Infernal Resurgence (Worm/Exalted)

[X] Hire the PI. Fees Pending. Expense pending the PI.
[X] Do not go for it. Makes the case easier.
[X] Push for Emma and her friends to be made a party to the case. (2 points)
[X] Push for an official investigation into Winslow High (3 Points)
 
Votes still tied. Need a tie breaker.
Adhoc vote count started by Yzarc on Jan 29, 2024 at 7:20 AM, finished with 11 posts and 6 votes.
 
Votes still tied. Need a tie breaker.
Adhoc vote count started by Yzarc on Jan 29, 2024 at 7:20 AM, finished with 11 posts and 6 votes.

Here you go:

[X] Push for an official investigation into Winslow High (3 Points)
[X] Go for it. If you fail, you make things harder.
-[X] Talk to Alan first in his home.


I think it is more important to get the adults in this whole mess and it would be easier to sell to Alan
 
Votes closed.
Adhoc vote count started by Yzarc on Jan 29, 2024 at 7:48 AM, finished with 13 posts and 7 votes.
 
Week 1: Turn 13
Date 07 January 2011

In the afternoon, Danny finally looked up the piece of legislation that changed the landscape for Parahuman businesses, the NEPEA-5 Bill. Curiosity piqued, Danny delved into the intricacies of the bill, spending all day at his cluttered desk surrounded by stacks of legal documents and reports.

The NEPEA-5, officially known as the Neo-Enhanced Powers Equality Act, was touted as a groundbreaking measure to address the growing concerns surrounding Parahuman businesses. It aimed to bring about fairness and equality, or so the politicians claimed.

As Danny sifted through the dense jargon, he discovered the section buried deep within the bill that caused the Elite to go into crime. The NEPEA-5 Bill proposed a substantial increase in taxes for businesses owned and operated by Parahumans. The reasoning, as stated in the bill, was to level the economic playing field and ensure that all businesses contributed fairly to society.

In essence? A business was taxed based on how much it saved, as compared to competitors by using Parahuman labor.

As Danny delved deeper into the NEPEA-5 Bill, he uncovered yet another layer. Beyond the general tax increases for Parahuman businesses, a specific provision within the bill stipulated that employing Parahumans in non-superhero-related roles would result in higher corporate taxes. However, there was a notable exception—superhero teams.

The legislation outlined that businesses employing individuals with enhanced powers for purposes other than crime-fighting or heroics would be subjected to a tiered tax structure. The more Parahuman employees a company had, the higher the corporate taxes it would face. This provision supposedly aimed to encourage businesses to contribute more to society and mitigate potential concerns about Parahuman-dominated industries.

Surprisingly, the bill included a unique exemption for businesses directly involved in superhero activities. Superhero teams, typically formed to combat crime and protect the city, were granted special privileges. Companies that operated as superhero teams or provided services and technologies directly supporting superhero efforts were eligible for tax breaks and incentives.

Discovered: Parahuman ownership or employment results in higher taxes. Exemption is Super hero teams.

But it was not just that. As Danny continued to dig deeper into the NEPEA-5 Bill, he stumbled upon another clause that added fuel to the controversy. In the dense legal language, he uncovered a clause that required companies with Parahuman employees to maintain a workforce size equivalent to what they would have needed if they didn't employ individuals with enhanced powers.

The provision, tucked away in the bill's employment regulations, stated that businesses employing Parahumans were obligated to hire additional non-Parahuman employees to meet an arbitrary "average" workforce size and pay them similar wages as competitors. The rationale behind this requirement, as explained in the bill, was to prevent potential discrimination against non-Parahuman workers and ensure job opportunities for everyone.

Discovered: You still need to employ the average number of workers for a company without Parahumans in your field.

As Danny continued his investigation into the NEPEA-5 Bill, he uncovered yet another provision, this time related to the tinker communities. Within the bill's text, he found a clause that explicitly banned the use of Tinker technology, citing the inability to replicate such advancements as a primary reason.

Tinker technology, known for its unique and often non-reproducible nature, and Parahuman inventors, colloquially referred to as Tinkers, were known for creating groundbreaking gadgets and inventions that often defied conventional understanding. However, the NEPEA-5 Bill took a drastic stance, deeming these technological marvels too unpredictable and exclusive for widespread use.

