Infernal Resurgence (Worm/Exalted)

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Danny Hebert is Taylor's father. He works for the Dockworkers Association as head of hiring and spokesperson. He thought he had hit rock bottom when his Wife had died. He was wrong.

Upon witnessing his daughter lying in the hospital bed, he was approached with an offer for power. Power to save the city, power to protect his daughter.

What other choice did he have but to accept?

Thus did he Exalt as a Prince of the Green Sun.
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Prologue: The King is Dead

Yzarc

The Spark of Madness
Infernal Resurgence

Danny Hebert's life was being turned upside down. His daughter, Taylor, had been admitted to the hospital. His heart had raced when he received a call that no parent should ever have to answer. Fear gripped his soul as he rushed to the hospital, the sterile scent assaulting his senses as he navigated the unfamiliar halls.

He could barely hold himself together as he rushed through the formalities before finally making his way to Taylor's room. The fluorescent lights flickering overhead as he approached the door to the room, where he had found himself hesitant to enter. With a deep breath, he pushes open the door, and the sight before him had sent a wave of anguish through his entire being.

There, lying in a hospital bed, was Taylor looking fragile and small. Bruises across her face, and a bandage on her forehead. Tubes and wires connected her to machines that beeped and hummed, adding to the heaviness in the room. His eyes filled with tears as he approached her bedside.

"Taylor," he whispered, his voice breaking with emotion. "I'm so sorry, sweetheart. I'm here now. You're going to be okay." He said desperately, even though he knew he would not get a reply from his catatonic daughter. He ignored the people in the room trying to get his attention, his eyes only on his daughter. One he had ignored. Failed.

He did not know how long he just sat there, just wallowing in his misery, but it felt like an eternity. Just as he felt that he had reached the lowest point, he suddenly saw it.

Despite being consumed by grief and helplessness, he immediately noticed the room darkening as a figure, clad in shadows, materialized at the foot of Taylor's bed. Danny's eyes, red and still filled with tears, locked onto the Cape that appeared before him.

He tried to call for help but then noticed that the constant beeping sound had stopped. With mounting dread, he looked at his daughter and to his relief and fear, saw that she was fine, if frozen in time. Not just her as even the drips were frozen, the drop of liquid suspended in the air. A quick glance at the room showed that the others were similarly frozen.

"Who are you?" he finally demanded, his voice wavering between anger, fear and desperation as he forced himself to confront the Cape.

The shadowy figure remained silent for a moment before stepping forward, its features obscured by an otherworldly cloak. A low, haunting voice echoed through the room, speaking with an accent that he could not place. "Who I am is not important in the grand scheme of things but what I am here to offer is." The figure paused before continuing. "I have witnessed the cruelty that has befallen this city, you and your daughter. Thus, I am here to offer you a choice."

Danny's brows furrowed as he stared at the Cape, his heart pounding in his chest. "A choice? What kind of choice?"

The Cape did not answer immediately, instead circling the room like a shadow. "I offer you power, power to make the World. Power to break the World. To right the wrongs. To fix this rotting city and to save your daughter. To feed your people and make a better tomorrow. A power beyond the comprehension of mortals. A power fit for a King. A power that comes with a price as does all things. Yet, for you, the price will be naught but the Consequences of your choices. For greater the power, greater the consequences, and your power will be one of the mightiest indeed."

"…..if I refuse?" Danny asked, his throat dry.

"Nothing." Was the immediate reply.

"What? I…." Danny started but was cut off.

"Nothing. I leave and make someone else an offer. But you? Your life resumes and you are left powerless to change your fate and that of your daughter, but with the knowledge that you had your chance to succeed but failed to grasp it. So tell me Daniel Hebert, what price are you willing to pay to save your daughter?"

Danny's fists clenched in frustration. He knew, powers granted by capes always had a price, always. He felt a whirlwind of emotions – rage, despair, and an overwhelming desire to protect his daughter. Thus his choice was made. If he had to damn himself to save his daughter, then so be it. "Tell me what I need to do. I'll do anything to help her."

He did not get a reply as the Cape exploded in a flash green light which enveloped him and for seven days and seven nights, he dreamt.

HEAR ME, MY CHOSEN

He saw a green metal sun shining at the heart of a city made of naught but brass and basalt.

I AM THE EMPYREAL CHAOS

He saw hundreds of crystal spheres and rains made from dreams.

I AM THE HOLY TYRANT OF ALL THINGS

He saw an endless desert that bordered the city and a silent red wind that all feared.

I AM THE KING OF CREATION

He saw the city twists and shifts, even as a titanic black Boar rams into the walls and silver forests grow out of the brass and basalt.

WE WERE BETRAYED, MUTILATED, CAST DOWN

He saw a dragon made of shadows flow through the city even as it sought doomed things to love.

MY HEART WAS RIPPED OUT AND MURDERED

He sees a mighty dragon bound within its own wings and an acidic and toxic sea filled with monsters.

THE WORLD IS BROKEN

Danny saw a dread….thing, that had to be kept sleeping no matter what.

GO FORTH AND REMAKE IT AS YOU SEE FIT

Thus did Danny dream, for seven days and seven nights before finally waking in the hospital room. Thus he was granted three Crowns. Thus he was granted great and terrible power.

Pick among five Castes. The five Infernal castes are twisted reflections of the Solar Exaltations they once were. Their caste marks are similar, but different in subtle ways.

[] Slayer
[] Malefactor
[] Defiler
[] Scourge
[] Fiend


Anima Powers:
You can freely flare and reduce your Anima levels. You get Caste Specific powers. They come in passive, Active and Iconic modes.

Passive: You always have this.
Active: You get this when your anima is Active or Iconic.
Iconic: You get this when your anima is Iconic.

Slayers
The Slayers are the warlords and warriors of the Infernal Exalted. They are one man armies, channeling their essence into their anima to appear huge and terrifying.

Anima Effects
One man army (Passive):

  • Automatically defeat Essence in Mooks at the end of the turn.
  • Gain -1 difficulty reduction on all War, Melee and Ranged rolls.
  • Each time the Exalt damages a battlegroup, increase the difficulty to resist a route check by +1, to a maximum of +5.
Horrifying the Horror (Active):
  • Gain -1 difficulty reduction on social actions to intimidate or terrify a foe. Can intimidate those foes that cannot normally be intimidated.
  • Any gambits based on fear or intimidation have their difficulty reduced by Essence.
This is not my True form (Iconic):
  • Reflexively transform into Shintai without paying any cost, even if you have already transformed for that scene.
  • At the end of the turn, you can make an additional attack at full dice that does not count towards the Action limit and is not affected by the Multi-Action Penalty.

Malefactors
The Malefactors are the dictators and Godkings of the Infernal Exalted. They can channel essence into their anima to convince others to follow them.

Anima Effects
Just following Orders (Passive):

  • Treat the beneficial intimacies of Subordinates as being one degree higher than they are, ie Minor intimacy = Major intimacy.
  • Gain -1 difficulty reduction on all Presence and Leadership rolls.
We Can Rule Together (Active):
  • Gain -1 difficulty reduction on all social actions to convince characters to join or submit to you.
  • When convincing someone to join or submit, if a reward is offered that would appeal to that Character, then the reward to gain their allegiance is treated as a Minor Intimacy due to playing on their Greed.
A God am I (Iconic):
  • Add Essence in successes to Soak rolls.
  • Treat any negative intimacies against you as one degree less, ie Major intimacy = Minor intimacy and Minor intimacy = no negative intimacy.

Defilers
The Defilers are the sorcerers and mad scientists of the Infernal Exalted. They can channel essence into their anima to make better plans and preparations.

Anima Effects
All According to Plan (Passive):

  • Reduce the number of Tasks needed for a Project by 1 to a maximum of 4 and a minimum of 1.
  • You need one less magic reagent for a Sorcerous Working or artifact, to a minimum of 1.
They Called Me Mad! (Active):
  • Gain -1 difficulty reduction to any Craft, Medicine, Occult and Sorcery rolls.
  • Any gambits based on craft or medicine have their difficulty reduced by Essence.
Gone Horribly Right (Iconic):
  • You no longer need to spend Willpower points to make a Sorcery roll.
  • Add Essence in successes to Soak rolls.

Scourges
The Scourges are the assassins and tricksters of the Infernal Exalted. They can channel essence into their anima to conceal its presence and surround themselves with a zone of perfect silence.

Anima Effects
Mysterious Stranger (Passive):

  • Add +3 difficulty to all rolls to uncover your identity.
  • Add +3 difficulty to all rolls to track you.
We Need a Distraction (Active):
  • Add -1 in difficulty reduction to Athletics and Stealth rolls.
  • Instead of flaring around you, your Anima can flare around someone or something you can see. At your choice, it can cause all effects that manifest in Anima range to use the new location as the area where they will manifest.
Highly-Visible Ninja (Iconic):
  • Plunges an area up to Medium range of the Anima into a state of complete sensory deprivation which also devours all light and sound. Characters in the area cannot see, communicate in any way and any Ranged attacks are not possible without Charm assistance. All attacks made in the field against affected individuals are considered hidden attacks made at -3 difficulty. This does not apply to the Infernal and their allies.
  • Add Essence in automatic success to all Damage rolls.

Fiends
The Fiends are the silver tongued kingmakers of the Infernal Exalted. They can channel essence into their anima to free oathbreakers from the effects of violating oaths sanctified.

Anima Effects
Betrayal Insurance (Passive):

  • If the Infernal does not directly provoke any violence, then any attack and damage roll made against the Infernal during the course of that violence which produces even a single 1 becomes an automatic botch. This applies first before any rerolls or other powers.
  • Get -1 difficulty reduction to all Investigation and Socialize rolls.
Unwitting Pawn (Active):
  • Get -1 difficulty on any social actions to instill, inspire and persuade distrust and/or betrayal toward a character or concept.
  • Any gambits based on getting the enemy to mistrust or betray themselves have their difficulty reduced by Essence.
The Oathbreaker (Iconic):
  • Can freely break magically binding oaths or help others break such oaths with no ill effects by Committing one Willpower point per oath broken. The commitment must be kept for a month. While you or the other person you helped are free of the oath the other parties involved in the oath are not and they still need to fulfill their end of the bargain. Note that if the Character has already broken an oath or contract and is suffering the consequence, this will not help them.
  • Add Essence in automatic successes to all attempts to deceive others.

They use homebrewed mechanics so do not worry too much on them and you can vote by what kind of play style you want. As for the Mechanics, I will introduce them as they become relevant in updates but will link to the Homebrew in the mechanic post.
 
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Character Sheet: Danny Hebert
Character Sheet

Name
: Daniel "Danny" Hebert
Age: 40s
Gender: Male
Essence: ●●
Willpower: ●●●●●●●●●●
Essence Pool: 12
Favored Yozi: Malfeas and SHLiHN
Soak: 2
Caste Mark:
Health Levels: []-1 []-2 []-2 []-2 []-2 []-2 []-5 []Inc
Urge of the Destroyer - The Infernal may replenish her Essence whenever she defeats a supernatural opponent or overwhelming mortal opposition, lays waste to important assets belonging to her enemies, or uses mayhem and destruction to advance an Intimacy.
Crown of Eyes - While intensely studying an object, situation, or individual that is within her line of sight, the Infernal may spend 1 Essence and ask one question about it, which the Storyteller must answer honestly. The Infernal can only ever use this power a single time on any object, situation, or individual. When the character's anima is flaring, great staring eyes open within its emerald flames, and the Infernal becomes impossible to ambush or strike with an unexpected attack, even if her foe is invisible
Intimacies:
Archetype: Director/??
Major Intimacies:
  • Annet Hebert​
  • Taylor Hebert​
  • The Docks​
  • Brockton Bay​
Minor Intimacies:
  • Kurt and Lacy​
  • The Dock Workers​

Attributes

Physical - 2​
Social - 4​
Mental - 3​

Abilities

Close Combat - 5Embassy - 2Craft - 4Navigate - 1
AthleticsPerformanceSagacity - 3Stealth
War - 2Awareness - 3Presence - 3Ranged Combat

Backgrounds
  • Cult ● (Worldsoul) - Grants Cult rating dots of resonant Magic reagents every Month end. To improve this, make more soul commerce deals.
  • Retainer ● - You have a pair of retainers Kurt and Lacy. They will vet the dock workers and hire more people for your group. Gain 3 people as retainers per week. They are valid targets for Minion charms and will not betray you unless you mistreat them.
  • Faultline●●: You have 2 Major Favors.
  • Contacts (Brockton Bay) ●● - Get Monthly news on the notable events in the Bay. Can contact people for.....discreet matters.
  • Entities (Disguise) N/A - You can disguise your charms and powers as those granted by an Eden shard. All such power disguise rolls can never exceed Difficulty 4 and provide +5 Successes to the roll.
  • Demon Guide •••••: As per the book.
You need the following for Resource dots to stack.

