Infernal Resurgence (Worm/Exalted)

Go as Faust. We are ostensibly helping his position, whilst also presenting an unspoken threat not to be a corrupt asshole and say no/push too much. Plus we're doing this for our company, so need to involve outsiders like New Wave who will want everything super above board. If we go alone, we'll have more room to negotiate.
 
Just be warned, without a vouch from either the PRT, New Wave or the Police, the Mayor does not want to meet a guy who cursed entire groups.

Remember earlier where I posted that politicians fear you? Not a joke.

Your oath power is no joke. Each choices have consequences, both Shor and long. Do not expect this to be easy.
 
I really wanna go as Faust, but I don't want to involve NW. Mainly Carol. I'm ok with the police guy as well. He seems to be a political animal too at least. As for the ABB? Meh.
 
This reminds me of very very good worm story by earth scorpian. It was called an imagio of rust and crimson.

It had some excellent world building for worm, which had different tiers of tinker tech. The highest level was tinker tech like canon. Second was tinker fabbed which used machinery and or infrastructure used for making things like super conductors to make comprehensable tech and last was tinker derived which is derived from studying tinker tech.

It led to some serious cool world building like a disparity of tech level between the rich like soft cyberpunk.

Also had the best version of miss militias power.
 
When you say
you will not be using any charms out of an excellency
you mean no charms ASIDE from excellencies, or no charms at all?

Just be warned, without a vouch from either the PRT, New Wave or the Police, the Mayor does not want to meet a guy who cursed entire groups.
I think he should be wary of meeting anyone that claims association with Faust, nobody knows what limits there are for his oath power and it might extend to oaths made to his agents.
 
Just be warned, without a vouch from either the PRT, New Wave or the Police, the Mayor does not want to meet a guy who cursed entire groups.

Remember earlier where I posted that politicians fear you? Not a joke.

Your oath power is no joke. Each choices have consequences, both Shor and long. Do not expect this to be easy.
I mean he should be scared of us, but it isn't as if he can avoid our oath power well continuing to act as a politician. Him refusing to met us is just sticking his head in the sand. The reasons for him to be afraid of us don't change just because we have company with us.
[X] Meet the Mayor as…..
-[x] Faust, the new independent hero.

Time to put our supernatural social skills and new charm to work. We are the man who sold the world. We can make him offers he can't refuse then bind him to them even after he realizes.

Although Black Mirror Incarnation (•••••) does mean that we have the option to go meant the Mayor as anyone if we want to if someone thinks of a plan for that.

@Yzarc I noticed that The Man Who Sold the World doesn't seem to have been added to the character sheet.
 
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[X] Faust, the new independent hero.
Going as Faust is scary to the Mayor due to your oath power.

[X] Faust and the Police Commissioner, the heroes who helped cripple the ABB.
Going with the Police Commissioner will result in complications with the ABB.
 
I don't know why people are surprised that villains out number heroes 4 to 1. The laws of this society are specially made so that Parahumans have no motivation to cooperate with society. I am surprised that that ratio isn't more like 10 to 1.
 
[X] Faust and the Police Commissioner, the heroes who helped cripple the ABB.

Tentatively behind this, I'll check back tonight to see if anyone has some better ideas.
 
you mean no charms ASIDE from excellencies, or no charms at all?
Only Excellency.

@Yzarc I noticed that The Man Who Sold the World doesn't seem to have been added to the character sheet.
Have yet to update the character sheet.

I think he should be wary of meeting anyone that claims association with Faust, nobody knows what limits there are for his oath power and it might extend to oaths made to his agents.
Only Faust can curse groups.

The Mayor is not scared of what Faust will do to him so much as what Faust can force him to do.
 
[X] Faust and the Police Commissioner, the heroes who helped cripple the ABB.
 
I actually have no idea which version of The Man Who sold the World that you are going to use. Which is why I am looking forward to seeing it on the character sheet.

