Infernal Resurgence (Worm/Exalted)

Week 1: Turn 4
05 January 2011

Under the guise of "Faust," Danny Hebert started getting into the real meat of the negotiations with Faultline.

"Faust, we've heard your proposals and discussed your power. But what assurance do we have that what you said so far is true?" Faultline inquired, her tone measured.

Danny responded with a calm assurance, "I understand your concerns, Faultline. This is a decision not taken lightly, and I have offered transparency in our dealings. I have no interest in you specifically; my goals align with stability and protection."

"Transparency is a rare commodity in our world. What price are you willing to pay for our trust, Faust?"

"Nothing but what I have already given you. Trust is a two way street Faultline. I am risking my neck here. Can you imagine what would happen if word got out that I can offer Panacea healing? Continuous Panacea healing? No, better than Panacea healing, because even she could not cure Case 53s. So no, Faultline, I offered plenty, now what are you willing to give in return?" Danny countered.

In the midst of negotiations, Faultline leaned forward and handed Faust a map and a list. The paper was unassuming, but the information it contained held the key to strategic advantages in the unpredictable landscape of Brockton Bay.

Faultline Concedes "Evil Stronghold"

"These are defensible locations within Brockton Bay," Faultline explained as she took out a map of Brockton Bay, her gaze unwavering. "Whether you're looking to establish a stronghold, negotiate, or simply avoid conflict, these places should serve your interests well. They are empty and cheap too. Good places to set up shop, for whatever you are planning, both honest and not."

"Your willingness to share this information is noted, Faultline. It's a step towards building trust between us," Faust acknowledged, his voice carrying the resonant assurance granted by the Crown of Self.

Faultline Concedes "Money Laundering (Numberman)"

Faultline, recognizing the practicalities that often accompanied these kinds of proposals, especially with newly triggered capes, leaned forward with a second proposition. "Faust, you are new right? You'll need to be discreet at times, especially with money. I know a guy called Numberman. He's adept at setting up untraceable accounts and good with numbers. The guy practically runs the financial side of things that come with our line of work."

"Like it or now, money laundering is something you are going to end up doing, what with the NEPEA-5 Bill sinking most forms of honest work us Capes can do, should the need arise which it will, consider it within Numberman's expertise. He has the contacts and methods that can help keep financial transactions discreet," Faultline added.

Danny considered the offer. "Your assistance in these matters could indeed prove invaluable. We may find common ground in our shared endeavors."

Danny was an old hat at negotiations. His vast experience with trying to clean up the Boat Graveyard now coming into play. He knew that Faultline had granted him those concessions specifically to use it now. But this was all old tricks to him.

Faultline:
Archetype: Mercenary +/-3 Difficulty to all Negotiations
Major Intimacy: Related to Case 53 cure +/- Difficulty
Minor Intimacy: Trust Faust/Danny +/- 1
Willpower 4 + 2

Danny:
Lost 1 Willpower-> Now at 5 / 6. Use Cosmic Transcendence of Self.
Archetype changed from Director to Mercenary.
Archetype: Mercenary +/-3 Difficulty to all Negotiations
No other Applicable Intimacies
Willpower 5 + 1 (Essence)

v

Roll 1: 3 + 1 v 3 = 1 Danny

v

Roll 2: 1 +1 v 2 = 1 Danny (Faultline does not get double 10s)

v

Roll 3: 4 +1 v 0 = 6 Danny (Faultline does not get double 10s)
6 Sux reached. Matched Faultline's Willpower rating. She decided to accept as it does not goes against her intimacies.

Thus under the guise of Faust, he made a quick choice, recognized the challenges in persuading Gregor and Newter to fully join his group. Instead, he proposed a different arrangement.

"Gregor, Newter, I understand that fully joining my group might not be feasible for you. However, I'm seeking your cooperation on two major favors and one minor favor per Case 53 cured," Danny explained. "Ones that I will call in later from the Palanquin." Leaving vague from what he would be calling them for. "In return, both your service to me would be to serve Faultline loyally, as if she were me, for a Year and a Day."

Gregor and Newter exchanged glances, their expressions revealing a cautious curiosity. "What are these favors?" Gregor inquired, his voice a deep rumble.

"Blank Favors." Danny said simply.

Faultline, however, immediately raised objections. "These are too broad Faust. What assurances do we have that they won't put us in a compromising position?"

Danny responded, "I understand the gravity of the request. Consider it an investment in to our relationship. These favors will only be called upon if they align with our shared interests and contribute to the stability of the Bay. I know you do not take work in the bay, but I plan to be a Whitehat so if nothing else, there is that. "

Faultline, after a moment of contemplation, spoke, "Two blank favors, then. But be warned, Faust, they better not tip the scales in a direction we haven't agreed upon."


v

Roll1: 4 + 1 v 1 = Danny 4

v

Roll 2: 7 + 1 v 1 = Danny 11

11 Sux reached. Matched Faultline's Willpower rating. She spends her Willpower using her Mercenary Archetype. She agrees to only one boon for the Case 53 and a one time finder's fee.

Danny nodded and leaned forward, his eyes filled with determination. "Now, regarding the Case 53s, I want a minor favor for each Case 53 cured and I request a weekly cash allowance for ongoing expenses related to these efforts," Faust suggested, his voice carrying a persuasive tone.

Faultline frowned at the proposition. "Weekly cash allowances can create complications and might not be possible. I'm willing to stick with the one-time payment and one minor favor per Case 53 cured. It ensures a straightforward arrangement."

Danny countered, "I understand your concerns, but the ongoing nature of these efforts requires consistent support. A weekly allowance would contribute to the sustainability of our collaboration."

Faultline hesitated, but after a moment of contemplation, decided to maintain her stance. "I'm willing to compromise on a larger one-time payment for each Case 53 cured, but the weekly cash allowance remains off the table. It's a measure to prevent unnecessary complications."

Not deterred, Danny Hebert, sought to leverage his healing abilities for ongoing support. With a determined expression, he proposed, "Faultline, I can offer continuous healing services for your team in exchange for the weekly payment. It ensures the well-being of your members and serves as a consistent resource for our collaboration."

Faultline considered the proposition but rejected it. "Continuous healing is a valuable asset, no doubt. However, I prefer to keep our arrangements straightforward. I'm not comfortable with an ongoing commitment tied to a weekly payment."

Danny persisted, "Consider the advantages, Faultline. It ensures the health and resilience of your team, and you'll have a reliable resource at your disposal. I believe the benefits outweigh the simplicity of a one-time payment."

Faultline, however, remained steadfast. "I appreciate the offer, Faust, but I prefer clear terms in our agreements. A one-time payment and the agreed-upon minor favor per Case 53 cured will be our arrangement."

Danny understood that Faultline was not going to compromise and changed tactics. He recognized the importance of Case 53s in his endeavors and came up with a new proposal. "Fine, but in addition to our agreed-upon terms, I'd like the opportunity to speak to the Case 53s first and try to convince them to join my team. Their unique abilities could be valuable assets, and I believe I can offer them a purpose and a place where they can belong."

Faultline raised an eyebrow, considering the proposal. "Convincing Case 53s to join your team is a delicate matter. They've faced considerable hardships, and their trust isn't easily won. What assurances can you give that your intentions are genuine?"

Danny immediately moved to reassure Faultline, "I understand the complexities involved. I'll approach them with honesty and respect their choices. My goal is to provide them with a sense of purpose and community, a chance to use their abilities for a cause we can all agree to. It will be their choice in the end. Serve me for a Year and a day or serve you in my place."

Faultline, after a moment of contemplation, nodded in agreement. "You have one opportunity to talk to the Case 53s. But remember, respect their decisions, and ensure your approach doesn't exploit their vulnerabilities."

Danny hesitated to accept the terms, feeling that he should push for more.

Faultline, recognizing this, offered a unique bonus to sweeten the deal. "As a bonus to our agreement, Faust, I'll provide you with monthly updates on the ongoing matters of interest in Brockton Bay. Additionally, I'll give you contacts for discreet matters. Information is a valuable resource, and it seems fitting in this case." Faultline declared.

DECISION TIME:

The Deal.

You will cure Gregor and eventually Newt (Off screen). They will wait till the end of the month and if this pans out, you get two Major favors to be called in when you need it. It cannot be anything that would truly be illegal (Stuff like going after other Gangs is fine as is making distractions but not things like attacking the Government or the PRT/Protectorate). Basically Whitehat stuff on acceptable targets and things that are Discreet or out of Brockton Bay.

Every Month Faultline will sneak in Case 53s (Roll a d5). In return for curing them, she will owe you one Minor Favor (Same rules as above) and a one time payment of Resource 2 Dot per Case 53 cured. You have the right to speak to the Case 53 cured and try and convince them to join you.

You have underworld Contacts and get monthly updates on any ongoing and people to contact for……discreet things. You have a list of places you can set up shop. More on this later.

You gain an untraceable account for discretionary cape stuff from the Numberman. You can also use him to convert the Resource Dots you gain from the Worldsoul into usable cash. This is done at the end of the Week. You can automate this so you do not need to keep spending AP to do this.

Danny knows that this is the best Deal he is going to get. There will be no more negotiations as Faultline is not willing to Compromise any more.

Please vote in the Plan format.

[] Accept the Deal and offer healing as a separate contract. In return you are pushing for (Choose 1)
-[] One Minor Favor per person benefiting.
-[] A Monthly payment of Resource 2 Dot for providing healing to her entire group.
-[] Other: Write in.

[] Accept the Deal but do not make any more offers. Save the healing for later, once more trust has been established. You are bound to get more value from it at a later date.

[] Write in
 
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Week 1: Turn 5
05 January 2011

With a nod of acceptance, Danny acknowledged the terms of the agreement, including the bonus provided by Faultline.

"I appreciate the terms, Faultline. This agreement holds promise, and I believe it will benefit both parties," Danny stated.

Faultline, in turn, nodded in agreement. "Let's ensure that our collaboration gets us what we want. I'll provide you with the updates, accounts and contacts as promised."

Following the agreement with Faultline, Danny approached Gregor. The tension in the room increased as Danny extended his hand towards Gregor.

"You will serve Faultline loyally and faithfully for a year and a day as your service to me. Faultline will owe me a Debt that I will call in at a later date, one that will not go against what we discussed and for the other benefits owed to me as discussed. In return, I will heal you and restore you to the peak of your physical, mental, and spiritual health. But this will be a one-time thing, and any injury post healing will not be covered by me. Deal?" Danny presented the terms with a gravitas befitting the weight of such an arrangement.

Gregor, usually reserved and stoic, met Faust's gaze with a contemplative intensity. After a measured moment, she nodded and he accepted the terms and took Danny's hand. The room seemed to hold its breath as the agreement took place, Danny's Anima flickering in acknowledgment.

"Deal," Gregor's voice, a deep rumble, carried a solemn commitment.

"Deal." Faultline also said, accepting the deal.

Lost 1 Willpower-> Now at 4 / 6

With the agreement sealed, immediately the process of healing Gregor begins, drawing from the Crown of Want's power. The room seemed to vibrate as the healing took effect, restoring Gregor to the peak of his well-being.

As the Crown of Want bestowed the pattern of restoration, the silent guardian, usually stoic and imposing, seemed to relax as the energies worked their magic.

The once visible deformities began to fade, leaving behind only faint traces that faded as well. Under the subtle, otherworldly glow of Danny's Anima, Gregor underwent a profound transformation. The energy flowed through him, knitting together what was once broken and restoring the patterns of a human form.

