An Exalted: Essence Quest making use of a number of forbidden arts to keep me on the wagon and hopefully produce Good Results. Spiritual Successor to Through the Ages, though don't expect to see more than cheeky references here and there.
More Details pending once people know what they want to play as.
It is a world of ancient mystery, divine magic, and all kinds of horrible things suddenly appearing in front of your innocent peasant village in hopes of devouring it all whole. A place designed as the playground of primordial beings of incalculable power, who forged gods to serve as glorified janitors and technicians.
Naturally, it all exploded when those technicians decided they didn't want to do eternal slave labor until the end of time for free, and proceeded to start looking for a way out. A council of Few ultimately decided that the best way to solve this problem was to take the humble human–a being so indescribably weak that the Ancients didn't even bother protecting themselves against them–and turn them into proxies that could serve a Change of Management notice to the Ancients.
Naturally, this ended in calamity, as a catastrophic war unfolded, pitting the newly inducted Exalted against every nightmare and horror that unknowable creator beings could unleash upon those who dared stand against them. To the surprise of everyone involved, the Exalted ultimately turned out to be victorious—and thus, the Gods took over management of Creation after sewing up the surviving Ancients into the gullet of the strongest of them, and left the Exalted behind to sort things out as they would.
For a while, things were good. The world expanded, became more friendly to humanity, and many forms of humanity gradually spun out based on the dreams, ambitions, and desires of the Exalted. Oh sure, there was the occasional atrocity and calamity showing up that needed to be sorted out–but on the whole, things were trending upwards.
The thing about trends though is that they don't last forever, and when you're operating on the scale of a world… A downturn can be deeply unfortunate. It was predicted by the wisest among the Exalted that the mighty Solars–first among peers–were inexorably heading towards the path of destruction, a path that would see all of Creation laid to waste the first time someone's hubris exceeded their grasp. There was dickering, there was debate, and there were no small amount of murders unleashed as the stakes grew ever greater, and in the end, a solution was found.
"Let's just kill them all, lock them away somewhere that definitely nobody will find them, and call it a day, shall we?"
So it was that the Usurpation began–the conspirators working with the Dragon Blooded Host to launch an all-powerful pre-emptive strike upon the gathered Solars at a yearly feast. The greatest city in Creation was laid to waste, and oceans of blood were spilled before the matter was all sorted out. But in the end, the Dragon Blooded stood victorious, then turned to each other and wondered "Who's in charge now?"
That question proceeded to demand much of the upcoming era—a Shogunate where the Dragon Blooded desperately attempted to keep the wonders of the First Age alive in the absence of the ones who broke reality hard enough to make them possible in the first place, all while attempting to sort out the eternal question of "Just who's in charge now?" They certainly couldn't agree on the matter, and despite the best efforts of the secret viziers in Heaven to guide them along the right path, a clear answer just couldn't be found. Not at all helped by the best and brightest often finding themselves killed and replaced by shapeshifting demigods with a grudge, often only being discovered right at the worst time possible.
But things muddled along for a good few centuries, and while things weren't quite as good as they were before–it was a tolerable sort of way for life to unfold.
Then some dark sorcerer somewhere screamed out obscenities, waved their hands in a mysterious fashion, and then cackles maniacally in front of a simmering cauldron of evil. Thus was born the Great Contagion, a ferociously infectious plague that left nothing behind. Immune to magical healing arts, resistant to the greatest medicines left over from Better Times, and roughly 90% fatal regardless of the strength of one's constitution. Even gods tended to contract it and die in puddles of ick. It was a bad time to be alive, made even worse when the unreal hordes from beyond creation's borders were kindly informed by a shady figure that the doors were open and they were free to do whatever they wanted.
Naturally, this came in the form of an invasion, hitting the already dying Creation with an implausible number of horrifying murder faeries.
All things considered, things looked pretty grim. Contingency plans were put into play, desperate alliances were made, and there was actually a slight but genuine chance that some kind of reconciliation might have been made in that calamity.
Then a Dragon Blooded officer somehow took command of the greatest defense system ever made, and wiped the invading Faeries out in a storm of elemental power. She declared herself the Scarlet Empress, and ruler of Creation.
The new status-quo took a while to shake out, as everyone went back into their battle lines with the immediate catastrophe sorted out and the plague disappearing mysteriously around the same point, and a new age began—with an asshole imperialistic empire occupying the center of Creation and doing its best to loot everyone else to the bedrock to sustain its own power and hegemony.
The next few centuries were a bit better than the horrible days of the Contagion, but still a pretty miserable time to be alive no matter who you were. But hey, you were alive, and you probably wouldn't have your soul used as some eldritch monster's seasoning. So hey, it could certainly be worse.
Then the Empress mysteriously disappeared without a word or a trace.
Now, for a few years, things mostly carried on through inertia, as this wasn't the first time the Empress did this and the first one who tried to take advantage of it usually ended up with their household purged to the seventh generation when she popped back out saying "Surprise!" However, this time around seemed different–namely, that she didn't pop back out even after a Regent was appointed to serve as a convenient outlet for her wrath. No, this time she might genuinely be gone.
This was a problem, especially as it appeared as though the Solars—long sealed away save for a few pesky survivors–had managed to escape from wherever they had been Sealed Off Forever, and all manner of other powers decided to start putting their master plans into action.
One could say that Creation was entering a certain Time of Tumult.
However, you do not have this level of knowledge of the setting–you are simply trying to go about your life. Gifted with a measure of power and influence beyond that of your peers, you have your own ambitions of course–but who could predict that this age will result in an upheaval of everything that was once thought to be true? Who has such perspective as to see all of these events coming into focus–schemes running the length of Ages all reaching the terminus in these dark times?
You are not among them, after all, you are…
[ ] Arbiter of Iron Law: It is said that within certain deep vaults can be found relics of a prehistoric era–dolls of arcane clay and magical material with might no lesser than the Exalted. Theories abound as to the artisan behind them–some think it to be the ultimate work of the Anathema, some consider them to be gifts from an ancient god. What is known is that they invariably attach themselves to societies, and work tirelessly to see to the interests of their people. You were unearthed in ancient times by a Shogunate general defending a strongpoint, and left sleeping within the deepest treasuries of their citadel as a mighty city grew around it. With the rise of the Solar Anathema however and the collapse of the Tepet Legions that once served as patron to your people, you were awakened and charged with ensuring the peace and security of the land. You are a Soulsteel Caste Alchemical, who serves an established, militaristic city-state within the North. The existence of those like you is rare, but not unheard of, and you are not considered a threat to the status quo, especially as you serve under a Dragon-Blooded Rule. You are a Determined Investigator as much as you are a Deadly Blademaster.