Edit: This is the EXWOD version of the charm.
The Infernal clouds the judgment of those who hear her honeyed words, gulling them into accepting terrible bargains.
System: After spending a few moments deliveringher pitch, the Infernal's player spends 1 Essence androlls Manipulation + Finance against a difficulty equal to the target's Willpower. She can raise or lower thefundamental value of whatever she's trying to buy, sell, barter, or bargain for in the target's eyes by a factor of (successes rolled + 1). This Charm is equally as applicable to political favors as to financial transactions; an Infernal who rolled five successes might convince one of Hong Kong's more influential Hungry Dead to lend her six times as many bakemono as he'd initially considered in exchange for her help discrediting a rival wu, for example. This Charm doesn't force the target to accept a deal, only to re-evaluate its reasonable worth; it also doesn't mystically enforce any agreements made under its auspices. Its enchantment fades after the Infernal's (Essence rating) hours, at which point the target may very well realize they've been swindled.
I was a little surprise that it was voted for honestly. SV is usually very against mental influence charms. I just suggested it because our ability to enforce deals covers up this charm's usual weaknesses.

The political favors seems very relevant for our talk with the Mayor.
 
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Week 4: Turn 2
25th January 2011

You were no stranger to pulling strings and calling in favors when needed. As you delved into the intricate legalities of your plans for the docks, it became clear that you needed a direct line to the Mayor to make things happen. The Commissioner owed you a favor or two, so you decided to cash in.

After a few phone calls and arranging a meeting, you found yourself with an open invitation to drop in and speak personally with the Commissioner. From what you know, he was a stern man, but you knew that underneath that exterior lay a shrewd and pragmatic mind.

But that was later. No one gives an appointment on the same day, not even to Faust. Not yet. So till then, you had time.

Thus, you found yourself at the center of the makeshift training area, a large warehouse space you had secured for this purpose. Around you, six individuals, each with their own unique stories and reasons for being here, waited expectantly for your guidance. These were the core members of the super hero group you were forming, and it was up to you to train them to be the best they could be.

As you began training the six individuals who would form the core of your superhero group, you focused on honing their physical and combat skills. They were a diverse group, each with their own strengths and backgrounds, but united by a shared desire to make a difference in Brockton Bay.

The first was Maria, a former gymnast with incredible agility and flexibility. You worked with her to enhance her acrobatic skills, teaching her how to use her agility in combat to evade attacks and maneuver around opponents.

Next was Mark, a former boxer with impressive strength and endurance. You focused on improving his punching power and defensive techniques, teaching him how to take hits and keep fighting.

Then there was Sarah, a martial artist with a background in kickboxing. You helped her refine her kicks and strikes, emphasizing speed and precision in her attacks.

The fourth member was Alex, a skilled parkour practitioner with a knack for improvisation. You trained him to use his environment to his advantage, teaching him how to navigate urban landscapes and outmaneuver opponents.

Fifth was Chris, a former soldier with training in firearms and hand-to-hand combat. You helped him integrate his military training with martial arts, teaching him how to seamlessly transition between different combat styles.

Lastly, there was Lisa, a strategist with a keen mind for tactics. You worked with her to develop her observational skills and tactical awareness, teaching her how to analyze enemy movements and formulate effective battle plans.

As you trained the group, you also began planning to give them powers. You knew that to truly make a difference in Brockton Bay, they would need more than just physical skills.

Meanwhile, Kurt, who was not part of the six, took on the role of their leader. His experience and leadership skills made him the perfect candidate to lead the group. You had something special planned for him.

As they gather around, you explain your plan to empower them, to give them abilities beyond those of ordinary people. They listen intently, some with excitement, others with apprehension.

You gather your group in a gritty warehouse on the outskirts of town, the dim lights casting shadows on the walls. They look at you with anticipation, wondering what you have in store for them.

"Alright, listen up," you say, drawing their attention. "We've been training hard, but it's time to take it to the next level. I'm gonna give you powers, make you stronger, faster, better than before."

They look at you, some with disbelief, others with hope. You nod to Kurt, who steps forward, taking charge as the leader. "What's with the looks?," Kurt says, his voice commanding attention. "This is a chance to make a real difference, to protect our city in ways we never thought possible. Let's do this."

There was a hesitant murmur, no one wanting to go first. To your surprise, Chris was the first to step forward. As he stood before you, he braced himself as a radiant energy enveloped him, filling him with a sense of heightened awareness.

With a burst of light, he found himself transformed. He felt his senses sharpen to an incredible degree, his vision becoming clearer and more focused. His reflexes quickened, allowing him to react with lightning speed to any threat.