The legislation argued that the non-replicability and necessary maintenance of Tinker tech posed potential risks to public safety and economic equity. Lawmakers expressed concerns that businesses relying on Tinker inventions could gain an unfair advantage, while the uncontrolled proliferation of such technology might lead to unintended consequences.

Upon further inspection, he found that the bill did not outright ban creations resulting from Tinker technology or Parahuman powers. Instead, it introduced restrictions aimed at ensuring the safety and stability of such innovations.

The key provision focused on the replicability and permanence of structures or technologies created by Tinkers or Parahumans. According to the bill, as long as a creation was not a mere projection and could be conventionally produced or maintained, it was permitted. This measure aimed to address concerns about the potential hazards associated with vanishing structures or unpredictable phenomena linked to certain Parahuman abilities.

The only exception to using tinker tech was for emergencies like Uppercrust's City shields.

Discovered: Tinker tech and Projections banned. But using Tinker tech or Parahuman powers to make a factory is allowed as is anything permanent produced from tinker tech, provided it is not tinker tech and used as a tool that can be replicated and is not a final product.

The legislation also, rather than outright banning these thinkers and precogs, imposed severe restrictions on their employment opportunities, specifically prohibiting them from working in non-heroic roles within companies.

The bill argued that Parahumans with Thinker and precognitive abilities posed unique challenges in non-heroic work environments. Thinkers were deemed too unpredictable and potentially disruptive for conventional industries and economies. Similarly, individuals with precognitive powers were considered a liability, as their foresight might lead to ethical concerns or unintended consequences in non-heroic settings.

Discovered: Blanket ban on Thinkers and Precogs as a Company employee.

Danny's eyes were watering and it took quite a bit of effort to not fall asleep. Trying to focus on the bill and its effects, he suddenly struck a jackpot. He managed to uncover a critical loophole in the NEPEA-5 Bill that could significantly alter its impact on him and the Bay. Through careful examination and analysis, he discovered that the bill defined Parahumans as individuals with powers legally recognized as such by law. However, case laws established a precedent that people who had been granted powers by a Parahuman were not considered Parahumans themselves.

This revelation opened up a new avenue of exploration for Danny as he delved into the legal intricacies surrounding the definition of Parahumans.

He quickly looked up the landmark court case that redefined the legal status of individuals granted powers by Parahumans. The case revolved around Teacher, ironically enough. The central question before the court was whether those who received powers from Teacher were legally considered Parahumans themselves.

The crux of the legal argument lay in the definition of Parahumans under existing laws. The court, in its ruling, distinguished between inherent Parahumans, those who triggered with powers and individuals who had been granted powers through external means, specifically in Teacher's case.

Key aspects of the legal research revealed:

1. Legal Precedent: The court's decision in the Teacher case set a significant legal precedent. It established that individuals granted powers by a Parahuman were not legally considered Parahumans themselves. This decision was based on the idea that the conferred powers were not innate but granted externally.

2. External Granting of Powers: The court emphasized the external nature of the power-granting process. Individuals who received powers were essentially conduits for Parahuman abilities, rather than inherently possessing those abilities. This distinction played a pivotal role in shaping the legal interpretation.

3. Rights and Protections: The legal research delved into the rights and protections afforded to individuals granted powers. As they were not classified as Parahumans, their legal standing differed in various contexts, including employment, education, and potential legal consequences related to the use of their powers.

4. Public Safety Considerations: The court took into account public safety concerns when making the distinction. The legal reasoning acknowledged that individuals granted powers might not pose the same level of unpredictability or potential danger as inherent Parahumans.

5. Rehabilitation and Integration: Legal discussions highlighted the potential for rehabilitation and integration into society for those granted powers. This became a key consideration in the court's decision, reflecting a nuanced approach to the legal status of empowered individuals.

As Danny's research unfolded, he became acutely aware of the nuanced perspectives surrounding the legal definition of Parahumans. The court's decision marked a departure from conventional classifications and opened the door to saving Brockton Bay. The implications of this ruling extended beyond the courtroom, influencing societal perceptions and shaping the future legal landscape for empowered individuals in Brockton Bay.

Discovered: People granted powers by a Parahuman are not considered parahumans, legally speaking.

Tired and triumphant, Danny did not notice Kurt entering the room, the distraction bringing relief to Danny, who had been eagerly anticipating news on the progress on his home.