[ ] Sophia Raptis - The Violet Witch: You were supposed to be a hermit! Keeper of ancient mechanisms that moderate the East's terrible influence to something a bit less bitey and verdant so that people can live honest lives. Unfortunately, 'Ancient Mechanisms' and 'Environmental Controls' are evidently considered catnip for those with malicious intentions and access to far more knowledge than they should have access to. Your master was slain, and you… May have gone a little crazy in the aftermath. Just a little bit. You did manage to deal with the necromancer who ruined everything though in the crossfire, and you did manage to finish your master's work later on. But now you must deal with the consequences of your actions. Namely, fame and influence when you just wanted to stay at home and read. You are a No-Moon Lunar, who grapples with crippling social anxiety combined with an inability to leave things well-enough alone. You are a Masterful Sorceress, and have recovered a Potent Artifact of the First Age that helps protect you, but you were a little too aggressive in your chase of your Master's murderer and now people are talking about you. As a Lunar Exalt, you are considered a target for a Wyld Hunt, though You take second string to the rise of the Solars. You want Nothing more than to have a cozy place of your own to call home, but you'll probably find yourself Putting everyone's books in your collection, because they're probably safer there than in someone else's hands. Probably.
[ ] Nellens Relan - The Blue Flame Prince: You are what the House of Nellens has long desired–a scion of esteemed pedigree, excellent character, and alloyed drive to make the best of your already significant talents. Taking the Spiral Academy by storm, you rose to the peak of your class, and did so while maintaining enough martial expertise to gain the respect of many. Events around you even seem to conspire to aid the rise of you and your House, as your pure pedigree and House Tepet's recent downturn in fortune have led to a successful engagement to one of their finer daughters–and so far, the negotiations look promising to get her marrying into your house instead! Of course, you have work to do first, as your House has sent you to Chiaroscuro to help sort out some trade routes and other business here and there, but it's the least you can do for all the support they've given, to help you reach your potential. You are a Fire Aspected Dragon Blood, equally talented in the sphere of politics and leadership as you are in the duelist's circle, wielding the Sealed Blade Imprimatur with the skill of a virtuoso. As a Dragon-Blood, you are universally treated as a Prince of the Earth, and want for little in your life except perhaps genuine affection and emotional connection. You desire to enter the Thousand Scales in earnest, and play a key role in the shaping of the Realm's policies, but fear that the Empire will not survive long enough to do so.. Still, it would not be the first time that calamity has led to opportunity–it will not be the last.
[ ] Errol Cooper: Agent of the Sea-Lords, that is what those have called you in the past. An elite operative that gathers information throughout the West to better enable your employer's ambitions, that is what you should have been. History has seen to it though that you serve a higher purpose, as your discovery of a significant covert operation by the Skullstone Archipelago shows that the Silver Prince is no longer satisfied with his empire, and has begun to move his mightiest agents to destabilize the West, presumably for his own gain. You discovered this by fortune, but were discovered in turn, and escaped with your life only through the gift of the Unconquered Sun. You are a Night Caste Solar, and an adept operative and field agent for a sophisticated seagoing nation, but your Exaltation was not subtle, and your patrons have subsequently disavowed all connections. You are Alone, with dangerous knowledge, and yet it is Against your nature to leave your homeland vulnerable to the predation of Skullstone. You Wage a one-man war against an Empire, and If you are ever discovered, you will almost certainly be hunted down like a dog. And yet should you claim victory, then the Spoils will be unmatched. (THIS IS HARD MODE, DEFEAT IS A VERY REAL RISK, CHOOSE AT YOUR OWN RISK)
OOC: Here we go again, I'm trying something a bit new with this game and streaming the writing of my updates within my discord, I'm hoping the attention of the masses will help sort out my tendency to burn out and lose–but even without that, I think I've got enough to nail one good story arc out of either of these.
Afterwards? We'll see.
I'm using Exalted: Essence as the core gameplay mechanics for this Quest, as it's simple enough to minimise the bookkeeping on my part, without being completely abstract like the CK system tends to be. Will it work? Who knows! That's part of the Experiment!
Here's hoping things go over well! I do have time on my hands to write again, so we'll see how things shake out.
You are an Alchemical Exalt of the Soulsteel Caste
Advantages: Living Artifact: Arbiter of Iron Law may integrate a single Artifact into her chassis using the Rite of Reconfiguration, assimilating its Evocation to use as an Innate Charm. Community Spirit: You are the Protector of House Rozen, the steel sentinel that ensures that justice is even-handed and fair. Your Defense increases by 2 when using Defend Other on your charges, and the people they rule.
Anima Effects: Dark Presence: You automatically Intimidate Trivial Targets without a roll, you gain (+ Essence) Successes at intimidating or instilling Fear into non-Trivial Targets. This Effect is Passive Shroud of Fear: Anyone who targets you in Close Combat must roll Integrity against Difficulty 3 at Step 1 before any other effect is applied. On failure, the attacker must change targets or abort. This is an Active Anima Effect, and triggers at 2 Anima Steel's Rebuke: You reduce enemy Soak by half of your Force, rounded up, on Step 7. This is an Iconic Anima Effect, and remains active so long as you have 10 Anima.
Charms: Ox-Body Technique: As a Living Artifact, Arbiter is significantly sturdier than a mortal man. She gains an additional -0 and -1 Health Level for each purchase of this Charm (1/4) Graceful Crane Stance: Arbiter may Commit 1 Mote to gain perfect balance for the remainder of the Scene, even imposing this effect to allow balance on objects that should be incapable of supporting her weight. Arbiter may also redefine where 'Down' is freely whenever she chooses to move, altering her interaction with gravity accordingly. This Charm can be Upgraded Arsenal Summoning Gesture: Arbiter may spend 1 Mote to choose from between one of a number of her Blades reflexively, though it requires an Action if they are far away. As an Alchemical, she is always considered to have her Blades nearby, however. This Charm can be Upgraded Relentless Tracking Protocol: As an Enforcer of Law, Arbiter cannot be dissuaded by things as petty as 'Distance' or 'Rest' when it comes to bringing Justice. Commit 1 Mote while on a Venture to track a Target, she automatically knows where they are and what direction they're moving in relation to herself at the start of each Interval. She also has unlimited endurance and requires no sustenance or sleep while on the hunt. Exhaustive Interrogation Method: Spend 1 Mote, Double 8s on Read Intentions while questioning a target. For each extra Success, Arbiter may compel the target to answer any question truthfully. If they reject this influence, Arbiter instead banks that number of Automatic Successes on a later roll that Scene instead of as bonus dice.
