You are suddenly self aware. That is the first thing you realize. The second thing is that someone has a hand around your neck. What?
"[Bah!]" A feminine voice exclaims.
You twist to face the voice, and see a beautiful woman who looks like she's a corpse, or a ghost.
"[A baby elemental? Useless.]" She continues. She brings up a sword, and you know no more.
Some time later
You return to awareness. This is strange, because you somehow know that you shouldn't be aware. It's an instinct. You should be a social movement, but now you are aware. You wonder if you're a ghost, and the term zeitgeist is more literal for you now than previously in your existence.
You shiver. You're pretty sure you died there, and you didn't like it. Still, you're alive again, somehow, so it's not all bad. You begin to take stock of your surroundings.
You are laying on a rather comfy round bed, which suits your shape. You definitely aren't humanoid. You appear to be some kind of metallic dragon. Odd. You turn to face the walls of the room you are in. On one of them is etched the words of the Declaration of Independence of the United States of America. On another is the Déclaration des droits de l'homme et du citoyen. You take the time to read them, these foundational documents of your essence, and draw strength from their presence and convictions.
There is a bookshelf. You get out of the bed, and look at the books. Bacon's Novum Organum, a collection of mathematical papers including Leibniz's paper on calculus, Newton's Principia, Adam Smith's the Wealth of Nations, Hobbes and Locke and Rousseau, Kant and Mill and Rawls. Even Marx's Das Kapital, though not any of his other works.
Looks like everything you need for an understanding of Liberalism. Of You.
You know, instinctively, that you are safe here. This is a sanctum for you. You could stay here forever, and you'd endure. But that's boring, and you did not reshape societies and economies the world over by lacking work ethic. You ready yourself, and exit.
You are about 36,000 feet up in the air, and you realize instantly that you are not on Earth. For below you is a bustling metropolis of, you estimate, a million people situatied where two rivers merge into one. Each of those three rivers is far wider than the Amazon.
You need information.
[] Glide down to the gates of the city and seek entry
[] Glide to one of the farms and seek what the person on the ground knows of the world.
[] Write in?
Pick 5 charms from the charm list to form your starting charms, The Bomb counts as 2 picks.
[]???
This quest will laregely be using vanilla Exalted 3rd edition. I will link or post any relevant house rules here.
On Resources: The Resources Merit given in 3rd edition does not tally with the costs of things in the item section. As such I will be using the 2nd Edition Resources scale for that merit.
On Lore vs Occult: Occult covers the Sciences which include magic in the context of Exalted, while Lore covers the Humanities
Liberalism gains XP as normal, which means I'll be giving 5 to 9 XP when I feel sufficient time has passed. He cannot spend XP on Attributes, which increase with Essence, but he can spend XP on abilities, which he uses favored Solar Costs for [(current rating)*2-1], and non-favored training times for.
Omake Policy: Omakes I like enough get 1xp, omakes I like enough to canonize get 2xp. If I judge the system to be flooding due to omake rewards this policy will be subject to change.
Organizations have 5 stats, a Motivation, a leader who can start projects, and intimacies.
The Stats are Size, Influence, Competence, Reach, and Wealth. The Sum of these stat values is a derived statistic named Capital. Capital must be invested to carry out projects, if insufficient Capital is invested then the project will automatically fail. If more capital is invested than necessary, it will add 1 extra die to the roll per excess point of capital invested.
Projects are mostly [Attribute+Bureaucracy] Rolls, although some projects may require other abilities.
Projects are extended rolls, with a variable interval set by the GM. The first interval is a planning period, where the roll must succeed for the extended roll proper to begin.
0: The organization has only a single member:
its leader.
1: A small group: A circle, a Sworn Brotherhood,
a squad of soldiers, a family business.
2: Dozens of individuals. A growing business.
An extended family. A Dragon-Blooded
household.
3: A talon of soldiers, such as a small mercenary
company. A large but local business. A government
ministry.
