthal, Odysseus2099, wingnut2292, spudman, Anasurimbor, Ridtom, Nor, uju32
- [x] Stunt: Kali follows close behind as you advance, lightning fast blades lancing out to skewer drones from out of their sight as you charge the heavier defenses, adamant claws swatting bullets and scattering lasers, shattering attacks, then plunges in fist deep into their mechanisms. But this was not the only battle, ahead there is the crunch of shattering drones. Chevalier.
No. of votes: 3
veekie, wingstrike96, charysa
- [x] Stunt: With only two of you, there is no sense in splitting up. As you frown at the T-junction, trying to decide which way would work best, Kali works to cover your back from the swarm of drones that has been dogging you for several minutes. A few more moments of thought reveals the best choice and you press on.
No. of votes: 2
Scify, Enjou
- [x] Stunt: As you smash through from office to corridor an auto-gun turret pops up. Kali is in cover behind you with practiced speed. You take the rounds on your wrist, bullets completely useless against angled, attuned, enhanced adamant. Only three make it that far before a shard from the cloud surrounding you destroys the gun as others flick out to block nozzles, remove sensors and generally make a mess neatly. A piston extends from the elbow of your already raised arm - the next wall is concrete.
No. of votes: 1 (STUNT TOO LONG)
noliar

[X] Yes, split up.
No. of votes: 1
Cassiemouse
- [x] Stunt: I will draw off the hostiles while you secure the hostages, Kali. Don't worry, I can take anything they can throw at me.
No. of votes: 1
Cassiemouse


Calculus of War:

[X] Save Tourists
No. of votes: 24

Imrix, lostapenny, noliar, veekie, wingstrike96, Scify, Enjou, Riha, Cassiemouse, ThrustVectoring, aetherialDawn, andres, Funcio, Arbit, 1986ctcel, Daemir, theDragonBard, Ridtom, AckSed, landcollector, suntzu, Klaus, Odysseus2099, wingnut2292
- [x] Stunt: Bladedancer, shield as many workers and civilians as you can without leaving yourself open, You ready Impenetrable Repulsor Field, Focus on the tourists when you can. This isn't their fight. You notice that the tourists here are in much better shape than the average… and the tattoos of the Eagle, Globe, and Anchor...oh. That explains the lack of panicking.
No. of votes: 1 (This was the only Stunt that actively helped you, and no Stunt had enough to outright win, so I'm declaring this one wins.)
Odysseus2099
- [x] Stunt: Bladedancer, shield as many workers and civilians as you can without leaving yourself open, You ready Impenetrable Repulsor Field, Focus mainly on the tourists when you can. This isn't their fight. You eye your surroundings, cautious, Keep a sure footing in case though. This may become a bit messy.
No. of votes: 7
lostapenny, Riha, ThrustVectoring, Arbit, 1986ctcel, theDragonBard, landcollector
- [x] Stunt: Bladedancer, shield as many workers and civilians as you can without leaving yourself open, You ready Impenetrable Repulsor Field, Focus mainly on the tourists when you can. This isn't their fight. One of the male workers speaks up, I'm a nurse. Does anyone need attention? A chorus of 'yes' is the reply and he nods, Children first then.
No. of votes: 5
Daemir, AckSed, wingnut2292, Ridtom, suntzu
- [x] Stunt: You shield a group of tourists with your invincible force field as the white hot bloom of the singularity bomb floods one of the large conference rooms deep within the base.
No. of votes: 3
Cassiemouse, aetherialDawn, andres
- [x] Stunt: As you hurry down the hall, your attention is drawn by the panicked screaming coming from the cafeteria. A large drone has cornered the last tour group of the day, herding them up against a bank of windows. Lightning gathers in your hand as you leap forward, a warcry on your lips as the drone spins to face you.
No. of votes: 2
Scify, Enjou

[X] Save PRT Workers
No. of votes: 9

Nor, charysa, Skelm, JackFolstam, uju32, FunkyEntropy, SwiftRosenthal, spudman, Anasurimbor
- [x] Stunt: Are you sure about this Mar? Kali whispers urgently. Yes. There's at least one systems technician in that group that I recognize, and two power room engineers. They might be able to help us regain control of the security systems or at least tell us how to shut down base power. I'll take responsibility. On my mark.
No. of votes: 3
charysa, Skelm, SwiftRosenthal
- [x] Stunt: You sure about this? Kali whispers. Yes. I recognize at least one systems technician in that group, and two power room engineers. They can probably help us regain control of the security systems or shut down base power. Besides…" you look to the 'civilian' tour group, Eagles, Globes, and Anchors proud on their arms. "Like they'd let us protect them."
No. of votes: 2
FunkyEntropy, Anasurimbor
- [x] Stunt: "Are you sure about this Mar?" Kali whispers urgently. "Yes. There's at least one systems technician in that group that I recognize, and two power room engineers. They might be able to tell us how to shut down base power, or the remaining security systems. I'll take responsibility. On my mark."
No. of votes: 1
uju32
- [x] Stunt: You sure? Kali whispers. Yes. I recognize at least one systems technician in that group, and two power room engineers. They can possibly help us regain control of the security systems or shut down base power. Besides…" you look to the 'civilian' tour group; proud Eagles, Globes, and Anchors tattooed on their arms. "Like they'd have us protect them.
No. of votes: 1
spudman
- [x] Stunt: Are you sure about this Mar? Kali whispers urgently. Yes. There's at least one systems technician in that group that I recognize, and two power room engineers. They might be able to tell us how to shut down base power, or the remaining security systems. I'll take responsibility. On my mark.
No. of votes: 1
Nor


Grab-Bag:

[X] Something useful
No. of votes: 16

lostapenny, Scify, charysa, Riha, ThrustVectoring, JackFolstam, aetherialDawn, andres, Funcio, 1986ctcel, uju32, Daemir, theDragonBard, Ridtom, landcollector, wingnut2292

[X] Something shiny
No. of votes: 13

noliar, veekie, wingstrike96, Nor, Cassiemouse, Skelm, FunkyEntropy, AckSed, Klaus, SwiftRosenthal, Odysseus2099, spudman, Anasurimbor

[X] Something deadly
No. of votes: 3

Imrix, Enjou, Arbit

[X] But if it comes down to it, save the capes.
No. of votes: 1 (INVALID VOTE, Y U SO SILLY?)