Virtues:
Major: Compassion
Minor: Justice
Intimacies:
Major Tie: Rozen Bryn (Respected Employer)
Minor Principle: Hard Work Solves All Problems
Arbiter Chassis: Heavy Armor, Buoyant, Silent, the exoskeleton paired with Arbiter of Iron Law, interacting with her Personal Gravity Manipulation Apparatus to be mostly free of difficult trade-offs. Increases her Soak by 2, but provides a -1 Success Penalty with regards to activities requiring precise mobility or endurance, though moving silently and swimming are not affected. As a compensation, the clever design of the boots allows Arbiter an extra six inches of height, bringing her comfortably up to 5'8
Arbiter Arsenal: A library of various blades stored in a trans-dimensional armory, they can be summoned forth using the Arsenal-Summoning Gesture, producing a Sword with the desired tags on command. In theory, your arsenal is bottomless and self-replenishing. In practice, the expense needed to produce more than one set per scene is prohibitive, and they tend to return to your Arsenal when you no longer require them. Weapon Artifacts can be added to the Arsenal, but are neither self-replicating or bottomless. But can be tucked away there freely.
Merits are Significant Assets attached to an Exalt, representing everything from soft power, relics of mystical power, and allies who will have your back through thick and thin, given a measure of Plot Armor protecting them from being interfered with by one of the many rivals that might come to test their fate against you. This isn't to say they're inviolate, but a Purchased Merit will never be taken away from you without giving you a chance to defend it, and such incidents will be clearly telegraphed.
Sometimes, you can recieve Merits that you did not purchase, these do not have the same level of Plot Armor, and can be lost through no fault of your own. Either by leaving the area, enemy action, or having to return the treasure you borrowed from a patron. Regardless, these will be marked as Temporary Merits, and long term plans should not assume free access to them.
All Merits are divided into one of three Categories.
Primary Merits are Defining Elements of your character's legend. Boon companions, wealth beyond avarice, an army that can shake a nation, or a priceless treasure of seemingly limitless potential.
Secondary Merits help inform a character's abilities and history, or are still in the process of being raised to their potential. A plucky sidekick, a powerful pet, or a force of devoted followers who can handle the small details of your life.
Tertiary Merits are aspects that are relevant to your story, but are still maturing. A reputation as champion of a city, a minor magical bauble, or a few economic investments that allow you to live a comfortable--but not extravagant--lifestyle.
Primary Merits:
Rozen Bryn(Ally): Protector of Rosalia and Guardian of the Northern Gate--is the titles she holds now as the senior Dragon Blooded member of the House who isn't either dead or in no condition to contribute after the Troubles, still, she's good-hearted and extremely talented, you're happy to call her Friend (Earth Aspected Dragon-Blood)
Secondary Merits:
House Rozen (Backing): The resources that remain to House Rozen are yours to call on for the purpose of fulfilling your duties. Even weakened as they are, they remain significant for this neck of the woods, you can count on their help as long as you don't ask for anything completely unreasonable.
Tertiary Merits:
The Sword of Bryn (Influence): You are the Champion of House Rozen, a sentinel of steel left behind by the Founder, to grant aid in this dark time. People have heard your name, and the citizens of Rosalia know that you stand with them.
You are Arbiter of Iron Law, the great treasure unearthed by General Finn–which might not sound like the most dramatic of monikers when you consider the sobriquets of the Mighty, but he was always a practical man, as one might expect from a Dragon of the Earth in a time of seemingly endless civil strife and warring states.
The Great Contagion rolled in, did its thing, wiped out just about everyone who was someone, and then the survivors mostly had to worry about tides of unreality sailing in and squatting on what was left. General Finn was different, rallying the tattered people he could find, leading them on an exodus to the sea… And then finding themselves stuck when the ocean had unexpectedly been replaced with a tide of wyrdflame.
A bad place to be, but General Finn was a practical man–finding the path of escape closed and the tides of Chaos nipping at his heels, he looked both ways, spat into the ground, and then sent out the orders to dig in. There was a good, proper mountain made of quality stone, and an ocean at their back. One could certainly do far worse to arrange their last stand.
The people dug into the stone, led by the Chosen who alternately bought time or oversaw the construction. A great fortification was assembled in record time, borrowing from the heart of Creation to defend against that which would see it washed away. The tides crashed upon a prepared citadel, ready to handle them.
Surprisingly enough, 'Handle Them' is exactly what happened, as tides of the Wyld washed off of walls of finest granite. Faeries screamed as good iron arrows and spears ran them through, incapable of using their supernal speed and agility when the weight of Earth forced them to contest the finest of walls, captained by Pasaip's sons and daughters. As damage built up in spite of the defenses, so too did the defenders dig further in, far deeper than any prospector or geologist had bothered in the past.
They found relics of prehistoric time–relics that could quickly be pressed to service as makeshift siege weapons and ammunition. They found constructs able to pick up the slack of the wounded and injured, repairing the dam that even now guarded the people from wickedness.
And in the deepest corridor, what appeared to be a doll wrought of clay, with black-iron cast meridians and an ominous air. The General was called to observe, and in his foresight, he decreed this to be a Weapon of Last Resort–a treasure of the ancients that must only be roused in a time of ultimate peril. A state the Great Citadel was not yet in. He sealed the chamber, and turned once more to the war.
Indeed, they might have ended up releasing that seal, once creatures of living flame began to emerge from the twisted seas, pincering the Citadel on both sides now–were it not for salvation delivered from the Center, the Sword of Creation unsheathed to strike down the invaders.
So it was that the world was saved, and General Finn's Final Resort had little need to be roused. The legends were passed down, and the Vault of the Ancients behind, waiting for the foreseen moment to rise. His children took up the name of House Rozen, and were quick to bend the knee to the Scarlet Empress' decree, offering the newly named port of Rosalia as a base and a source of tribute in exchange for favorable conditions in the new order. Such an arrangement saved Her no small amount of time and treasure, so she was willing to agree to the matter. A minor House due to their reluctance to abandon their traditional holdings, but a House nonetheless, standing head and shoulders above those who were made to bend.