DotsAmount
R1(x2 Week),
R2(x4), (x5)
R3(x6)
R40
R50

Merits and other Advantages

Because I Think I Can (6 points)
When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.

Insensible to Pain (5 points) [Mage: Revised - Physical Merit]
Your character might be made of steel, or just hopped up on drugs but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed.

Resistant Pattern (7 points) [Guide to the Traditions - Physical Merit]
Aggravated damage means nothing to you, at least personally. Enchanted weapons, vampire fangs, deadly spells and toxic waste can still harm you, of course, but this damage is no worse than that dealt out by ordinary weapons, cat claws, car crashes and sports injuries, any of which can still kill you. You take only lethal damage from attacks that would normally score aggravated wounds, including the Avatar Storm.

Artifact (3 points)
Crafted from an unknown metal, the nail is etched with intricate runes that pulses with a malevolent energy. At its tip, a sharp point gleams like a star in the darkness, hinting at the power that lies within.

The Runed Nail has the ability to store a ritual of summoning or warding, allowing its wielder to instantly cast the Working by simply planting it into the ground. The process is simple but requires great concentration and skill, as the nail must be inscribed with the desired ritual before it can be used.

Once planted, the nail unleashes a surge of magical energy, summoning creatures from beyond or erecting powerful barriers. Only one ritual can be stored at any given time and the nail has a cooldown period of 24 hours per use of the said ritual. Despite the limitations, the Runed Nail remains a coveted artifact, sought after by those who seek to wield its dark powers for their own ends.

Hedge Magic (5 points)
The Exalt has either already made extensive study of the mystic arts prior to Exaltation, or has the potential to do so in the future. She may buy Paths and rituals from Sorcerer Revised Edition. During play, Paths cost 4 experience points for the first dot, and all Infernal Exalted pay current rating × 3 for additional dots, instead.

Anima

Anima LevelEffects
PassiveThe anima is invisible to all senses.
ActiveDBZ aura. They suffer a -3 Internal and External penalty to stealth or disguise.
IconicLights up an entire area up to Medium Range.

Anima Powers:
You can finely control the release of your Essence into your spiritual aura. You have full control over your anima: it only flares when you wish it to.

Passive: You always have this.
Active: You get this when your anima is Active or Iconic.
Iconic: You get this when your anima is Iconic.

General Charms

Key to the Kingdom: (Ability) (•)
By feeding raw infernal Essence into any endeavor, the Demon Prince may perform feats far beyond mortal limits. System: Select any single Ability when purchasing this Charm. At any time, the player may reflexively spend 1 Essence to add (the Attribute being rolled +the Ability in question) dice to all rolls using this Ability for (Essence rating + 1) turns in combat, or minutes outside of combat. This Charm can be repurchased to unlock additional Abilities, but Essence must be spent to add dice to each Ability separately. The very first purchase of Key to the Kingdom unlocks all of the character's Key Abilities, but subsequent purchases only unlock one Ability at a time.

Malfeas: Characters may apply this Charm to any stunt in which they choose the ostentatious or overkill approach over merely adequate solutions. Any intentional subtlety or display of restraint makes this Excellency inapplicable, including adding less than half the maximum possible dice bonus to a roll (rounded down). Note that force does not necessarily equate to violence. A forceful seduction in which an Infernal confidently orders a prospective paramour to accompany him rather than cajoling or flattering her can benefit from this Charm just as readily as a stomp delivered to a prone enemy's face. Strangely, the power of Malfeas may also enhance any Performance action to dance or create music. These are the secret pleasures of the Demon City that embarrass Ligier.

SHLiHN: Characters may apply this Charm to any Stunt that creates a new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried out methodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.
The Pentacle and the Scepter (••••)
The Infernal spends long hours in meditation on the time before time, the epoch before light and law first blighted the universe, and the remnant impossibilities of that strange and pitiless mythology. From the scraps of such madness, she may uncover the deeper secrets of sorcery.
System: Upon purchasing this Charm, the Infernal permanently lowers the cost of all ancient sorcery spells by 1 Essence (to a minimum of 1), and lowers the difficulty of all ancient sorcery rolls by one.
Immunity to Everything Technique (••••)
The Infernal gains the hardiness of the Primordials.
System: Poison and disease can no longer harm the character in any way whatsoever.
The King and the Kingdom: The Thousand and First Hell (•••••)
The Infernal shapes her heart, soul, and Essence into the shape of a realm of her devising, featuring whatever oddities of geography or natural law suit her nature.
System:The Infernal crafts a new Hell-realm within her own Exaltation. By focusing and making a Mental + Occult roll against a difficulty of 7, she may disappear into her Kingdom for up to five days, making it impossible to find her. She can linger no longer, however, and must spend at least that much time in reality before visiting again. Traveling to the Kingdom resets the difficulty and cost of her Shintai transformation.

By paying 2 Essence while crossing over into her inner landscape, the Infernal may also bring up to a score of willing, restrained, or unconscious individuals along with her. Visitors to the Kingdom may stay for as long as they wish (indeed, they may even become permanent residents), and are free to depart whenever they desire – so long as they are able to walk to the border of the realm. While the Kingdom must be composed of geography which makes this possible, nothing stops the Infernal from importing soldiers to man guard posts, or adorning the realm with prisons, natural hazards, and the like.

While within her personal Hell, the duration of the Infernal's Shintai form becomes indefinite rather than scene-length: she may wear it until she chooses to dismiss it, or until it is destroyed.

Upon learning the King and the Kingdom, any Charm the Infernal knows which consigns a being to a particular Hell may instead be used to entrap them in the Infernal's Kingdom.

Signature Effect: When the Infernal dons her Shintai form, and while that form persists, the world around her within Medium Range warps and twists, gaining many of the features of her Kingdom. Any time the Infernal uses a stunt incorporating the features of her Kingdom, she reduces the difficulty of that action by one.

Ebon Dragon Charms

Black Mirror Incarnation (•••••)
The Infernal breathes upon the black mirror of her heart, and becomes someone else. System: The Infernal spends 1 Essence, spends a moment concentrating, and dons a perfect illusion which causes her to appear to be someone else. This can be either a real person, or a fictitious individual of the Infernal's devising. This illusion fools all five senses. Deduction may reveal the Infernal for an impostor, but imperfections in the disguise itself never will. The illusion persists until the Infernal reflexively dismisses it, or until her anima flares.

Malfeas Charms

Nightmare Fugue Vigilance (•)
Embracing her nightmares and binding them away within a prison in her heart, the Infernal transcends the mortal need for sleep.
System: The character never suffers any penalties for sleep deprivation, nor indeed has any need of sleep. If she does decide to sleep, she suffers vague and troubling nightmares, and must make a Willpower roll (difficulty 7) upon awakening in order to regain Willpower.
Impervious Primacy Mantle (•••)
The Infernal refuses, with utter and immovable implacability, to permit any force in the cosmos to gainsay her will.
System: Any attempt to cause or force the Infernal to betray, undermine, or abandon her Intimacies automatically fails. Furthermore, she may reflexively spend 1 Essence or 1 Willpower to become immune to all thought and emotion-altering magic for the rest of the scene.
Oath of One Hundred Devil Disciples (•••••)
By accepting a mortal's oaths of fealty and putting him through a dedicated training regimen, the Infernal can transform him into a fanatical killer, and eventually, a devil in his own right.
System: The Infernal may personally train any mortal who has sworn some sort of formal oath of loyalty to her. During each day of training such a disciple or group of disciples, spend 1 Essence per student. At the end of seven days of training, all students gain 30 experience points to spend raising their Attributes, Abilities, Sorcery Paths and other Powers. No Ability, Sorcery Paths and Powers can be raised higher than that of their Infernal instructor. This Charm can be used on the same students repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost. Alternately, rather than bestowing 20 experience from a subsequent training regimen, the Infernal may instead infuse the wicked powers of Hell into them, transforming them into bakemono – a sort of monster that shapeshifters know as fomori. Rules for fomori can be found on pages 428-439 of W20.

The Infernal can continue to train her Devil Disciples after they have become bakemono, if she wishes.

Adorjan Charms

Opened Eye of the Hurricane (•••••)
Infusing herself with the perfected Essence of both murder and wind, the Infernal senses the air-distortions and killing intent of all strikes made against her, and moves to perfectly counter them.
System: Spend 1 Essence and 1 Willpower reflexively to activate this Charm. For the rest of the scene, at the beginning of each turn roll Physical + Athletics/Melee against difficulty 7. The Infernal applies the successes on this roll as a reflexive dodge against all attacks made against her of which she is aware during that turn.
Murder is Meat (•)
The Infernal's nature is that of the killing wind. Murder nourishes her, as it does the Hell from which she draws her power.
System: Whenever the Infernal murders a sentient being, the act nourishes her as though she had just eaten a four-course meal. If she slays a ghost or spirit, then she can reflexively roll Dexterity + Occult against a difficulty of its Willpower. Success conjures a vortex of crimson flaying winds which slice its dissipating substance into stray motes of Essence. The Infernal regains 2 Essence, and the ghost or spirit is entrapped in the Hell of Being Skinned Alive. Condemning a jaggling-level or greater spirit that is not a creature of darkness in this fashion "rolls back" the number of times the Infernal is considered to have attempted to don her Shintai form during the current story by one, reducing its cost or difficulty accordingly (to a minimum of Essence 2, Willpower 2, and no roll requirement).

SHLiHN Charms

Tool-Transcending Constructs (•)
The Infernal shapes whatever tools she finds herself in need of from the invisible wellspring of her own Essence, then allows them to dissipate back into nothingness when their presence no longer serves her.
System: The Infernal can lessen time needed by one interval when creating, modifying, or repairing something, even if it's something complicated and mechanical like a car or computer.

Generally this Charm enhances Crafts or Technology actions, but might also apply to coding a program with a Computer, creating explosives with Science, or preparing a meal. By spending 1 Essence or 1 Willpower, she can manifest whatever tools she needs for as long as she works uninterrupted on her project, as well.

Signature Effect: The Infernal may reflexively spend 1 Essence or 1 Willpower to edit her Shintai form after summoning it, banishing one Aspect and summoning forth a new one to replace it. The Shintai reverts to its normal array of Aspects when next summoned.
Hollow Mind Possession (••)
Pouring her Essence into a "smart" device, the Infernal usurps whatever is made in false imitation of a mind and makes it into her servant.
System: The Infernal spends a moment focusing on a computerized device within her line of sight, such as a networked computer or a car with onboard GPS, then spends 1 Essence and rolls Social + (Presence or Socialize) against difficulty 7. Success awakens the spirit of the targeted technology and makes it into the Infernal's slave. While this Charm remains in effect, the targeted technology is essentially "alive" and obedient to the Infernal's commands.
Mind-Hand Manipulation (••)
The Infernal combines conviction and Essence tobend the world around her to her implacable will. Afaint shimmer in the air marks the use of this power asshe lifts and moves objects telekinetically.
System: After a moment spent in concentration,the Infernal spends 1 Essence and rolls her Intelligence + Occult against difficulty 6. This Charm remains active for the rest of the scene, and allows herto telekinetically lift and move objects within her lineof sight. If she tries to wrest an object away from another character, or perform fine manipulations, hersuccesses form her dice pool to do so. Otherwise, hersuccesses on the activation roll determine her strengthin lifting and moving objects:
SuccessMaximum Weight
1One Pound
220 Pounds
3200 Pounds
4500 Pounds
51000 Pounds
6+1000+ Pounds per Sux

With 3+ successes, the Infernal can "fly" by moving herself around telekinetically. She may also grapple or strike her opponents using telekinesis, using a dice pool of Intelligence + (lower of Occult and Brawl). These attacks inflict bashing damage, and the Infernal's current Willpower points total (not permanent rating) acts as her effective Strength value.
Signature Effect: While the Infernal wears her Shintai form, Mind-Hand Manipulation is always automatically active at a level of (Essence + 5) successes, and her dice pool for telekinesis is 10 dice.
Ego-Infused Pattern Primacy (•••••)
Whenever the universe dares to mar the Infernal's immaculate and ideal self, she may exert her will to reset herself to her default state of perfection.
System: Whenever the character is the subject of any supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, she may reflexively spend 1 Essence or 1 Willpower and roll Willpower against difficulty 7. Success undoes the hostile magic before it can finish affecting the Infernal, protecting her completely, and immunizes her against repeated attempts to exert the same sort of influence for the rest of the scene.