Imrix


Free Action:

[X] Free Action: "Weaver," you whisper to the swarm above you in Old Realm, "can you use your bugs to keep an eye out for traps? And brief me on what you think is important." Part of the swarms settles on the back of your armor and then it begins to talk. "Confirmed. I'll direct you to the CC room."
No. of votes: 15
Nor, 1986ctcel, FunkyEntropy, AckSed, SwiftRosenthal, Odysseus2099, spudman, Anasurimbor, uju32, Ridtom, landcollector, wingnut2292, Arbit, Daemir, theDragonBard

[X] Free Action: That phone conversation seemed innocuous enough at the time, but in the context of Bad Things Happening, the Twins not answering their phone becomes more worrisome. Just to be on the safe side, you relay the information to the director as you make your way to the base.
No. of votes: 8
noliar, charysa, Skelm, ThrustVectoring, JackFolstam, Funcio, suntzu, Klaus

[X] Free Action: You bend down and pick up the drone you have just disabled, frowning as you look it over. Turning to Kali, you remark, This looks like Bezalel's work and yet... something seems off about it. I suspect there is more going on here than meets the eye. You shove it into a free pocket; perhaps Weaver can find something?
No. of votes: 3
Scify, Enjou, Riha

[X] Free Action: You make an effort to refine the shards you launch at drones and turrets. Compressing them, refining their edge. Every shot, every cut you make leaves diamond blades embedded in walls and foes, Kali ripping them free into a brilliant haze of adamant. The crystals snap together, forming a hovering diamond drill, Bladedancer? What- The construct grinds into the walls.
No. of votes: 2
veekie, wingstrike96

[X] Free Action: You nod to Strider just as he drops you off, See if you can find any Wards or Protectorate Heroes off base. Or any Tinker that can disable Belazel's creations. Something or someone to give us an edge. Strider nods before handing you something. A beacon? It dawns on you, To keep track of my location? Clever.
No. of votes: 1
lostapenny


XP Expenditures:


[X] FPoP - 2 XP - Craft (Shards ●○○)
No. of votes: 29
veekie, wingstrike96, Scify, Nor, Enjou, charysa, Riha, Cassiemouse, Skelm, JackFolstam, aetherialDawn, andres, Funcio, Quantumboost, BearTemplar, Arbit, uju32, Daemir, theDragonBard, FunkyEntropy, Ridtom, AckSed, landcollector, Klaus, SwiftRosenthal, Odysseus2099, wingnut2292, spudman, Anasurimbor

[X] EOA - 6 XP - Artifact (Dragonsuit) ●●○○○
No. of votes: 21
lostapenny, noliar, veekie, wingstrike96, Scify, Enjou, Riha, Cassiemouse, Skelm, ThrustVectoring, aetherialDawn, andres, Funcio, BearTemplar, Arbit, 1986ctcel, theDragonBard, Ridtom, landcollector, suntzu, wingnut2292

[X] EOA - 2 XP - Lore (Artificial Intelligence ●○○)
No. of votes: 19
noliar, Nor, charysa, Cassiemouse, JackFolstam, aetherialDawn, andres, Funcio, Quantumboost, BearTemplar, uju32, Daemir, FunkyEntropy, AckSed, suntzu, SwiftRosenthal, Odysseus2099, spudman, Anasurimbor

[X] FPoP - 4 XP - Occult ●○○○○
No. of votes: 15
Nor, charysa, Skelm, Quantumboost, 1986ctcel, uju32, Daemir, FunkyEntropy, AckSed, Klaus, SwiftRosenthal, Odysseus2099, spudman, ThrustVectoring, Anasurimbor

[X] EOA - 2 XP - Archery/Firearms (Sniping ●○○)
No. of votes: 12
Nor, charysa, Quantumboost, uju32, theDragonBard, FunkyEntropy, AckSed, SwiftRosenthal, Odysseus2099, spudman, lostapenny, Anasurimbor

[X] EOA - 2 XP - Presence (Swarms ●●●)
No. of votes: 6
JackFolstam, Arbit, Daemir, theDragonBard, Ridtom, landcollector

[X] EOA - 4 XP - Dodge ●●●○○
No. of votes: 1
BearTemplar
 
Interlude: Chevalier


***


Robert Hoover couldn't remember when he'd first caught on to it, but within the first few months of his time in the newly-christened 'Wards' program he had started to pick up what Hero had called a 'danger sense.' Eidolon had confirmed that it wasn't anything to do with his secondary Thinker power, and after talking it over with Mary and Hannah, it wasn't something unique to just him.

It manifested differently for everyone, he learned as the years went by. For many, it was a slow tightening of the diaphragm, causing a churning feeling in one's gut and a noticeable increase in air intake (something about the body accelerating oxygen absorption rates). Others, it was a prickling feeling on the back of their neck and down their spine, giving the classic impression of "being watched." It was slightly different for everyone, but one thing was certain: those that developed it, and payed attention to it, lived. Those that didn't, died.

It was a major reason he allowed Kali such leniency in her training habits for the Wards, as Philadelphia hadn't lost a Ward in the five years since Roundabout died and Bladedancer took over. The Youth Guard had been furious about her methods at first, and he'd needed to go to bat against them more than once to prevent Kali from being replaced, but it always came down to the same result: a paranoid Ward was better than a dead Ward. In retrospect, he often wondered if more of his own Ward team would be alive if Eidolon, Legend, Alexandria, and Hero had been as aggressive in their training.

So when Robert's hands started tingling and he felt a chill go down his spine, just as he was walking past the main underground entrance to the Tinkertech Labs, he yanked his cannonblade from the magnetic clamp on his back and assumed a combat stance.

"Whoa, what the hell, Chevalier?" came the justifiably-alarmed voice of Who from his side, but Robert - Chevalier, now that he was focused - listened to his senses as he scanned the corridor. A quiet moment passed, but he kept his guard up; in his experience, it was never, "just a strange feeling."

Two seconds later, he spun at the sound he'd heard a handful of times in years past: the shearing, metallic keen of the Tinkertech Labs' emergency security barriers slamming shut.

There had been no alarm sounded, no alert from the scientists over the public address systems, and no planned tests of Protectorate Island's security features. Chevalier processed these facts at a deep, subconscious level, while his body reacted on instinct towards the perceived threat.

Consciously, he focused on various materials and items stored - phased, with his power - within the blade: density of the shard of Marrow's hyper-dense armor stored within it, size of the fifteen-foot wooden pole, shape of his razor-edged 'deadly force' blade, weight of styrofoam.

The blade still reshaping in his hands, Chevalier took a half-step and jammed the tip of the blade into the descending four-foot wall of reinforced steel, ceramics, and other bizarre alloys that the PRT hoped would counter (or at least, delay) a potential runaway-disaster of Tinkertech. The hilt of his blade jerked out of his hands, the force of the descending wall driving the pommel of the blade into - and slightly through - the ceramic tile on the floor.

His power struggled against the mountain of pressure the security barrier exerted against the blade, still attempting to distend to the length of the wooden pole contained within. Backup gears and servos in the door's frame crackled with electricity and strained metal, pushing the hilt of his blade deeper and deeper into the floor until finally the cannonblade's wide cross-guard stopped its descent. As Chevalier felt the oncoming of a power-induced headache, he quickly considered other available objects and materials before switching out the fifteen-foot pole for a six-foot one.

A split-second of high-pitched squealing later, the massive barrier finally settled as Chevalier's blade finished shifting into its new, shorter length. Barely five feet of clearance remained between the floor and the bottom of the blast wall.

The entire process had taken less than five seconds.

"What the shit-"

"Go!" Chevalier barked at the young Stranger, pointing with a free hand at the gap underneath the four feet of defensive armor. "We can't be on this side of the barrier!"

