Infernal Resurgence (Worm/Exalted)

Err...should have clarified.

Please vote

[] No demon

And

[] No Craft

Ah, I actually did not notice the craft vote.

[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3


I choose this for crafting because it is the Merchants, they are not going to have the common sense to run and -3 dice is crippling for anyone rolling a mortal's amount of dice, shooting fish in a barrel time.
 
How about this for the Merchants

Go down their and start making deal people high on drugs and booze are not going to be making smart deals. Give me a coke, deal. etc. Make as many deals as possible with as many members as possible.

I see this as a prime requirement and subversion opportunity.
 
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[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3
 
[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3
 
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[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3
 
How about this for the Merchants

Go down their and start making deal people high on drugs and booze are not going to be making smart deals. Give me a coke, deal. etc. Make as many deals as possible with as many members as possible.

I see this as a prime requirement and subversion opportunity.

I think that is the default option, though really I do not think we want to pick up their mooks, what we are after are the capes. Given the state of what can generously be called the 'economy' of BB we are always going to have plenty of henchmen, no reason to recruit people who are likely to have a list of outstanding warrants 20 pages long.
 
[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3
 
I think that is the default option, though really I do not think we want to pick up their mooks, what we are after are the capes. Given the state of what can generously be called the 'economy' of BB we are always going to have plenty of henchmen, no reason to recruit people who are likely to have a list of outstanding warrants 20 pages long.
Looking at the rule I was wrong we max out at 6 deal at once before going to zero willpower. Only the first deal is free, willpower wise.
 
[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3
 
Looking at the rule I was wrong we max out at 6 deal at once before going to zero willpower. Only the first deal is free, willpower wise.

Most of our mooks should be paid money, Danny should save the magic wishes for people worth talents or resources that we need for something.

Willpower is quite hard to reliably regenerate. You get one back from sleeping, but that is about it for guaranteed sources.
 
[X] Go after the Merchants. (Choose 1)
-[X] Trick them into breaking an oath and then smack them down.

[X] No Demon

[X] Yes (Choose 1)
-[X] Make a mobile Warding circle. This can reduce enemy dice by 3
 
So... what are we doing long term?

I realize this is Worm, a setting so screwed that it is valid to just answer 'survive' and we will be doing a good bit of that to begin with we are one of the Infernal Exalted and especially considering our caste some amount of villainous grand plan is kind of expected. So what are we doing?

Are we trying to pull a Coil and rule the city from the Shadows?
That has the advantage that we are more or less playing by the 'rules', none of the really big boys in the setting are going to mind if we are just another ambitious Master/Trump X, but at the same time that is also kind of wasting our talents. We are meant to have worldwide impact, we are meant to rule a world eventually.

Are we planning to go full on Mad Scientist Inspired Sorcerer?
Danny does have an in with the Case 54 mystery and enough charms will reveal what is really going on here with the whole faux-symbiotic science experiment for idiot gods, but I am not sure where we would even take that. We do not have the means to deal with Scion and will not for quite some time. To be honest from a purely practical perspective Cauldron should make good allies, but they are just... so... idiotic in how they go about things and we are already allies with people who want to blow them to Kingdom Come for fairly sensible reasons.

Are we content to give Danny the things he wants and see what comes at us?
You know take care of Taylor, give her a good education, maybe raise Annette from the dead (hey this is not Creation, the locals should have souls which means it is at least technically possible to recover and reembody them)
 
Are we trying to pull a Coil and rule the city from the Shadows?
As long as we stay technically a hero I'm good with this.
By technically a hero, I mean heroic motivations, not sticking with necessarily what is considered heroic actions. If we need to mind read the populace so we can identify every person who agrees with E88, then burn them all alive screaming in pillars of soulfire to send a message, then so be it.

Are we planning to go full on Mad Scientist Inspired Sorcerer?
Sure, we can be the underground support for a bunch of heroic indies.

Are we content to give Danny the things he wants and see what comes at us?
Currently my priority is getting Taylor on her own two feet, checking if she triggered, and improving her civ life. We can reassess then.
 
Willpower is quite hard to reliably regenerate. You get one back from sleeping, but that is about it for guaranteed sources.
On this. The Crown of Self regenerates 1 Willpower per 15 minutes, provided you are resting.

Essentially, stay still and do not do anything physical, social or mentally challenging and you can recover it.

While you do not have scene Willpower recovery (beyond the one time per scene urge), getting back lost Willpower is not hard for an Infernal, provided they have time to recover.

This is to incentivise players to use their powers but to use them wisely as you only have 6 till your Essence increases.
 
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Does the demon have to cause physical harm?
Would mental anguish count?
If so would destroying their stuff (drugs/guns/tinker creations) count?
Also is detox withdrawal effects sufficient for the harm part?
 
Does the demon have to cause physical harm?
Would mental anguish count?
If so would destroying their stuff (drugs/guns/tinker creations) count?
Also is detox withdrawal effects sufficient for the harm part?
Just hurt. It can be physical or mental.

You can be creative about it but it is loyal to you and if you are attacked, it will step in. Not a guarantee but be mindful of orders.
 
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Votes closed.
Adhoc vote count started by Yzarc on Jan 23, 2024 at 8:42 AM, finished with 19 posts and 7 votes.
 
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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[X] Plant the Nail.

Skidmark and especially Squealer with her new workshop can be quite dangerous, crippling their dice pools with the nail is I think more important.
 
This is a question of ease vs morality as such...

[] Follow Mush

Edit: no that rationale doesn't work, most moral action is

[X] Plant the Nail

Despite Mush being a poor sap the problem lies in the less violence the less people getting hurt, even if it does mean more people will flee.
 
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