Slowly, the signs of his Case 53 affliction began to fade. The scars, abnormalities, and otherworldly distortions that had marked his appearance gradually dissipated. As the healing continued, Gregor's features shifted back to the familiar contours of a human face, and the once-distorted aspects of his physical form were corrected.

As it reached its completion, Gregor stood before Danny in his fully restored human form. The room, stunned into silence could not help but appreciate the significance of the moment, a case 53 cured, a transformation accomplished, which marked the beginning of an intricate shift in the balance of power in Brockton Bay.

Gregor ignored the others as he delved into the state of his reborn self. Embracing the newfound restoration of his humanity, Gregor, once burdened, found himself in a unique position to explore the depths of his transformed existence. He flexed muscles that were once distorted, feeling the strength coursing through his revitalized form.

His movements, once hindered by otherworldly abnormalities, now flowed with a newfound grace. A brute rating, though how high he did not know, just that it was.

A simple check led to a remarkable revelation, he could still concoct various chemicals within his stomach and project them through his skin or as a Blaster power. His body was still a chemical laboratory that could produce many things.

He delved into the possibilities at his disposal, instantly creating an assortment of substances with a mere thought. Fire retardant foam expanded from his body and clothes, creating a protective barrier. They vanished, replaced by adhesives, sticky and strong, allowing him to adhere to surfaces with remarkable tenacity. Then it too vanished, replaced by lubricants, providing a smooth and frictionless surface. This changed to powerful acids, capable of breaking down materials with a touch but never hurting him or what he did not want to hurt or damage, like his clothing.

Gregor: Brute/Blaster. Rating TBD

Finally, Gregor let out a breath he did not realize he was holding and turned to Danny. "Thank you, Faust," Gregor spoke, his voice still a deep rumble but completely human, now unburdened by the otherworldly distortions of his former affliction.

Danny, with a solemn nod, acknowledged the thanks. "It was my honor to restore you, Gregor. I keep my promises."

Faultline did not speak, instead looking at the restored Gregor, subtly conveying an unspoken question about Gregor's memory. Her gaze, a silent query, sought confirmation or clarification.

In a moment of realization, Gregor's eyes widened. It was as if a fog had lifted, and the missing pieces of his memory fell into place.

Gregor grappled with the implications of having his memories restored but realized it was not time for that. He looked at Faultline and slightly shook his head, conveying a sense of wanting to discuss the matter later, his own body language holding a certain reservation.


4 + 1 = 5

Danny, ever observant, noticed this silent exchange between Faultline and Gregor. The room, now settling into a post-cure calm, became a stage for unspoken conversations.

Observing the subtle cues, Danny, with his keen awareness, pieced together the unspoken exchange between Faultline and Gregor and he understood the implications. Gregor had his memories restored. But this was not his problem. In fact, Danny had a feeling that he did not want this to be his problem.

Choosing discretion as the better part of valor, Danny withheld his curiosity, allowing the unspoken dynamics to go uncommented.

Approaching Newter with purpose, Danny made him the same offer which was accepted with much more enthusiasm.

Lost 1 Willpower-> Now at 3 / 6

The healing process unfolded, and Newter, once marked by inhuman proportions, underwent the same metamorphosis as Gregor. As the healing concluded, Newter stood before Danny, his form now restored to its peak.

"Thank you, Faust," Newter spoke, his gratitude echoing in the quiet aftermath of healing.

Danny nodded and approached Faultline "And thank you, Faultline. I appreciate the trust you've placed in me." Danny expressed, his tone carrying sincerity.

Faultline, with a nod, acknowledged the thanks. "We all make our choices, Faust. I'll keep an eye on Gregor and Newter, if all goes well, we will contact you at the end of the month."

With that, Danny, having played a pivotal role in healing Gregor and now Newter, took his leave.

Gain: Masquerade Charm.

Gain: Background: 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.

Gain: xp Debt: 10.

Now onwards to the Merchants: Do you want to investigate them or put it off for later? If yes, how do you investigate them after restoring your willpower?

[] Skip the Merchants for now. You have other things to do.
(Choose 1)
-[] Look up NEPEA-5 Bill
-[] Get a Lawyer and a PI

OR

[] Investigate the Merchants:
(Choose 1) Each has a cost.
-[] Surveillance.
--Gather intel on the Merchants' activities, observing their movements and interactions in the city. This can lead to you running into a Hero. This can be good or bad.

-[] Interrogation:
--Interact with low-level members of the Merchants to gather information about the gang's hideout and capes if any. You will need to fight them first before you can subdue them.

-[] Underworld Connections (2/2):
--Reach out to your newly acquired contacts. They can provide information about the Merchants. This will use up one of the two charges. Charges restore themselves at the end of the month.
 
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Week 1: Turn 6
06 January 2011

The city of Brockton Bay was a melting pot of heroes, villains, and everything in between. The Merchants, a notorious gang dealing in drugs and chaos were but a part of that. Desperate for information that could help him scout them out, Danny decided to reach out to some unconventional sources.

It was Faultline who pointed Danny in the direction of the shady figures he sought. A name and a location were all he had, a cryptic lead leading him to a dimly lit bar on the outskirts of the city.

As Danny entered the establishment, the air thickened with tension. The low hum of conversations stopped momentarily, and all eyes turned toward the unassuming masked man in a worn-out jacket. The bar's patrons were a motley bunch, each with their own agenda.

Danny hesitated for a moment, scanning the room for anyone who might match the description Faultline had given him. Eventually, his eyes settled on a figure in the corner, cloaked in shadows. Approaching cautiously, Danny took a seat across from the mysterious individual.

"You Faust?" the shadowed figure asked, a low rasp in their voice.

"Yeah." Danny replied, his nerves palpable.


v

1 v 2+1

The figure looked at Danny, trying to see right through Danny. "Faultline sent you, right? What do you want?" he asked.

"I need information on the Merchants," Danny admitted. "They've been sniffing around the docks and I want to know what's up with them."

A sly smile crept across the shadowed figure's face. "Looking to set up shop? Whitehat or Black?"

"Hoping to be White, but……Brockton Bay." Danny Shrugged not giving anything away.


v

3 v 3+1

The man squinted at Danny before responding. "Information doesn't come cheap, Faust. Be happy Faultline paid your tab already. When she called me up, I didn't expect a visit so soon."

The man, true to his word, handed Danny a folder containing the information he sought about the Merchants. The atmosphere in the dimly lit bar seemed to lighten just a fraction as the weight of uncertainty lifted from Danny's shoulders.

"Looking forward to hearing about ya on the news, Faust," The man said, his voice carrying a tone of finality. "Remember, the city's a dangerous place. Watch your back."

Danny nodded appreciatively, tucking the folder securely into his jacket. "I appreciate this. If there's anything I can do, just let me know."

The man chuckled, a sound that echoed with a hint of amusement. "You've got the information you wanted and Faultline has paid me plenty. Now, go deal with those Merchants. And when it's all said and done, consider our business concluded for now. Remember, you got only one more freebie for the month."

As Danny got up to leave, he couldn't help but get the feeling that he had just made a deal with a devil, which was rich, all things considered. As he exited the bar, the night air felt crisp, and the distant sounds of the city served as a reminder of the challenges ahead.

Sitting alone in the dimly lit car, Danny carefully opened the Folder the man had given him. With the information in hand, Danny began to read and he found a set of documents, photographs, and notes meticulously compiled to shed light on the elusive Merchants.

The first document detailed the gang's hierarchy, outlining the key players and their roles within the organization. Names like Skidmark, Squealer, and Mush jumped out at Danny, each associated with a different aspect of the Merchants' operations.

The photographs provided visual insight into the Masks behind the names. Gruff-looking individuals with tattoos and scars stared back at Danny, giving him a glimpse into the hardened criminals who held sway over the druggies.

The notes highlighted the Merchants' known locations, their drug distribution networks, and their recent activities. Danny absorbed the information, mapping out a mental plan to navigate the dangerous territory he was about to enter.

As he delved deeper into the documents, Danny discovered the extent of the Merchants' involvement in illicit drug manufacturing and distribution. The gang operated on the fringes of the city, exploiting the vulnerabilities of those caught in the web of addiction. A sinking feeling settled in Danny's chest as he realized the gravity of the situation, countless others trapped in the Merchants' destructive influence.

Danny then turned his attention to the Merchant capes. First was Skidmark, one who had a reputation for being unpredictable and ruthless. He was the leader of the Merchants, a position he held with an iron grip.

The document delved into Skidmark's background, tracing his criminal history and the formation of the Merchants under his command. Born out of the remnants of other gangs, the Merchants thrived under Skidmark's brutal leadership. His strategic cunning, combined with a penchant for chaos, made him a formidable adversary.

As Danny read on, he learned about Skidmark's involvement in drug trafficking, territory disputes, and the exploitation of those most vulnerable in Brockton Bay. The man's methods were not only criminal but also deeply destructive, leaving a trail of suffering in his wake.

Danny felt a mix of determination and trepidation. Skidmark stood as a symbol of the Merchants' ruthlessness, and defeating him was crucial not only for Taylor's safety but for the well-being of the entire city.

Then there was Squealer and Mush. A thinker and a Changer. There was not much about Mush but plenty about Squealer who was the chief engineer and mechanic for the Merchants. She was a vehicle tinker, turning them into menacing machines that looked like they were ripped straight out of a Mad Max movie.

The file outlined Squealer's background, highlighting her early involvement in the illegal racing scene and her subsequent recruitment into the Merchants. Her mechanical prowess and willingness to push the boundaries made her a crucial ally and girlfriend to Skidmark.

As Danny absorbed the information, he realized that Squealer's role in the Merchants went beyond that of a simple mechanic. She could play a key role in the gang's operations, contributing to their ability to navigate the city's intricate landscape and evade law enforcement.

The implications were clear, to dismantle the Merchants, Danny would need to take out Squealer, one way or another.

The documents had indicated that she was in the process of setting up a new workshop, likely to enhance the Merchants' technological capabilities and further solidify their grip on the city's drug trade.


As Danny continued reading, his stomach dropped at what he read. The documents had now become a ticking clock, and Danny knew he had to act decisively. The Merchants were throwing a massive party to celebrate the completion of Squealer's workshop and her first new "creation".

The location was disclosed in the intel, and it presented a unique opportunity. The revelry would likely mean lower security, offering Danny a chance to gather crucial information and potentially take them down and loot her workship.

Now, all that was left was for Danny to make a choice. Does he dare to go after the merchants or does he call it quits?

CHOICE: Pease Make a Plan vote.
[] Go after the Merchants. (Choose 1)
-[] Trick them into breaking an oath and then smack them down.
–Infiltrate them during the height of their celebration and trick them into an oath. PRO: It will take some talking but you can pull it off, you have the stats for it. CON: Word of your oath power will get out. This is manageable but with a Cape name like Faust? Expect some funny looks from Heroes.

-[] Calling it in.
–Call the Protectorate and let them do their job. PRO: The Government actually uses the tax money for the good of the people. CON: The Merchant are a very minor gang at this point in time and they may have other things to deal with.

-[] Reinforcements.
–The New Wave are a group of heroes who unmasked themselves only to end up killing the very ideal they hoped to ignite. PRO: They may actually be available. CON: Glorygirl and Panacea just recently triggered and the rest are kinda still dealing with it.

[] Go home, you have done enough.
–You have done enough for the day. Might as well go home. This is not yet your mess and you can face whatever horror they are conducting later.