Spewing a litany of curses, the baseball-themed Ward quickly sprinted underneath the wall, and Chevalier followed immediately after. Standing up straight again on the opposite side, his right hand darted to the small pouch of supplies strapped to his armor's back and slid out the four-inch version of one of his backup blades - already growing in length as he began to use his power to give it proper combat traits. It didn't have nearly as many materials and objects stored within it as his primary blade did, but that was only due to budgetary concerns, not a lack of preparedness.

He hadn't lost his main blade in over eight years, and his idle habit of storing more and more items and materials into it meant it was worth somewhere in the range of ten to fifteen million dollars.

He really didn't want to lose it; the paperwork involved in replacing it would be astronomical.

His power would fade and cause the items phased within to eject if he didn't stay within six feet of the blade, but there was at least a few minutes before his power's effect began to degrade. Hopefully he could get to the bottom-

Above him, a turret popped out of the ceiling and aimed at the two heroes. He heard it more than he saw it, what with his helmet's slightly-reduced field of vision, but he was already lashing it out with his backup blade before the telltale sound of sprayed containment foam began.

"What the flying fuck is going on!?" asked an unknown voice from somewhere around him.

Chevalier spun on his left foot and assumed a defensive stance against the originator of the voice, a demand for them to identify themselves on his lips just as the young Stranger in front of him suppressed her power and recognition bloomed in his mind.

"Who? What are you doing here?!"

"I-" stammered the Ward, still holding her tinkertech baseball bat in front of her as if she could have possibly parried his blade, "I came over to help Weaver move her shit back home! We were going to see her in the Labs, then everything went fuckin' nuts! What's going on?!"

That… yes, that made sense. He even vaguely remembered picking her up at the front entrance of the Island a few minutes ago, and listening to some of her irreverent chatter about the prank war she, Clockblocker, and Weaver had waged over the last week. He pushed the returning memories to the side and focused back on the pressing issues at-hand.

"That's the quarantine wall for when something goes wrong in the Tinkertech Labs," Chevalier motioned with his head while he lined up shots with his cannonblade at the next six turrets popping out further down the hall. Focusing his power as he fired, he gave the quarter-sized projectiles the weight and density of tungsten after they had left the rifle chamber at the base of the blade - easily drilling holes through each squat turret. After the deafening cracks from its firing and the clattering of metal from the destroyed turrets died down, he spared a glance at the Ward.

Her body was in a practiced combat stance designed to anticipate attackers from any angle, and her head jerked back and forth; still a little too much tension, but good. She also kept her right hand on her bat's grip and her left hand free and elevated - either to brace the bat or grab at something if needed - which was likely a mimicking of Bladedancer's own stance as he knew Kali hadn't started them on intense weapon training yet. Still, it was good for barely a month of training.

If the base's defenses truly were compromised, as he was beginning to fear, she might last a few more seconds.

"Your power doesn't work on computers, correct?"

"No," she replied, shifting awkwardly in her combat stance at the admission. "Fuck, is that what's going on? Our own shit is hacked? Where the fuck is Dragon?"

"It's the only explanation for the lack of alarms or announcements. Hopefully Bezalel can turn things around, otherwise someone needs to get to the control room in the Administration building and shut it all down manually."

"This's happened before?"

"Twice, but there are enough safeguards that we had warnings before. That there's nothing-"

Chevalier let his voice trail off in a sigh as he recognized a growing staccato of metal -a clanging, whirring, and buzzing of gears, servos, and pistons.

"Ah, good, that sounds like Bezalel's drones. He should be able to give us an update through them."

As if on cue, a massive robotic gorilla rounded the corner; complete with artificial hair, skin, and eyes, the only sign of its metallic nature was the unnaturally-metallic footfalls it made on the tiled floors. Flanking it were well over a dozen types of different bird drones, all similarly lifelike in their appearance, with several of them resting on the larger beast's shoulders. Chevalier began to raise an arm in greeting, when the mouth of the gorilla opened wide and flashed a brilliant red.

The foot-wide crimson beam that lanced out from its mouth struck him dead-center in his chest, blasting him back into the half-lowered barrier but only left a blackened mark on the silver plating.

Thanking his paranoia for keeping up his armor's density at all times, Chevalier staggering to his feet as the swarm of drones and mechanical gorilla charged his position.

"Command override!" he roared, lining up a shot on the gorilla's left arm. "Voice authorization: Chevalier dash four seven eight eight!"

As one, the artificial gorilla halted its movements while the avian drones glided gracefully to the floor and locked up. For a moment, there was silence.

Then the mouth of each mechanical creature opened wide and the synthetic voice of a man echoed into the long hallway.

"This is Bezalel. I'm not home. Leave a message at the beep."

Fourteen answering-machine beeps rang out, followed by each of the drones' mouths snapping shut with mechanical clicks.

"Bezalel, wha-" Chevalier managed to blurt out, but immediately after voicing the Tinker's name the mouths of all the drones popped open again.

"This is Bezalel. I'm not home. Leave a message at the beep."

This time, however, the drones sprang forward with inhuman speed and force, crossing dozens of yards in a heartbeat.

"Holy shit!" came a voice from around him, but Chevalier was more concerned with the thousands of pounds of mechanical death trying to pummel him with a two-fisted overhead slam. Chevalier quickly sidestepped and made the robotic primate pay for the move with a rising slash at its right armpit, cutting deeply into its inner workings and making the arm flail wildly for split-second before it went limp.

As he backed away from the massive beast, he noted a some of the birds try to throw themselves at his legs, arms, and head as distractions. The few that struck him barely made him flinch, but for some reason the rest of the birds seemed to be focused on something else around him.

"Fucking birds! Fuck you! Die!"

The unknown voice behind his back made Chevalier leap to the side again, ensuring that it was no longer behind him while still maintaining a guard against the multi-ton metallic primate. So lifelike was its appearance - besides the leaking synthetic fluids and sparking wires visible under it's right arm, now - that he caught an emotion of apprehension as it glanced at something to Chevalier's right and then back to him before snarling and leaping for a crushing grapple.

But its aim was wildly off, almost as if it was reaching out for something else.

"Aaaah!" came a high, panicked scream, somewhere off to his right. The snapping and crunching sound of armor and bone being pulverized followed.

Chevalier's gut twisted at the sound, but he was already driving the full length of his cannonblade into the exposed upper back of the massive drone. A small explosion of sparks erupted from the wound as seven feet and nearly four thousand pounds of metal lost collapsed like a puppet with its strings cut.

He heard another pained cry as the beast toppled over, but Chevalier pushed the easily-forgotten - yet somehow still troubling - sound out of his mind. Yanking the blade free of the downed gorilla drone, Chevalier made quick work of the rest of the avian drones with nine slashes and a shot from his cannonblade to dispense with the last fleeing bird.

That was strange, he didn't recall destroying the other four bird-drones.