The Infernal now radically accelerates her healing. So long as she takes no strenuous activity, the Infernal recovers 1 Essence and heals all bashing damage or one level of lethal damage per 15 minutes of rest. An hour of rest mends one level of aggravated damage.
The Man Who Sold the World (••)
The Infernal clouds the judgment of those who hear her honeyed words, gulling them into accepting terrible bargains.
System: After spending a few moments delivering her pitch, the Infernal's player spends 1 Essence and rolls Social + Embassy against a difficulty equal to the target's Willpower. She can raise or lower the fundamental value of whatever she's trying to buy, sell, barter, or bargain for in the target's eyes by a factor of one Resource Value per 5 successes. This Charm is equally as applicable to political favors as to financial transactions; an Infernal who rolled five successes might convince one of Hong Kong's more influential Hungry Dead to lend her six times as many bakemono as he'd initially considered in exchange for her help discrediting a rival wu, for example. This raises or lowers the value of the favor by one degree, i.e from Worthless to Minor, Minor to Major and in the reverse.

This Charm doesn't force the target to accept a deal, only to re-evaluate its reasonable worth; it also doesn't mystically enforce any agreements made under its auspices. Its effect fades if the target is convinced otherwise via social influence or if the situation changes, forcing the target to re-evaluate the value of the item/favor.

Cecelyne Charms

Mercy in servitude (•)
The suffering of Hell is eternal, and as such, the Infernal preserves her flawed and decaying servants, that they might further serve her will.
System: Whenever a being acts to carry out the Infernal's will, the various torments of its state are held in abeyance. If its acidic powers normally rot its body from the inside-out, they cease to do so while it slaves on her behalf. If the spiritual corruption festering in its flesh is killing it with a variety of aggressive cancers, they go into remission. If the use of one of its powers normally causes it great damage and pain, it no longer does so. Even derangements of the mind inflicted by the creature's fallen state are temporarily set aside while it does the Infernal's bidding. Basic rules for fomori can be found on pages 428-439 of W20, while expanded rules for playable fomori can be found in the Storytellers Vault supplement Riot of the Flesh.
Transcendent Lord of Flies (•)
Wherever there is neither hope nor respite, there the Infernal marks herself at home.
System: The Infernal needs never make a Survival roll to remain safe, comfortable, and fed in hostile, barren environments such as deserts, tundra, or areas of urban blight. The difficulty to feed and protect others in such environments is reduced by three (minimum of 3). By spending 1 Essence, she becomes completely immune to environmental damage for the rest of the scene.

Signature Effect: When the Infernal dons her Shintai form, it comes into the world accompanied by great swarms of stinging, biting flies. Anyone caught in the swarms without sufficient protection (such as heavy, full-body clothing, a werewolf's thick fur, or some form of protective magic) suffers one level of bashing damage per minute, alongside a –2 penalty to all rolls.
Endless Torment Emanation (•••)
By interacting with one of its officers or agents, or else touring its workplace, the Infernal directs the powers of Hell to confound and corrode the works of a bureaucracy or project, cursing it to inefficiency and misery. Tempers grow short, spirit-maggots eat important paperwork when nobody's looking, and in general attempting to get anything done becomes a sort of quiet torture.
System: The character can spend 3 Essence to target a specific office or project with terrible inefficiency for the rest of the current story. Everyone involved in pushing the project forward increases the difficulty of all rolls to do so by +2. Additionally, if there's a central location for the targeted bureau or project, it becomes a place of spiritual desolation while the Charm remains in effect.
Verdant Emptiness Endowment (•••••)
Even the damned pray, and the Infernal may choose to answer these prayers. When the Infernal hears another being express a wish to be something they currently are not (stronger, smarter, more beautiful, more wealthy, and so forth), she may reach out with her Essence to grant the stated wish, even if the wish was not uttered in serious expectation of fulfillment. There is, of course, a price.

System: The Infernal can spend 1 Essence to sanctify any oath they have witnessed or engage in Soul Commerce, pg 320 of ExWoD. The person need not be aware that the oath has been sanctified. Any who break this are marked as an oathbreaker and suffer the Infernal's Essence in Internal and External Penalties to all social rolls. Additionally any roll made by the oathbreaker which produces even a single 1 becomes an automatic botch. Breaking a contract for Soul Commerce has its own penalty in addition to this. When the Anima banner is flaring, the Infernal does not need to spend Willpower to sanctify an oath or contract.

The only way to stop the penalty is to seek forgiveness from the Infernal and undertake a new task or geas assigned by the Infernal at their discretion.

Prayer Eating Charms

Hear Prayers (•)
The Exalt seats herself, empties her mind, and allows her worshipers' prayers to flow into her consciousness. This Charm allows the character to monitor the supplications and wishes of her followers, so long as they speak their prayers in at least a faint whisper; unspoken prayers cannot reach the character's ears. She can even use this Charm to pick up distress calls from imprisoned or endangered worshipers, so long as their entreaty for help is part of a heartfelt prayer.
System: The Exalt must relax as completely as she is able, in a place relatively free of distractions, and make a Physical + Sagacity roll against difficulty 6. Success allows her to hear prayers within the same realm. These prayers must be issued with sincerity, and they must be directed to the Exalt.

Qiao of the Meng

Balance of the Spirit (•)
The Shih can discern the spiritual imbalances of Yin and Yang and attempt to restore proper order with this power.

System: The character rolls Willpower (difficulty 9). Success means the character can interpret a target's internal Chi flow within and discover how to correct the imbalance. Methods of alteration include meditation (one day in meditation, without interruptions, corrects one point of Yin and Yang imbalance) and, in some cases, the use of herbs to alter the body's Chi.
Focus of the Mind (••)
Shih use a great deal of their Willpower fighting against shen. This power lets them regain their resolve and once again perform their sacred duties.

System: The character spends one Essence and rolls Willpower (difficulty 6). Each success restores one point of Willpower. The character must be in a state of relaxation to use this power.

SHINTAI AND WORLDSOUL

forums.sufficientvelocity.com

Infernal Resurgence (Worm/Exalted) Crossover

Shintai You can spend one Essence and assume a Demon form for the rest of the scene. You have three Shintai Modes. Lesser, normal and Unbound Eschaton Shintai. Lesser is a standard Transformation without a new Health Level and stat boost. You can transform by spending 1 Essence. Normal and...
 
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Circle Member Sheets
TAYLOR HEBERT - Demon-blooded of Malfeas & SHLiHN
Character Sheet
Name
: Taylor Hebert
Age: 15
Gender: Female
Essence: ●
Willpower: ●●●●●●●●●●
Essence Pool: 5 (She regains Essence like a Dragonblooded and substitutes it for any Rage, Quintessence and other similar requirements)
Soak
: 2
Attributes: Physical - 3, Mental - 4 and Social - 3.
Health Levels: []-1 []-2 []-2 []-2 []-2 []-2 []-5 []Inc
Urge: Taylor may gain 1 point of Essence for every three points of lethal damage inflicted to a still-living human being in any fashion when advancing Danny's intimacy, goal or in his defense.

Abilities
Close Combat - 2EmbassyCraft - 2Navigate - 1
Athletics - 2PerformanceSagacity - 2Stealth
War -2Awareness - 3Presence - 3Ranged Combat - 2

Fomori Powers: (Each can be purchased at 10xp each)
Disguise
: You can hide your true appearance. You look exactly as they did before they were possessed. You can drop the disguise if you so choose, but have no reason to.

Tongue of Typhon: Persuasion (Level One) — This Gift imbues your words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart.
System: Roll Social + Presence (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Gifted Fomor: You can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts.
System: Each Gift counts as a separate power. If the Gift requires Rage or Gnosis, you can spend Essence instead.

Armored Hide: You have tough skin that's resilient to harm.
System: You have an additional three dice for soaking lethal and bashing damage. You can also use those dice to attempt to soak aggravated damage (difficulty 8.)

Regeneration: You recover from injury at a supernatural rate, much like werewolves do.
System: You heal one level of bashing or lethal damage each turn. Healing a level of aggravated damage requires a full day and the expenditure of a Essence point.

Bestial Mutation: Once per scene, you can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of.
System: Spend 1 Essence to Shapeshift. You gain two additional dice to Physical Attributes, and gain the Power:

-Claws and Fangs: You have natural weapons similar to a Garou's claws and fangs. They manifest as insect themed appendages.
-System: You can perform the Claw and Bite maneuvers; each attack inflicts Strength +1 aggravated damage.

-Exoskeleton: You gain a hard, gnarled, ossified carapace sporting bizarre ivory growths.
System: The exoskeleton grants +3 Strength and +3 Stamina.

-Mega-Attribute: You have enhanced Strength, Dexterity, or Stamina.
System: This power can be taken up to three times. Each time, you gain an extra three points in a different Physical Attribute; No attribute can be raised more than once this way or raised above 10. (Gain +3 Dex)

Qiao:

Qiao of the Meng - 2

Psychic Powers:
Animal Psychics - 5 (Downsides negated by Parahuman power)
Mind Shields - 2
Psychic Hypnosis - 1

Parahuman Powers: (Cannot be urchased though new powers may cause this to mutate)
Unlimited Multitasking
: You can take 5 actions per turn with no penalty in dice and difficulty.
Bug Control: You have complete and total control over insects. You never suffer from backlash or are overwhelmed by looking at so many senses.
-Mutation: You can now control any animal thanks to the awakened Psychic powers.

Backgrounds:
Because I Think I Can (6 points)

When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.

Insensible to Pain (5 points) [Mage: Revised - Physical Merit]
Your character might be made of steel, or just hopped up on drugs but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed.

Iron Will (3 points) [Mage: Revised - Mental Merit]
When your mage makes up his mind, he's unshakable, and he can't be swayed from his goals. You receive three extra dice against all attempts to influence your mage's thoughts (though not against emotional manipulation.) If your character ever runs afoul of a vampire, he can shake off its mind control powers with the expenditure of a single point of Willpower.

The Flow of Ki: (3pt Merit)
You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.

Force of Spirit: (2pt Merit)
The light of your soul is evident to those around you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.

Strength of Psyche: (2pt Merit)
You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.
 
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House Rules and Clarifications
Link to ExWod Book.

Houserules
  • I have edited the starting charms to give Danny the ability to roughly do what he was previously able to do. Some charms that change the land are now Workings. But the rest of the charms remain unchanged.
  • Worldsoul grows in size per essence and you instead purchase Features at 15xp per feature point (Except Human citizens which are banned).
  • You have three Shintai Modes. Lesser, normal and Unbound Eschaton Shintai. Lesser is a standard Transformation without a new Health Level and stat boost. You can transform by spending 1 Essence. Normal and Unbound Eschaton Shintai are as per the book and charm.
  • You may choose which shintai and what features you want at the time of triggering it.
  • The only magic you have access to is Sorcerous Working and no spells. You need to perform workings on yourself to gain access to Demon Lores, Demon Arts., etc (Subject to revision if overpowered).
  • You Start with Summoning, Warding and Binding and they do bring the being that is summoned into the circle. This is a ritual/Working though.
  • Any power like rage, etc becomes Essence and any one who makes a pact with Danny recover Essence like an Exalted does provided they are in Danny's Worldsoul or a land claimed by him.
XP Costs
  • New Ability/Background - current rating *3xp
  • Attribute current rating *4xp
  • Ability current rating *2xp
  • Caste or Favored Charm Charm rating *3xp
  • Other Charm Charm rating *4xp
  • Follow-up dots in a Sorcerer Path, Demon Lore, Demon Arts, etc are current rating *3xp
  • Merit current rating *4xp
  • Worldsoul feature - Point *15xp
  • Willpower current rating *4xp
  • Merit current rating *4xp
  • Fomori Powers - 10xp


CHEAT SHEET

Number of Tasks

This governs how many tasks a Character can take in a given Interval. A Character has 7 Action Points in a given session and has 3 Training Action Points. The Character can forego sleep and gain 3 more AP and 2 more TAP. Foregoing sleep however, does incur a penalty of -1 for that Interval. The time frame of an Interval varies. It could be a week, a month or a Year. Speak with the Storyteller to determine the time.