Do You make use of your Free Craft ability?
[] Yes (Choose 1)
-[] Make a mobile Warding circle. This can reduce enemy dice by 3
-[] Prevent people from entering or leaving unless they score more successes on a Willpower + Essence (difficulty 7) roll than the Sorcerer scored on the Ward roll.
[] No Craft

Do You take your Demon With you?
[] Yes
-Be warned it has Urge: Cause Harm and has a Willpower of 6. So if you order it to "Not cause Harm" it will accrue Limit each time it is forced not to cause harm and will go into Limit Break after 6 limit. So be....creative with orders.
--If fighting starts, it HAS to fight, as its loyalty is to you.
[] No demon
 
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Week 1: Turn 7
06 January 2011

Danny hesitated before finally committing. He would bring down the merchants, but he was also well aware of the potential danger the demon bound to him posed to innocent lives and his reputation. After all, it would not do if he was charged for cruelty. Thus, Danny made a decisive choice to leave the bound entity behind.

In a secluded alley adjacent to the warehouse venue, Danny whispered to the demon. The air crackled with arcane energy as the creature materialized, its ominous presence now free of the restraints of being incorporeal. Danny looked into the eyes of the demonic being, a silent understanding passing between them.

"I need to do this alone," Danny said, his voice firm but tinged with gratitude. "Your purpose was to help me. Stay here."

The demon, its form a shifting silhouette against the shadows, nodded in acknowledgment. Danny turned away, leaving the creature in the alley as he looked towards the Merchants' celebration.

But before he ventured forth, curiosity gnawed at Danny as he discreetly checked upon the artifact given to him by the demon who bore his exaltation. When questioned, all he got from the voice was that it was a trinket forged by Ligier as a welcome present to a newborn Prince of the Green Sun.

He reached into his pocket for what could charitably be called an ornate bronze railroad spike. It looked mundane if not for the mysterious and otherworldly aura that seemed to pulse with a faint, eerie energy. Intrigued and cautious, Danny carefully retrieved the artifact from his pocket, holding it up to examine it in the dim light.

The artifact was, as described, an ornate railroad spike with intricate symbols etched into its surface. Its design spoke of ancient craftsmanship, and the faint glow emanating from within hinted at a power that transcended the mundane. Danny turned it over in his hands, feeling the cool, smooth texture against his fingertips.

As he observed the artifact, a flood of memories surfaced, of cryptic rituals, binding pacts and the skill of the being who had made it. Despite its seemingly malevolent origin, the artifact was one that Danny could rely upon, for the smith who made it was given all that he had asked for to forge it.

GAIN: HELENA'S NAIL
It is a mobile Wardstone. Plant it into the Ground and all enemies within Range will lose 3 Dice to all actions taken against the User.

To use it, plant it into a Leyline and let it work for free. This extends the area to Long Range - the range where an object is very far away. This is the range of long ranged weapons. People cannot communicate with one another without assistance at these ranges.

If no leyline is present, plant it into the ground and spend a Willpower. This extends the area to Medium Range - the range where an object is a few floors apart. It's the range where two characters have to shout to communicate with one another.

Lost 1 Willpower-> Now at 5/6. Use Cosmic Transcendence of Self.
Archetype changed from Director to Soldier.


As he approached the chaotic scene, Danny felt a renewed sense of purpose. The decision to leave the demon behind was his commitment to pursuing a heroic path, even in the face of death and worse. The warehouse loomed ahead, a beacon of revelry and potential danger.

Inside, the party roared on, oblivious to the approaching Exalt. Danny, now alone but resolved, continued his infiltration, determined to use the information he had gathered to dismantle the Merchants.

The rhythmic thump of music and the cacophony of drunken laughter enveloped Danny as he stealthily made his way through the Merchants' party. The atmosphere inside the warehouse was a chaotic blend of colored lights, hazy smoke, and inebriated revelry. The partygoers were lost in their own world of celebration, oblivious to the silent figure navigating the shadows.

Taking advantage of the partygoers impaired senses, Danny moved with the precision of a shadow. He slipped through the crowds, his steps careful and deliberate, avoiding any unnecessary attention. The air was thick with the scent of alcohol and the acrid tang of various substances, creating a disorienting haze that masked his movements.

As he explored deeper into the heart of the party, Danny overheard fragments of conversations that hinted at the Merchants' plans. The intoxicated revelers paid little attention to his presence, their focus consumed by the party's excesses. He listened, trying hard to find the source.


3+1

Danny, weaving through the sea of intoxicated partygoers, honed in on a conversation between two Merchants in a relatively secluded corner. Their slurred speech and animated gestures suggested a certain level of inebriation, making them oblivious to the fact that their discussion was being eavesdropped.

"Heard Skid's rally's gonna be massive, man," one of the Merchants exclaimed, a wide grin plastered on his face.

"Yeah, gonna be a real show of force. Skid's making a statement," the other replied, taking a swig from a bottle.

Danny strained to catch every word, his senses on high alert.

"What's the deal with the rally, anyway?" Danny heard himself asking, adopting the nonchalant tone of someone just looking for a good time.


4+1

The Merchants, lost in their revelry, didn't seem to mind sharing. "Skid's flexing our muscles, you know? Showing everyone who runs this town. Got some big plans after the party," one of them slurred.

The other Merchant chimed in, "Yeah, heard rumors about a new territory grab. Skid's girl got some new fangled thingie built, planning to expand and all that."

Danny's heart raced with the weight of the information. Skidmark's party wasn't just a display of excess; it was a prelude to something bigger. The revelation of potential territorial expansion hinted at things he did not want to contemplate.

Capitalizing on the Merchants' inebriated state and their loose tongues, Danny continued to engage in casual conversation with the two revelers. With a seemingly nonchalant demeanor, he pressed further, hoping to extract crucial details about the timing of Skidmark's rally.


6 + 1

"Sounds like a wild time," Danny remarked, feigning enthusiasm as he took a swig from his own drink. "When's this rally happening, anyway?"

The Merchants exchanged a glance, as if gauging whether to disclose the information. However, their inebriation proved to be a more formidable barrier to discretion than they anticipated.

"Tonight, man!" one of the Merchants exclaimed, a drunken smile spreading across his face. "Skid's gonna make some big announcements. You should come!"

"Yeah, it's gonna be a blast," the other chimed in, completely unaware that they were unwittingly aiding Danny's mission.

Danny managed a feigned smile, expressing gratitude for the information. "Won't miss it for the world."

As he excused himself from the conversation, Danny's mind raced with the implications. The rally was scheduled to take place soon, and he now had to formulate his plan. Determination burned in his eyes as he slipped back into the shadows of the party, the pulse of music and laughter accompanying him like a constant reminder of the urgency that drove him.

With the rally on the horizon, Danny knew that the crucial moment to unravel the Merchants' plans was fast approaching.


1d3 = 3 (Mush)

As Danny moved through the intoxicated crowd, his eyes scanning the chaotic scene, he caught sight of Mush. The burly man, known for his erratic behavior and brutish strength, was engaging in animated conversation with a group of revelers near a makeshift bar.

Seizing the opportunity, Danny discreetly observed Mush from a distance, blending into the shadows cast by the dim lighting of the warehouse. He focused on the man's interactions, trying to gather any tidbits of information that might prove valuable in understanding the Merchants' plans.


3 + 1

As he spied on Mush, Danny noticed the man occasionally glancing around nervously, as if on edge. It fueled Danny's suspicion that there might be more to Mush's behavior than met the eye. The burly Merchant seemed to be a puzzle piece in the larger picture of the Merchants' operations.

A sudden change in Mush's demeanor caught Danny's attention. The man's expression darkened, and he abruptly excused himself from the group, disappearing into the pulsating crowd.

Danny weighed his options carefully, torn between two potential courses of action: following Mush or planting the artifact. Both choices carried risks and rewards, and he knew that the decision he made in this critical moment could shape the outcome of his mission.

Following Mush seemed like a direct approach, a chance to gather more information by tailing one of the key players within the Merchants. Mush's sudden change in demeanor hinted at something significant, and Danny believed that shadowing him might lead to valuable insights.

On the other hand, planting the artifact could provide a different kind of advantage. The Nail would completely disable the entire party and the advantage it would provide, if things came to a fight would be utterly invaluable.

CHOOSE ONE: You got VERY lucky with the roll and now know that there is not a lot of time left for Skidmark's Rally. You have time to recover back to full Willpower and do one more thing.

[] Plant the Nail.
-Find a place to plant the Nail. You can disable the Crowds, who count as a Size 3 Battlegroup, i.e slightly more than a Hundred people and possibly the Capes.

[] Follow Mush
-You can talk to Mush. You may or may not convince him depending on the rolls to quit the merchants but this leaves the Crowd unhindered.
 
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Week 1: Turn 8
06 January 2011

Considering the potential advantages of disrupting the Merchants' party and the strategic value of the Nail, Danny made the decision to prioritize planting the artifact over following Mush. The dimly lit warehouse and the chaotic revelry presented challenges in finding mystically relevant spots, but the potential to create chaos and gain an upper hand in gathering information outweighed the immediate need to tail a specific individual.

Danny, with a keen eye for both the shadows and the revelry, attempted to identify a secluded spot near the center of the warehouse where he could discreetly plant the Nail without attracting attention. The dim lighting and the pulsating music provided a cover for his movements.


1+1
Lost 1 Willpower-> Now at 5 / 6

As Danny sought a suitable location to plant the Nail, he found himself frustrated by the lack of mystically relevant spots within the chaotic warehouse. The dim lighting and the clamor of the party made it challenging to identify a place where the artifact could have maximum impact without drawing undue attention.

After a few attempts to find the perfect spot, Danny realized that the warehouse lacked the mystical resonance needed for the Nail to exert its full potential. The ambient chaos of the Merchants' revelry and the absence of any discernible ley lines or energy currents hindered his efforts to find an ideal location.

Frustration gnawed at Danny as he weighed his options. Without a mystically charged spot, the Nail might not unleash its full disruptive force, limiting its effectiveness in creating the chaos he hoped for. The urgency of the situation pressed upon him, and he knew he needed to make a decision.

Reluctantly acknowledging the limitations of the environment, Danny chose to pay the price by himself.

3+1

Choosing a spot slightly obscured by stacked crates and barrels, Danny bent down as if adjusting his shoe, his movements masking the strategic placement of the artifact. With practiced finesse, he carefully planted the Nail in the ground in between the crates, ensuring that it remained hidden yet positioned to influence a significant portion of the party.

The subtle glow emitted by the artifact was dampened by the surrounding crates, further concealing its presence. Danny took a moment to survey the area, confirming that no prying eyes had observed his actions. Satisfied with the strategic placement, he melted back into the crowd, seamlessly blending into the revelry.

With the Nail strategically planted and the potential for havoc looming in the background, Danny swiftly redirected his focus toward the location where Skidmark was planning to hold his rally.

As Danny neared the designated spot, he observed the subtle signs of preparation, increased foot traffic, the occasional Merchant wearing colors that marked them as part of the gang, and a tension in the air that hinted at the significance of the upcoming event.

Danny finally made it to the Warehouse's loading bay, where Skidmark was going to hold his rally. Danny observed the stage and the bustling activity surrounding its construction. The warehouse, once a hub of clandestine partying, was now going to be transformed into a potential theater for the Merchants' display of power.