Frowning at the thought, he resized his blade to an easier-to-carry three feet in length and then turned back to where his original blade was still keeping the massive quarantine wall propped open. The cross-guard was slowly burrowing into the floor as well, but Chevalier had not heard or seen any sign of scientists fleeing from the labs yet.

"Ch-cheva-"

Whirling around at the recognizable, pained gasp, Chevalier gaped in horror at Who's mangled form lying partially underneath the robotic gorilla. The drone's enormous left hand was still wrapped in a pulverizing grip around her right shoulder and tucked-in arm, and its abrupt termination had caused it to fall shoulder-first into her lower legs - pinning them against the wall. All across her body there were massive rents in her armor from where the avian drones had slashed her, but a silverish layering underneath the armor appeared to have remained intact.

He ignored the flickering images behind her, of dark hands reaching out, grasping, tearing at her body and clothes.

"Who!" he exclaimed in growing panic, already looking for a way to pry the Ward loose. "When did you get here?!"

"I've… urgh… been here the whole fuckin' time," she weakly ground out as Chevalier carefully moved his blade to fulcrum the fallen primate off of her legs. "Fuckin'... hate my power… sometimes."

"Your power doesn't work on dones, then?"

"You just-" the young Stranger spit out in frustration before being interrupted by a gasp of pain. "N-no, it fucking doesn't. Try to remember that."

Chevalier grimaced, realizing that Who's power had likely caused some iteration of this conversation several times already.

"You need to focus everything you can on not letting your power slip anymore. I can't defend you if I don't know you're here, and it looks like the drones are prioritizing easier targets. Now… get ready. This is going to hurt."

Chevalier leaned on his bade, shifting the robotic carcass almost a foot back from the wall. Now no longer supported by the drone's shoulder, Who sank to the floor in a twisted mess of pulped knees and shins.

Whatever indignant curse was on her lips - likely a protest that she wasn't an easy target - died as the young Stranger passed out from the pain and crumpled even further.

Chevalier blinked in confusion, then stood up warily and pulled his blade up from where it was wedged against the corner of the wall and the floor.

Why am I prying the fallen gorilla away from the wall?

Looking around, he reoriented himself by reviewing the events up until that moment. He had been walking to the Tinkertech Labs… by himself? Yes, that felt right. He was going to pick up Weaver after her tests with Dragon had concluded early and she had been allowed some free time to talk with the technicians about some of the more recent acquisitions and tests. Uriel wanted her off the Island tonight, and Chevalier had been off-duty, so…

Hmm, but why did I stop by the front entrance?

"Chevalier!"

Weaver's voice, coming from beyond the half-stuck quarantine barrier, jolted him out of his introspection. Taking a balanced, kneeling position - in case another group of drones suddenly rounded the far corner- he peered underneath the barrier.

"Weaver?" he called out loudly, keeping his cannonblade trained in the general direction of the previous sound. The disorienting feeling he still had surrounding his memories implied there was some sort of Master or Stranger effect at play, which would also explain why Bezalel had flipped, but it never hurt to be too cautious.

"SINGULARITY PURGE INITIATED. STEP AWAY FROM THE BLAST DOORS."

Just as the ominous robotic voice finished blaring its declaration, several things happened at once.

The floor upon which Chevalier's original blade had been wedged against dropped, as the entire Tinkertech Lab building began its plummet towards the naked singularity being generated five hundred feet below.

A torrent of pressurized air blasted out of the narrowing gap between the quarantine barrier and the floor, pushed out by the falling building.

Thousands of pounds of steel, ceramics, and exotic materials slammed home, sealing off the falling building and its doomed inhabitants.

Weaver appeared out of thin air as she tumbled into his forward leg and collapsed on the floor, yelping in pain from striking his armored shin face-first.

A thunderous rumble nearly managed to knock Chevalier off his feet, a deep, menacing roar of reality torn asunder and millions of pounds of matter compressed to a single point in space. The shaking continued, until a massive metallic bang came from overhead - massive metal doors at ground-level sealing off the hole where the building once was - and this time Chevalier was knocked off his feet from the jolt.

On the ground, Chevalier could feel the deep, gut-churning roar growing - a wordless, infinite hunger that shook the world harder and harder with its need. He tried to scream out to Weaver, but the sound was lost even to his own ears.

Like a bored god had suddenly changed channels on the universe, the howling fury of the naked singularity winked out, leaving only a dull trembling of the earth in its wake.

Long moments passed as Chevalier's eardrums attempted to process normal sounds again, and the air reaching his lungs felt lighter than he remembered it.

"Cheva- oh, Maker! Who!"

Feeling Weaver clamber over him and towards the remains of the robotic gorilla, Chevalier allowed her to pass and then cautiously pushed himself to his feet while still maintaining his grip on his cannonblade. Turning his head towards Weaver, he noted her hair and skin morphing back to their 'default' state as her obsidian forearms and hands - claws, really - seemed to shatter into dozens of deeply-disturbing knives, scissors, prongs, and needles.

"Weaver?" he asked, stepping forward while his eyes tried to focus on what she was hovering over… and failed. "What are you doing?"

"What do you- oh. Chevalier, who was with you while you were fighting-"

"No one. I was alone," he replied quickly, with some minor confusion. He blinked at the pull of some forgotten memory, but shook it off as he shifted his armor around in preparation for further combat.

He cocked his head as Weaver bit off a curse, but she still seemed fixated on… whatever she was doing.

"There is a Stranger on the Philadelphia Wards team. Her power makes you forget she is or was around."

Narrowing his eyes in thought - and in frustrated concentration - he mentally reviewed the Wards roster. He knew there were thirteen, as he recounted…

Wait, yes. There is a Stranger on the team, but… oh.

"She's," he tried, making an uncertain gesture towards the vague area around Weaver, "around here? Injured?"

A nod, though from where he was standing he could make out her desperate, pained expression.

"Critically hurt. Her right arm and shoulder are completely crushed, and everything below her thighs is… not recoverable. I'm going to have to take her legs off before the internal bleeding kills her. Same with the arm, and I'll have to open her chest up to pump out the blood in the right lung before I seal it off."

Chevalier didn't let his legs buckle.

"Without you here, I would have left her to die. Walked away as she bled out."

"I- well, she was coming to visit, so I would have been here anyway." Silence, for a moment, before her voice rose up again. "It's- it's not your fault, Chevalier. Her power-"

"I oversee the Wards," he ground out, the metal of his right gauntlet squealing lightly under the increased pressure of his grip. He tried again to see the what his failure had cost a young woman, but his mind guided his eyes to a random point on the wall. "Our... My precautions for her power weren't good enough. I may have just cost her her career, and we still have to carry her out of the most heavily-guarded base after the Birdcage."

Weaver worked in silence, allowing Chevalier a moment to push away the self-doubt and begin to plan a way out.

"My swarm on the surface is being targeted by the turrets now," Weaver eventually stated cleanly, the crystalline harmonics of her voice echoing a bit more loudly now. "I managed to spell out that 'Bezalel drones gone rogue' over the side of the Administration building, but I'm not sure if anyone saw it. Can you take out the cameras in this hallway? There are eight that I can see."