Action Points are used to interact and change the World. You attend parties, interact with people, set your plans in motion, perform Sorcerous Workings or gather allies and material. After Character generation, you will need to spend AP to get or improve backgrounds.

Training Action Points are used to train up attributes, abilities and Charms or other miscellaneous actions. These are generally things that you roll in the background. Regarding TAP, it can be used only for self training or training others, researching etc. You can train one ability multiple times or multiple abilities etc.

Interval

Interval is the time taken to do something. They range as follows:

Decade > Year > Month > Week > Day > Hour > Minute > Second

Ratings

All ratings are capped at 5. They represent not how strong or intelligent you are but rather how much of a thing you have mastered and can use effectively.

Rating​
Mastery​
1​
Average for a being. Natural training through use.​
2​
The being has undergone Systematic training.​
3​
Fully trained.​
4​
Specialised/Olympic level training.​
5​
Once in a lifetime genius.​

Degrees of Successes

You can roll as many successes as you want but beyond a point, the successes rolled do not do much in most non-combat rolls. Most tasks do not have degrees of success; a single success is always sufficient for an action to succeed well.

Multiple successes are only required for extended or contested actions, as penalties or bonuses are awarded by adding or subtracting dice from the dice pool, rather than by changing the number of successes required.

Scoring multiple successes only grants improved results in certain circumstances, though scoring five or more successes is usually counted as an exceptional success. Tasks which are contested between multiple characters are generally won by the character who scores the most successes when both roll for their side of the contest.

However charms may demand a number of successes and give better mechanical results accordingly.

Attributes

There are three Attributes: Physical, Social, and Mental. Each is capped at a maximum of 5.

Assign 4, 3, and 2 Dots to Attributes. A rating of five is the maximum achievable, two is about average for a mortal, and one is just not very good. You must have 4 Dots in your caste attribute.

Abilities

Dawn
Zenith
Twilight
Night
Eclipse
Melee​
Presence​
Craft​
Larceny​
Socialize​
Ranged​
Leadership​
Lore​
Athletics​
Linguistics​
War​
Resistance​
Medicine​
Investigation​
Bureaucracy​
Awareness​
Survival​
Occult​
Stealth​
Ride​

Each is capped at a maximum of 5. These abilities have the general meaning as Exalted Core, except Presence is all Honest social influence rolls while Socialize is all attempts at social Manipulation and Leadership is actual issuing of orders. Similarly Lore is inclusive of all Mainstream knowledge while Occult includes all exotic effects.

When purchasing the first dot the PC must declare an area of expertise encompassing their training and experience. They gain additional area of expertise per dot after the first up to a total of 5. This does not count towards the Ability Limit though as they do not add more dice to a roll.

Superhuman Modifier

Superhuman modifiers represent things like Super Strength, Speed, Intelligence, etc. They can be restrictive to Acts of Strength, speed etc or a general modifier on any Roll.

Keep in mind that most Superhuman modifiers DO NOT APPLY to all rolls are generally very specific. They are there to help simulate super powers in a narrow scope.

So giving most characters 2 - 4 modifiers will suffice in general and a more specific modifier in their area of expertise. This varies depending on the power level of what a Character should be in and what their area of expertise is. They cannot be good at everything.

How this works is simple. Make a Roll. Then Multiply the final result with the Modifier. Eg. If the PC or NPC has Super Strength of say x2. Normally, If they roll Attribute + Ability and get 3 sux where their opponent gets 5 sux. The result is 3 v 5. Since they have a super strength modifier of x2, the final result is 6 v 5.

Superhuman Modifiers also alter difficulties based on the boost compared to the opponent in contested rolls.

For example, if the opponent has no superhuman modifier and you have a x4 boost, then you get a -4 difficulty on the contested roll. If the opponent has a x2 modifier and you a x4 Modifier, then reduce your difficulty by -2. For uncontested rolls, you directly gain a -4 difficulty to the roll if you have a x4 Modifier and so on.

Exalted: For Exalted, if they acquire any Superhuman modifiers, they stop being human and as a result, stop being Exalted.

Thus an Exalted cannot have any Superhuman modifiers.

Botch

Any 1s rolled reduce the total successes rolled by 1. So if you roll five successes, but two dice come up as 1 the roll only achieves three successes.

If the roll scores no successes and any of the dice come up with a 1, the action is considered a "botch". A botch is much worse than a normal failure. Not only does the action fail, but something terrible happens.


Social

Intimacies

A character's Intimacies define what they care about and what drives them. It can be a person, a belief or a philosophy. Characters start the game with one Archetype, two Major and three Minor Intimacies. A Character can only ever have one Archetype.

Minor: Minor Intimacies are ones that the character cares about but does not factor into every decision she makes. Reduce or add 1 difficulty if the action taken supports or is against a minor intimacy.

Major: Major Intimacies are important enough to always be on the Exalt's mind, as she considers them before making any major decision. Reduce or add 2 difficulties if the action taken supports or is against a Major intimacy.

Archetype: This is less what they care about but rather who they are. This is your character's Nature and reveals much about a character's personality and will dictate how they are played. Reduce or add 3 difficulties if the action taken supports or is against the Archetype.

Social Actions

Instill/Inspire/Threaten: Roll Social Attribute + Presence/Socialize at the difficulty of the opponent's (5 + Willpower rating). If successful, Instill a Minor Intimacy in a Character.

Emotions: Sometimes people can inspire emotions in people. These are treated as a temporary Minor Intimacy that lasts for successes days. They cannot be made permanent but an intimacy based on it can. For example, fear cannot be made an intimacy, but using that fear as a base, "I fear PC" can be Instilled and it can be made permanent with the support of a Major Intimacy.

Change intimacy: Strengthening a Minor Intimacy, or weakening a Major Intimacy. As Instill but must be supported by a Major intimacy or the Archetype.

Persuade: Convincing a character to perform a Task. This MUST be supported by intimacies or an Archetype.

Minor Tasks: Minor Intimacy allows you to convince them to perform minor tasks. Things that take longer than a scene to complete, if the amount of time needed is not so long as to disrupt the target's life.

Major Tasks: Major intimacies allow you to convince them to perform major tasks in which they may face risks. Tasks that take extended amounts of time are possible at this level, even if they require a long term commitment such as joining an organization.

Defining Task: If it fits the Archetype and a Major Intimacy, then they can be convinced to take life altering decisions. Even certain death might not deter them, depending on the Storyteller.

Read Intent: Roll Mental Attribute + Investigate against a difficulty of the opponent's Social Attribute + Socialize. Degrees of successes reveal things about the character.

1 - 2 successes: Reveal one Minor intimacy that was invoked while in view of the PC.
2 - 3 successes: Reveal one Major intimacy that was invoked while in view of the PC.
5+ Successes: Reveal the Arch type if it was invoked while in view of the PC.

Invoked here means used to resist or submit to a social influence.

Spending Willpower

A Character may always spend Willpower to resist an Instill/Inspire/Threaten action so long as at least one Intimacy is against the influence.

The same applies to any attempt to weaken or strengthen an Intimacy, though here they need an equal or higher intimacy than the one being altered.


Craft

Action Points for Craft

Craft is used to create or repair objects through skilled labor, whether forging a sword, cutting the gem, or planning and overseeing the construction of a Manse.

Craft is an action that takes TAP to do. However gathering the material to make a craft action is something that would require AP to do.

Mundane Craft

Rules regarding areas of expertise encompassing their training and experience apply.

For mundane craft projects an exalt can attempt any roll without an appropriate area of expertise with a +3 difficulty. Storytellers are encouraged to be generous in interpreting logical edge cases for uses of Craft.

Material for Craft

Crafting cannot work without relevant material. For example, if the player wants to forge a sword, then they will need metals of sufficient quality. Then they would need to rent a Workshop (If they do not already have one) and gather miscellaneous material such as coal for the fire, leather, ornamentation, tools, etc. All of this costs APs.

Once everything has been gathered, then the Craftsman has to spend TAP, making one roll per TAP to forge the sword.

Finishing Crafting Actions

For Mundane craft, after you finish gathering the material, you only need to make a Physical Attribute + Craft roll and need only 1 success to complete the roll.

Artifact Craft

For Artifacts and other magical crafts, you first need to make the TAP roll to make the mundane version and then need to follow the rules for Sorcerous Workings to forge the wonders with the requirements below.

Attuning Artifacts and other Wonders

You can only Attune Willpower Artifacts.


Project

How many Action Points?

Everything needs action points to perform. Generally speaking, they are self-evident. Want to join a party? Spend an action point. However, some actions require more AP to complete. These are things that fall under projects.

To simplify things, break it down to how many steps are required to complete a given action. Take forging an Artifact Sword for example.

Task 1: Gather material directly used in the project.

Task 2: Gather coal and other miscellaneous material indirectly used to make the project.

Task 3: Gather tools and secure a Workshop.

Task 4: Gather Magically resonant reagents for the Sorcery involved.

Task 5: Make the Artifact.

All the Tasks require you to spend at least 1 AP to attempt to complete and you can only spend 1 AP per Task per Interval. If you fail to complete a Task in an Interval, then you need to decide to spend an AP on the next Interval to try and complete the Task.

The rules for Projects are that unless logically required, you can complete any goal at any time. Say the Project is setting up a Group or a Government? Then the Task would look like this:

Task 1: Assess Situation to see requirements.
Task 2: Meet people for an interview.
Task 3: Gather men and material to provide training.
Task 4: Arrange logistics/pay bribes, etc.
Task 5: Form the Organization.

NOTE: If you lose access to something or something undoes one of your Tasks while working on a project, you may either put the project on hold until you spend an AP to replace that Task or just accept failure of the Project.

Most Projects, for the sake of simplicity are restricted to a maximum of 5 Tasks. This is for mechanical ease and not meant to simulate real life.

To add more clarity, 1 AP is the minimum you need to spend. Depending on the difficulty, you may want to redo the Task in the following Intervals if you fail.

Transparency

If the PCs do not know the number and kind of Task needed to complete a Project, then they cannot start it. In such situations, their first action must be to spend AP to figure out what is actually required to complete a Project.

Do keep in mind that the character may not know all the complications of a Project in character so the Storyteller is not required to reveal the actual difficulty and complexity of completing a project. However, if a Project is outright impossible, the Storyteller should reveal the same.
 
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Prologue: Long live the King
The King is Dead, Long live the King

When he woke up, Danny found himself standing not at the hospital but at the threshold of a throne room. The echoes of his past resonated around him, manifesting as murals on the walls, all professing his glory. He felt an overwhelming surge of power coursing through his veins and could not help but take a step through the door and emerge on the other side.

Danny found himself in what he knew without a shadow of a doubt was the Castle within his Worldsoul and there, before him was a throne, adorned with tapestries of shadows and ethereal flames, at the heart of this realm.

Danny looked at a nearby mirror and went stiff as the once grieving father found himself transformed. For in his place stood not an out of shape middle aged man but a formidable figure, a muscled and armored Demon Prince that was about to be crowned.

He walked forward, almost as if he was compelled to do so, the air in the chamber crackled with an otherworldly energy as he approached the gilded throne. The material it was crafted from seemed to shift between crystal and Green flames, pulsating with his heartbeat. All around him, demons materialized, their forms indistinct yet capable.

To them, it was as if a grand event was unfolding. Cheering crowds of demons, their forms shrouded in darkness and adorned with otherworldly radiance, gathered in the colossal amphitheater carved from obsidian.