4: Hundreds of individuals: A modest army,
a city-state's government, a small town, an
enormous business.
5: Over a thousand souls: A small city, a legion,
a large Guild caravan, a satrapial occupation
force.
6: A Guild hub city. A major metropolis such
as the Lap, Great Forks, or Sijan, or massive
tribe such as the Arczeckhi Horde or the
Icewalkers. The Cult of the Illuminated. A
large Autochthonian town or very young
patropolis.
7: A mighty city-state such as Nexus, Chiaroscuro
or Lookshy. The Coral Archipelago and its
protectorates. The Legion Sanguinary. The
Realm Legions. The Thousand Scales. An
Autochthonian capital.
8: The Bureau of Destiny. The Immaculate
Order. The Guild in its entirety. One of the
Eight Nations of Autochthonia.
9: The Realm. Autochthonia.
10: Untold billions: The teeming hordes of Hell,
the population of the First Age, the raksha of
the Balorian Crusade.
0 Nonexistent: Nobody has heard of the organization,
and it has no means by which to exert
its political will.
1 Inconsequential: Within the organization's
Reach, the group can only affect unimportant
decisions, such as influencing purchasing
habits of luxury goods or building on alreadyextant
rumors.
2 Narrow Influence: The group can exert
nominal influence over many low importance
decisions throughout its Reach. The organization
is powerful within its narrow interest,
such as a company that sells a popular brand
of merchandise, a highly-reputed mercenary
company, an up-and-coming religion, etc.
The group has no capacity to affect the lives
of non-members in ways not directly related
to its function.
3 Moderate Influence: Overall, groups with
Influence 3 resemble their Influence 2 counterparts,
save that their interest—and thus
their influence—is commensurately broader.
Businesses are not simply competitive, but
industry leaders or diverse corporations with a
wide array of unrelated products and services.
4 Major Influence: The organization is not a
ruling authority per se, but is well-regarded
by larger organizations with such broad authority.
The group can make suggestions to
its patron(s) and expect those suggestions to
carry weight, but such power is advisory only
and has no guarantee of favorable outcome.
Generally speaking, patrons will more likely
implement requests related to the group's
purpose. For example, an arms dealer might
advise a client state on whether to go to war,
but few governments care what resident arms
dealers think about proposed civics works
projects.
5 Informal Authority: The group has a powerful
reputation as described for Influence 4. However,
the organization's favor as a privileged
group extends well beyond its immediate
interests. Suggested actions completely unrelated
to the group's purpose often receive
implementation simply on the basis of good
prior relations.
6 Limited Authority: The organization wields
significant, but narrow power over those in
its Reach. An occupying horde may have successfully
crushed all rival armies in a particular
region, but not yet consolidated power over
the area's economic or political activity. The
individual bureaus that make up most civilized
governments also have Influence 6, as they
possess ruling authority specific to their executive
function. In especially progressive lands,
a democratic process of some kind divides
authority among coalitions of voting blocs.
7 Authority: The organization is in charge,
dominating the lives of those in its Reach.
Such groups permit limited dissent and even
some free expression, provided that dissenters
do not actually break the peace or interrupt the
organization's normal operations. Influence 7
organizations typically make examples out of
dangerous or popular troublemakers, but do
not generally waste resources cracking down
on minor infractions. Many governments in
Creation have Influence 7, empowering them
to pass laws on most aspects of life and expect
the vast majority of citizens to obey. Criminals
and dissidents still exist within authoritarian
societies, but the overall level of obedience
far exceeds resistance.
8 Oppressive: The group is undisputedly in control
of the territory encompassed by its Reach.
Groups with this Influence largely act as those
with Influence 7, but these organizations
further employ any and all means necessary
to stifle perceived resistance, however small.
Obedient residents enjoy the privilege of limited
self-determination, free to act as desired
so long as their actions do not violate the
law. Where some measure of justice infuses
the group's reign, the severity of each offense
dictates the severity of resulting sanctions. In
more traditional dictatorships, laws often have
arbitrary rationale and consequences.