Chevalier frowned beneath his helmet at not having thought of that before, then set about stabbing his over-sized blade into the sensors that Weaver guided him to.

I'm not sure I would have found half of those, though.

"Next," she whispered over… some sound that made him grimace just trying to focus on it, "take the bird drones and place them gently on my back. The gorilla is too big - I've already tried absorbing it - but maybe I can figure something out from one of the birds."

He paused, about to wonder aloud whether or not it was safe for him to distract her from whatever she was doing; it was important, and it involved the gut-dropping understanding that he had possibly killed another Ward, but the details of it kept slipping from his mind each time his attention focused elsewhere. Before he could open his mouth, however, he shook the concern away.

She has that Thinker power that let her multitask. I guess that even applies to life-saving surgery.

The most intact bird-drone corpse looked like it had taken a vicious blow from a blunt object, cracking its head and spine in a 'U' shape. Gathering it up with one hand, Chevalier carefully lowered it so that it its body rested gingerly on Weaver's arched back-

With a snap and and series of mechanical noises, Chevalier felt the drone yanked out of his grasp as it began to fold up in impossible, reality-defying folds before being sucked up into a palm-sized door that had suddenly appeared between Weaver's shoulder blades. The door - somehow manifested through her baggy grey hoodie, as well - emitted a whistle of compressed air before the lid snap closed and faded away as if it had never been there.

Weaver, herself, never even flinched once throughout the entire process.

There's bizarre parahuman powers, and then there's that.

"I'm... hmm. It's similar enough to the one I absorbed at the party, but… there's something else. Can you bring me another one?"

Two more bizarrely-absorbed artificial birds later, Weaver's motions stilled.

"What's Bezalel's Tinker speciality? His real one?"

Chevalier rocked back, slightly, but he shouldn't have been surprised that she had managed to piece something together. Still…

"You're not cleared for that."

Weaver's head whipped around, revealing a face covered in splatters of blood where the tracts of tears had not washed it away. The obsidian spider legs framing her head twitched menacingly, and what dark, graphite-like skin he could see drank in the hallway's pale light.

The look in her narrowed, glowing golden eyes promised that she would have that information from him - willingly or not.

Behind her loomed the wavering image of a massive, incomprehensibly complex mechanical eye. Like every time Chevalier's Thinker power fixated on it, the image somehow turned to regard him directly. Plates and gears the size of continents shifted until the eye narrowed, radiating palpable disdain.

He had faced down Endbringers, but he could still feel dread from time to time.

"Cybernetic conversion," he admitted with a nod, though her eyes only widened slightly at the answer.

"You kept that from me?" she hissed. "After everything I've told you and the PRT about Autochthon?"

"Only Director Uriel, Director Costa-Brown, and I know about it," Chevalier shook his head, both to deny the accusation and to disperse the feeling of guilt. "Even Dragon doesn't know."

Her luminescent gaze searched his own mask, though he felt it protected him not at all. After a moment, she turned back to her work, snorting a bitter sigh through her nose.

Chevalier let her work in silence, turning back towards the opposite end of the hallway in preparation for another attack.

"His isn't perfect," he heard her grouse out. "At least his birds weren't. That explains why I was getting a mixture of instructions from my charm, though."

He nodded, already knowing as much. It was why he had been so leery of her claims of conversion, in the end. Several more minutes of wet, disturbing sounds echoing out from behind him passed, before the silence fell again.

"What is his big project? That he's been working on for the past few years?"

Chevalier grimaced, having expected this question. It was his leading idea of what had started this entire mess in the first place, after all.

"Converting himself."

At her continued silence, Chevalier warily turned to look at the young woman-turned-cyborg.

Her eyes regarded his own helmet, betraying nothing but focus. After several more seconds of silence, she nodded.

"I have a plan."

Sparks of blue and black electricity snapped out from the blazing white diamond in her forehead. They trailed out to her nightmarish halo of spider legs, causing them to twitch viciously.

"In this plan, I am going to carry Who, invisibly. You are going to fight me a path to Bezalel."

A spurt of blood from… somewhere… splashed across her face.

"Then, we are going to talk."
 
Bwah, bwah, bwah! Some thread titles are ominous and some are ominous.


I propose fire. Parasites can't grab you if you are on fire. *sage nod*
 
Uhoh.
I sure hope that thread title is about how Autobot turned Excised Imperfections into a lewd girl and not anything Bonesaw related. It is a small hope, though, as while the first part would fit, I can't think of anything with the second part.
 
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I was doing a little research, and I ran into a fan Martial Art that struck me as particularly appropriate for the Aisha we have seen so far.
This is Revlid's Laser Panther
LASER PANTHER STYLE

Dust motes drifted through the stale air of the room, invisible in the darkness, undisturbed in their patterns for centuries. Nothing was alive down here; even the rats had long since died, decaying into bones before the bacteria starved as well. This was about to change.

The ceiling shuddered ever so slightly, its faint vibrations disturbing the air below. It did so once more, before sounds began to filter through, muffled and broken, but practically cacophonic by the room's standards. There were thumps, the steady thud of panicked footsteps, a violent whirring, a scream, a shout-

And then the ceiling, which had withstood the test of time with admirable determination, caved in. It would have been oddly beautiful, to watch it in slow motion. A spear of light pierces into the darkness, near-instantly bouncing off each of the walls to provide dim illumination. The dust-motes hang suspended for a moment, before scattering like a shoal of startled fish, displaced by the column of new air. Debris tumbles down, spinning slightly, before impacting on the floor, sending up further clouds of dust and breaking apart into smaller chunks, like raindrops hitting a puddle.

Unfortunately, the collapse wasn't in slow motion, so it was messy, confusing and loud, and the first blocks of former-ceiling had barely finished falling when the light changed colour, flooding the room with an actinic green. This change was followed by a black-armoured figure slamming to the floor on his back, cursing, and scrabbling for the metal cylinder that had fallen with him.

Our hero, ladies and gentlemen, the Neon Expeditor of Conspicuous Chastening. Applaud if you feel it necessary.

Above the stunned Alchemical, the natural light was blocked by a sudden shadow, as a horse-sized creature with a lobsterlike metal shell and a meaty human undercarriage followed him down. It lunged with a horrid fluidity, only to collide with a hastily-raised boot, and let out a frustrated screech as its undersized claws scrabbled at the attached leg.

This stalemate was broken after less than a second with a triumphant cry from the downed Exalt, as his fingers finally closed around the cylinder. Shoving the void-creature back with a kick, he swept the handle around, flooding Essence through it to activate the mechanisms within.

Coruscating emerald light flooded out from the end of the handle, stabilizing instantly into a clear edge that sliced straight through the metal shell of the monster, mixing the unpleasant smell of burnt metal with the even more disturbing scent of cooked meat. It deflated with a quiet hiss, dead before it knew what had happened.