Centuries passed, as the port of Rosalia steadily expanded beyond the confines of the original Citadel–new walls of lesser, if still formidable, defenses locking in each new sector as they rose. The blood of Pasaip ran thick in this House, and architecture was considered as honorable a trade as warfare was. Tribute was easily extracted from the neighbors, and things were–for the most part–going well.
You wouldn't be awake now if they stayed well.
The Empress vanished, the Anathema emerged, all manner of calamity descended upon the world. Most importantly, the Expeditionary Force of Rosalia was shattered in the Battle of Futile Blood, where they died along with the Tepet Legions in a hopeless battle, leaving only the Home Guard and unblooded officers behind to defend a strategic port of priceless value.
When cries to the Center fell upon deaf ears, the decision was made to release the seal, and awaken Finn's Final Contingency. So it was that you were roused to wakefulness, with no small amount of work requiring your attention.
Choose One:
[ ] Aftershocks: The Battle of Futile Blood broke the expeditionary force of Rosalia and House Rozen alike, and you were set to the task of discouraging any opportunists from taking advantage of the City-State's vulnerability. You liaise with the Greycloaks who served as the House's intelligence agency, and went to work at blinding the eyes-and-ears set in place in the land. It was a well timed play as well, as you were able to discover agents of the Haslanti League attempting to disrupt the city's aerial defenses in preparation for a raid on the central citadel under cover of night. It was a bold strategy that likely would have profited their sponsors well, but they had not anticipated your presence. You arranged false messages to be sent to their patrons, and when the assault came, you boarded the enemy airship, cut down its commanders, and captured it, as well as documentation proving it to be an officially sanctioned raid. Such was damaging enough that burying the incident was enough to earn significant concessions from the League, doing much to restore Rosalia's depleted coffers, while reminding all others that this land was still protected
Gain Merits: Influence (Defender of Rosalia, Secondary), Command (Greycloaks, Secondary), Resources (Tertiary)
This is an option that gives you significant political power off the bat, above and beyond what you might receive simply by being what amounts to being the Chief of police. You will be a widely known and respected individual across the region, while having command of the city-state's special operations force. The influx of wealth brought on by the Haslanti Connections also ensures that you have access to genuine personal wealth too, as ownership of an Airship brings you no small amount of wealth from its trade endeavors. Of course, you got here by publicly embarrassing the Haslanti League and capturing one of its Airships–but what are they going to be able to do about it?
[ ] Opportunists: With the weakness of House Rozen, a major port-city was rendered ripe for the taking, for anyone with the strength and boldness to grasp it. A dark Anathema emerged from the shadows, claiming to be the reincarnation of the great General, and the one with the greatest right to rule the land. The people of Rosalia were ill prepared for such blandishments, and while the Immaculate Order sallied out in an impromptu Wyld Hunt, they were no match for the Anathema's dark magic. Fortunately, they still had you, and at the end of the day, his wicked magic was no match for your ingrained battle-instincts and inhuman physique. Your Blades took his head, and his treasure was made yours to claim.
Gain Merits: Artifact (Grave of Kings, Primary), Hearthstone (Life-Drain Stone, Secondary) Backing (House Rozen, Tertiary)
This is an option that maximizes Arbiter's killing power right out the gate, giving her a powerful Artifact and a Hearthstone that gives her a degree of life-steal on top of it. Of course, whoever set up a Deathknight to try and steal your home kingdom is going to want that stuff back, and the city took a second major drubbing to its power projection on top of the one it already took in the Battle of Futile Blood, leaving you with your backers having limited ability to support your endeavours and little political and economic power that isn't owned by them, and they don't have as much as they used to either.
[ ] Intrigue: When a king falls to their knees, their rivals draw out the knives. Those who would see House Tepet's power broken would see opportunity in taking some of their allies with them–and House Rozen was no exception. Agents were dispatched to render the House extinct, and only the newly exalted Bryn was able to slip the net, having not warranted a talented assassin to target her in the earliest moments of the assault. She roused you, and you served as both guardian and champion in the subsequent period of disruption. Together, order was restored, and what remained was the reconstruction effort–but neither of you have forgotten the treachery that was visited upon your homeland. Soon, a time will come to avenge the fallen, and you will not find yourselves wanting.
Gain Merits: Ally (Rozen Bryn, Primary), Backing (House Rozen, Secondary), Influence (The Sword of Bryn, Tertiary)
This is the option that gives you a talented, PC level Ally as your direct patron, with access to significant resources to accomplish what you need. The fact Merits are spent on these ensures that both will be assured unless you go out of your way to eliminate them, and ensures they will scale with you as well, and all the world knows that two Exalts are better than one. Of course, you got this way by depleting at least one Great House of a significant number of operatives and assassins, and they're not going to forget the expense. You also don't know specifically which one took a swipe at you either. Which makes vengeance something of a long-term prospect.
You are not merely a machine, executing your function as designed. You are Exalted, a heroic spirit in your own right, bearing will and desires of your own. While your Intimacies will depend on the experiences of your life and history, there are certain principles that you hold above all others, ones that you will defend unto death.
These are your Virtues, a guiding light in the darkness of the Age of Sorrows. You possess them, as do all other heroes, great and small. But not everyone upholds the same Virtues to the same degrees as others.
Select Two Virtues, using Approval Voting, the highest two will be selected as your Major and Minor Virtues respectively, providing significant benefits in Social Influence, and guiding Arbiter's actions between Votes. These are Not set in stone, but will Not Change Quickly, consider this to be an opportunity to decide the personality that lies behind her professionalism, and vote accordingly.
[ ] Ambition: Not yet Applicable
[ ] Compassion: Arbiter woke to a dying age, where misery is the rule and pragmatism the method. She hates this and wants to make the world a better, more gentle place–with violence if that's what it takes to dislodge the ones enforcing the darkness.
[ ] Courage: Arbiter loves a good challenge, and danger is merely part of the entry fee, she doesn't believe in fear, and intimidation is her weapon to wield, not one to be turned against her.
[ ] Discipline: Dedication above all else, one cannot establish Order without taking it into one's life and making it the maxim that guides you. Be Cautious, but not cowardly in your affairs.
[ ] Justice: Do what is Right, though the Heavens Fall–let not inconvenience or impracticality bar you from ensuring that justice is accounted for, that the good are shielded, and the wicked punished.