The stage, dimly illuminated by sporadic overhead lights, took shape amidst a flurry of activity. Crew members, distinguishable by their Merchants' colors, hurriedly assembled the structure. Metal scaffolding and worn-out curtains adorned the makeshift platform, creating an atmosphere that hinted at both revelry and menace.

Skidmark's insignia, a chaotic swirl of graffiti, adorned the backdrop of the stage, serving as a visual representation of the gang's disordered influence. The setup suggested that the rally was not merely a spontaneous gathering but a carefully orchestrated event designed to make a lasting impression.

As Danny continued to observe the stage and the surrounding activity, his eyes widened in disbelief at an unexpected sight nearby, a half-built tank, a menacing behemoth of metal and machinery, standing beside the stage. The incongruity of such a formidable weapon in the midst of what was supposed to be a rally struck Danny hard.

Roll to avoid Fleeing: Negated due to Soldier Archetype

The tank, its skeletal structure exposed and partially assembled, loomed as a testament to the Merchants' ambition and their willingness to employ formidable firepower. The revelation added another layer of complexity to the already precarious situation, making it clear that Skidmark's rally was more than just a display of bravado.

Danny's mind raced with questions. What did the Merchants intend to achieve with such a weapon? Was it a show of force meant to intimidate rival factions, or did it foreshadow a more sinister plan for the city?.

Malfeas Stealth is the best stealth. You are rolling Social to pretend that you belong there.

2 + 1

Embracing a bold approach, Danny decided to seize the opportunity and get closer to the heart of the Merchants' preparations. With a feigned air of confidence, he blended into the crowd of workers near the stage, subtly observing their interactions.

Taking advantage of the chaotic atmosphere and the assumption that everyone around him belonged there, Danny boldly walked up to the stage. He maintained an air of purpose, as if he had a role to play in the preparations. The dim lighting and the focused activity of the crew provided cover for his actions.


1 + 1

As he reached the stage, Danny casually swiped a spare microphone, as if it were a routine part of his duties. The unsuspecting crew members, preoccupied with their tasks, paid little attention to the seemingly confident newcomer.

As Danny stood on the side of the stage, clutching the microphone he had casually acquired, the timing seemed eerily perfect. The ambient noise in the warehouse intensified as the crowds started pouring in, drawn like moths to the flame of the Merchants' rally. The energy in the air became charged with anticipation.

Skidmark made his entrance, striding confidently toward the stage followed by Mush, though Danny noted that Squealer was nowhere to be found. Danny had a sneaking suspicion as to where she was. Danny immediately shook his head and turned towards Skindmark.

Danny, maintaining the facade of belonging, continued to survey the scene. The tank, partially assembled and standing as a stark symbol of the Merchants' ambition, loomed ominously nearby. The microphone in his hand felt like a key to victory.

As Skidmark and Mush ascended the stage, the ambient noise in the warehouse gradually hushed as all eyes turned toward the gang leader. The revelers and members alike awaited the impending address, eager to hear the announcements and declarations that would shape the fate of Brockton Bay.

As Skidmark reached the microphone stand, Danny's heart pounded with a mixture of tension and determination. The choices he had made led him to this pivotal moment, standing on the stage amidst the Merchants' rally.

Skidmark, standing tall at the microphone, surveyed the assembled crowd with an air of authority. The chaotic graffiti on his attire seemed to mirror the disarray within the Merchants, and the anticipation in the air crackled with the promise of revelations.

"Ladies and gents! My beautiful Merchants!" Skidmark's voice boomed through the makeshift speakers, echoing in the dimly lit warehouse. The crowd, a mix of gang members and intrigued onlookers, fell into a hushed silence, captivated by their leader's words.

"We're here not just to party, but to show everyone who runs this city! The Merchants ain't just some small-time gang. We're the shit and tonight, we're gonna show Brockton Bay who's Boss!"

Cheers erupted from the crowd, a chorus of approval that fed Skidmark's confidence. He gestured dramatically toward the partially assembled tank, emphasizing its significance in the grand spectacle.

"Look! My girl made this! A tank, you fu****! With this beauty, we're gonna carve our mark into the heart of the city. No one can stand against us!"

The crowd's excitement surged, and Danny, still holding the microphone he had discreetly acquired, listened intently. Skidmark's words hinted at a bold and dangerous plan, one that went beyond mere territorial ambitions.

Skidmark continued his speech, outlining the Merchants' vision for dominance and control. The atmosphere was charged with a sense of jubilation but Danny, at the side of the stage, knew that the Skidmark's grandstanding held the key to unmaking the Merchants as a gang.

Skidmark finished his speech and his shouts echoed through the warehouse, each proclamation met with a resounding chorus of agreement from the Merchants. The crowd, now thoroughly enthralled, responded with fervor, their collective voices rising in unison.

"Tell me, who is gonna fu** this city?" Skidmark's voice boomed through the speakers.

"We are!" The Merchants replied, their voices a thunderous declaration.

The air crackled with a palpable sense of unity and rebellion as Skidmark continued, his charismatic presence commanding the attention of his followers.

"Who is gonna show the pigs who is Boss?" Skidmark shouted, a sinister grin stretching across his face.

"We are!" The Merchants roared back, their allegiance unwavering.

The energy in the warehouse reached a fever pitch as Skidmark's words reverberated through the dimly lit space. The rallying cries of the Merchants created an atmosphere of defiance and camaraderie, setting the stage for the impending chaos that seemed poised to engulf Brockton Bay.


2+1

The unexpected interruption of Danny's voice, echoing through the microphone with a striking resemblance to Skidmark's, pierced the fervent atmosphere. The crowd, still caught up in the rally's intensity, responded instinctively.

"Who is going to immediately surrender?" Danny's voice boomed through the speakers.

"We are!" The crowd, including Mush, shouted in unison, their voices carrying a momentary confusion as they echoed the words without fully registering the unexpected twist.

Lost 1 Willpower-> Now at 4 / 6

A hushed murmur swept through the assembly as the realization dawned on the Merchants, even as Danny smiled under the mask as his plan took hold. The abrupt admission of surrender contrasted sharply with the defiant tone of Skidmark's earlier declarations, leaving a momentary lapse in the rally's momentum. But it was too late as they had said the words and the oath was made.

Skidmark, standing on the stage, shot a piercing gaze toward the crowd, searching for the source of the unexpected proclamation. The atmosphere teetered between confusion and tension as the crowd grappled with the incongruity of their response.

The sudden shift in the atmosphere was electrifying as Danny, seizing the element of surprise, boldly walked on the stage. The crowd's attention shifted from the unexpected declaration of surrender to the unanticipated intrusion.



4 + 2 (Forgot the two dice)

8 Damage, Skidmark's Inc Health Level is filled with Minor Damage, WTF? You guys are VERY lucky, just enough damage to incapacitate him.

Before Skidmark could react or utter another word, Danny's swift and decisive action unfolded. A forceful kick to the groin sent a shockwave through the Merchants' leader, eliciting a gasp of pain. Skidmark, completely incapacitated, doubled over, clutching his injured area and fell unconscious.

The warehouse fell into a stunned silence as onlookers processed the audacity of Danny's move. The air was thick with tension as the balance of power on the stage shifted in an instant.

The shout from Squealer, calling out to Skidmark, shattered the momentary silence that followed Danny's bold intervention. The crowd erupted into chaos, fueled by a mix of anger and confusion. Mush and several enraged Merchants surged forward, intent on retaliating against the audacious intruder.

Oath Broken. 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.

Lost 1 Willpower-> Now at 3 / 6
Helena's Nail Active, -3 to all actions against Danny.


However, as the crowd attempted to close in on Danny, the unforeseen consequences of breaking the oath took hold. The once-unified Merchants found themselves momentarily disoriented, their collective will to fight against Danny now disrupted by the mystical repercussions of their unwitting admission of surrender.

Activate: Heavenly Guardian Defense

Lost 1 Willpower-> Now at 2 / 6
Roll 5 + 1 = Danny's defense rating is now at 6.

Seizing this opportune moment, Danny swiftly dove into the confused crowd. The element of surprise, coupled with the chaos caused by the broken oath, allowed him to evade immediate retaliation. As the Merchants grappled with the unexpected turn of events, Danny skillfully navigated through the disoriented crowd.

With a quick and decisive maneuver, he engaged in hand-to-hand combat, utilizing his surroundings to his advantage. The confused Merchants struggled to coordinate their response, their earlier fervor dampened by the mystical consequences of the broken oath.


3 + 1
3 damage, countered by Defense 3 (Battlegroups have size defense rating. This is a size 3 defense rating).

Battlegroup Counter Attack: 0. When attacking a Battlegroup in melee, it gets a free counter attack

Amidst the tumult, the dimly lit warehouse became a battleground. Danny fought with determination, his every move calculated to exploit the confusion and gain an upper hand. The choices he made in this chaotic confrontation would determine whether he could extract valuable information about the Merchants' plans.


5 v 6 Blocked

1 v 6

3 v 6
All Blocked

The night echoed with the sounds of scuffling and shouts as the improvised battle unfolded within the Merchants' rally. The balance of power teetered on a knife's edge, and Danny, driven by a father's desperation, fought to emerge victorious in the tumultuous sea of chaos.

Squealer is outside the range of the nail? Yes.

Squealer fires the tank shot. 4
Danny parrys but it hits everyone else.

The sudden eruption of chaos reached a new crescendo as Squealer, seizing the opportunity to restore order and assert her dominance, fired a tank shot into the crowd. The deafening blast echoed through the warehouse, sending shockwaves through the disoriented Merchants and disrupting the ongoing scuffle.

Danny lunged forward, intercepting the explosion with a powerful punch. The impact resonated with a shockwave, the force of his strength clashing against the explosive energy within the device. His fist won and he looked around, completely unharmed.

Is Mush hit? 1

Yes

Damage? 2 (x6 - Superhuman booster from it being a Tank shot and AOE) = 12. Crowd breaks apart as Skidmark is not there to rally.

Mush Soak = 5 + 1 = 6. Takes 6 lethal damage. (Mush is not a brute atm so no boost)

The projectile hit the crowd with a forceful impact, scattering gang members in all directions. Mush, caught in the crossfire, bore the brunt of the attack. However, to the astonishment of Danny, Mush demonstrated an uncanny resilience. To Danny's amazement, he survived the hit and was still able to move, even if he was heavily injured.

As the smoke and chaos settled in the aftermath of Squealer's shocking decision to fire upon her own allies, Danny's anger burned hot within him. The warehouse, now a scene of disarray and confusion, resonated with the cries of injured Merchants and the lingering echoes of the explosive shot.

Danny's anger flared at the reckless actions that endangered so many lives. As the chaos unfolded around him, Danny's anger transformed into a focused and controlled force. A deep, Primordial power surged within him, resonating with the echoes of the chaotic environment. With a profound sense of determination, he harnessed the inner turmoil, allowing it to fuel a transformation that would alter the course of the ongoing conflict.

The warehouse fell into a hushed lull as the smoke began to clear, revealing a transformed Danny. His features, once human, now bore the otherworldly markings of a demonic entity. Eyes ablaze with an otherworldly intensity, he exuded an aura of tranquil fury that commanded attention.

Choice time: There are three SEPERATE votes.

SHINTAI

The Infernal can spend one Willpower and assume a Demon form for the rest of the scene. When transformed, the Infernal can access to any 5 + Essence Demon Aspects that they have unlocked by training Yozi gifts per transformation that they chose upon transforming. However the Infernal starts with the Demon Weapon and King and Kingdom Aspect unlocked.