Chris tested his newfound powers, and he was amazed at the results. He could see with unparalleled clarity, noticing details and movements that were once imperceptible to him. His reflexes were so fast that he could dodge incoming projectiles with ease, his movements almost precognitive in nature.

With his superhuman accuracy and reflexes, he was a force to be reckoned with. His ability to perceive and react to his surroundings with such precision made him a deadly marksman and a skilled combatant.

Seeing this, Maria walked up to you. With a shimmering glow, Maria's powers manifested. She felt a rush of exhilaration as her agility and flexibility were heightened to superhuman levels. Her movements became fluid and graceful, and she could now perform acrobatic feats that were once beyond her reach.

Maria tested this out by making a few jumps and somersaulting with an ease that had to be seen to believed. She moved with incredible speed and agility, dodging attacks and maneuvering around obstacles with effortless grace. Her enhanced agility made her a formidable combatant, allowing her to outmaneuver opponents and strike with precision.

Then it was Alex's turn. A shimmering light surrounded him, and he felt a surge of energy coursing through his body. With a burst of light, Alex's powers manifested. He felt a newfound sense of freedom and agility, as if his body had become one with the urban landscape around him.

Alex tested his powers, and he was amazed at the results. He found that he could move with incredible speed and fluidity, effortlessly navigating through obstacles with the grace of a parkour master. He could jump higher and farther than ever before, his movements almost effortless as he soared through the air.

With his movement-based superpowers, Alex became a blur of motion and it was not a stretch to imagine him being able to traverse the cityscape with his unmatched speed and agility. He could outmaneuver any foe, using his powers to gain the high ground and launch surprise attacks from unexpected angles.

Next was Mark. With a thunderous boom, Mark's powers manifested. His muscles swelled with newfound strength, and he felt an overwhelming surge of power coursing through his veins.

Testing his powers, Mark struck out with his fists, and he was amazed at the results. His punches packed an incredible amount of force, capable of shattering concrete and sending shockwaves through the air. His strikes were devastating, capable of taking down even the toughest opponents with a single blow.

With his devastating striking powers, Mark became a powerhouse, his fists becoming deadly weapons capable of delivering crushing blows to any who stood in his way. He could turn the tide of battle with a single punch, his strength unmatched by any ordinary human.

Then it was Lisa's turn. As you empowered her, she felt her mental capacities expanding, her brain processing information at an incredible speed. She could feel the world around her in a way she never had before, sensing the slightest details and patterns with clarity.

With this newfound mental prowess, Lisa could analyze situations rapidly, devising intricate strategies and solutions in the blink of an eye. Her memory became flawless, recalling information with perfect clarity.

Lisa's powers manifested as enhanced mental capacity and information processing ability. She became the strategist extraordinaire, capable of outthinking any opponent and predicting their moves with uncanny accuracy.

Finally, there was Sarah. She felt a surge of energy flowing through her body, enhancing her martial prowess to extraordinary levels. Her movements became fluid, almost instinctual, as if she could predict her opponent's every move.

Sarah's powers manifested as enhanced martial arts abilities. She became a master of hand-to-hand combat, blending various styles seamlessly to create her unique fighting technique. Her strikes were powerful and precise, capable of incapacitating opponents with a single blow.

With a focused mind and honed skills, Sarah's strikes became more precise and devastating. She moved with a grace and speed that seemed almost supernatural, dodging attacks with ease and landing blows with pinpoint accuracy.

As they marvel at their newfound abilities, you and Kurt watch over them.

In the aftermath of empowering your team with newfound abilities, you turned your attention to Kurt, the leader who had been patiently waiting for his turn. Kurt had always been a stalwart figure, a beacon of strength and leadership for the group.

"Now, it's your turn," you say to Kurt, a smile playing on your lips. "I have something special planned for you."

As you began the process of empowering him, you hoped that his transformation would be something truly extraordinary.

As you channeled the Primordial essence of your Worldsoul toward Kurt, you could sense a different kind of power awakening within him, a deep-seated resolve and determination that seemed to radiate from his very being. The essence enveloped him, merging with his essence, and transforming him in ways beyond your imagination.