Seemingly none the worse for wear, the Neon Expeditor picked himself up and dusted off his black body-armour, accomplishing nothing more than spreading the grey around. Breathing heavily through his facemask, he glanced around, before apparently deciding that the room contained nothing of further interest.

Pressing down on a section of the facemask near the back of his jaw, the Alchemical delivered a clear and concise report.

"The gribbly's cooked. How far did I end up falling?"

When he received no reply but a hissing static, he tried again. Then a third time, louder, apparently reasoning that volume should compensate for the miles upon miles of layered concrete and metal that separated him from Arat proper. Bereft of reply, he expressed disappointment in his support-team.

"Useless glotstuffers!"

This complaint was accentuated by punting the severed upper-half of the void creature across the room, where it impacted against a far wall, accompanied in two sounds. The first was as expected; a noise like a metal pot of giblets being thrown down the stairs. The second was rather more surprising, and caused the Exalt to take a cautious step backward; a gentle hum, as a minor and long-abandoned Charm-system was activated anew.

Light danced out from the wall in thin lines, manipulated and reflected by revealed mirrors to form a calculated lattice, a three-dimensional shape that moved in place. The Neon Expeditor edged closer, eying the Autochthonian words that shimmered at the base of the hologram. 'Example of First Age Solar Genesis', they read. 'Laser Panther'. A denizen of Autochthonia, the Jade Caste had no idea what a panther was. Nevertheless, the creature he was being shown was beautiful. It was elegant, deadly, and possessed of an alien grace. He said so.

"That is an awesome animal".

Minimum abilities: Learning the Charms of this Style requires a Melee rating of 2+, even if the beam weapon being used is a Martial Arts or Thrown weapon; the principles of Laser Panther Style are drawn from unsheathed bravado.

Weapons and Armour: Unusually, the only form weapons this Style can use are a certain variety of artifact weapons; namely, beam weapons (the rules for which can be found in Manual of Exalted Power: Alchemicals, or in revised format below this Style). This Style can be practiced in any armour.

UNSHEATHING NEON CLAWS
Cost
: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
The laser panther flicks its claws into existence as it pounces, leaving glowing razor trails in its wake. The martial artist may activate this Charm upon rolling to Join Battle, adding (Martial Arts) automatic successes to that roll, and allowing him to immediately ready and activate any number of his beam weapons at no mote cost.

LAMBENT TAIL DEFENSE
Cost
: 4m (+2m); Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: One tick
Prerequisite Charms: Unsheathing Neon Claws
The laser panther bats away flies and arrows alike with a flick of its tail. For the duration of this Charm, the martial artist increases his Parry DV against ranged attacks by (Essence).

In addition, if the martial artist successfully parries a purely energy-based attack while this Charm is active (such as an Elemental Essence Bolt, a shot from an Essence Cannon, or an attack from a beam weapon) he can reflexively pay two motes as a non-Charm activation in order to make a counterattack in Step 9 of that attack, targeting any character he desires, with the same range and traits as the original attack. This counterattack is considered unarmed, and uses the normal dice pool of (Dexterity + Martial Arts).

LASER PANTHER FORM
Cost
: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, Crippling
Duration: One Scene
Prerequisite Charms: Lambent Tail Defense
Leaning backwards into a new stance, the martial artist mimics the flowing motions of the Style's namesake, as his beam weapon glows with the colour of his anima. The martial artist's unarmed attacks cause lethal damage, and he may parry lethal and ranged attacks unarmed. In addition, he ignores penalties to his Parry DV caused by making unarmed attacks.

If he is wielding an active beam weapon, the illumination it provides flares outward, extending to a radius of (Essence) yards, while his eyes blaze with that same light, rendering him immune to any effect meant to blind him through light or darkness. Other characters with unshielded eyes suffer a Crippling internal penalty of -1 when making attack rolls within the radius of the coruscating light; this increases to -2 on any tick in which the martial artist makes a successful unarmed parry or has one of his unarmed attacks parried.

Of course, this light is also highly conspicuous, granting two automatic successes to any character attempting to visually detect the martial artist.

Dynamic Form Transition:
Laser Panther Form may be reflexively assumed without a Charm activation in the following ways:
• If the practitioner successfully parries a purely energy-based attack.
• If the practitioner successfully causes a Crippling amputation injury with an unarmed attack.

CAUTERIZING FANG STRIKE
Cost
: 4m (+1wp); Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Laser Panther Form
Most big cats go for the neck, hoping to sever the spine with a single bite. It matters little where the laser panther bites; sizzling flesh and charred bone always follow. The martial artist may use this Charm to enhance any unarmed attack. If the attack causes even one level of lethal damage, the martial artist may pay a single point of temporary Willpower to reduce the damage inflicted to a maximum of two levels of damage and inflict a single Crippling amputation effect of the martial artist's choice upon the target (Exalted, pp. 152). The initial cost of this Charm is reduced to one mote if the attack is made with a beam weapon. For the purposes of this Charm, the damage dice inflicted upon a character who parries a beam weapon barehanded is considered to have been inflicted by the attack in question.

If the target is a mortal or extra, or the damage inflicted would normally be enough to reduce the target to Dying health levels, or the martial artist is wielding a beam weapon, this amputation actually severs the limb or body part in question, preventing anything but specialised magic from restoring it. Otherwise, the amputation effect simply badly maims and burns the target, mimicking the effects of an amputation without the actual seperation; such injuries heal at the normal rate.

PLASMA CAT UNDERSTANDING
Cost
: — (+1m); Mins: Martial Arts 4, Essence 3; Type: Permanent
Keywords: Form-enhancing
Duration: Permanent
Prerequisite Charms: Laser Panther Form
This Charm upgrades Laser Panther Form, increasing its cost by one mote and providing the following additional powers:
• Any beam weapon that the martial artist is wielding gains the Thrown tag, with a Range of (Essence x 4) yards. Its other traits remain unchanged. If the weapon already had the Thrown tag, it is not altered.
• The martial artist may spend one mote as a non-Charm activation to reflexively ready any beam weapon that she owns, provided it is within (Essence x 2) yards, and a flight path exists between the weapon and his hand; the weapon itself flies into his hand, ready to flare. In addition, she may activate such weapons at range.

WHIRLING FEROCITY AURORA
Cost
: 8m; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Plasma Cat Understanding, Cauterizing Fang Strike
A black blur shrouded in gegenschien, the laser panther slaughters all prey that stands before it. The only reason the term "hot knife through butter" is inappropriate is that this beast's claws are far, far hotter than any knife. This Charm is a magical flurry of (Essence) unarmed attacks, all made at the martial artist's full dice pool, with a DV penalty equal to the highest penalty of any attack made. If any of these initial attacks are parried, the martial artist may make an equal number of additional attacks, also at his full dice pool. None of these additional attacks may have the same target, and none of them can target a character that the martial artist has already attacked this tick. These additional attacks do not provide further attacks if parried.

Example: Neon Expeditor of Conspicuous Chastening, an Essence 4 Alchemical, uses this Charm to make four attacks against the gremlin horde surrounding him. Two of them are struck, but two parry his assault, granting him two additional attacks that he may direct against two further gremlins, provided he has previously targeted neither.