When Transformed and for the duration of the Shintai, when the Infernal's Anima is flaring, the world around them warps, gaining many of the features of their Worldsoul. This can range from prisons, to extreme weather conditions to exotic effects. They can summon Essence features in this manner.

The range of this effect varies on the Anima level.

Dim: No effect.
Active: Up to Close Range
Iconic: Up to Medium Range.

The transformation fades when the effect fades. Any battlegroups or other summons also vanish at the end of the effect, with exceptions. However, if the World is Sorcerously or via charms altered to be considered to be a part of the Infernal's Worldsoul, then the Infernal can keep the warped and twisted landscape if they so choose, shaping it as they please to better reflect their Worldsoul.

Demon Weapon: This Aspect allows you to reflexively and freely summon a ranged or melee weapon. If you already have a weapon, then this provides free ammunition and reloads if the weapon makes use of that. This Weapon can be reforged into an Artifact. It can be reforged many times, each time the Artifact is stored as a template, but only one template is used for that scene.

King and Kingdom: The Worldsoul's natural phenomena are under your complete control. You have full control over them and can reflexively aim them in battle, protecting allies and hitting enemies. When in Shintai, you can control the Hazardous phenomena you summon as part of the warping effect and aim them at enemies, sparing friends. This does not stop passive environmental effects however. If you summon a blizzard, you and your allies are still hit by Environmental penalties.

Choose Features to Use for THIS fight: Choose 1

[] Magic Workshop:
-The Castle contains a tower that counts as a basic workshop with basic tools. It contains a great repository of mystical lore, as well as extensive ritual spaces. During your gestation, you were initiated into Sorcery and have the school, Summoning and Warding. The difficulty of all Sorcery rolls within these spaces is reduced by 2 and the Willpower cost by 1. This can be upgraded.
–You get discounts for Sorcery cast in Shintai mode.

[] Prisons:
-The Castle contains secure prison facilities staffed by loyal demons who are incapable of betraying you. This is where all the souls killed by you go automatically.
--Can summon and control walls and prison cells but not the Jailers.

What does Danny's Shintai look like?
[] Write in

To what extent does Danny want to use the Worldsoul Features?
[] Flare Anima to Iconic
Or
[] Flare Anima to Active
Or
[] Do not flare Anima (i.e do not use Worldsoul features)
 
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Information: Worldsoul and Shintai

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 Unbound Eschaton Shintai are as per the book and charm.

When Transformed you can choose Signature Charm powers of your choice as per the rules and may freely chose the shintai, demon aspects and stat boost, as applicable when transforming, This remains fixed for the rest of the scene however.

Worldsoul

The Infernal is Exalted with a Worldsoul that expands in size as their Essence rating increases.

Essence 1: The Realm comprises of a Castle made out of Brass and basalt with a Dungeon within and a mere handful of acres outside the Castle.
Essence 2: The Realm is about the size of a major city.
Essence 3: The Realm is about the size of a large country.
Essence 4: The Realm is about the size of a Continent.
Essence 5: The Realm is smaller than the Earth but not less than Mars.

However, regardless of size, its borders are infinite.

The Worldsoul contains and spawns Demons who serve the Infernal. They are loyal to a point and will do most tasks, even dangerous ones for the Infernal. By Default, you only get Prison Guards who are more useful as meat shields and guardians but by purchasing Yozi Features, you can spawn new types of demons. You can also get more Demons by making them with Sorcery, but these are one off, unique Demons and are not automatically spawned.

They also gain the following features .
  • Grand Grimoire: The Hell contains a great repository of mystical lore, as well as extensive ritual spaces. The difficulty of all sorcery rolls within these spaces is reduced by two, and the Essence and Willpower cost by 1.
  • Committed: The inhabitants of the Realm treat you as an object of worship and will endure great hardship on your behalf.
  • Resident Devils: The Realm has a significant population of superhuman beings such as bakemono and wicked spirits.
  • Lord of the Land: The Hell's natural phenomena obey your will. You can make the winds blow as you wish, calm boiling seas or bid them part, and call down lightning during a raging storm.
  • Sanctum: The hell contains a massive Sanctum, with dozens of separate structures which converts all Prayers received by the Infernal into Quintessence and Ambrosia.
  • Gaols: The Hell contains prison facilities whose wardens (or whose very architecture) are cooperative with your wishes, or otherwise has daunting Hell-wide security
  • Advanced: The Realm runs on either advanced technology or highly-developed magic. It's possible for a Hell to be both heavily technological and uninhabited, in the case of machine-Realms.
Anyone can spend Willpower to transform Quintessence and Ambrosia into any mundane substance that you can purchase for Essence Resources or one Magical Reagent that is considered always to be resonant to any working. You can have one Magical Reagent per dot of Cult.

At the end of the Worldsoul lies the endless desert. A barren and lifeless land filled to the brim with only death and horrors. A crimson silent wind guards the skies of the endless desert and occasionally blows inward, to the terror of all.

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

The Worldsoul can gain new features by Training Yozi gifts. Note that while Demons and most intelligent inhabitants are loyal by default, beasts, plants and behemoths are not and you cannot control them unless you spend AP to tame them. Also note that loyalty can be lost.
 
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Week 1: Turn 9
06 January 2011

The warehouse and all those still there witnessed a profane transformation as Danny drew upon the Primordial Mythos within him. The convergence of Green Nuclear Hate Fire and White Flames of Emptiness coalesced into a torrent of power that enveloped him.

A blinding flash of light illuminated the Warehouse. When the brilliance subsided, a robed figure stood in Danny's place. The ragged cloak flowed and rippled as if caught in an unseen wind, creating an eerie, spectral effect.

Under the hood of the cloak, glowing eyes peered out, emanating an intense energy that seemed to penetrate the very fabric of reality. The figure appeared humanoid at first glance, but a closer inspection revealed a disconcerting revelation, unnatural movements and shapes beneath the cloak hinted at something beyond the ordinary.

As the robed figure emerged, an aura of power surrounded it, a manifestation of the Green and White converging within. The warehouse fell into a hushed awe as the transformed Danny stood, a mysterious force ready to navigate the chaos that unfolded.

The warehouse, still echoing with the remnants of clashes, became witness to a haunting and unforeseen turn of events. As the souls of the Merchants who fell victim to Squealer's tank transcended into the afterlife, an unexpected and chilling occurrence unfolded.

The disembodied screams of the departed souls filled the air, carrying with them a sense of anguish and torment. Instead of dissipating into the afterlife, these tortured spirits veered off course. In an unsettling manifestation of metaphysical turmoil, the screaming souls surged towards Danny.

To the horror of all present, the souls of the departed Merchants entered Danny's being, merging with his own essence and appeared in the cells of his soul prison, much to the jailor demon's delight.

The living, including any witnesses who might have remained in the warehouse, could feel the chilling presence that overcame the once-silent space.

Roll to be horrified: Negated due to Soldier Archetype

However, Danny put this out of his mind and with a focused intent, he summoned a demonic hammer into his hand, forged from the anguish of the merchants whose souls he had captured. The ethereal weapon materialized with an otherworldly glow, the dark energy pulsating with a supernatural force. The robed figure, now armed with the formidable tool, stood as a harbinger of the mystic power that permeated the warehouse.


Squealer rolls to avoid running: 0 - She tries to flee

Squealer Escapes: Botch

Danny Attacks: 3

Danny Damage: 5

Tank Soak: 3 (Super human modifiers DO NOT apply due to Exalted Bullshit)
Damage done: 2

With the tank still stationery and Squealer working furiously within, Danny, in his formidable demonic form, closed the distance with swift and purposeful strides.

As he reached the stuck tank, Danny swung the demonic hammer with a ferocious strike, the impact resonating with a force that echoed through the warehouse. The armor of the tank groaned under the assault, revealing visible signs of damage from the supernatural blow.

The Merchants, already in disarray from the earlier chaos, watched in awe and trepidation as the robed figure unleashed a powerful attack on the half-built war machine. The clang of metal echoed in the dimly lit space, punctuating the unfolding confrontation.

Squealer, trapped within the tank, felt the reverberations of the demonic hammer's impact. Her attempt to use the war machine as a means of escape had not only failed but had now drawn the attention of a force beyond her comprehension.


Roll: 0

As Squealer, still within the half-built tank, attempted to retaliate. She finally gets the Tank moving but her efforts were in vain against the formidable and otherworldly foe she was facing. All she managed to achieve was to ram the tank into the Warehouse, inadvertently bringing her into the range of the Artifact. This was the change that Danny was waiting for. Armed with the demonic hammer, he struck with a relentless determination.


Roll: 7

Damage: 10 + 1
The Tank is dead, no soak roll needed.

Danny, in his transformed state, tore through the tank's structure with an unstoppable force. The ragged cloak billowed as he swung the demonic hammer, rending through metal and machinery with ease. The tank, initially meant as a symbol of the Merchants' power, now became a testament to the overwhelming might of the robed figure.

Squealer's attempts to defend herself proved futile as Danny relentlessly ripped and tore through the tank's defenses. The Merchants, witnessing the one-sided clash, felt a growing sense of dread as their once-confident Tinker found herself at the mercy of the force of nature within the warehouse.

As Squealer, cornered and defeated, pleaded for mercy from the robed figure, Danny's demonic form exuded an aura of disdain. His glowing eyes bore into her with an intensity that transcended the physical, revealing an unspoken fury beneath the cloak.

"You beg for mercy now?" Danny's voice, resonating with an otherworldly edge, echoed through the warehouse. The demonic hammer in his hand pulsed with dark energy, a visual manifestation of the power he wielded.

"You, who sought to break others for your own gain, stand before the consequences of your actions," he continued, each word laced with a mixture of anger and apathy. "You thought you could escape the repercussions of the chaos you unleashed upon this city?"

The ragged cloak billowed as Danny circled Squealer, his glowing eyes never leaving her. "Your cries for mercy fall on deaf ears. Your actions have consequences, and you shall face them."

With a decisive motion, Danny, in his formidable demonic form, delivered a swift and powerful blow using the demonic hammer. The demonic weapon struck Squealer, rendering her unconscious with a resounding impact.

Squealer crumpled to the ground, her attempt at escape and pleas for mercy met with a harsh reality. The warehouse, now engulfed in an uneasy silence, bore witness to the aftermath of the mystical confrontation.

As the robed figure stood with the unconscious Squealer in hand, a sense of apprehension swept through the remaining Merchants. The confrontation had taken its toll, leaving injured gang members in its wake. Faced with the overwhelming power of the Cape before them, the remaining Merchants chose the path of retreat.

One by one, they began to scatter, abandoning the warehouse in a hasty escape. The wounded and incapacitated were left behind, their fates uncertain in the aftermath of the night's chaotic events.

With the Merchants in retreat and the warehouse now in a state of uneasy calm, Danny, still in his formidable demonic form, made a choice. Retrieving his burner phone, he dialed the number for the PRT and reported the events that had transpired.

"I've dealt with the Merchants," he stated, his voice tired, carrying the weight of the night's confrontations. "Yeah, that warehouse, and they were using it for….well. Now if that's all, I am off"

"Sir, we appreciate your efforts in dealing with the Merchants, but it's crucial that you stay on-site until our heroes arrive. They'll need to assess the situation, gather information, and ensure that everything is under control," the PRT operator urged.