[ ] Loyalty (House Rozen): You owe much to the House that protected you in your sleep for all these centuries, and who did such a job defending this land even in the face of utter calamity. You will do your part to aid them in this time of tumult.
[ ] Wonder: You were forged to bring Order, but the world is new to you, and what you do on your own time? Well, that's your own business now, isn't it? There's too many new things to see and experiences to witness–and you have all the time in Creation to see it all.
Have fun dickering over the fluff and Arbiter's First Adventure!
Life since the initial chaos of your awakening has been… Good? Comfortable? Busy? All of those words are entirely appropriate, as the lack of an immediate impending crisis has left you little to do except… Well, march around, make a scene, and just generally be a scary intimidating figure standing by Lady Bryn as she shows the flag–she had a pretty little uniform and everything that helped her look all professional. Which was a good thing, because most of the Exalted rulership of the city of Rosalia was busy being mostly dead.
Everything's still very much in flux you understand, and this has left you with no small amount of time to do some woolgathering, and take long, refreshing naps in one of the leftover rooms once it was cleaned out from the previous owner–which says something a little grim about the current state of the nation but it worked out well for you in the end, and so your morning routine had been set into motion. Waking up from where you had curled up under soft sheets on a comfortably squishy bed, a short time of doing some exercises to stay nice and limber, then stepping up into your chassis and getting your hair tied up back. So created your image of a pale, yellow-eyed enforcer, expression partially hidden by black bangs, giving a hint of mystery and obscurity.
The truth of the matter is that your hair was supposed to completely cover your face, providing an impartial mask to the world so that none would be able to guess your intentions, but Lady Bryn cut some of it off while you were still napping and it's just become too much of a hassle to grow it back, especially with keeping it balanced with the better part of a year's growth needed to catch back up. It's just a losing prospect all around, and it probably was a better idea to keep that window open. Scaring people is important, but doing so only for the people who need to be scared is even more important.
Your Essence surged as your chassis sealed up, ancient mechanisms igniting as your body altered its relation to the pull of Earth, filing for an exemption with the spirits of the realm for yourself and your armaments–and so it was that your balance shifted, the stilts that made up the lower six inches of your armor no longer something that requires constant attention to avoid wobbling. Another important element that had fortunately not been altered by your nosy Employer was the necessity to be able to meet the majority of the human populace at eye level, compromising with the scarcity of the magical material that made up your integrated artifice meant that compromises needed to be put into play–and if it requires adding that extra six inches while standing en pointe when in your regalia so that you're not looking up to everyone? Well, that's what your magic is for.
You were, unfortunately, a 'Shorty' when stripped down to your epidermis. Alas. None must know, or your image will be forever tarnished. You will no longer be an elegant executioner in that case, and that will impact your ability to protect the people and enforce the Law in a detrimental and irrevocable fashion.
Get Equipped With: Arbiter Chassis Heavy Armor, Buoyant, Silent, the exoskeleton paired with Arbiter of Iron Law, interacting with her Personal Gravity Manipulation Apparatus to be mostly free of difficult trade-offs. Increases her Soak by 2, but provides a -1 Success Penalty with regards to activities requiring precise mobility or endurance, though moving silently and swimming are not affected. As a compensation, the clever design of the boots allows Arbiter an extra six inches of height, bringing her comfortably up to 5'8
-1 Essence Expended: Graceful Crane Stance active
Anima: 1 (No visible effects)
A moment's work has your hair tied back into a loose ponytail, threaded through your Arsenal, the trans-dimensional anchor to the library of Blades you make use of when crisis arrives–all weapons of fine make, stamped out to your requirements and ready to be withdrawn at a moment's notice. Though you have no memories of what occurred before your activation, you understand that your maker wrought you well, and prepared you accordingly for what your task would ultimately be. With any luck, there will be no need to draw them on this day, and you could get through your daily routine without serious incident.
Get Equipped With: Arbiter Arsenal A library of various blades stored in a transdimensional armory, they can be summoned forth using the Arsenal-Summoning Gesture, producing a Sword with the desired tags on command. In theory, your arsenal is bottomless and self-replenishing. In practice, the expense needed to produce more than one set per scene is prohibitive, and they tend to return to your Arsenal when you no longer require them. Weapon Artifacts can be added to the Arsenal, but are neither self-replicating or bottomless. But can be tucked away there freely.
Dressed? Check
Armed? Check
Smile? You turn to the mirror and give it a try.
No, still awkward, but you'll get there! You're sure you will!
Marshaling your expression back to your usual default of 'Stoic, vaguely bored sentry', you turn back to the door, letting yourself out. The next order of business was breakfast, which might seem to be unnecessary from the perspective of some. However, it would just go to show how immature their understanding is. Food is Fuel, and fuel is required for any living being to function in an optimal fashion. It would be strange if you didn't need breakfast.
That breakfast is also enjoyable is just an added bonus, and proof that your creator is the best creator of them all. You have no idea how you would manage if you had to do something as banal as sit in a Manse for hours on end with nothing to do.
"You're going to eat me out of house and home if you keep that up, you know?" Lady Bryn questions as you enjoy your third course. "I'm not made of money, you know?"
She's a nice lady, a true friend that you can rely on. You know she's just teasing, especially as she's on her fourth course by now.
"Hunger is the enemy" You deadpan, rounding up a few strips of bacon upon your fork and shoving them into your mouth. The sweet, vague taste of maple and grease fired sparks along your tongue and your senses. The tragedy of those who can't afford to make proper preparations. You swallow, and dab at your mouth with the provided cloth. "We've much to do today after all, and it ill behooves us to do so hungry."
Bryn's lips are tightly closed, and she wrinkles her nose–you're worried for a moment that she's dwelling on the fate of her House again. "You're right, I know, I wouldn't be like this if things were normal, but…"
You understand completely. "History does not wait for those who are not yet prepared." You set the cloth down, and clasp your hands before your empty plate. "Those with power have a duty to see that power wielded for the good of their charges–if there are fewer to do so, then we must redouble our efforts to make up for their loss."
She's already come a long way since that first day, when she roused you from her ancestor's great Vault. She was sort of a disaster then, but she's stepped up admirably since–admittedly, you did your own part to help, by not making a scene when she decided to cut your bangs partially. Little pranks like that are perfectly acceptable after all. "Besides, the nation remains mostly in one piece, and we are making great strides to mend its wounds. Things will go well, even if we must work hard to bring that possibility to light."