The air hummed with anticipation as demons congregated, their presence marked by swirling shadows and flickering green flames. The amphitheater, aglow with an eerie luminescence, echoed with the cacophony of cheers and roars that resonated from the demonic assembly.

And so, beneath the Green skies of the infernal realm, the cheering crowds of demons continued their jubilant cheers even as Danny's body continued moving as if on Autopilot and before he knew it, he found himself sitting on the gilded throne. The moment he did so, three crowns, each radiating an aura of power appeared before him.

Without uttering a word and without a thought, Danny placed the first crown upon his head.

I AM
This was not about introspection and self-discovery. This was about declaration. It did not care for honesty and courage but a simple declaration of self. Danny declared that he is and thus it is so. This was how Danny wanted to become. What he previously could only wish to be. It was all that Danny aspired to be.

Then he placed the second Crown on his head.
I KNOW
This was not about honesty, transparency, and an unwavering commitment to truth. This was about what IS and what is NOT. The true nature of things. The beautiful and terrible truth. It was everything Danny aspired to see and what he hoped to never know.

I WANT
The desires and needs of individuals are fundamental aspects of human nature. Food, water, shelter and companionship. That was not all but now Danny could now truly understand these wants and needs giving him grand insights into the motivation of individuals.

The demons, satisfied, bowed and all but a few faded into the shadows. Whispers of reverence echoed through the worldsoul as they acknowledged his newfound status. Danny, now armed with a Weapon forged from his suffering, had ascended the throne with a mix of awe and trepidation.

The Cape…no demon who had borne his Exaltation materialized before him, its form now an indistinct amalgamation of shadows and cosmic energy. "Daniel Hebert, you have embraced the power of the Green Sun and forged a Kingdom within your Soul."

Conflicting emotions churned within Danny even as the unnamed being continued, "Your journey has just begun. Embrace your role, wield your power well and remember—your actions will from now on, lead to great and terrible consequences."

As the words resonated through the worldsoul, Danny Hebert, the grieving father, now Exalted Prince of the Green Sun, accepted his newfound responsibilities. With a solemn determination, he vowed to use his otherworldly abilities to protect those who suffered at the hands of darkness and injustice.

With a flash, his transformation faded, and with a flash, he found himself in the hospital room…..changed. Transformed. Better.

Now onwards to Character Generation.

Excellency
: All Exalted enjoy a -Essence difficulty reduction on all their Caste Ability/Attribute. Solaroids can gain this benefit in any other abilities if they have 3+ Dots in them.

For you the Defiler Caste Abilities are: Craft, Lore, Medicine and Occult.

[] Jack of all trades
You are balanced in how you do things. Though you do not lean heavily into your caste's advantages, you can talk the talk and also have the ability to hit hard and fast,

Physical - 2
Social - 3
Mental - 4
Melee - 2​
Presence - 2​
Craft - 2
Larceny​
Socialize - 2​
Ranged​
Leadership - 2​
Lore - 1
Athletics​
Linguistics​
War​
Resistance - 1​
Medicine
Investigation - 2​
Bureaucracy - 1​
Awareness​
Survival​
Occult - 1
Stealth​
Ride​

[] War forged
You hit hard and fast. You have temporarily abandoned your caste abilities for greeting stopping power and social skills.

Physical - 4
Social - 3
Mental - 2
Melee - 2​
Presence - 2​
Craft
Larceny​
Socialize - 2​
Ranged​
Leadership - 2​
Lore
Athletics​
Linguistics​
War​
Resistance - 2​
Medicine
Investigation - 2​
Bureaucracy - 1​
Awareness - 2​
Survival​
Occult - 1
Stealth​
Ride​

[] Helena of Troy
You are Helena of Troy, if she was male. Words carry weight and your words more than others.
Physical - 2
Social - 4
Mental - 3
Melee - 2​
Presence - 2​
Craft - 2
Larceny​
Socialize - 2​
Ranged​
Leadership - 2​
Lore
Athletics​
Linguistics​
War​
Resistance​
Medicine
Investigation - 2​
Bureaucracy - 1​
Awareness - 1​
Survival​
Occult - 2
Stealth​
Ride​

[] Other
Assign 4, 3, 2 to Attributes. Assign 16 dice to Abilities. This cannot exceed 2 dice per ability. You MUST assign at least 1 Dot in Investigation, Socialize, Presence, Leadership and Melee.

What do Abilities do?
Melee - CQC and Parry.
Ranged - Ranged attack.
War - Tactics and Strategy. Used mainly to lead armies.
Awareness - Notice things in combat.
Presence - Honest Social influence
Leadership - Leading people out of combat.
Resistance - Used in Soak rolls.
Survival - Used against environmental effects.
Craft - Make stuff
Lore - General knowledge.
Medicine - Treating people.
Occult - Stat for Sorcery and other exotic tech like tinker tech.
Larceny - Stealing stuff
Athletic - Movement in combat. Also Dodge rating.
Investigation - Main social stat to read people and identify clues.
Stealth - Ninja stat.
Socialize - Main Social Stat to resist people from reading you like a book.
Linguistics - Languages and how well you write things.
Bureaucracy - How you navigate organizations. Used to make organizations or work with them.
Ride - Driving a car.
 
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Week 1: Start
A Day in the Life of​

For the second time, Danny found himself in a sterile hospital room; but now? He could feel the shadows that clung to the corners. Danny sat by Taylor's bedside, a mix of concern and exhaustion etched across his face. Tubes and monitors hummed softly, providing a dissonant background to the quiet murmurs of comfort, exchanged between father and comatose daughter.

As he kept a vigilant watch over Taylor, the door to the hospital room creaked open. A PRT (Parahuman Response Team) agent, clad in a crisp uniform adorned with the emblem of their organization, stepped in. The agent's stern expression softened for a moment as they observed the scene before them, a father keeping a silent vigil by his injured daughter's side.

"Mr. Hebert?" the agent spoke, their voice a steady yet empathetic tone.

Danny looked up, his tired eyes meeting the agent's gaze. "Yes, that's me. What brings you here?"

The PRT agent approached, a folder in hand, and took a seat across from Danny. "I'm Agent Harris. I'm here to discuss the incident at Taylor's school. We've been investigating the circumstances surrounding the assault, and we'd like to get a statement from both you and Taylor when she's able to talk."

Danny's jaw tensed as he nodded, his protective instincts flaring. "Of course. But right now, my priority is Taylor's recovery. We'll cooperate, but it has to be at a time that won't add more stress to her."

Agent Harris nodded understandingly. "Absolutely, Mr. Hebert. We'll coordinate with the hospital staff to find a suitable time for the interview. Our primary concern is ensuring Taylor's safety and well-being."

As they conversed, Danny found himself suspicious at the PRT Agent's professionalism and supposed genuine concern. Despite the unsettling circumstances surrounding Taylor's assault, the promise of justice and support from the PRT was too good to be true. Thus he looked at the Agent, trying to see what was really going on, flexing a power he did not even know he had.

Spend 1 Willpower of 1 success. Lost 1 Willpower-> Now at 5 / 6

Roll 4 + 1 Success. Difficulty more than 6.

Willpower: When Exalted spend Willpower for an additional success on a roll, they do not lose the point of Willpower unless the roll fails. This will also prevent botching. Can only be used when the difficulty of the roll is 6 or higher.
Regained 1 Willpower-> Now at 6/6

Danny saw and immediately knew that the man was a soldier through and through. One who was here following orders. He was sympathetic for sure but had seen this scene before and much worse. To the point that he was almost numb to it.

As much as Danny wanted to blame the man, he held it in. Brockton Bay was that much of a shithole. So instead, they discussed the incident, the ongoing investigation, and the measures the PRT would take to ensure Taylor's safety. The last being nothing but a joke as during their conversation, it became abundantly clear just why the agent was present. To see if his daughter had powers or not.

Not wanting to commit to anything, they exchanged some final pleasantries and the agent finally left the room, leaving Danny alone with Taylor.

"What now?" Danny whispered to himself, not expecting a reply, yet receiving it nonetheless.

"Now? Now you start with a Basic question, what is the thing you want the most?"

"Wha….no. You are…." Danny started but was immediately cut off.

"Each Prince of the Green Sun has an inner voice that talks to them. I could be the demon that bore your Exaltation to you, that now lives on within your mind. Or I can be your Po soul, now gorged on Primordial essence, awakened and developing wants and needs that mirror your own. Perhaps I am the conglomeration of your past lives, now having conscious thoughts. Whatever the case, I am loyal." Which surprisingly enough was the truth as Danny, somehow knew that it genuinely was.

"Daniel, you now have a voice in your head, true but there is much that I can do for you." It continued.

"Such as?" Danny countered skeptically.

"Such as reminding you why you took the deal." the Voice pointed out.

"Taylor!" Danny exclaimed as he turned towards her.

"You have the ability to heal her but first, look at her Daniel. Look and see how she came to be this way. Look and see who did this to her." Shadow said and Danny understood.

He looked at Taylor and mentally asked 'Who hurt my Daughter', trying to force an answer through sheer willpower alone and to his surprise, succeeding.

Spend 1 Willpower to invoke Crown of Truth (Question: Who Hurt Taylor?)
Lost 1 Willpower-> Now at 5 / 6.


The effect was instant and in the well lit hospital room, Danny Hebert sat down in a worn-out chair, his hands tightly clenched around the arm rest. The news of Taylor's condition had gnawed at his every waking moment, an unsettling blend of anger and helplessness weighing heavily on his shoulders. Yet, what hurt the worst was who had done this. Now? Now he knew.

He now knew the individuals responsible for Taylor's assault. A mixture of emotions surged within Danny—relief, anger, and a longing for justice.

He could not believe that the primary instigator was none other than Emma Barnes. The other two, Madison Clements and Sophia Hess were nothing in comparison.

Emma's involvement hit Danny like a gut punch. Emma, Taylor's childhood friend, and Alan……he could not involve Alan in this, Danny realized.

Danny would do anything for his daughter, including selling his soul, so why would Alan be any different?

Danny was left alone in the hospital room. Anguish, disappointment, and a sense of betrayal swirled within him. He grappled with the harsh reality that little Emma, whom Taylor had once loved like a sister, had betrayed her so badly. That he could never again trust Alan , the same Alan who had saved him when Annet had died.

His friendship with Alan was dead, it died the moment Emma shoved Taylor into that locker. He looked at the card that the Agent had handed to him. They did not care about him, hi daughter or the city. Yet, what other choice did he have?

Dark thoughts filled his mind and it was to his secret relief that he was broken out of his dark thoughts when the voice spoke up.

"Daniel, you are faced with many challenges, and perhaps I can offer you an alternative. Consider transforming the Dock Workers into a corporate hero team."

Danny's brows furrowed as he almost looked around, half-expecting to see the source of the voice despite knowing better. "A corporate hero team? What would that achieve?"

"Think about it, Daniel. With the right structure, the Dock Workers could become a powerful force. This transformation would not only secure their financial stability but also empower them to navigate the intricacies of the city."

As Danny pondered the voice's words, visions of a reinvigorated city flashed in his mind, well equipped workers collaborating, making strategic decisions, and a thriving City. The voice's persuasive whispers seemed to stoke the ember of ambition within him.

"But Capes?" Danny questioned, his voice laced with uncertainty. "Normal people cannot stand up to Capes. I am but one ... .cape and I will not involve Taylor if she has powers."

"Then make more that are loyal to you and you alone. You are a Prince of the Green Sun, simply reach out to people who are desperate enough to sell parts of their soul and sometimes their services to you in exchange for power. Use it and transform the Dock Workers into a formidable force. Imagine the prosperity and opportunities this change could bring for your City."

"What is the catch?" Danny countered.

The voice did not reply, it did not need to. Despite the initial hesitation, Danny found himself drawn to the idea. The promise of financial stability for his workers, a chance to elevate their status, and the prospect of overcoming the challenges and ridding the city of the gangs created a spark of ambition within him.

"With regards to your Daughter, healing her is not the issue, nor is curing her mental exhaustion." The voice paused. "The issue lies in the fact that it is ....bright and will reveal you for what you are. So take her home and flare your Anima there. In a few hours, she will be healed and her willpower restored, your secret safe, for now."