"Danny, the house is all set. We've made the necessary arrangements, and everything's ready to bring Taylor home." Kurt said with a reassuring smile.

A weight seemed to lift off Danny's shoulders as he responded, "That's fantastic, Kurt. I appreciate your help with getting everything in order. I can't wait for Taylor to be back home."

Kurt nodded, understanding the significance of the moment. "Lacy and I have taken care of everything. We just want to make sure Taylor's transition is as smooth as possible."

With the assurance that the house was prepared and Taylor's homecoming imminent, Danny felt a mix of gratitude and anticipation. The prospect of having Taylor back in a familiar and caring environment brought a sense of comfort during what had been a challenging time. They were ready to welcome her home.

CHOICE:
[] Bring her home tomorrow itself
[] The Doctor asked Danny to keep her in observation longer. Perhaps he should wait?

Next turn is the Weekly Spending turn. I am trying to revamp the options to be more user friendly, so there may be delays.
 
It is kind of funny how nuanced the perspective on what is a parahuman is compared to the blanket ban on Thinkers. 'Our investigators cannot deal with enforcing the law on Thinkers in the the corporate world so we are going to make all corporate Thinkers illegal'. :V

[X] Bring her home tomorrow itself

We have access to magical healing that the doctor does not know about
 
[X] Bring her home tomorrow itself

I can't help but also think there's some Cauldron "COMBAT-READY PARAHUMAN NUMBER MUST GO UP" nonsense hidden in a bunch of the provisions.
 
Week 1: End
08th January 2011

The day arrived for Taylor's homecoming. Danny, Kurt, and Lacy coordinated to bring Taylor back from the hospital to the familiar surroundings of their home. The atmosphere was a mix of hope and concern as they prepared for this significant moment in Taylor's journey.

In the hospital room, they carefully maneuvered around medical equipment, ensuring Taylor was comfortably and securely transported. The Doctor provided guidance, offering instructions on how to best support Taylor during the transition.

As they left the hospital, the car ride was filled with a mixture of silence and quiet conversations. Each member of the group processed their emotions differently, the weight of responsibility and care palpable in the air.

Upon arriving home, they gently carried Taylor into the house, placing her in a specially arranged room where she could receive the necessary care. Lacy had ensured that everything was in order, from medicines to a comfortable bed.

The house, while welcoming, held an underlying somberness as they settled Taylor into her new space. Kurt and Lacy said their goodbyes and left, leaving Danny alone until the new nurse arrived in the evening.

In the quiet moments, Danny found himself contemplating the challenges ahead. Suddenly, the voice that had played such a crucial role in recent events.

"Daniel, as Taylor's legal guardian and in the acceptance and commitment you both share, it is recognized as an oath." the voice said.

Danny, taken aback, sought clarification, "An oath? Are you sure?"

"An oath is a binding commitment, and it holds a certain weight in the fabric of reality. Your acceptance of the responsibility for Taylor's care, coupled with her acknowledgment and acceptance of you as her father, creates a powerful connection. It signifies a shared commitment. All you need to do is sanctify it." The voice responded.

With a sense of both awe and trepidation, Danny nodded, understanding that their acceptance of responsibility had set in motion something profound.

Lost 1 Willpower-> Now at 5/6.

Danny watched as slowly but surely, Taylor healed and in the room prepared for her at home, Taylor slowly stirred from her comatose state. As awareness returned, she found herself surrounded by familiar surroundings. Danny, watching over her with a mixture of anticipation and concern, noticed the subtle signs of her awakening.

Their eyes met, and a profound sense of relief washed over Danny. Without hesitation, he moved closer to Taylor, and a mixture of emotions played on his face. As Taylor fully opened her eyes, a moment of recognition passed between them, a silent acknowledgment of the journey they had been through.

"Dad," Taylor whispered, her voice weak but filled with warmth.

Danny's eyes welled up with tears as he replied, "Taylor." He reached out, and in a tender embrace, they shared a hug that spoke volumes. The connection between them, forged by trials and challenges, felt stronger than ever in that moment.

It was a hug that transcended words, a testament to the unspoken bond between parent and child. As they held each other, the weight of the past and the hope for the future mingled in the embrace, symbolizing a new chapter in their lives filled with recovery, resilience, and the strength of their enduring connection.