Lady Bryn closed her eyes, and nodded. "Mmm, Thank you Arbi, I don't know what I'd do without you."
You incline your head at that. "You would manage, no doubt, though accepting help where it is available is always an ideal state of affairs." You were sure of that, why else would you have been built if it wasn't to help others? Why else would you be granted the abilities you possess if not to better the world?
It was just good sense, and what was good for you was certainly good for everyone. You're fortunate indeed that your employer is also a good person, who may be a little troubled but is heroically doing their best in spite of it. If it means being a soundboard too? That too, was one of your functions.
"Well then!" Bryn spoke up, her voice lightening–and you politely neglected to notice her slapping her cheeks, presumably to help shake herself out of her recent malaise. "Lots to do then, especially with the paperwork, and the appointing new minister and officers. Have you decided yet what you plan to take care of on your end today?"
Of course you have. Who does she take you for? A slacker?
[ ] You intend to conduct an assessment of the Watch: The Greycloaks had been mauled in the surprise attack, which is good, as it meant they did their job of serving as a tripwire against covert assaults, but it did mean they needed to be rebuilt. Your skills grant you great insight into the hearts and minds of others, allowing you to identify the gems who might have initially been picked up–and more importantly, identify and disarm infiltrators.
[ ] You intend to investigate the trail of the Attackers: There are few who can conduct a deep strike capable of assassinating the Exalted, fewer still who can do so repeatedly in the course of a single night–and yet that certainly happened the other night. Such an operation is not one fired completely off the cuff, and thus, the Attackers will have needed agents within the city of Rosalia itself–you may be able to find meaningful evidence if you do a proper investigation.
[ ] You intend to conduct a patrol of the Outwalls: The North is a dangerous place, and even places further south such as Whitewall often need to fear wraiths and fae alike. You are not that far south, being based at the mouth of one of the major northern river sections, with the Haslanti to the north and Gethsamane to the West. A strategic position that many would love to hold. You intend to spend some time showing the flag, and reminding any opportunists that this city is protected.
OOC: All of these are going to happen, you're just deciding which of these happens 'On Screen' so to speak, to help inform the introduction arc of the storyline. So don't argue based on 'We have to do this or all is lost', argue based on what you want to see
You were going to conduct an assessment of the Watch, it was all well and good to have a reliable source of recruits to pull into your actual professional irregular operations corps, but the very fact that the Watch was a prime place to pick from them meant that the most obvious Best and Brightest were already spoken for. It was something of a mess from end to end, but you had a few tricks that should let you sift through the dross in good order, and pick up the handful with the right moral fibre needed to serve as your first reasonable recruits.
"You're going to do the spooky thing to them, aren't you?" Bryn asks you after you lay out your plan. "Are you trying to make me look like some evil queen?"
You meet her gaze with your own stoic mask. "Any who can resist my pressure is, by definition, one with a formidable foundation. Even if their skills and motivation are lacking, they can be trained given time and attention."
"Do you even have the time and attention to spare?" Bryn sighs, steepling her hands together in some manner of concern. "I'll already be pulling you in several directions until we can rebuild the bureaucracy and tally up our leads on the Enemy's play. That even assumes that nothing goes terribly wrong in the meantime!"
"If things go terribly wrong, then I will simply have to work harder" You explain. "Adapt, Grow, and meet the challenges of a rapidly changing scenario." It's obvious after all. "It's for these reasons that I was created, I would be doing a disservice to my Maker by operating at less than my potential."
You have no idea how humans manage, honestly, having to master every little trick and skill one by one. What happens if they get caught out of their aptitudes and have to make do with only what they know?
Of course, given Bryn's somewhat sceptical face, she doesn't quite understand this yet–even after you've spoken to her on the Rite of Reconfiguration and its capacities, but that's fine, she'll learn when the time comes what you can really do. You had a Mission, you had Charges under your protection. You would not be found wanting.
Intimacy Revealed: Hard Work Solves All Problems (Minor Principle)
Now, all you needed to do was your Bit, and everything would steadily begin to fall into place. You wonder how many people could withstand the pressure of your aura, should you choose to exert it?
It should be fun! You were confident that this realm had wonderful people who could carry the weight you needed.
You were Adelmar of Rosalia, and you had just made a terrible mistake.
In the aftermath of the Night of Wicked Blades, Lady Rozen Bryn had sent out a call to the best and brightest within the City Watch, to serve as the nucleus of the rebuilt Greycloaks–the finest irregular operatives that modern techniques and equipment could muster. Headed up by the very Sword of Bryn that had turned the tide–the Final Contingency of the Founder given life in the city's time of greatest need–it would be a place of untold honour to be found… That it would also be an opportunity to network with the other elites, and potentially even gain the ear of the Steward Herself? Well, that was just a bonus.
You were confident in your skills, your spearwork was well above average, and you rarely missed a detail during your investigations and patrols. You had even fought during the Night of Wicked Blades and held your own–you thought your position was a shoe in, a formality even.
You couldn't have been more wrong.
The first feeling was a sense of pressure, like someone had begun to walk on your grave. The words of the chatting Candidates went silent, as everyone raised their guard, none here were amateurs.
But against the thing that sauntered with the easy grace of an apex predator? None were its match.
Standing with uncanny balance upon a pair of spikes, marched a revenant clad in deepest black iron. A tabard of some strange material, only slightly transparent, was the only garment she wore–cinched at the chest with a jewel that appeared as an endless abyss. This was no indication that she was some loose woman though, as her eerily petite curves were all clad with impossibly form-fitting armour.
And the face! The only mercy was that only half of it was visible, a ragged gap in the mass of hair that would have mercifully shrouded it, if not carved loose by some dark witchcraft, revealing a pale-as-bone face. And the eyes! Yellow and burning with balefire, staring with disdain at each and every one of you.
The Thing frowned, and you knew now that your fate was sealed.
You are Arbiter of Iron Law, and you are disappointed. Was this really the best that the Watch could do? You hadn't even begun speaking when quivering knees and screaming candidates began to lead to a general collapse, retreat, or paralysis of the group!
They couldn't handle it! You hadn't even begun to test them, and they had already washed out! This was a disaster! You thought you'd have a little bit of work to do before they'd be ready to take up the Grey Cloaks, but you didn't think you'd suffer literally no viable candidates from the Watch's ranks!
What were you going to do!