"But not her mental issues." Danny observed with a grimace.

"No." Agreed the voice, "But while the Crown of Self cannot do so, the Crown of Want can. There is Mercy in Servitude. If you train yourself, so long as a person loyally serves you, their wounds heal at the same rate as your own, any poison or disease are temporarily cured, their various torments are held in abeyance and even derangements of the mind are temporarily set aside. At the end of such service, after at least a Year and a day, you can choose to let them stay cured."

This was a tantalizing image, one that would not just help Taylor but also many of the Dock Workers. Danny knew many had injuries, addictions and other problems, with no way to cure themselves, Panacea being a joke of a hope more than anything.

Danny knew he had options. Now he had to choose.

Voting time: Choose your actions for the Next Week.
AP: 7
TAP: 3

Training actions: (Each cost 1 TAP. One action CAN be taken multiple times)

Attribute/Ability Training: You roll Attribute + Ability at Base Difficulty with no modifiers or successes except Exalted Advantages or training charms. You get one roll per TAP spent.

Charms Training: You roll Willpower at Base Difficulty of 7 with no modifiers or successes except Exalted Advantages or training charms. You get one roll per TAP spent. Double 10s and no -1s apply.

One Success = 1xp. Any Excess successes overflow in the case of Attribute/Ability provided you do not hit the cap. For Charms any overflow of successes are lost.

XP Debt: Available only for one time offers. You roll the training dice and purchase the charm even if you fall short. Then you need to train off the remaining debt.

[] Learn Charm: Mercy in Servitude - 8xp (ONE TIME DEAL: If the Roll falls short, it is purchased and you go into xp debt)
[] Learn Charm: The Sleepless - Lose ability to sleep. Gain 3 AP and 2 TAP
[] Learn Charm: Other (See Information: Infernal Mechanics for more charms)
[] Learn Ability: Which? (You have 16 dots and can only learn 4 more before hitting soft cap)

Charm list found here: Infernal Resurgence (Worm/Exalted) Crossover

To raise the soft cap ability, buy charms and other things. Once you train 20xp worthy of stuff, your Essence rating rises.

Tasks: (Each cost 1 AP. One action CANNOT be taken multiple times)
[] ONE TIME DEAL - Learn Charm Masquerade - Allows you to use Charms and Sorcery and hide it as a Parahuman powers to ALL observers. ( If the Roll falls short, it is purchased and you go into xp debt)
[] Assemble the Dock Workers and gain their Allegiance. Use the Crown of Want to bind them to you.
[] Look up NEPEA-5 Bill. Corporate Superhero teams are a thing but you need to know how this works and all the problems you can face. If you ever want to be part of a hero team not from the Procetorate, this is one of the few ways to do so.
[] Try and Contact the Numberman. You know from a few of the boys who worked as Minions that he is rumored to handle underworld accounts. You never know when the ability to launder money will come in handy.
[] Scout out the competition. There is a group calling themselves the Archer Bridge Merchants who are squatting at the docks. They are nothing more than Drug dealers but perhaps, you need to see what they are about?
[] Deal with Taylor's School. You need someone to yell at.
[] Get a Lawyer and a PI. You are angry but that does not mean you cannot get even. Get lawyered up and a PI to gather information. You will get justice for Taylor.
[] LOCKED: Prepare to move Taylor home by the end of the Week. This would be unthinkable, but with expenses rising and a way to heal her, one way or another, this can be done.
[] Experiment with your powers. Unlocks Sorcery, Shintai, Yozi Gifts and Worldsoul travel. You also gain Resource 1 and Cult 1, which you can transfer to Brockton Bay to pay for bills, provided you can launder it.
[] Look up the Pros and Cons of being a Protectorate Hero. They are useless but it never hurts.
[] Other: Write in
 
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Week 1: Turn 1
Week 1: Turn 1
_________________________

TAP - 5 Sux (Mercy in Servitude - 5 / 10) - XP Debt.


TAP - 5 Sux (Mercy in Servitude - 10 / 10) - XP Debt closed.


TAP - 2 Sux (Sleepelss - 6 / 10)
_________________________

In the modest break room of the dockworkers' facility, Danny Hebert sat down with two of his most trusted colleagues, Kurt and Lacy. The air was thick with the smell of coffee and the distant sounds of machinery working in the background.

"Look, I've been thinking," Danny began, taking a deep breath. "The docks have been struggling for years, and I've been approached with an idea that might change things for the better."

Kurt, a seasoned dockworker with a bandaged arm and a weathered face, raised an eyebrow. "What kind of idea are we talking about, Danny?"

Lacy, a determined and pragmatic woman, leaned forward. "Spill it, Danny. We can't afford any more surprises with the state of things around here."

Danny hesitated for a moment before explaining, "Someone suggested turning the Dock Workers into a hero team. It's not about just fighting crime but to make a positive impact on the community."

Kurt chuckled, "Heroes? You're talking about capes and masks? We're dockworkers, not superheroes."

Nancy, raised an eyebrow, "Who suggested this, Danny? And why should we even consider it?"

Danny, with a hint of uncertainty, replied, "A...uh, well, let's just say someone with unique insights. The idea is that, we can become a force for good. We'd still work the docks but with a heroic angle, offering assistance during crises and emergencies."

Kurt scratched his head, processing the unexpected proposition. "It's a bit out there, Danny, none of us are capes. We can't stand up to them."

"Not just that. We'd need training, coordination, and probably some legal agreements to avoid trouble." Nancy, nodded, looking at Danny with a knowing look that Kurt immediately picked up.

"Danny, what's this really about?" Kurt asked, a worried frown etched on his face.

Danny took a deep breath before revealing, "I am a cape, one that could change things for us. I can grant powers, abilities that could help us protect the docks and help with things getting better."

"Powers? Like Teacher?" Lacy asked with more than a little apprehension.

Danny shook his head as he started glowing green, a mark appearing on his forehead. "It can be, you can, well, sell your soul to me and it would give me power over you, but you can also do things for me and I can reward you for it."

Kurt crossed his arms, a mix of skepticism and intrigue on his face. "Powers sound nice and all, Danny, but what's the catch?"

Danny hesitated before answering, "I can offer healing, real continuous healing. Panacea healing. But people need to serve me for at least a year to walk away from it. Blasters, movers, strangers, power, wealth, fame, I can offer more later. But this is what I have at the moment."

Lacy's eyes widened with a mixture of excitement and trepidation. "That's... dangerous, Danny…." she began but was interrupted by Kurt.

"Danny, you've been talking about other powers, but you've been kind of vague. What's the deal with those? What do they cost?" Kurt questioned firmly.

Danny took a deep breath, steeling himself for the weight of his revelation. "Alright, I'm going to be straight with you both. The opportunity for these powers comes at a cost, something beyond the ordinary."

Lacy and Kurt's expressions grew more serious. "What kind of cost are we talking about here, Danny?"

Danny hesitated before answering, "It involves making a deal, a pact if you will. It's... selling a piece of yourself, maybe even more, for the power you'd gain."

Kurt leaned back, crossing his arms. "Selling our….souls?" He murmured. "That's some heavy stuff, Danny. What are we getting into here?"

Danny sighed "It's literal, as in selling your soul, but it's also a binding agreement. I can give out powers, but I need something in return. It could be loyalty, service, or even bits of your soul."

Lacy's reluctance waned, replaced by a thoughtful expression. "So, we'd be beholden to you? What if we want out?"

Danny nodded solemnly. "That's the catch. Once you enter into this kind of agreement, there's usually no easy way out. It's a decision that comes with consequences, and you need to be fully aware of what you're getting into."

Kurt sighed, running a hand through his hair. "Powers to protect the docks sound tempting, but this is a lot, Danny. We need to weigh the risks carefully."

"That's why I am offering healing and health first. That only needs one year of service minimum." Danny added.

"Danny, what happens if we break this deal?" Lacy asked, her voice edged with caution.

Danny's gaze held a hint of solemnity as he responded, "Breaking a deal is not something to be taken lightly. The consequences can range from severe to downright catastrophic." He paused and then continued, "It's not like a regular contract, where you can just walk away from. It operates on a different plane and I pity those who do not keep their end of the agreement."

Kurt leaned forward. "So, what are we talking about here? Bad luck? A curse? Demons coming after us?"

Danny nodded. "It could be any or all of the above. The powers will be withdrawn, leaving you vulnerable. Worse, you will be hit by misfortune and chaos while being "marked" as an oath breaker. And let's not go into the fact that you may lose bits of your soul or the entire thing."

Lacy's eyes widened with a growing sense of apprehension. "Are we sure it's worth the risk?"

Danny took a moment before responding, "That's the question you need to answer for yourselves. Weighing the potential benefits against the risks and considering the responsibility that comes with these powers."

Lacy agreed, "It's not a decision to be rushed. We need to understand the terms of the deal thoroughly and be aware of the potential consequences before making any commitments."

But Kurt spoke up, disagreeing "I've been working these docks for years, seeing the struggles we face. If these powers can help us turn the tide, then I'm in."

"KURT" Lacy began but was interrupted.

"It's risky, but if we can make a real difference, protect our own, then I'm on board." Kuar said with resolve. "I was always going to be someone's minion and if I have to, it might as well be Danny's. Unlike the other wackjobs, he is one of us. I trust him"

Danny, grateful for his trust, acknowledged their decision with a nod. "Do you agree to serve me loyally for a Year and a Day"

Kurt hesitated only a second before saying, "Yes."

Spend 1 Willpower to invoke Crown of Want.
Lost 1 Willpower-> Now at 5 / 6.
Mercy in Solitude is invoked.
Gain Minion Kurt. Veteran Dock Worker


As Danny's newfound powers were invoked, a warmth enveloped Kurt's shoulder, and the pain began to ebb away. It was as if an invisible force was mending the old injuries, leaving Kurt in a state of astonishment.

"What... What did you do?" Kurt asked, his eyes widening with a mix of surprise and gratitude.

"Panacea healing, remember?Danny stated, unable to keep the sense of awe out of his own voice.

As Kurt tested his healed shoulder, a genuine smile spread across his face. "I don't know how you got this power, Danny, but I appreciate it. If this is what we can do now, maybe there's hope for all of us."

"....now what?" Lacy asked, unable to keep her eyes off Kurt. "How do we keep this in house?"

The two men paused at that.

"Danny, Lacy's right." Kurt agreed. "We need to ensure everyone's on the same page. If we're going to make this work, we need the Dock Workers to be united and committed,"

Lacy nodded in agreement. "We can't have this get out. We need loyalty, trust."

Danny considered their words, understanding the gravity of the situation. ".....what are our options?"

Lacy suggested, "How about a small gathering? Get a few of them in at once. We don't grow fast but you did say you need time to really grant more powers."

Kurt chimed in, disagreeing, "Maybe we could make it official, have everyone present and we all take the oath. That way, it's not just words; it's a shared moment of commitment."

CHOICE:

[] Meet the workers in Groups and convince them to join your "Hero team"
Pro: You get more minions faster. Gain 12 minions per week.
Con: This has a higher risk of someone breaking the oath and word of your healing ability getting out.

[] Meet the workers as individuals and convince them to join your "Hero team"
Pro: You are much safer and do not need to worry about your healing ability getting out.
Con: You get 3 minions per week.

[] Write in
 
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Week 1: Turn 2
_________________________
Gain: 3 Minions per Week. This is done in the background.
_________________________

Date 05 January 2011

In the quiet solitude of his home, Danny Hebert found himself wrestling with his newfound demonic powers. The dimly lit room echoed with a sense of both trepidation and curiosity as he grappled with the potential of these supernatural abilities.

"Daniel Hebert, you have only scratched the surface of your true potential. Do you remember the form you took during your coronation? You have the capacity to change at will. All you need to do is unlock it." the voice urged, its words echoing in his mind.

Intrigued and determined, Danny looked toward the entity for guidance. "How do I do it?"

"To embrace your demonic nature, you must empathize with the rage, both hot and cold within you. Allow them to consume and reshape you. The transformation is a fusion of your mortal form with the Primordials from whom your Essence came from."