VICTORY
You have 20xp (Even if it is in debt) and have performed great deeds. You qualify to raise essence)

ESSENCE 1 -> 2
Your total Willpower increased to 7

YOUR DEEDS

  1. You are transforming the dockworkers into a formidable force - 1 Dice
  2. You got your first minion - 1 Dice
  3. You Convinced Faultline to trust you - 1 Dice
  4. You Cured a Case 53 - 1 Dice
  5. You got two favors from Faultline - 1 Dice
  6. You managed to get most of what you wanted from Faultline - 1 Dice
  7. You walked around a Gang's hideout without being caught - 1 Dice
  8. You fought a Battle group of size 3+ - 1 Dice
  9. You fought a Parahuman - 1 Dice
  10. You one shotted Skidmark - 1 Dice
  11. You destroyed a Tank - 1 Dice
  12. You tricked the Merchants into breaking an oath - 1 Dice
  13. You did terrible terrible damage to the Brockton Bay Drug trade - 1 Dice
  14. You caused your name to be feared and respected - 1 Dice
  15. You made a good(?) impression on the Heros? - 1 Dice
  16. You utterly destroyed the merchants as a gang - 1 Dice
  17. You single handedly took out a Gang. - 1 Dice
  18. You convinced the Advocate to take your case Pro Bono - 1 Dice
You have 18 dice. How this works is you can add dice to training rolls to a max of 10 Dice per roll. If the roll does not succeed, then you convert 2 Dice = 1 Sux and a max of 5 sux per roll or till you succeed in the roll.

So if you have 7 Dice in a training roll, you can add 3 more dice and then need to add 2 dice to get one six to a max of 10 dice = 5 sux.

Please vote in Plan format. I will apply dice as per order of importance. So the most important charm or ability on TOP.

Charm/Ability Training: 3 TAP
[] (Locked) Train off XP debt - 10xp
[] Learn Charm: (The Sleepless) - Lose ability to sleep. Gain 3 AP and 2 TAP (6/10)
[] Learn Charm: (Other) (See Information: below)
[] Learn Ability: (Which?) (Till what rating?) (See Information: below)


So Charms? What do they do?

Minions Boosting Charms:
The best minion charms are the two Combo Charms. Voluntary Shapeshifting & Working for a Body Upgrade.

Voluntary Shapeshifting - Pro: Is front ended and gives minions a Demon form that gives them superhuman modifiers and Demon Aspects in their transformed state.
-Con: You need to get the charm Sold His Soul for a Donut to give them Demon Aspects. Costs 30 xp for the person. So they will need 3 WP to use it on them.

Working for a Body Upgrade - Pro: The Contractee is cured of all afflictions and they are rebuilt gaining 10 Dice in one Attribute + Ability Rolls, 8 Dice in three Attribute + Ability Rolls, 5 dice in five Attribute + Ability Rolls, a new Archetype. They gain an Urge "Serve the Infernal Loyally" and finally 20 background points.
-Con: Can only be granted once. You need the following charms to actually grant those things.
--Be Careful What You Wish For - To grant dice increase
–Deal with the Devil - To grant Background Dots
–Can only be granted once to a person, Akuma Exempted. Costs 30 xp for the person. So they will need 3 WP to use it on them.
CRAFT:
Race Against the Clock - For reducing time taken for Sorcery and Craft.
Hammerspace - To always have the best tools you have. Large scale construction now counts as a personal craft action.
Homemade Inventions - Always benefit from having a Workshop. Yes, You always have the Sorcery bonus from the Workshop rather than having to be in Shintai.
Instant Diagnosis - Know how to fix stuff
Supernatural Sensitivity - Needed to reverse engineer tinker tech.
The Spark of Genius - Artifact and tinker tech creation charm
SOCIAL:
Your Heart's Desire - See what people want. Sux based, roll higher, get better results.
Living Lie Detector - Name explains it. Sux based, roll higher, get better results. At 5+ can get details that the target did not know.
Compelling Voice - The Infernal is treated as having a sufficient Intimacy of higher value needed to reduce targeted Intimacy by one degree, i.e from Major to Minor and Minor to none.
Gaslighting - flip the context of an intimacy. So make Alan suddenly hate Emma.
Your Worst Memory - Find out the worst thing a person has done/experienced.
JUST AS PLANNED CHARMS:
These Synergise with your Anima powers. They are not the Path to Victory but reveal the best way to do something.