[ ] If the Watch is no good, you'll have to cast a wider net! Go on a little walk through the town and see if anyone can handle the weight of your anima!! You're sure that you'll be able to find some people with a strong foundation to work with, though you might have to start training them completely from scratch. At the end of the day though, strong moral fibre is critical to have in those who are trusted to operate independently for extended periods of time.
[ ] They took an oath! If they're just being scaredy-cats, you're sure you can conduct some important remedial training! Go catch them all and give them some proper training, you were sure that you could make something of them with a little heavy practice! Of course, it'll be a bit of a pain to chase them all down, but you're sure you can outmanoeuvre them and stop them from disappearing if they think to back down on what they swore when they took up the Steward's Coin!
[ ] Maybe you're being a little bit unreasonable? dial down your Anima and pivot to pretending like this was just a little joke–a prank! You might be able to salvage this before everyone scatters. They still do have a fair amount of experience training, and if you lower your standards just a teensy bit, maybe they'll still work out in the end? After all, you did do the Spooky Thing–as Lady Bryn called it–maybe it's a little unreasonable to expect them all to handle it on their first day of testing? Maybe some with better character will emerge more organically?
[X] They took an oath! If they're just being scaredy-cats, you're sure you can conduct some important remedial training!
No, this just wouldn't do, even if the Watch wasn't actually part of the Genuinely Professional Soldiery, they still swore to do their part in the protection of the City! Just running and fleeing from you at the first moment of actual stress? The first time their oaths were put to question?
No, this would not do at all!
You step forward, and with a not-so-subtle whirr, your Arsenal shifts in place, deploying an intimidating visor, removing the last vestiges of humanity from your expression. Most importantly though, it existed for a good reason, to help you make sense of the trails left behind by the fleeing Watch.
Blood-red optics flashed to light, and it seemed as though the sun darkened as you took your first few steps forward. Spoor-trails are illuminated in your eyes, and you take in trajectories, calculating the optimum avenue to maximise your retrieval of your quarry.
How were you going to cook this?
Ventures
Some tasks require more than a single roll to determine success or failure. Everything from establishing a new organisation, to overseeing a military campaign, or even just running a particular bit of business. These extended rolls are Ventures, and are made up of a series of Obstacles that must be overcome to make progress! Failure on overcoming an Obstacle does not necessarily mean that the Venture fails, though it does introduce Complications into your life. Great success though can give you Advantages, which give you small benefits later on!
The specific details surrounding a Venture will be established when you take up that task, but for this time, I'm just going to run through it for you based on how you chose to respond to the panicking Watch! This will be run as a Chase sequence, which is to say, a series of Opposed Rolls vs the candidates, who will be grouped up.
As one who has an Athletics Charm active that gives her the ability to bypass many conventional obstructions, Arbiter receives a +1 Success Bonus to all intervals!! As one who also has the Relentless Tracking Protocol engaged, Arbiter receives an additional +2 successes at each interval, representing her bottomless stamina and inability to lose her targets! This is a total of +3 successes at each interval, which goes to show how terrifying the right Charms can make someone in an endeavour such as this.
Of course, the Watch isn't completely lacking in assets–being all terrified, they are all running at a full out sprint! Anything to get away from the terrifying wraith that pursues them! They receive a +2 success bonus… At first. Each Round will lower this bonus by 1, and eventually turn into a malus! If they had a chance to stop and rest, that might be different… But too bad! Being a mortal is suffering!
VENTURE:
'Pursue the Greycloak Candidates!'
Time Frame: One Round
Obstacles: 4 individual Groups. The lowest rolling Watch Group is caught! If all four groups beat Arbiter's Roll, generate a Complication if Arbiter beats every roll combined, generate an Advantage.
ROUND ONE:
Arbiter of Iron Law: Rolls 7 dice on each Interval! (Fortitude 4 + Athletics 4 - Mobility) Gains +3 Successes on each Interval
Watch Group 1, 2, 3, 4: Roll 6 dice on each Interval! (Primary Pool: Manoeuvre), Gains +2 Successes, lowering by 1 each Interval!
RESULTS:
Arbiter: 6 + 3 Successes = 9 Total
Watch 1: 3 + 2 Successes = 5 Total
Watch 2: 4 + 2 Successes = 6 Total
Watch 3: BOTCH: No Successes!
Watch 4: 5 + 2 Successes = 7 Total
Capturing the fleeting Watch is only a formality for you, their attempts to retreat are a veritable embarassment. Of course, that's only when you take them as a whole, given the atrocity that is happening before you.
Simply put, two groups attempted to duck into the same back alley at the same time, a cramped alley in one of the older parts of town. It was a shame, they might have managed to do better if they split up properly.
Oh well.
Your boots make a distinct, eerie tip tip tip noise, as a great deal of weight is held in abeyance when it should be piercing through rooftops. Your visor helpfully illuminates the logjam before you, and you reach the lip of the rooftop. Take a step off, and promptly re-orient your relation to the Earth. It would be disorienting for someone who was made of flesh and blood, but you are built better than that.
Instead, you step from the rooftops to the side of the alley, descending like a chitinous spider-beast upon your prey. There are screams, there is terror, and before long, you emerge, a net full of captured, bruised Watch slung over your shoulder.
A promising start, but the other groups had been more cunning, splitting up and attempting to disperse. Not a bad plan on the whole, but nowhere near enough to handle you.
ROUND ONE SUMMARY: Botch from Watch Group 3 leads to dragging Watch Group 1 down with them, both are captured by Arbiter!
ROUND TWO:
Arbiter of Iron Law: Rolls 7 dice on each Interval! (Fortitude 4 + Athletics 4 - Mobility) Gains +3 Successes on each Interval
Watch Group 2, 4: Roll 6 dice on each Interval! (Primary Pool: Manoeuvre), Gains +1 Successes, lowering by 1 each Interval!
RESULTS:
Arbiter: 2 + 3 Successes = 5 Total
Watch 2: 4 + 1 Successes = 5 Total
Watch 4: 1 + 1 Successes = 2 Total
Tip, Tip, Tip went your boots, and you clambered over cobblestones and across wires, your net of captured Watch bouncing back behind you at every step. The methodical noise of your advance is a constant humming staccato as you hunt your quarry. You were slowed somewhat by your new load, but your magics were sufficient to ward off the consequences of your Object Lesson. The next group seemed to be taking a moment to catch their breath, having scattered to several nearby streets, confident that you couldn't possibly catch them all.
You could absolutely catch them all. How silly.