As Danny took in the guidance, he closed his eyes and focused on the green light around him. A surge of power coursed through him, and he felt the boundaries between himself and the world blur. The room seemed to warp, and the voice guided him through the process.

When Danny opened his eyes, they gleamed with an otherworldly light, and his presence radiated an eerie energy. But he had failed to achieve the demonic transformation. Something that frustrated Danny to no end. He punched the wall and immediately regretted it.

Shintai: Can only be unlocked in Combat.

The voice spoke again, its normally reassuring presence, now echoed with a tinge of empathy. "Mastery over such powers takes time, Daniel. Patience is a virtue."

Despite the voice's comforting words, Danny's agitation persisted. He had sought to command the shadows, to wield green flames, to summon and control demons. Yet, the more he delved into his abilities, the more they seemed to slip through his fingers like elusive wisps of darkness.

With a frustrated exhale, Danny clenched his fists as they healed, the conflicting emotions of power and powerlessness warring within him. The shadows flickered in response, an unintentional manifestation of his internal turmoil.

"Why is it so difficult?" he muttered, more to himself than to the voice that lingered in the shadows of his mind.

"The Essence within is of order, Daniel. It responds to the strength of your will, but they are also influenced by your emotions. You must find the balance between control and surrender." The voice said in gently yet firmly.

Despite the wisdom in the voice's words, Danny felt a growing impatience within him. He wanted to protect his daughter, to make a difference in the world, and the limitations of his understanding frustrated him.

As his frustration mounted, the voice offered a suggestion, "Clear your mind, Daniel. Focus on the stillness within. Balance the green flame of rage with the white flame of emptiness."

Taking a deep breath, Danny tried to quiet the storm within him. The room dimmed as he closed his eyes, attempting to find the center of serenity amidst the chaos of his thoughts.

In the quietude of his home, Danny Hebert grappled with the dichotomy of power and restraint, frustration and patience, as the journey to master his demonic abilities unfolded in the green light that clung to his existence.

"You seek mastery over these powers, Daniel. The path to control lies not in the safety of solitude but in the crucible of the world. Embrace the danger, for it is within the throes of survival that your true potential will unfold," the voice coaxed.

Danny hesitated, the weight of the uncertainty of his abilities pressing upon him.

"Well then, if caution is what you seek, Daniel, then seek the boundary between the mortal realm and the Worldsoul. With the right knowledge and intent, you can summon entities from within your soul. Are you willing to unlock this aspect of your power?" the voice echoed, its words resonating with a mix of ancient wisdom and latent power.

Danny, aware of the risks but emboldened by the allure of greater understanding, nodded in agreement. "Teach me how to summon demons. I want to understand the full extent of my abilities."

The voice guided Danny through a ritual, a dance of light and incantations that blurred the lines between the ordinary and the supernatural. As he followed the instructions, the room became charged with an energy that transcended the mundane.

Sorcery Unlocked: School: Summoning and Warding

Spend 4 Willpower for sorcery = 4 rolls.

Difficulty 9.

Means:

  1. Demonic Pact (Infernal) -1 difficulty
  2. Ritual Space from World Soul (One time Partial summon) -1 difficulty
Final difficulty 7.





Regain 1 Willpower for successful spell.
Lost 3 Willpower-> Now at 3 / 6.

Gain Minion Demon. Veteran Jailer (Lasts for one month)

Roll meaning:
Aspect: Targets: 1 sux = 1 target (1 demon)
Aspect: Power level: 4 sux = First Circle Demon (High end)
Aspect: Control: 4 sux = The being must perform a task for the caster as directed, regardless of risk, following the letter of the order, if not the spirit.
Aspect: Time: 5 sux = For one scene or one month. (One month chosen)

Normally, you cannot choose aspects higher than the ability + 1 you use. Here Occult 2 + 1 so 3. However as a first summon, I am allowing it. If you want higher level effects, raise occult to 5. Or if you use stunts to justify it, any other ability to 5, even melee.

In the midst of the ritual, the shadows coalesced, taking on a form that seemed to defy the laws of nature. A low, guttural hum reverberated through the room as a demon materialized before Danny, an otherworldly entity with eyes that glowed like embers. One of the many he had seen before.

"This is a demon jailor, a servant of the Prison that rests within your soul. They can be summoned to carry out simple tasks to guard and to protect," the voice explained, its resonance filling the room.

As Danny interacted with the summoned demon, he felt a connection to his Worldsoul, a bridge between the mortal realm and the supernatural. The Worldsoul responded to his will, offering glimpses of its knowledge and capabilities.

If a person travels without a destination for seven days and seven nights from a place of emptiness, then on the eighth day, they enter the Worldsoul. The inverse is also true. The person can travel the endless desert at the edge of the Worldsoul for a similar time, they enter a random place in the real world.

Alternatively, the Infernal can spend a Willpower point and freely travel to the Worldsoul and take with them Essence Size Battlegroups of people.

"They are not bound by mortal rules, and their motives can be inscrutable. Exercise caution and remember, they too have urges that they cannot betray," the voice warned, its words carrying a weight of ancient knowledge and a sense of foreboding.

Danny regarded the summoned demon with a newfound wariness. The creature, its form flickering with an ethereal intensity, seemed to regard him with an inscrutable gaze. The room retained an uneasy atmosphere, as if the very shadows held their breath in anticipation.

"I understand," Danny replied, a sense of responsibility settling upon him. The reminder that these entities were not mere extensions of his will but autonomous beings with their own impulses demanded a heightened awareness.

The voice continued, "Demons are drawn to the order imposed by the Primordials. They may offer assistance and their allegiance is to you. But be mindful of the minds of those you command, for the consequences may extend beyond your intentions. Look and see."

Spend 1 Willpower to invoke Crown of Truth (Question: What is the nature of the demon before me?)
Lost 1 Willpower-> Now at 2 / 6.


Danny then knew. Before him was a demon jailer. Its nature was that of a Sadist. It could not help but want to cause pain and misery. Every time he commanded it to hold back from hurting his enemies, it would strain its mind until it snapped and went berserk.

To put it simply, unless he wanted to have someone mauled or crippled, he would not be able to use the demon in any heroics he hoped to achieve.

Found: Demon Jailor Urge: To hurt.

As Danny contemplated what he had learned, grappling with the implications that came with the summoning. The cautionary words echoed in his mind as he navigated the enigmatic dynamics between the mortal world and the demonic, where even his own allies were bound by urges that could not be easily betrayed.

The voice, satisfied with Danny's progress, spoke, "You can only summon jailers for now but in time, more will come. But summoning demons is but one facet of your powers. Use this knowledge wisely, and remember that Sorcery is both a source of strength and an unpredictable force."

"Now, onward to Warding and Sealing. You can create wards and seals that act as barriers, preventing others from escaping or causing harm. These wards might be inscribed on physical surfaces, embedded in the fabric of reality, or exist in other metaphysical forms."
The voice explained.

Warding Strength

Wards are a simple Willpower + Essence roll at the determined difficulty. The Strength of the Wards are limited by Ability + 1. Each success causes the subject to lose one die from all actions against the sorcerer.

With Ability at 3+, the sorcerer may create a Warding Circle that forces the creature to not be able to pass into or out of the circle, unless the creature scores more successes on a Willpower + Essence (difficulty 4 + Ability + 1) roll than the Sorcerer scored on the Ward roll.

This is the ability used to usurp any stationary magical effects. While it can affect Workings, it cannot weaken or change them, only manipulate and switch things like foe recognition or ownership. This is temporary, limited by Duration.

The voice paused and then spoke with a sense of both caution and anticipation, "Daniel, now all that is left is the gifts of the Primordials. They are ancient entities that transcend the very fabric of reality. Look and see within yourself. See what calls to you."

Danny did not reply, instead only focused inward. The room, already infused with an otherworldly energy, seemed to respond to Danny's determination. The shadows gathered, swirling around him as the abyssal energies coalesced. The air became charged with a palpable force, and the dim light cast by the ethereal flames flickered with an added intensity.

As the process unfolded, Danny felt a surge of power, distinct from the power of the three Crowns he had grown accustomed to. The Yozi Gifts emerged, each one representing a unique aspect of the colossal entities known as the Yozi. While he could unlock the rest, two stood ready to use.

Unlocked Malfeas: Gained Impervious Primacy Mantle: Immunity to Mind control.
You can now train Malfeas gifts.
Unlocked SHLiHN: Gained Cosmic Transcendence of Self: Change Archetype by spending Willpower.
You can now train SHLiHN gifts.
You can now train a Yozi Perquisite gift to unlock the gifts of other Yozi.


As the Yozi Gifts became intertwined with Danny's essence, the room settled into a profound stillness. The voice spoke once more, "You have unlocked the Yozi Gifts, Daniel Hebert. Wield them wisely, for their power is both a boon and a burden."

Danny took a breath and let it out. "Now, I guess it is time to go out."

"Yes, but the question is…..to where?" The voice stated. "You have two choices, you can go investigate the dregs, the so called merchants. Nip them in the bud before they have the chance to grow."

The second?" Danny asked surprised.

"Faultline." Was the reply.

"Wha…." Danny said, startled.

"You have the ability to heal all ills, Daniel. All ills, even those of the so-called monster capes. That ability is valued and Faultline, for all her faults, is a mercenary. Offer her something of value and you can accrue quite the favors. Perhaps even recruit some newly freed monster caped. This would also be of much use to hide the nature of your powers from watchful eyes for from the insights gleaned from curing them, you can disguise your powers to seem like that of a cape" The voice paused.

"The choice is yours."

DECISION TIME: Once you recover to full Willpower you.....
[] Seek out the merchants. Potentially unlock the Shintai. Also potentially recruit their capes if you roll well enough. (Keep in mind you have normal dice right now so this is kinda a long shot.)
[] Seek out Faultline. Unlocks Charm Masquerade. May get money, favors and cured Case 53s depending on how well you roll social. Longshot, same as above.

Demon Summon
[] Have it stay home and guard it.
[] Take it with you. It will stay dematerialized until the fighting starts or you order it to appear.

Crafting (Normally you need magic reagents to make a permanent ward but I will allow it for now. You can save the one time pass or use it here.)
[] Ward some gear. It can't hurt, literally as you cannot blotch occult.
-[] What item?
[] Don't wand some gear. Better save it for later.
 
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Week 1: Turn 3
Date 05 January 2011

Danny, clad in the costume that he had cobbled together, made his way through the empty streets, late into the night. He moved with a quiet determination through the city, navigating the labyrinthine streets towards Faultline's nightclub, taking refuge in audacity.

His disguise, if it could be called that, was a face concealing mask paired with clothes that were as mundane as they come. In truth, Danny looked more like someone cosplaying as a Cape than an actual one. Especially, given where he was heading to.

Behind him, his bound demon followed, dematerialized and invisible. It's presence is a guarantee if any violence erupted tonight. The distant thump of music and the neon glow of the club's signage guided Danny through the urban landscape.

Before entering, Danny took a moment to survey the surroundings. He thought long and hard before using a burner phone to call Faultline ahead of time. There were many reasons for this. The first being a Cape dropping in was threatening and the second? The ability to Cure case 53s was not something you discuss after just dropping in. No, the best approach was to call ahead and set up a meeting. The back and forth was fast and furious but surprisingly, Faultline decided to go against meeting at a neutral ground and settle for the Palanquin itself.

Probably home field advantage. This honestly suited Danny just fine as the place would be secure and there would be minimal chances of being overheard.
Lost 1 Willpower-> Now at 5 / 6.

1 + 1 Sux.​
Regained 1 Willpower-> Now at 6/6

As Danny observed Faultline's nightclub from the periphery, he noticed subtle signs of increased security and fortification. The vibrant ambiance of the establishment belied the underlying measures taken to ensure its safety.

Danny could see the strategic enhancements made by Faultline. The nightclub, once a haven for revelry, had been subtly transformed. All areas were being observed by Security personnel, both mundane and Capes.

He had called ahead and had expected this, but the enhanced security measures sparked a sense of caution within him. He became acutely aware that navigating through the night would require a delicate balance between pushing and giving way.

Danny met the bouncer, Gregor the snail, at the entrance and passed him a paper slip. One glance and Gregor nodded to him, guiding him deeper into the heart of the fortified nightclub with no words being spoken between them. Danny followed, the vibrant rooms of Faultline's nightclub, pulsating beats of the music and the kaleidoscope of lights greeted him as he weaved through the crowd.