However, Danny, driven by his own motives, wasn't easily swayed. "I've neutralized the immediate threat, but my business here was personal. I've given you the location, and I trust your heroes can handle the rest. I won't be sticking around," he responded, his voice firm and unwavering.

The operator persisted, emphasizing the importance of cooperation with the PRT's efforts to save lives. "We understand, sir, but your assistance could be crucial in providing additional details. Our heroes are on their way, and your input would greatly aid their investigation."

Danny did not respond and the operator switched tactics. "Sir, I understand this situation is personal for you, but it's crucial that you stay until our heroes arrive. Your insight into what transpired could be invaluable to saving lives."

"Look, I've done what I came here to do. I've dealt with the Merchants, and I've given you the location. Your heroes can handle the rest." Danny grunted annoyed.

"We appreciate your efforts," The Operator began, "but your cooperation will expedite the process. If there's any additional information you can provide, it might help us in ensuring the safety of a lot of people."

Danny simply cut the call. The warehouse, now a potential crime scene awaiting official investigation. The dimly lit warehouse held both the remnants of the chaotic clashes with the Merchants and the potential for valuable information. Danny, standing amidst the aftermath, now faced a critical decision, to either explore the warehouse for any pertinent items or clues that could aid his personal quest or wait for the heroes to arrive and share his insights.

On one hand, looting the warehouse might uncover hidden details or cash. On the other hand, meeting with the PRT heroes could contribute to the official investigation and potentially expedite the resolution of the situation.

The conflicting priorities weighed heavily on Danny's mind. The potential for amassing resources, cash, and critical information within the Merchants' warehouse held the allure of uncovering the criminal underworld's secrets and furthering his personal quest. But building a positive relationship with the PRT and the hero community was essential for forming a hero team to tackle the challenges that plagued Brockton Bay.

As Danny deliberated, he considered the long-term implications of each choice. Looting the warehouse could provide immediate gains and identify threats to his goals very early on, but it might strain his relationship with the heroes and compromise his ability to establish a hero team. Alternatively, prioritizing cooperation with the PRT and the heroes could pave the way for a more sustainable and lawful approach to addressing the city's issues.

The choice presented a delicate balance between two ways to approach his goals. Would Danny opt for the unknown advantages hidden within the warehouse, risking strained relations with the heroes? Or would he prioritize collaboration with the authorities, working towards building a hero team but being set back in cash and information?

CHOOSE: You have gotten the location of Squealer's Workshop and will need to go loot it soon but for now? What will you do?
[] Stay and meet the heroes.
-[] Do so in Shintai form
or
-[] Do so as Faust, a man in a Trench Coat.
- You can tell your side of the story and have potentially better relations.
- You lose out in finding things in the Merchant Warehouse, such as money and Blackmail.

[] Pillage but do not burn
- You search the Merchant Warehouse for money and Blackmail.
- The heroes make assumptions and you do not get to tell your side of the story.

About the souls of the dead merchants, you can deal with them later at the end of the Week.
 
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Information: Soul Commerce

Soul Commerce

Soul Commerce is the act of people making questionable bargains with questionable beings. What constitutes a contract/bargain is as follows.

Terms: Terms can be that the parties must adhere to the "letter" or the "spirit". This depends on the negotiations.

Note: The Contractor, PC or otherwise, can NEVER Screw over the Contractee if the contract is in Spirit. If it is in Letter, the Contractor can ruleslawyer the contract.

Condition: The Contractee must fulfill the Task requested by the Contractor for a limited number of times as per the Terms, before the time limit if any, and then they get to enjoy the benefits with no further cost.

Note: Unless explicitly set, the time limit is usually "as long as the contract is completable." This can often mean that they have an infinite or practically infinite time to fulfill them.

Tasks: Tasks must always be Major. A Major task grants a person the equivalent of selling 10 points of the said person's soul. No task can be trivial and it must be something that progresses the Infernal's Agenda, Intimacy or general desire.

More than one Task Contract: No character can have more than one Task based Contract if a Task is pending completion. Geas and Soul sales are exempt from this.

Geas: As an alternative to doing a Task, the contract can restrict someone from doing something or making them keep doing something, offering their soul as collateral. Geas are divided into Minor and Major. Minor is the equivalent of selling 3 points of the said person's soul while Major is as above.

Failure: If they break this geas (Willingly or unwillingly, depending on the agreement), not only do they lose the benefit gained, but also lose a part of their soul to the Infernal equivalent to the cost of what they gained.

Soul Sale: Alternatively, the Contractor can outright sell a part of their Soul. All characters have a total of 10 Soul points per Dot of Willpower rating to a maximum of 100 soul points.

Cost: The cost for the benefit is always the xp cost of purchasing the said benefit. Each point of Soul sold grants experience at 1 Soul point = 1xp.

Limit: A person can only make a total 10 Soul points per Dot of Willpower rating worth of Geas Contracts and soul sales. This is their total potential and those soul points are then used and restricts the Contractee from selling or 'mortgaging' those Soul pieces. This does not apply to Task based Contracts.

Note: A piece of your soul absolutely counts as a mystic link to you and can be used like that. So be careful when selling parts of your soul.

Benefit: Contracts only give the benefits when the Contractee fulfills the conditions first. However for Soul sale or Geas, the effect is immediate. What benefits a Contractor can grant to a Contractee depends on the Contractor.

Speed:
The speed at which the wish is granted is up to the conditions of the contract. If it is not negotiated, it is generally instant, unless limited otherwise by an Expansion.

Soul Shards: Each time the Infernal or a dark power gains a piece of a person's soul, they lower the difficulty to Socially influence that Character by -1 per 10 Soul Shards owned. People who sell off all their Soul points to a single being losing their souls and becoming Akuma. Selling to multiple buyers will not help as they can be traded.

Working off Debts: Geas contracts are permanent. However, a Contractee can "payoff" a Geass with the rewards earned by completing a task. A good way to empower minions is to have them take a few Geas and then empower them so that they can complete Major tasks for the Infernal. That way, the Infernal gets their plans progressed, get capable minions and the minions get to work off their debts or even purchase back their lost soul shards if the Infernal is willing. Akuma do not get this benefit. They are lost and any tasks they perform only allows the Infernal to empower them further.

Akuma

Akuma are people who have foolishly lost their entire soul to a dark being and have now become naught but puppets for their dark master. When a person becomes an Akuma, they are "reset". All their points are reset, they are Granted the effects of Voluntary Shapeshifting and Working for a Body Upgrade. They are automatically granted the Infernal's increasing Willpower rating and 100 soul points which their owner uses to change them as they see fit.

Akuma are immortal and cannot be permanently killed without a Spirit killing charm. They can be brought back through a Sorcerous ritual carried out by their owner or their cultists. However, if the Owner is an Infernal with the right charms, then they can simply resurrect within the Infernal's Worldsoul. Each time they are brought back, the Owner can rebuild them as they see fit.

Akuma can never knowingly or willingly betray their owner, forced to obey their every order in both letter and spirit. All attempts to force them to do otherwise, magical and mundane will fail. Though their Intimacies remain unchanged, all others can be changed at the whims and fancies of their owner.
 
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Week 1: Turn 10
06 January 2011

As Robin, more commonly known as Velocity, sped towards the warehouse, his form blurred with incredible speed. The aftermath of the clashes and the unsettling imprisonment of the screaming souls were beyond his immediate awareness.


1 + 1 (He is not hiding and all Superhuman modifiers do not apply due to Exalted)

Unbeknownst to him, Danny, in his transformed demonic state and bearing the burden of the tormented souls, sensed the approaching speedster, Danny able to perceive the approaching speedster as he was not attempting to hide his approach. Thus, taking a moment to collect himself, Danny retrieved the artifact and carefully secured it as he prepared to meet with the arriving hero, Velocity.

Lost 1 Willpower-> Now at 2/6. Use Cosmic Transcendence of Self.
Archetype changed from Director to Visionary.


With the artifact in hand, Danny composed himself after transforming back and walked towards the entrance of the warehouse. Danny's demeanor exuded a newfound calmness.

Just as Velocity reached the Warehouse, Danny stood ready to greet him. The speedster, witnessing the sudden appearance of Danny, adjusted his trajectory and skidded to a stop. In a display of excellent skill, Danny approached Velocity with a friendly demeanor.

"Hey there," Danny said with a welcoming smile, seamlessly adapting to Velocity's speedster pace. "You're quick on your feet, aren't you? I appreciate the prompt response."

Velocity, momentarily taken aback by the unexpected encounter, responded with a nod. "You're... not what I expected."

"It's been a bit of a night here," he remarked, acknowledging the surreal events that had unfolded. "Sorry if I was short with the Operator. It was a long day."

Velocity, still processing the unusual circumstances, responded, "It's fine. Help is on the way but what happened? It looks like there's more to this than meets the eye." He said, looking at some of the bodies.

With a measured tone, Danny began to recount the events, providing an overview of the clashes and the aftermath of the Merchants' activities. The artifact in his possession remained unmentioned as did the devouring of the souls, though Danny did give an abridged and……technically correct version of that.


v

1 + 1 v 0 = Danny 1

v

2 + 1 v 0 = Danny 4

v

1 + 1 v 1 = Danny 5

Matched Velocity's Willpower rating. He does not spend WP to resist as it is not against his intimacies.

"Call me Faust," he said with a friendly smile, extending his hand towards Velocity. "I've been trying to navigate the darker corners of Brockton Bay lately."

Velocity, intrigued by the name, met Faust's handshake with a firm grip. "Faust, huh? Like the legendary figure who made a deal with the devil? Interesting choice."

Danny chuckled, "Yeah, something like that. No devil deals here, just trying to make things right."

As Danny and Velocity continued their conversation, Danny decided to shed some light on the nature of his abilities. "You know, my powers aren't just about being a Brute or a Changer. I have this oath based ability. If people make promises, I can hold them to it and the repercussions of breaking those promises can be quite... significant."

Velocity raised an eyebrow, intrigued by this revelation. "Oath-based power, huh? That's unique. How does it work?"

Danny explained, "It's pretty straightforward. If someone breaks an Oath made before me, I can ensure they suffer from bad luck from that point onwards, well that and have them marked as an Oathbreaker for all to see. It's a way to ensure accountability, but it can also be a bit tricky to navigate ethically."

Velocity, sensing there was more to the story, probed further. "What do you mean by 'unlucky'? It is not a Master power is it?"

Danny smirked, a mischievous glint in his eyes. "No shaker. I used it to deal with the Merchants. I made them swear an oath to surrender immediately. Of course, they didn't keep their end of the bargain, and the consequences of breaking that oath were... let's just say, useful."

Velocity, disarmed by Faust's seemingly calm demeanor in the face of the extraordinary, grinned in response. Velocity couldn't help but chuckle. "You tricked them into making and breaking an oath. Clever move. I guess it's a creative way to use your power."

Danny nodded, his expression more serious now. "It was necessary. Sometimes you have to play the game by its own rules, especially when dealing with scum like the Merchants. It sent a message and bought some time for the people."

Velocity, understanding the complexity of the situation, replied, "Well, sometimes unconventional methods are needed. It sounds like you're doing what you can to make a difference, oath-based powers and all."

Danny sighed, "Yeah, but it's a double-edged sword. I have to be careful not to let the power corrupt me. It's a fine line to walk."

Velocity nodded in understanding, realizing that even those with extraordinary abilities had their own moral dilemmas to navigate. The conversation shifted, but the revelation of Danny's oath-based power lingered, Velocity not at all looking forward to the debriefing to come and the resulting Master or Shaker arguments.


v

2 v 3+1 = Danny 2

v

1 v 1 + 1 = Danny 3

Boch = Danny disagrees.