Unspoken Plan Guarantee - How to form organizations
Crazy Enough to Work - Sabotage enemy organizations/projects.
The World is Mine - How to take over an organization
These can be given to minions with the Charm Gifts of Greater Glory
MALFEAS
Invulnerable Wounding Futility
, -Essence Difficulty in all Soak rolls. Unlocks Demon Armor and Feature Demon Craftsman.
Solipsistic Rejection Of Impossibilities - Gain double 10s and No-negative 1s in all Soak rolls, unlocks Immunity to Pain. and feature: Demon army

SHLiHN
Mind-Hand Manipulation
- Gives telekinesis to attack and to treat Large scale construction as a personal craft action and does AoE damage hitting all enemies in Close Range of the target. Unlocks Demon Aspect: Eye beams and Feature: Construction Teams

Hollow Mind Possession: Can have a demon possess things or people without a ritual. Demon Aspect Unlocks Extra Attribute and Feature: Machine Spirits:
ON ABILITIES TO TRAIN
You gain - Excellency in Difficulty on all Caste abilities and in any Ability that is 3+. So if you are at 3+ you gain a reduction of (10 - Ability - Essence) in uncontested rolls.

In Contested rolls it is (5 + Enemy Ability - Excellency).

Simply put? It is VERY useful and you may want to get the following at 3 as soon as is reasonably possible.
- Socialize, Presence, Investigation, Resistance and Melee.
ACTIONS: 7-1 = 6 AP (After removing Locked Actions)
[] (Free Action) Go Meet Alen at his home before talking to the school. (Free Action)
-[] Wait till the case is filed.
-[] Go before the case is filed
[] Go in for Power testing.
[] (Locked) Talk to Taylor and spend time with her.
[] Go out as Faust. See if there is some truth about improving the Bay by punching people.
[] Look up the Pros and Cons of being a Protectorate Hero. Maybe they are not useless?
[] Check out the Empire 88. See what is up with them.
[] Check out the ABB. See what is up with them.
[] Gather some reagents for future craft projects.
[] See if you can loot the gangs for some cash. You definitely need it.
[] Identify Local Issues, go see what non-cape problems people are actually facing.
[] Forge Alliances with Local Heroes, Procetorate
[] Forge Alliances with Local Heroes, New Wave
[] Community Engagement. Go out and talk to the people. The PRT is called the PR Team for a reason
[] Automated Money laundering services. Converts the WorldSoul Resource dots into real income.
[] Write in
 
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[X] Plan Setting the Foundation
-[X] (Locked) Train off XP debt - 10xp
-[X] Learn Charm: (The Sleepless) - Lose ability to sleep. Gain 3 AP and 2 TAP (6/10)
-[X] Learn Charm: Mind-Hand Manipulation
- Gives telekinesis to attack and to treat Large scale construction as a personal craft action and does AoE damage hitting all enemies in Close Range of the target. Unlocks Demon Aspect: Eye beams and Feature: Construction Teams
-[X] (Free Action) Go Meet Alen at his home before talking to the school. (Free Action)
-[X] Go before the case is filed
-[X] (Locked) Talk to Taylor and spend time with her.
-[X] Automated Money laundering services. Converts the WorldSoul Resource dots into real income.
-[X] Identify Local Issues, go see what non-cape problems people are actually facing.
-[X] Gather some reagents for future craft projects.
-[X] Check out the Empire 88. See what is up with them.
-[X] Check out the ABB. See what is up with them.
-[X] Go out as Faust. See if there is some truth about improving the Bay by punching people.


Reasoning
  1. Have to do it
  2. It's extra AP... 'have to do it'. Seriously though that is one of the most efficient things we can learn and the sooner we learn it the better
  3. Between the utility of telekinesis and construction teams this looks like a very good idea
  4. If we are going to do this we do not want to come off as too hostile, the point here is for Emma to get help, bury the school officials and pull on the thread that is Sophia
  5. Including this for the sake of completeness, it is locked and we of course have to do it
  6. We need to do this to pay the nurse, but also in general money is good to have
  7. We should really figure out what the city needs before we get cracking
  8. Danny is heavily specked for crafting, reagents are very useful to have as we move forward
  9. Get the lay of the land, if we are going to clean up the city we need to know more about the major gangs
  10. Second verse same as the first
  11. Hopefully this will lead to us encountering some of the smaller players we could recruit
 
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