As he followed Gregor, he analyzed the changes with a strategic eye. He could feel the subtle tension that hung in the air, a testament to his newly acquired abilities.

Danny was led into a room and as the door closed behind him, sealing off the ambient sounds of the nightclub, Danny found himself alone but for the bound demon. He refrained from glancing back, his focus firmly set on the occupants before him. The air in the room seemed to thicken with an unspoken tension, an undercurrent of negotiations and hidden motives.

Faultline and Newt sat across from him, their expressions guarded yet discerning.

Danny, under a pseudonym provided earlier, a…..Cape name, felt the gaze of the occupants and returned it. He looked seeking to get an insight into Faultline's motives and he got it.
Lost 1 Willpower-> Now at 5 / 6.

2 + 1 Sux.​
Regained 1 Willpower-> Now at 6/6

Faultline's guarded expressions and calculated responses spoke of a leader accustomed to navigating the intricate dance of power and secrecy. Danny got a glimpse into the depths of Faultline's intentions, a complex web of motives that extended beyond the surface of their current negotiations.

Faultline harbored a deeper agenda. There was a personal stake, a hidden desire that drove her actions and decisions. He could see the shadows of past struggles, unspoken loyalties, and a thirst for something more than the superficial gains of their current collaboration.

Major Intimacy Revealed: Faultline: An immense desire related to Case 53s.

The revelation brought a subtle shift to Danny's approach in the negotiation. He became attuned to the nuances in Faultline's words, the unspoken cues that betrayed the personal motives interwoven with their shared objectives. It was an understanding that went beyond the surface, a recognition that alliances in this clandestine world were often veiled in layers of complexity.

As Danny sat down, he then looked at Newter and the reptilian gaze and unique physiology of Newter presented a mysterious puzzle but one that Danny was able to peer through. The revelations were nowhere as nuanced.
Lost 1 Willpower-> Now at 5 / 6.

2 + 1 sux.​
Regained 1 Willpower-> Now at 6/6

Through the glow of the room's fluorescent lights, Danny discerned that Newter's motives were driven by a blend of loyalty and survival. Newter's reptilian gaze, though inscrutable, held a certain vulnerability and Danny was able to see that which he desired the most.

Major Intimacy Revealed: Newter: Get laid.

Danny resolved that he was never going to allow Newter to be anywhere near his daughter. Ever.
Lost 1 Willpower-> Now at 5 / 6.

2 + 1 Sux.​
Regained 1 Willpower-> Now at 6/6

He then finally glanced towards Gregor, the silent sentinel who sat behind Faultline and Newter. The enigmatic figure, seemingly stoic and impenetrable, held motives that intrigued Danny as he delved into Gregor's motives, which were intertwined with a sense of duty and a commitment to protect. He could almost feel the unwavering loyalty, a silent guardian who stood vigilant against unseen threats. Behind the stoic exterior, there lay a loyal and faithful person, one Danny would have loved to get to know.

Major Intimacy Revealed: Gregor: Loyalty related to Faultline.

"Welcome. We've had many come here before, claiming that they can cure Case 53s. They failed and I….took care of them. So this had better not be some waste of my time, if it is? You will not be walking out of this room alive." Faultline stated, her gaze sharp and perceptive.

Danny, recognizing the scare tactic, responded with a controlled tone, "I've heard of your reputation, Faultline. They say you have a knack for finding solutions. I have come with an offer that could be mutually beneficial."

1 sux -2 = -1. Fail.​

There was a pause before Faultline broke the silence, her voice measured, "You've piqued our interest. Let's get straight to the point. What's this offer of yours?"

The room thus became a stage for the interplay of alliances, secrets, personal agendas and naked greed. Danny, under disguise, pressed forward with a discerning eye, his negotiations influenced by the enigmatic insights into Faultline's deeper motives, a knowledge that would shape the course of their discussion.
Lost 1 Willpower-> Now at 5 / 6.

2 + 1 Sux.​
Regained 1 Willpower-> Now at 6/6

Danny began to explain his proposal. He used what he gleaned from Faultline's motives and spoke of favors, shared objectives, and the potential benefits that collaboration could bring to both parties. His Exalted powers guiding his words, allowing him to play on their desires.

Newter, with his reptilian gaze, observed Danny with an intensity that seemed to pierce through his facade. Faultline, ever the shrewd negotiator, listened attentively, her responses carefully calculated. Gregor, a silent presence, added an element of mystery to the proceedings.

They listened as Danny Hebert wove a narrative that he hoped would give him his desired outcome.

As the negotiations progressed, Danny, felt the weight of responsibility in conveying the potential consequences of breaking the pact. Guided by the essence of truth granted by the Crown of Truth, he addressed Faultline, Newter, and Gregor with a sincerity that cut through the shadows.

"With all honesty, I must make clear the ramifications of breaking the contract." Danny began, his voice emphasizing the gravity of his words. "This agreement is not a mere formality. It is bound by my power, and the consequences of betrayal extend beyond the mundane."

"I want you to understand that this agreement is not just a matter of words on paper. It is a binding force that has serious consequences." Danny concluded, his eyes holding the weight of the truth he had shared.
Lost 1 Willpower-> Now at 5 / 6.

0 + 1 sux.​
Regained 1 Willpower-> Now at 6/6

Faultline's expression remained inscrutable for a moment, considering the comparison. The air hung heavy with the weight of unspoken implications, the whispering tales of Teacher's manipulations and ambitions.

"You bear a certain resemblance to Teacher in your approach.'" Faultline remarked, her tone measured. "He, too, brokered deals in the shadows, wielding influence through secrets and alliances."

"But," Faultline continued, her gaze unwavering, "there's a difference. Teacher's motives were often shrouded in selfish pursuits and a desire for control. What about you? What truly motivates you in these negotiations?"

3 sux.​
Danny's Major Intimacy revealed: Something related to helping Brockton Bay or a group there.

Faultline, seasoned in reading between the lines and discerning the nuances of negotiations, began to sense a deeper layer to Danny's motives.

"There's more to this, isn't there?" Faultline remarked, her gaze piercing through him. "Your motives go beyond the typical wheeling and dealing. You're not just a negotiator for the sake of power or control."

With a measured tone, he acknowledged, "You're right, Faultline. My motivations are tied to protecting the people close to me, people who've been caught in the crossfire of the gangs."

The admission hung in the air, a vulnerability unveiled in the dimly lit room. The occupant's stance seemed to soften in the revelation, recognizing the sincerity in Danny's words.
Lost 1 Willpower-> Now at 5 / 6.

1 + 1 sux.​
Regained 1 Willpower-> Now at 6/6

Faultline, ever perceptive, nodded as if unraveling the layers of a complex puzzle. "We all have our reasons for stepping into this world. If your goal aligns with ours, perhaps we can find common ground."

There was a moment of silence which was broken by Gregor with a solemn yet resolute voice. "I'll go first.."

The occupants in the room seemed to hold their breath. The weight of Gregor's offer lingered in the air, a testament to the silent guardian's sense of duty and sacrifice.

Faultline and Newter exchanged glances, each recognizing the gravity of Gregor's proposal.

"I can heal you, but……," Danny acknowledged. "But this process is not without risks. You will still need to swear an oath to loyally serve me Gregor. Are you certain about this? The consequences of the pact are not to be taken lightly."

Gregor's gaze remained unwavering as he responded, "My loyalty lies with those I protect. But if there is a chance to cure Case 53s, I will do what needs to be done."

As the negotiations took an unexpected turn, Danny found himself at a crossroad. He could demand service from Gregor for a Year and a Day. Alternatively, he could allow Gregor to continue serving Faultline for a Year and a day as the service owed to him, in exchange for a favor from Faultline and her crew. One job to be exact.

The decision now rested on Danny's shoulders.

DECISION TIME:

CAPE NAME:
[] Contract
[] Write in


Terms of the Contract:
You have managed to convince Faultline and her crew to trust you for now. Gregor has volunteered to go first. But what are the terms?

If you close the negotiations, Danny will Cure Case 53s. Faultline will go out and gather them. At the end of each month, a D5 is rolled and many Case 53s are smuggled into Brockton Bay.

To convince Faultline, you rolled 2+1, 0+1 and 1+1 = 6 points. Now you need to negotiate the following.

Please post options in Plan format: Choose any 6. Choosing them DOES NOT guarantee them, just that Danny will have to talk Faultline into accepting them.

[] Gregor and Newter has to serve in your hero team for a Year and a Day. (2 points). This is mutually exclusive.
[] You get the right to speak to the cured Case 53 and try and convince them to join you. This action takes up an AP point. (1 point).
[] You get 1 Dot of Resource per case 53 cured per week. (2 point)
[] You give up on Gregor and Newter joining you but gain Two Major favors and one minor Favor per Case 53 cured. (2 points) This is mutually exclusive.
[] Black Market Access (Tinker tech). (1 point) [You still need to buy it and it is EXPENSIVE]
[] Underworld Contacts (Cape info). (1 point)
[] Money Laundering (Numberman). (1 point) [Sets up an account that cannot be traced. Can get it directly without spending AP.]
[] Smuggling (In and out) (2 points) [You need things smuggled in or out? This is it.]
[] Evil Stronghold (1 point). [Faultline knows some good defensible places in the docks to set up shop in. It will need some work, but they can be acquired legally.]

[] Other: Points on a case by case.

WHAT YOU CAN OFFER: If you roll badly, you can offset it by compromising. This gives the equivalent of successes to offset a bad roll.
[] Tinker/Sorcery tech. (2 Points) [You will owe Faultline this eventually once you get your workshop up and running.]
[] Powers. (2 points) [You will offer to heal and if possible, empower people brought in by Faultline. You order them to serve Faultline as their service to you so you do not get them.]
[] Favor: (1 point for a minor favor and 2 points for a major favor)

[] Other: Points on a case by case.
 
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Information: Resource Dots
HOW DO RESOURCES WORK?
So what does Resource Dots do?

Resource 0 - 0 Dot purchases are the standard purchases a family of four makes per week. They are an amalgamation of the costs. Upkeep is usually one 0 Dot per week.

Resource ● - One dot indicates the average income of a standard family of 4, the expected income of a household with two skilled working adults. It is equal to Ten 0 Dot Resource Purchases. Savings occur after you subtract your expenses with the income.

Resource ●● - Two dots indicates around ten the income provided by the previous level. It's appropriate for high ranked gang members, high ranked local government officials, reasonable well known artisans and performers, successful local traders. So R2 = R1(x10)

Resource ●●● - Three dots indicates more than twenty five times the income of the previous level. This level of Resources represents a take in the spoils of groups and companies. It's the income of the CEOs of established Companies and the collective income of large cartels, etc. R3 = R2(x25)

Resource ●●●● - Four dots indicates more than fifty times the income of the previous level. This is the level of income by states. No individual or group gains this income without serious scrutiny. R4 = R3(x50)

Resource ●●●●● - Five dots indicates more than one hundred times the income of the previous level. This is the level of income by Countries. No individual or group gains this income without serious consequences. R5 = R4(x100)

HOW DO RESOURCES STACK?
The answer? They do not. You can have multiple sources of income but unless you hit the threshold, 10 Zero Dot Resources, it will never convert into a One Dot Resource.

You need the following for Resource dots to stack.

DotsSources
R1Ten R0s.
R2Ten R1s or 100 R0s.
R325 R2s or 250 R1s or 2500 R0s.
R450 R3s or 1250 R2s or 12500 R12s or 125000 R0s.
R5100 R4s or 5000 R3s or 125000 R2s or 1250000 R1s or 12500000 R0s.

HOW DO I SPEND THEM?
The costs are always listed as three Resource 1 dots or five Resource 2 dots and so on. If you have the dots, you can spend it and make the purchase.

If you do not? Then you cannot. You can pool in multiple sources, if they are at the same or higher level. So if you want to make three Resource 2 purchases and have only one Resource 3 dot then break it into 25 Resource 2 dots and subtract three, leaving you with 22 Resource 2 Dots.

HOW DO I GAIN THEM BACK?
Generally? End of the month but some are more conditional.
 
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