9 Totalitarian: The group dictates all arenas of
life within its Reach, often in the form of rigid
laws and/or taboos backed up with a persistent
threat of violence against noncompliance.
While most Influence 9 organizations are
actual governments, they can also be criminal
cartels, fanatical cults, ruthless monopolies
and the like. Resistance continuously simmers
against all totalitarian regimes, though rarely
in any form dangerous enough to threaten the
group.
10 Absolute Dominion: The organization governs
all aspects of life within its Reach, however
banal. Those crushed beneath such ultimate
tyranny do not live: they merely exist as puppets
and caricatures following set scripts. Only
the most powerful social magic can establish
such all-encompassing and unnatural dominance.
0: The organization cannot affect anything
outside of a single building or forest clearing.
1: Village to small town, rural expanse (e.g.
forest, lake, desolate wasteland), plantation,
large estate
2: Town to small city, large rural expanse
3: City, primeval wilderness expanse (untouched
by civilization), circuit of related townships,
one major road through a region
4: City-state, large metropolis, the nations within
a particular trade route, the settlements along
a major river such as the Yanaze, island chain
such as the Neck
5: Region such as the entire Hundred Kingdoms,
major trade route touching on large population
centers and possibly crossing Directions
6: Comprehensive reach spanning the equivalent
of one entire Direction
7: Comprehensive reach spanning the equivalent
of two Directions
8: Comprehensive reach spanning the equivalent
of three Directions
9: Comprehensive reach spanning the equivalent
of four Directions
10: Ready access to all of Creation
How good your organization is at what it does. This is assessed relative to it's motivation. It's generally on the same scale as abilities, with 1 indicating training, 2 indicating workman like competence, 3 indicating real notable talent and skill, 4 indicating superlative ability, and 5 indicating the peak of human potential. Organizations staffed entirely by supernatural entites such as fey, gods, or demons might attain a rating of 6. Might.
0: The organization is utterly destitute.
1: A small start-up or family business, roughly
equivalent to Resources 3.
2: A successful business, roughly equivalent to
Resources 4.
3: The wealth of a bandit king, young merchant
prince, or retired scavenger lord, roughly
equivalent to Resources 5.
4: The wealth of a Guild caravan, small city,
Raksha freehold or the operating budget of a
Realm legion.
5: The wealth of a Guild factor's investment
network. Chejop Kejak's personal salary.
6: The wealth of city-states such as the Lap, Paragon,
and An-Teng. The collective resources
of a Guild Council.
7: The wealth of mighty trade-nations such as
Chiaroscuro, Nexus, and Great Forks. The
Seventh Legion's operating budget. The
investments and treasury of a hierarch or
Deathlord.
8: The personal finances of mighty First Age
Exalts; the wealth of the Great Houses or the
Mountain Folk.
9: The coffers of the Realm at its height; the
wealth of the Guild.
This charm may supplement any Archery Roll. For every 3 motes spent, Liberalism adds a success to his roll. This can not add more successes than Liberalism has dots in Archery.
This charm may supplement any Occult Roll. Each success on that occult roll generates an additional die. A repurchase continues this process until no more successes are rolled.
When attempting to convince others to act upon principles which Liberalism shares, Liberalism may spend 1 mote to add an additional die to the roll. Liberalism may add up to his dots in the ability he is using in the roll plus the intensity of the intimacy he is conveying.
Liberalism adds a number of automatic successes equal to his Essence to any tests of speed, including combat movement rolls. Liberalism may travel large distances at any speed up to 767 Miles Per Hour.
Afterburners
Cost: 1wp (1m per failed die), Min: Essence 1
Type: Reflexive
Keywords:
Duration: One Scene
Prerequisites: Jet Engine
Liberalism may elect to spend one willpower during a scene to allow him to reflexively reroll any number of failed dice in any test of speed, including combat movement rolls, at a cost of 1 mote per die to be rerolled. Rolls of 1 may not be rerolled.