SUDDEN RADIANT AMBUSH
Cost
: 2m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One tick
Prerequisite Charms: Plasma Cat Understanding, Cauterizing Fang Strike
The laser panther's sleek velvet hide camouflages it, hiding it from watchful eyes until it makes its move. When that happens, its eyes light up, its maw fills with plasma, and its claws hum with energy. By that point, it is far too late to run. This Charm can only be activated on a tick in which the martial artist has activated a beam weapon. For the rest of the tick, the first attack the martial artist makes against a given target is undodgeable. Any subsequent attacks made against a given target on that tick can be dodged as normal. This effect is negated by Charms that negate surprise.

CATHODE RAY ROAR
Cost
: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Whirling Ferocity Aurora, Sudden Radiant Ambush
The roar of the laser panther shakes the jungle and bleaches the trees, ionized air causing strange ululations in the bellow. There are few other creatures who can eat well-done meat without first starting a fire. If wielding a beam weapon, the martial artist can flood his Essence through it, provoking a great burst of coloured destructive energy to rush forth. If unarmed, he can place the heels of his hands together, bending his fingers in mimickry of the open mouth of the laser panther, to unleash a similar blast. In any case, this Charm is an attack with a dice pool of (Dexterity + Martial Arts), and a maximum Range of (Essence x 8) yards. It is undodgeable and ignores armoured soak. It also ignores DV bonuses from cover or shields. Its base damage is equal to the highest damage of any active beam weapon the martial artist is wielding, or (Essence)L if he is fighting barehanded. In either case, the attack follows all the rules for beam weapons, and is considered to be unarmed for the purposes of this Style.

For the next (Martial Arts) actions after activating this Charm, the martial artist's hands glow with an awesome power; they gain all the benefits of beam weapons, and are treated as such for the purposes of this Style's Charms.

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REFRESHED BEAMWEAPON RULES
The Beamweapon template may be applied to any Artifact weapon that causes lethal damage and is wielded with Melee, Martial Arts or Thrown (Thrown weapons cannot be ammunition-based, such as slings). The commitment cost of the weapon is increased by two motes, or by four for warstrider-sized beam weapons, while its Artifact rating is increased by one. If the weapons are paired, their total rating is increased by one, not by one each.

A beamweapon has the same stats as a normal Artifact weapon of its type, including magical material bonuses. However, when inactive, it is nothing but a club (or staff, for larger weapons) without any magical material bonus. To activate the weapon, the wielder must reflexively pay five motes. It is active for the rest of the scene, or until the wielder reflexively deactivates it at no cost. Deattunement forcibly deactivates the weapon. While active, the blade can set flammable objects alight with a touch, and spreads its coloured light within a radius of two yards around the wielder.

If a non-magical weapon successfully parries or is parried by a beam weapon, it is destroyed in Step 10 of that attack resolution. If a natural weapon successfully parries or is parried by a beam weapon, the character using them suffers two dice of unsoakable lethal damage (this damage deals disabling injuries as a Crippling effect [Exalted, pp.152]). If the character in question is an extra, the limb is amputated entirely. Obviously, if the beam weapon attack is perfectly parried, this effect is ignored.

If a beamweapon successfully strikes non-magical armour, it is soaked as normal. However, the raw damage of the attack is permanently subtracted from the armour's bashing and lethal soak values in Step 10 of that attack. If both of these values are reduced to zero, the armour is completely destroyed. Objects have their soak reduced in the same way, though they are not automatically destroyed if their soak values are reduced to zero (note that structures are split into a number of smaller objects, each of which would suffer this soak reduction separately). Obviously, if the beam weapon attack is perfectly soaked, this effect is ignored.
I am saving this for future consideration, FYI.
 
... always, when Beam weapon rules come up, I am so disappointed.
They could be so cool. They are so terrible at their job.

A beam weapon is the tool of a mortal-slayer with motes to spare. The tool of someone not seeking worthy challenges.

In this case, of course, non-magical is... different.
But still...
(P.S. I will forgive beam weapons if one kills Saint.)
 
*sees thread title*
FFFFFFFFFFFFFF-
*sees Iris' mental state*
shit

I'm now wondering if we're missing out on useful insights into the S9's actions because we haven't been looking too closely. What have we not managed to catch?
#tinfoilhat #paranoia
 
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... always, when Beam weapon rules come up, I am so disappointed.
They could be so cool. They are so terrible at their job.

A beam weapon is the tool of a mortal-slayer with motes to spare. The tool of someone not seeking worthy challenges.

In this case, of course, non-magical is... different.
But still...
(P.S. I will forgive beam weapons if one kills Saint.)
just think an Alchemical practitioner of the Laser Panther style can Microwave him inside his stolen armour.
 
(Thanks to @Gromweld for clearing a few things up! Don't remember if we had an Interlude from this character in canon. Interesting to write him as serious.)

Misdemeanor
He took a deep breath.

How long had it been since he felt this nervous? Stupid question, Behemoth wasn't even two months ago. But he couldn't deny that this was a different kind of nervous though. This wasn't the feeling he got when fighting Kaiser or Coil's Mercs or kicking around a few punks for doing something stupid. Not even when he was younger and was one of the most pursued mercenaries in the Cape world.

It clicked then.

This was the same nervousness he had felt when he stood at that Alter in Brockton Bay and the music had begun to play. He remembered Dauntless standing at his side - Kevin in his civilian clothes - the best man a guy could ask for, enjoying the hell out of his discomfort way more than he should. Robin and Colin were behind him, Robin looking very out of place in a tux that seemed to be actively trying to strangle its wearer. Colin meanwhile, had a surprisingly rare small on his face, though this one seemed to be in a better spirit than Kevin's.

A Kodak moment if there ever was one.

Ethan shook his head. He had been doing a damn good job of keeping those memories back and he planned on keeping it that way.

Still, he thought as he looked at the door to Sarah's room and raised his fist,that would almost be preferable to this conversation.

That feeling of nervousness only got worse as he rapped his knuckles against the door. He waited. In the mean-time he eyed the boxes that surrounded him the hallway, six in total. It was almost funny: years of making memories in that apartment by the Bay and all they had to show for it was six boxes, two of them clothes and the rest random trinkets.

Neither of them had thought about unpacking for a long time.

"Go away." The voice from behind the door was muffled and to his ears more than a little strained.

"It's me Puppy."

"Don't call me puppy you... you asshole!" Oh damn it this wasn't good. "I don't want to see you, or hear you, or have you stand outside my door! So... s-so just leave!"

Ethan rubbed his eyes as he leaned his forehead against the door with 'PLINK', "Sarah. This is your husband here. No joke."

A pause. "....Are you serious?"

"Dead serious." He meant it too. Despite what many may have thought, he and Sarah never really got into many fights. In fact, there had only been two major times that they'd came to verbal blows: the first time he met her father and made a crack about his job or something and way later when they were discussing Trigger Events. That had been a nasty couple of days.