Velocity, his grin fading slightly, approached Danny with a determined look in his eyes. "Look, Faust, the Protectorate needs someone with your skills. You've got incredible abilities if you can take down an entire gang and a Tank, and we could use someone like you to make a real difference out there," Velocity said, his voice earnest.

Danny, however, crossed his arms, a hint of skepticism in his expression. "I appreciate the offer, Velocity, I really do. But I have plans. I don't need the Protectorate or any other organization telling me what to do." he replied, his tone firm.

Velocity tried to appeal to Danny's sense of duty. "Think about it, Faust. With the Protectorate, you won't be alone. We can provide resources, support, and a network of like-minded individuals. Together, we can achieve more than any one person can on their own."

Danny shook his head, a stubborn resolve in demeanor. "I've seen how these organizations work. They have their own agendas, and I'm not interested in being a pawn in someone else's game. I've got my own way of doing things, and I don't need anyone telling me otherwise."

Velocity sighed, realizing that convincing Danny wouldn't be an easy task. "I get it, Faust. But sometimes, working with others can amplify your impact. You don't have to do it alone. The Protectorate is about making a difference together, protecting people on a larger scale."

Danny, folding his arms, countered Velocity's pitch with a bitter tone. "Velocity, I appreciate the sentiment, but the Protectorate failed this city and all of us in it. The Docks were left to rot, overrun by crime and violence. Where were you when we needed protection the most? It felt like the Protectorate had abandoned the poorer parts of Brockton Bay."

Velocity winced at the bitterness in Danny's accusations but pressed on. "Faust, I understand your frustration, and I won't deny that mistakes were made. But the Protectorate is working to address those issues. We're constantly evolving, learning from our shortcomings."

Danny shook his head, his tone unyielding. "It's easy to talk about learning from mistakes, Velocity, but what about the people who suffered while you are figuring things out? The Protectorate should be there for everyone, not just the privileged parts of the city."

Velocity tried to argue that change was happening. "We're working on community outreach programs, trying to bridge the gap. It takes time to rebuild trust and make a lasting impact. We're committed to making things right for everyone in Brockton Bay."

Danny, however, remained unconvinced. "Actions speak louder than words, Velocity. I've seen too much talk and too little action. I can't entrust my abilities and efforts to an organization that hasn't proven it can truly protect the entire city, not just the parts that look good on paper."

Velocity, realizing the difficulty of defending the Protectorate's track record, sighed. "I get it, Faust. I can't change the past, but I believe in the Protectorate's potential to do better. If you ever reconsider, we could use someone like you to help shape a brighter future."

Danny took a step back, his expression serious. "Velocity, I appreciate the offer, but I've got my own plans. I'm plan to form my own team, and we're going to handle things our way. It's time to make a difference in Brockton Bay on our terms."

Velocity, respecting Danny's decision, nodded. "I understand, Faust. Everyone's got their own way of doing things. If you ever need support or assistance, don't hesitate to reach out. The Protectorate is here for the greater good, and we can provide resources and backup when needed."

Danny, however, had another piece of information to share. "That being said, I might drop by for power testing in the next few weeks. Just to see where I stand, you know? It's nothing guaranteed, but I just want to make sure my future team and I are well prepared for whatever comes our way."

Velocity, recognizing the olive branch for what it is, took it. "Absolutely, Faust. If you decide to come in, we'll be more than happy to assist."

Danny gave a nod of acknowledgment. "Thanks, Velocity. I appreciate that. I'll call you guys and who knows, maybe we'll find ourselves side by side down the line."

Velocity fought against his instincts to extended his hand and was careful not to make any promises. "Sounds good, Faust. I appreciate your honesty, and the door is always open. Best of luck with your team, and stay safe out there."

With that, Danny and Velocity parted ways, each heading down their own path.

GAIN: Knowledge of Squealer's Workshop. Can vote to loot it at the end of the Week.

Broke the Merchant as a gang. You also made the majority of those involved in the City's Drug trade break their oaths. This will have consequences. More on this at a later time. Expect this to explode in unexpected ways.

When Coil finds out about this, he will be worried. A Cape that can "Force" you to keep your promises? The Horror.

Choice time:
[] Lawyer and PI.
Or
[] Look up NEPEA-5 Bill.
or
[] Prepare to move Taylor home by the end of the Week.
 
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Information: Sorcery and Magic Artifacts


Ancient Sorcery

The forgotten Primordials built the Universe from chaos. By the power of the forgotten Primordials, the World came into existence and everything within it. Ancient Sorcery is this power, filtered down through fractured glimpses of understanding that cannot begin to describe the intricate elegance of the Universe.

The powers of Ancient Sorcery are divided into spells and sorcerous workings. A spell is a discrete power with a defined cost and effects. Ancient Sorcerous workings, on the other hand, are great changes made to the fabric of the world. Workings require considerable resources and effort to complete.

Steps to cast Spells/Workings

Step 1: Declare the effect you are going to invoke with base difficulty of 9.
Step 2: Declare Willpower.
Step 3: Apply all difficulty modifiers from various sources.
Step 4: Spend 3 Reagents and Roll Willpower + Essence at the determined difficulty
Step 5: Counter magic applies here.
Step 6: Count the success after reducing any successes lost to counter magic and repeat Step 4 until the player has sufficient successes to cast the Working.

Means

Means are things that help reduce the difficulty of the Working or Spell. Strictly speaking, Means are things that you try and stack to push things into your favor. While multiple different means stack, the same means does not stack multiple times.

Assistance: Qualified assistants who are initiated into sorcery.
Complementary Supernatural Power: If the Caster possesses a school, power or charm that helps the roll then it grants a reduction in difficulty.
Infrastructure: Dedicated infrastructure for sorcery like libraries with magic tomes, libraries with sorcerous reagents, etc.
Artifact or item: Special items. It grants a reduction in difficulty.
Bargains of Power: You bargained with a great or terrible power (or like Infernals are one) for Sorcerous might.
Others: Anything else you convince the Storyteller to agree that it will grant a reduction in difficulty.

The difficulty reduction of each Means is directly based on the power of the caster and how much they can gain from the assistance.

Terrestrials: Gain a difficulty reduction of -1 per mean which are together capped at Essence.
Celestials: Gain a difficulty reduction of -2 per mean which are together capped at Essence.
Solaroids: Gain a difficulty reduction of -3 per mean which are together capped at Essence.

Means are NOT necessary, but they are very good to have.

The Mechanics in play

You do not purchase Sorcery paths or Demon Arts, etc but instead gather ingredients and perform a Sorcerous Working to rewrite reality to allow yourself to use those powers.

All Sorcerers gain Counter Magic for free upon becoming Sorcerers. Roll Willpower + Essence at a base difficulty 9 with the same modifiers as spells and workings. Each success you score cancels one of the opponent's successes. If the opponent ends up without enough successes for the spell to go off, then it fails and she still loses whatever costs she paid, be it blood, Quintessence, Willpower or whatever. You must spend one Willpower per roll to cast the Counterspell. But you must score only one natural success for the Counterspell to work at all and get your one willpower back, even if you fail to stop the enemy spell. This works on all spells and magics.
Upgrading Scale
Powers always affect only individuals by base, with very few exceptions. They do not affect Battle Groups or large areas such as villages or cities. But Workings can be used to upgrade the scope of Powers from a specific school. Take healing Path for example. With a First Circle boost, the healing effect can affect a magnitude 1 - 2 Battlegroup. With a Second Circle Working, heals can affect a small town. At Third Circle? It can hit a large City.

This explicitly scales with the setting. For example, in a Space Opera, entire planets can fall under the Third Circle, substituting for cities. Even entire galaxies can substitute for cities if the setting is big enough.

Using a Spell as a basis for a Working does not count as upgrading, even if you already have it. For example, healing an entire city in an instant counts as an upgrade, but permanently transmuting material according to the rules of Alteration school with a Working does not count.

Essentially? Anything that causes the spell effect to be permanent is a Working and anything that boosts spells from a school to hit more people is a Boost.

If I upgrade a School, can I still cast the base form? Yes, even if you upgrade a School all the way to the Third Circle, you can still cast it as a Second or First or even as a Base Spell.

Do I need access to the Second or Third Circle to upgrade a Spell to that Circle? Yes, normally speaking the Character must perform the Working but with Storyteller permission, you can have a Circle member or someone with access do the ritual for you, but be careful with trusting your soul to strange beings.

Target Number

A spell in its base form does not need a target number. If you roll at least one success, the spell is successful. However, when spells are upgraded, you need to roll a certain number of successes over the course of a minimum number of turns before the spell is ready. Once you hit the target number, you can continue accruing successes until you are ready to cast the spell.

First Circle Spell: 10 additional Successes, at least one turn.
Second Circle Spell: 20 additional Successes, at least two turns.
Third Circle Spell: 40 additional Successes, at least three turns.

Effects of Upgrading

First Circle Spell: Effects or summons a battle group of up to Size 2. Can increase the area of effect to include an area the size of a small village or the number of targets to the population within.

Second Circle Spell: Effects or summons a battle group of up to Size 4. Can increase the area of effect to include an area the size of a Town or the number of targets to the population within.

Third Circle Spell: Effects or summons a battle group of up to Size 5. Can increase the area of effect to include an area the size of a City or the number of targets to the population within.

NOTE: To actually affect a Size X Battle Group, you still need to select the corresponding multiple people option. So if you want to affect a Size 5 battle group, your spell has to affect 5 people by base. Similarly, if you want to affect a City sized area then you need to follow similar rules.

Pre-casting Spells

A character may only have one pre-caste spell active at a time for the unboosted spell and one for each Circle, so a maximum of 4 spells in total. The spells stored need not be related and can be from different schools.
  • A Base Spell.
  • A Spell Boosted by the First Circle.
  • A Spell Boosted by the Second Circle.
  • A Spell Boosted by the Third Circle.

Sorcerous Workings

Sorcerous workings allow characters to permanently reshape the world through their sheer Willpower. Workings are PERMANENT unless countered by another Working. Making the spell of a school permanent with a Working is possible and such a permanent effect CANNOT be counter magicked and has to be opposed by another working. Though take note you do not need to know the school to make a spell from it permanent.

Every Working begins with the sorcerer's intention: what they wish to accomplish. Once this intention has been established, the working is then assigned three separate regents.

Enacting the working is an extended (Willpower + Essence) roll, with a base difficulty of 9. This roll does not require a Willpower expenditure.

The combined roll for First Circle Workings last for an Hour. All Exalted and reasonably-powerful mortals and Spirits have access to this circle.

The combined rolls for Second Circle Workings last for a day. All Celestial Exalted and only powerful beings have access to this circle.

The combined rolls for Third Circle Workings last for a week. Only Solaroids and Creator Gods have access to this Circle. Yes, that is a capital G in God.

Even if you gain all the successes you need to complete the Working, you are still bound by the time taken for the Working to complete.

While the Storyteller determines how a successful working manifests in the world, it cannot defy the player's intent. The Storyteller can add catches, quirks, or twists that make the working more interesting or flavorful but not ones that the Player dislikes.

While what is possible is left at the hands of the Storyteller, the player gets veto rights on the rest.