Kurt's transformation was intense. The Green essence fused him, granting him incredible toughness and resilience. His skin took on a faint, fiery glow, and his eyes blazed with an inner fire. His attacks became devastating, capable of unleashing blasts of fiery energy that could incinerate anything in their path.

But it wasn't just Kurt's physical abilities that were enhanced. His mental acuity and strategic prowess reached new heights. He gained an uncanny ability to command and inspire those around him, rallying them to his cause with unwavering determination.

As you witnessed Kurt's transformation finish, you couldn't help but feel a twinge of disappointment. While he had become incredibly powerful, it was clear that his transformation had fallen short of Taylor's. She had transcended her human limitations, becoming something truly extraordinary, a being of immense power and ability. More importantly, one of growth.

Kurt, on the other hand, had gained incredible strength and resilience, but he lacked the same level of transcendence. He was powerful, to be sure, but not quite enough to stand by your side as an equal. Nor could he grow to be one. It was a bittersweet realization, knowing that while Kurt had become a formidable ally, he would never reach the same heights as Taylor eventually would and would nowhere come close to you.

Despite your disappointment, you knew that Kurt would still play a crucial role in your team. His strength, leadership, and determination were invaluable assets, and together, you would continue to fight for justice and protect those in need. While he may not be Taylor, Kurt was still a powerful ally and friend, and you were grateful to have him by your side.

You couldn't help but smile. None of them were as powerful as you had hoped but your team was ready, ready to make a difference.

26th January 2011

"Commissioner, I appreciate you making time to see me," you began, getting straight to the point. "I need your help in getting a meeting with the Mayor. I have a proposal regarding the docks that I believe will greatly benefit the city, but I need his support to make it happen."

The Commissioner, Henderson, leaned back in his chair, his expression unreadable. "None of that Faust. I owe you, now what is this all about?"

You explained your plan in detail, highlighting how it would not only revitalize the docks but also create jobs and stimulate the local economy. You emphasized the importance of acting quickly, as the window of opportunity was narrow.

The Commissioner listened intently, nodding occasionally as you spoke. When you finished, he leaned forward, steepling his fingers. "Ambitious. But you're right, the Mayor needs to hear this directly from you."

The Commissioner sighed, tapping his fingers on the desk. "I might be able to help with that. I owe you one for the info on the ABB that helped save the lives of my men. I can put in a good word for you and help you get a meeting with the Mayor."

Commissioner Henderson leaned back in his chair, fixing you with a curious gaze. "But, Faust, what's this I hear about you assembling a team? Care to fill me in?"

You nodded, leaning forward slightly. "That's right, Commissioner. Advent and six others have joined me. We're putting together a team to tackle some of the city's toughest challenges."

The Commissioner raised an eyebrow. "Advent, huh? A strong name. What's his role in all this?"

"He's the leader of the others, my second in command." you replied. "He's got the experience and the skills to lead the team effectively."

The Commissioner nodded, impressed. "And the others? What are their specialties?"

"All in due time Commissioner. Let's just say that the team is well balanced. Enough to take on the Empire at their height and not loose."

The Commissioner whistled. "Sounds like quite the team. What's the plan?"

"We're still working out the details," you explained. "But we're going to use our powers to make a difference on the city. Whether it's fighting crime, or something else, we're ready to step up."

Commissioner Henderson leaned back in his chair, fixing you with a curious gaze. "So, Faust, I've been hearing some rumors. Something about you granting powers to your team?"

You leaned back, adopting a casual stance. "Ah, yeah, I've heard them too. That I've given them a little somethin' extra to help 'em out."

The Commissioner raised an eyebrow. "Is that so? Any truth to this?"

You chuckled, trying to downplay it. "Oh, you know how rumors are."

Commissioner Henderson leaned back in his chair, a faint smile playing on his lips. "You know, Faust, I got friends in high places. That's how I was able to push back against the PRT when they tried to strong-arm me."

You raised an eyebrow, intrigued by his revelation. "Friends in high places, huh? Must come in handy."

He nodded, tapping his fingers on the desk. "You bet. When you're dealin' with folks like the PRT, you gotta have someone watchin' your back."

You leaned forward, resting your elbows on your knees. "Any chance you could introduce me to some of your contacts?"