There was a longer pause this time and for a moment, Ethan thought that she hadn't believed him. So it was with a heavy sigh of relief that the door swerved open with a creak. Staring into the darkened bed-room, it dawned on him that he might have screwed up worse than he had previously thought.

The door slid closed behind him as he made his way into the room. It didn't take long for him to spot her: She was sitting on the bed, back turned to him and facing the wall. Yeah, she was pissed alright.

He didn't say anything. His mouth had been what got him here in the first place and he wasn't willing to trust himself to not blow it again. So he sat on end of the bed, as close as he felt she'd let him be without getting up and moving.

Silence. Almost unbearable for both, but Ethan was willing to hold out for her.

When she finally spoke it was painful for him to hear, "You're still that asshole that broke monsters out of the Birdcage."

He ran his hand through his hair and closed his eyes, "Some part of me is still that guy, yeah. I told you I had a bit of a sadistic streak remember?"

"I'm not fucking around here Ethan." He flinched at the cold tone that she said his name. The ex-villain most definitely preferred being yelled at than this. At least yelling showed more emotion than disdain.

"Me either Sarah," he spoke slowly, quietly, "You know how I am. Whenever something happens that I'm not ready for, I joke about it. Play it off as not being a big deal. It's what I do to- what's the word I'm looking for..."

"To distance yourself?" She turned to him, lines of tears glistening in the low light of the room. Her eyes were puffy and red, filled with anger and fear. Ethan had to fight to meet those eyes.

"Yeah. Distance myself when I'm scared-"

"You're scared?!" She scoffed, wiping one her tears on her sleeve, "Ethan I'm pregnant! I have a kid in me! I-I'm not ready this!"

"Well, it's not like we didn't plan for something like this in the future. You've even had the tests done to make sure your power would do nothing in case of this."

"That was then!" She turned fully to face him, bringing both her knees onto the bed, "We had a home in Brockton Bay! N-Not," She waved her hands around the nearly empty and plain room, "this! Our friends were alive and we some semblance of a back-up plan! I still planned on doing patrols and active engagements!"

Ethan copied her and moved both knees as well, edging closer to her, "You can still do that! We'll get new things, make new memories here! We still have friends here too Sarah. Robert, Kali, Marrow-"

"That's not the point!" She finally shouted, bringing her face closer to his.

With a worried frown, Ethan placed a hand on her shoulder as she broke into sobs again. He could actually feel his heart tighten whenever he saw tears trickled down her cheeks. She wasn't looking at him anymore, too busy using one hand to wipe at her eyes.

"Puppy." He croaked, "Please tell me what's really bothering you. I'll... I'll try my best to fix it. I don't think it was my stupid joke that hurt you. I'll keep my mouth shut forever if I have to, just tell me what's wrong."

She nodded but didn't immediately respond. He was fine with that, since he was just as lost as she was on what to say.

Sarah looked him in the eyes again, but there was no disdain or anger behind them. Only fear.

"I d-didn't really believe that we'd get this far. It seemed like a fantasy. One of us would get hurt while on the job or get tired of the other and leave. Even marrying you was a shock to me, like some big dream."

"I know that feeling. I still get goosebumps thinking of you walking down that aisle."

She half-laughed, half-coughed at that, "Still, I could handle that. Everything I did was on a set path except for whenever you got involved. I loved you then and I still love you now, but damn if you didn't make it hard sometimes."

He didn't know what to say to that that wouldn't prove her point, so he just nodded.

"After we married each other, things went back to normal for us... for a certain definition of normal. But it was routine and everyone and everything was familiar. Safe. On a real level, I never really thought that we'd actually have kids!I-I..."

She floundered for a moment, lost, before she finally blurted it out, "So many mistakes Ethan. I tried to make up for them by pushing myself harder and harder, but they're still mistakes. I think I'm going to be a horrible mother, Ethan, and I don't know what to do."

His heart broke, "Oh Sarah." Ethan engulfed her in a hug, tears following down his face, while his wife broke into sobs on his chest. "You're perfect Puppy. Don't you ever think differently, please."

Husband and Wife sat there for a long time, letting out tears of fear and frustration. In it's own way, it was a sign of healing, both seeking to comfort the other as best they could. He didn't ask what mistakes she had made, Scion knew that he had made his own along the way. No, he'd stay silent with her and do whatever he could to help. So when her lips touched his, Ethan returned it with a gusto.

***************************

"You know what I'm scared of the most?"

Sarah just hummed into his shoulder as he continued, "That our kid would get powers. All the egg-heads say things like how most Cape kids get a power related to their parents like New Wave, but all I can think of is how horrible my Trigger Event was. I don't know what I'd do if our kid suffered something as bad your kidnapping or my plane-crash."

He didn't notice the pained look on her face at the mention of Trigger Event and she quickly cleared her expression. She shifted under neath the covers, curling closer to her husband who was lost in thought.

"I hear 2nd Generation of Powers aren't as... traumatic." She replied, "Glory Girl got fouled in a Basket Ball game after all."

Ethan scoffed, "C'mon Sarah, you know that wasn't all that was probably the cause. The leap from being kidnapped like you to what? Getting an F in school or something?" He shook his head, "No. What we went through was horrible and I would never wish for it on our kid. Hell, even if he or she did get powers, I wouldn't let them go out and fight crime."

Sarah bit her lip painfully, thinking, "Ethan?"

"Yeah?"

"I... I..." She sighed and closed her eyes, feeling the warmth of his bare chest, "Never mind. Let's just focus on the now part okay? How did everyone handle the news once I left?"

He yawned as he thought back, "They laughed pretty hard when you decked me with a pie, so good job on that. Kali was in stitches of course, didn't really see what Marrow was doing, and Robert gave me a stern lecture. Might as well have slapped the stupid out of me."

"Not enough obviously."

"Obviously," He kissed the top of her head, "Weaver though... I don't know actually. She looked like a little... god I am messing up on words today. That pie really rocked my brain."

She just rolled her eyes.

"But seriously, something clicked with her once she pointed out you had something in the oven. You might want to talk about it to her." He scratched his cheek, "If only to get the best damn baby-sitter in the world. No misbehaving when we got the scary-robot girl on speed-dial."

She punched him lightly in the ribs, "Be nice to her!" She glared at him as he chuckled before snuggling closer, "It's probably a good idea to see what's going on with her though, poor girl looked like she saw a ghost before she told me. Tomorrow though. I just want to lay here with you for now."

He smiled down at her, "I love you."

She returned it, "I love you more."

They embraced each other one last time before sleep took them both.

She never mentioned the note she found in their mail-box.

**********************

(#CauldronCapeProblems. Poor Battery, always trying to do the right thing but always coming up short. I imagine talking about Trigger Events was awkward as all hell. We never learned what she told Assault her trigger was, so I'm guessing she went with a half-truth: She was kidnapped a second time by some gang-members and the memories of her first kidnapping along with the stress of the second one caused her to trigger.

You guys can guess what Assault said to Daddy Battery.)
 
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