You retrieve a washing pole as you go along, a few coppers retrieved from your Arsenal to pay for the inconvenience to its owner, and you tip tip up the walls of one of the city's sentry towers–a countermeasure to flying monsters easily put to use to ward off airships as well. From above, you could see your targets with ease. They would not escape so easily.
A strand of Essence emerges from a compartment on one of your gauntlets, weaving about the washing pole in a fey pattern. Not one you could easily explain to others, a sub-charm functionality your Chassis integrated with it. But it was useful from time to time.
Threads of liquid light connect the pole to your quarry–all too small and subtle to be easily noticed. Until you pulled on the construct. Snapping into view, wires of solid iron, came your targets–fished up from the sea of the sky, all hanging like a twisted chandelier upon the heights.
Of course, you made sure the washing pole was secure, and in your hand, it was reinforced somewhat. It did mean you were now carrying three groups of people with you though. Your hands were also full. What were you going to do next?
ROUND TWO SUMMARY: Watch Group 4 has the lowest roll at 2, and is captured by Arbiter. Watch Group 2 ties with Arbiter at 5 successes.
ROUND THREE:
Arbiter of Iron Law: Rolls 7 dice on each Interval! (Fortitude 4 + Athletics 4 - Mobility) Gains +3 Successes on each Interval
Watch Group 2, 4: Roll 6 dice on each Interval! (Primary Pool: Manoeuvre), No Successes or Penalties, begins taking a rising -1 Penalty every turn after this!
You detached from the walls of the tower, your form lurching mechanically as you diverted the direction of your gravitational pull. This final group had stuck together, and seemed to know the layout of the city. Perhaps they thought you would prioritise easier prey first? Either way, they got pretty far, and their efforts were worthy of respect.
You decided, you'd take them.
You fell sideways for a time, speeding up and up and up to an uncomfortable degree for your passengers. Joke's on them though, as long as you held on like this, they'd be fine–a bit spooked, but perfectly fine.
After all, you still needed to slow down, you wouldn't want to break anything this easily.
The distance between you and the best group closed with tremendous speed, and only as you neared the plaza that they seemed to be fleeing towards did you pivot your feet–shifting your gravitational reference point to the same place it belonged to everyone else.
You Thumped to the ground this time, no mere tip tip tip, two nets full of squirming people slung over one shoulder, a washing pole with fresh fish (Watch) over the others.
Your visor disengages, and you nod.
"You'll pass, I can work with you."
Yes, you can catch them with words too!
ROUND THREE SUMMARY: Despite a heroic effort, Group 2 is caught by Arbiter of Iron Law, matching her 6 successes with their 3. Due to catching all four groups before the Fourth Round, Arbiter has gained an Advantage!
[ ] ADVANTAGE: Show of Force - Arbiter has firmly established her credentials as one who cannot easily be fled. She will gain +2 successes on her next Intimidation Check against a Significant Character
[ ] ADVANTAGE: Tough, but Fair - Quickly capturing four squads of the Watch in an impromptu training exercise, and showing recognition for the best of them means something. Arbiter will gain +2 successes on the first roll of Training the Greycloak Candidates
[ ] ADVANTAGE: The Sky Spider - Showing terrifying ability to travel through all three dimensions with ease, Arbiter will not easily be outmanoeuvred by others. She will gain +2 Successes on the next Athletics roll she makes.
[x] ADVANTAGE: Tough, but Fair - Quickly capturing four squads of the Watch in an impromptu training exercise, and showing recognition for the best of them means something. Arbiter will gain +2 successes on the first roll of Training the Greycloak Candidates
The remaining candidates had been sent home by now, after you let them loose from the various ties you caught them in. Pride had been bruised and so had their bodies, but nobody was seriously hurt--a few days off to recover should have them be right as rain! Probably!
What was important is what you were going to do with the remaining candidates. While yes, they had failed your initial examination--they did show an uncommon level of wisdom in their retreat despite their fear. Why, they might have even gotten away if you weren't effectively tireless and they were made of squishy meat things. How ordinary humans get by in that state defeats you, but they are the base model you were based on you suppose, it'd be weird if you weren't an improvement on them.
Your visor had returned to its regular state, your hair back to its neat ponytail after the intimidating veil it became in your chase. You had also ceased exerting your Anima's Pressure to give the new candidates a chance to breathe and whatnot. You were still looming over them ominously though, legs crossed as you sat in the crook of the arm of a statue in the plaza you decided to commandeer for all of this.
There was much work to be done, and little time to do it in.
"I will admit, I would have preferred we didn't have to make the aptitude test into a race through the streets." You admit after taking in your candidates. "But beggars can't be choosers. I have been requested to oversee the reformation of the Greycloaks, and to that end, you have proven to have the greatest aptitude of your fellows. There will be no small amount of work to be done, in the days ahead--but you have shown yourselves to be capable of functioning even in the face of great fear--and you may not always have the privilege of standing against purely mundane challenges. Indeed, your predecessors had laid down their lives in defense of House Rozen, buying the critical time needed to prepare a reversal on our foes."
You shift your posture, uncrossing your legs and leaning forward. "You maintained your heads, and executed a good strategy in spite of the circumstances. If I had been wrought less than I am, you may have succeeded. In that? Take pride. It is a start, and the rest--with luck and effort--can be taught to you, in time."
Luck and effort indeed--you were no keen general, but you understood the ways of battle, and to seek out truth in the darkness. It would take time, and it wouldn't be a sure thing.
But you were certain that you could make this work.
Select your next Venture
[ ] Train the Candidates in the ways of Battle: Arbiter attempts to drill her students in new ways of battle, capable of contesting elites. This would ensure they could better handle getting into trouble without becoming liabilities (Strengthens the Greycloak Candidates by adding a Single Combat to their Primary Pool)
[ ] Train the Candidates in the ways of Investigation: The Greycloaks were as much about counterintelligence as they were a special forces unit, ensuring these skills are shored up will make them all the better at identifying Threats before they can get out of hand. (Strengthens the Greycloak Candidates by adding Investigation to their Primary Pool)
[ ] Train the Candidates in Conquering their Fear: While those like you who could overwhelm the spirit of the uninitiated were rare--you were not unique, and regardless, teaching your candidates to overcome their fear was a boon in any circumstance. (Strengthens the Greycloak Candidates by adding "Resisting Fear" To their Primary Pool)
All of these options will raise the Primary Pool of the Greycloaks from 6 to 8, and increase their Resolve by 1, as part of becoming regular Operatives