Commissioner Henderson spoke, his tone serious. "Listen, Faust, I used to be an army man. I know some folks who might be interested in what you're doin'. They like people who can get things done, if you catch my drift."

You raised an eyebrow, intrigued by his offer. "What are you suggestin', Commissioner?"

He crossed his arms. "I'm sayin' that while the law says one thing, in my experience, if you don't have friends in high places, the law is whatever the person with the most power says it is. In this case? the PRT."

You nodded slowly, understanding his implication. "So, you're sayin' I need more than just the Mayor on my side if I wanna change things in the Bay?"

"Exactly," the Commissioner replied. "You need allies, people who can help you navigate the murky waters of politics and power. I can introduce you to some folks who might be able to help."

You leaned back, considering his offer. "I appreciate the offer, Commissioner. Let me think about it and get back to you."

He nodded, standing up to shake your hand. "Take your time, Faust. Just remember, if you wanna make a real difference, sometimes you gotta play the game."

As you left the Commissioner's office, you couldn't help but wonder if getting involved with the army was the right move. But you knew that if you wanted to truly change Brockton Bay, you would need all the help you could get.

GAIN:
Your team is complete.

Shit rolls. None of them are circle members. Even Kurt, who had the highest chance, fell short. They do not get any essence levels or can spend essence. So I am not going to bother posting a character sheet for them as they did not make the cut.







Kurt roll

Commissioner Roll:

Make no mistake, they are POWERFUL, but not circle members powerful. You guys did luck out with the Commissioner though. Not Crit lucky but close enough that he can convince those people to meet you before your meeting with the Mayor.

CHOICE:
[] Go meet the people the Commissioner wants you to meet.
Pro: Friends in HIGH places. Can also directly discuss the other products with them, VASTLY speeding up the Patent and other Intellectual Property (IP) protection for safeguarding your products. This auto succeeds the meeting the Mayor part.
Con: You will be asked to produce super's for the Government and will have to disclose the hooks. You can avoid it, but they will find out via experimentation if you make them supers. Expect the PRT to push back, HARD. This escalates the PRT vs Police/Government fight.

[] Do not meet the People the Commissioner wants you to meet.
Pro: Things continue as they are.
Con: You will face an uphill battle, making and selling the products and other advance technology you want to. For example, it takes a minimum of 2 to 3 YEARS to get a patent or other IP protection. You can sell your products without IP protection, but then you run into other problems, like permits and regulations. Simply put? Your options are limited unless you make SOME kind of a deal.

Do note that meeting them DOES NOT commit you to do anything. It is merely a meeting to hear them out. The final deal, if any, will depend on what you agree to. But BE WARNED that you WILL have to disclose that you can make Super humans.

I actually have no idea which version of The Man Who sold the World that you are going to use. Which is why I am looking forward to seeing it on the character sheet.
More on this later. I have looked it over and will use a custome version to fit the Resource mod I am using as well as social actions.
 
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[X] Go meet the people the Commissioner wants you to meet.
 
[X] Go meet the people the Commissioner wants you to meet.

Cauldron wants more capes, they can get them at the cost of not controlling them under the RCB.
 
Con: You will face an uphill battle, making and selling the products and other advance technology you want to. For example, it takes a minimum of 2 to 3 YEARS to get a patent or other IP protection. You can sell your products without IP protection, but then you run into other problems, like permits and regulations. Simply put? Your options are limited unless you make SOME kind of a deal.
So on this. I reread this and it may imply you need to accept the first option. This is wrong.

You do not need to make a deal with the army. But that you will need to make a deal with someone to get your company off the ground in weeks rather than years. Just in BB.

Take Medhall for example. It took Kaiser years to build it up and that is with contacts, though not the German criminal group, as from what I understand, he did not want their hooks in.

Second, this is regarding TECH only and greater income. Danny has a plan in place for if the tech option fails. His company's reach and influence will be limited but it will still serve the purpose of providing jobs and raising the economy of BB.

So simply put, this is a "Do you want friends in high places" option that you will need to balance with what they want.

You csn skip the Army and go PRT or znyone else.

You have options so feel free to choose what way you want to take the story.
 
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[X] Go meet the people the Commissioner wants you to meet.

Let's go sell the world.
 
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