Can my Character (PC or Storyteller controlled Big bad) access Sorcery Circles they do not normally have access to?
Yes with GM permission, but it adds +4 difficulty per Circle you access. Meaning a Dragon blooded has a +4 difficulty in all Workings of the Second Circle and +8 Difficulty in the Third Circle while Celestials have +4 difficulty in the Third Circle.

How Workings Work

The combined rolls for a First Circle working lasts as long as it is indicated. Each roll is instant and you can make rolls as per the rules are provided below. Sum up all the successes from the rolls and if you hit the target total, your working is a success. This is capped at the First Circle and additional successes cannot reach effects that fall under the Second and Third Circle.

Second and Third Circle Workings do not do anything on their own, instead acting as a booster or cap breaker for the First Circle Working. How it works is as follows.

A Second Circle working is simply a first Circle working but boosted by the Second Circle Working. You make the First Circle rolls as usual until you hit the cap. Then you make a single roll for a Second Circle Working and a single success on that roll ensures that the cap is broken. Then continue making more First Circle rolls until you reach the target number for the effects of the Second Circle.

A Third Circle working is the same as above but doing a single Third Circle roll to remove that cap for the Third Circle when you reach it. As previously, the roll must succeed with at least one success for the Working to work. Then, continue rolling First Circle Workings until you get the desired number of successes.

The successes rolled in the Second and Third Circle roll always count towards the target total. If at any point you fail either the Second Circle roll or the Third Circle roll, then the entire Working is wasted and you will have to start from the beginning.

How many rolls can I make?

To determine the number of rolls that can be made before the Working fails, add together the factors for the workshop and their reagents. If you're missing either, you can't even start.

Then add bonuses for extra time taken, the help of others, complementary abilities, relevant magic, and anything else that seems appropriate. Not all of these are necessary, but they are very good to have.

Blessings
+1 rolls for a blessing from a spirit or a demon. (Celestials gain this for free)
+2 rolls for a blessing from a God or Godlike being. (Solars gain this for free)
+3 rolls for a blessing from a Supremely powerful God or being. (Infernals gain this for free)

Workshop
This does not stack with itself.
+1 rolls for a basic workshop, with all the standard tools.
+2 rolls for a master's workshop, which contains a high quality example of every tool a normal craftsman in the field would ever want.
+3 rolls for a supernaturally excellent workshop.

Note however that manses and extremely large Artifacts may require large numbers of laborers as part of the workshop.

Reagents
This does not stack with itself.
+2 rolls for using resonant mundane reagents.
+3 rolls for using one resonant magical reagent in addition to the above.
+4 rolls for using mostly resonant magical reagents.
+5 rolls for using purely resonant magical ingredients.

Assistance
+1 roll for working with a master assistant or a team of competent workers.
+2 rolls for working with supernaturally excellent help.

Time
This does not stack with itself.
+1 roll for taking five times as much time as is standard.
+2 rolls for taking ten times as much time as is standard.
+3 rolls for taking fifteen times as much time as is standard.

Other
+2/+1 roll for having an Ability related to the Working at 5, or at 3.
+1 roll for having a Charm, spell, anima power, or other magical ability that's related to the Working or Spell.
+1 roll for tools suffused with resonant Essence. Tools made from charms apply if the user's Essence is resonant.
+2 rolls for having a resonant Essence. For Infernals, this is limited to their Favoured hells.
+3 rolls for using a helper with resonant Essence.

Undoing Workings - Primacy

You cannot undo a Working Directly. Instead, you need to weaken it with another working equal to it or destroy it with a working of a greater Circle. Generally speaking it is easier to destroy than to create and as such, weakening or undoing a Working only requires a single roll of the Corresponding Circle or greater.

Take Solar Circle workings as an example. You must first weaken it with another Solar Circle Working that uses the reagents that are directly dissonant with the Working you want to Weaken. A single Solar Circle roll is enough and you do not need to make any Second or First Circle rolls. If successful, it now reduces to a Second Circle Working. You can now use another Solar Circle Roll with the same rules of reagents as previously to completely unmake the Working or use Second Circle Working with the same rules as above to weaken the enemy Working into a First Circle Working and so on.

This however, absolutely requires you to find reagents that are directly dissonant with the Working, i.e you need to investigate the enemy working and gather the required dissonant reagents, spending not insignificant screen time doing so.

First Circle Working

15 Successes

Second Circle Working

30 Successes

Third Circle Working

45 successes

Variable Working

Variable workings are those working that vary in which circle they fall under depending on the action taken.

Alter the Cosmos
Make subtle alterations to the metaphysics of the entire cosmos. The Circle, target number of dice all depends on the alterations and is set by the Storyteller.

Resurrection
The corpse is returned to life at 0 health levels points. The subject loses one dot of Stamina. If they had only one dot of Stamina to begin with, the working fails and they cannot be returned to life. The corpse must be reasonably preserved. If you have only a finger it will not work.

The Circle and target total needed for this working depends on the nature and power of the being involved. Exalted always count as and are brought back as mortal, their exaltation fleeing their corpse at the moment of their death. While brought back as a mortal, they have the chance to Exalt once again depending on various factors.

Convert Reagent
This working converts one Non Magical reagent into a specific Non Magical reagent, or changes a concept of a Non Magical reagent into a specific concept. How this works is that upon successfully completing the First Circle working with the target number as determined by the Storyteller, count the number of successes over the target number. Accordingly, you get the results.

You do not always get what you want. Depending on how well you roll, you get the following results. For example, let us say you want steel essence. You will not get exactly what you want but depending on how well you roll over the target successes, you can get a reagent that can substitute for it. See the table below.

Completely unrelated (i.e. steel and cake): 0-2 success
Generally, elementally associated (i.e. steel and marble): 3-4 success
Close variations or compounds (i.e. steel and iron): 5+ success

Create Magic Reagent
This working converts one substance into a Magical Reagent. How this works is that upon successfully completing the First Circle working with the target number as determined by the Storyteller, count the number of successes over the target number. Accordingly, you get the results.

Completely unrelated (i.e. steel and cake): 0-2 success
Generally, elementally associated (i.e. steel and marble): 3-4 success
Close variations or compounds (i.e. steel and iron): 5+ success


Resonant Reagents

Sorcerous Workings cannot work without resonant reagents. For example, if the player wants to obtain a limited form of immortality, then they will need reagents resonant with the concept of immortality. The peaches of Immortality from the Gardens of the August Celestial Jade Emperor or the Golden Apples of myth from Greece would be considered to be resonant.

However, reagents need not be magical in nature. Take the same example, a fossilized snake skin which would also count due to the myth of Gilgamesh and the snake that stole his herb of immortality.

Optional Content on how to design reagents
Every item has multiple concepts associated with it. This may be natural, i.e fire = hot, entropy, fuel etc, or manmade, Lotus = Enlightenment, purity, rebirth, etc. Even mythical reagents like the Peaches of Immortality = Immortality, vitality, divinity, etc. So then a player character gains or comes across a reagent, assign 3 concepts associated with that reagent.

The Quick and Dirty is to roll a D100 3 times. If the result of the first roll is 50+, the player can choose one concept associated with that reagent. If the roll fails, the Storyteller assigns a concept of their choosing. For the second roll, the target for the player to choose is 75+ and the third is 90+

Rules for Reagents

Non-magical reagents need not be unique but they should not be common as well. It must take at least some in game screen time to gain the reagent. You cannot simply walk into Walmart and buy them. Well, you or your circle member may buy them in bulk but you will still need to barter with Spirits and demons for them and otherwise put in some in-game effort to get them.

However, if the Storyteller has the reagent fall out of a plane and smack your character in the face? Then thank the Storyteller and go collect your reagent.

Now, with Magic Reagents, they must be willingly given as a Gift or as payment for services rendered. They may also be forcefully taken via Right of conquest or secretly stolen via a great act of Larceny, etc.

Basically? You or your circle member need to pull off something reasonably impressive for the Magic Reagent to count for your working. The exception is harvesting or creating Magic reagents via workings.

Optional Content on Reagent acquisition
Can I grow ingredients? Short answer: yes, Long answer? Take a Lotus as an example.

You can grow a bunch of Lotus flowers but for them to count, you need to take in-game action to form an association with the ingredient. So you would need to build or roleplay ordering or hiring people to build a pond and roleplay ordering, or harvesting the Lotus seeds and then having them planted. You can always make a Working to make the Lotus followers grow faster and it would be a perfectly valid way of getting some reagents.

Say, you want to gather crystalized Sunlight, which would count as a Magic Reagent. This is a Terrestrial Circle Working and you would need Reagents associated with gathering or transforming Sunlight.

So, you make a mirror. Yes a mundane mirror but one which must have a minimum of 5 successes to count. Then you would need one of the concepts of "REDIRECT" or "REFLECT".

Then you will need a Solar Panel that converts Solar power into energy. This is something you cannot simply buy but would need to design by roleplaying in game. Once done, you can make it or have others mass produce it. But you need some involvement in its acquisition. The concept you will need may be "CONVERSION".

NOTE: You do not HAVE to make it personally and a Party member can do it for you. The important thing is the screen time, not necessarily the effort you put in to get it.

Then you will need a battery and will be subject to the same rules as the solar panel. It will have the concept of "STORAGE" and need to be a battery designed to take the energy from Solar panels. So just any battery will not work.

Assuming you have the concepts, you can now use the concept of "REDIRECT" or "REFLECT" with "CONVERSION" and "STORAGE" to transform Sunlight in a Terrestrial Circle Working into a Magic reagent containing three concepts.

Concepts and Workings

When placed one after the other, they must thematically mean something. Take the above for example, Redirect or reflect, well does the same to Sunlight. The Convert concept transforms sunlight into a Magic reagent. The storage concept ensures that the magic solidifies into a Magic Reagent. Thus:
  • Reagents must be related to the Working conceptually, i.e immortality requires reagents associated with immortality.
  • You need three relevant reagents.
Storytellers are advised to be generous with the interpretations of resonant reagents.

Reagents and Circles

All Workings requires three reagents to work. For First Circle workings, these need not be magical in nature but are still subject to the normal rules regarding reagents.

In addition to the reagents gathered and used for the First Circle working, the Second Circle Working requires at least one magic reagent, so two non magical and one magical.

In addition to the reagents gathered and used for the First Circle workings and the Second Circle Working, Third Circle Working requires three Magical reagents.


Artifact Crafting

Artifacts , Menses and other Wonders

Artifacts and Manses projects can be attempted using the table below to determine the difficulty, interval and goal number based on the artifact rating. These intervals assume about four hours of work each day, but cannot be decreased by spending more time working (though a character would work on multiple projects simultaneously if they had nothing else to do).

Repairing a broken artifact is generally as difficult as creating one a dot lower in rating, except that the interval may be significantly shorter depending on how extensive the damage is.

Legendary artifacts and Manses, which go beyond the five dot scale, use difficulties, intervals and goal numbers chosen by the Storyteller - not all Legendary Artifacts are created equal, but they're all very difficult.

Artifact​
Dif​
Intervals​
Goal​
1​
9​
1 day​
15​
2​
9​
2 days​
30​
3​
9​
1 Week​
45​
4​
9​
2 Weeks​
60​
5​
9​
6 Weeks​
75​
N/A​
9​
6 Weeks​
75+​
Manse​
9​
6 Weeks​
75+​

Use the same rules as a Sorcerous Working to determine the number of rolls available. Also note that this rolls Willpower + Essence for all rolls. You need to roll the target number then roll sufficient successes for the Spell Aspects you want.

You can have as many artifacts as you want but any powers require you to spend a Willpower point to use.
 
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