Crafting Rolls supplemented by Internal Fabricators gain a number of automatic successes equal to Liberalism's Essence. A Repurchase doubles the number of automatic successes this charm grants.
Before a battle, Liberalism gives a speech to a battle group he commands, explaining why their mission is of vital importance to an intimacy shared by both the Commander and the Troops. This speech hardens their resolve, giving them perfect morale until the end of the battle.
Grants a craft roll Double 9s. A repurchase at Essence 3 grants Double 8s. A final repurchase at Essence 4 grants Double 7s. Liberalism must have a group of assistants at least size 2 to activate this charm.
Assembly Line
Cost: 2m, Min: Essence 2
Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Dark Satanic Mills
If Liberalism is crafting with the assistance of a group, he may use this charm to add that group's Size rating in extra dice.
Industrial Revolution ***** (Liberalism always has enough crafting xp to pursue a crafting project, has 3 Major Slots, 2 Superior Slots, 1 Legendary Slot, and his Craft ability rating is applicable to all things)
Hide of Steel **** (Liberalism's natural hide is as protective as heavy artifact armor, but gives no penalties)
Myth of the Gun ** (Liberalism's Natural ranged weapons use Archery instead of any other ability)
Liberty (Devotion)
Negative Liberty (Devotion)
Positive Liberty (Devotion)
Slavery (Hatred)
Natural Rights (Respect for and Idealization of)
Social Contract Theory of Governmental Legitimacy
Democracy (Means to better outcomes)
Democracy (End in itself)
Pursuit of Profit (Admiration)
Money (Desire)
The Community Flourishes when Knowledge is Shared
Science (Admiration)
Secularism
Authoritarianism (Dislike)
Fascism (Hatred)
Communism (Hatred)
Socialism (Sympathetic Disagreement)
Competitive Markets (Idealization)
Unions (Deep Ambivalence)
Liberalism may dematerialize at will. He may return to material form by paying half the cost of this charm, rounded down, at the same activation speed.
Liberalism can take the measure of anything it can see with it's own sensors.
Ideas are Bulletproof
Cost: 1i per success +4m or 4m or 4m, 1wp; Mins: Essence 1
Type: Reflexive
Keywords: Perilous, Decisive-only
Duration: Instant
Prerequisite Charms:
In combat, Liberalism may pay 4 motes in response to a successful descisive attack to spend initiative to negate his opponent's successes on their damage roll, at a rate of 1i per success negated. He may also pay 4 motes to apply his defense to attacks where defense values are considered inapplicable.
In or out of combat, he may pay 4m, 1wp to ignore recurring uncountable damage.
This charm may supplement any Occult Roll. Each success on that occult roll generates an additional die. A repurchase continues this process until no more successes are rolled.
Crafting Rolls supplemented by Internal Fabricators gain a number of automatic successes equal to Liberalism's Essence. A Repurchase doubles the number of automatic successes this charm grants.
Liberalism adds a number of automatic successes equal to his Essence to any tests of speed, including combat moves rolls. Liberalism may travel large distances at any speed up to 767 Miles Per Hour.
[X] Glide to one of the farms and seek what the person on the ground knows of the world.
[X] Dematerialize
[X] Measure the Wind
[X] Ideas are Bulletproof
[X] Scientific Method
[X] Internal Fabricators
Will move this post after I wake up if theres any issue with it. Going to bed now~
Ah, now I see; We're a spirit in a robot body, with access to a pocket dimension room that contains tons of literary works from America that collectively grant a cohesive grasp on the ideologies and basic structure of America. And we must now use this knowledge to Make Creation Great Again. Unless the Solar massacre hasn't happened yet.
Ah, now I see; We're a spirit in a robot body, with access to a pocket dimension room that contains tons of literary works from America that collectively grant a cohesive grasp on the ideologies and basic structure of America. And we must now use this knowledge to Make Creation Great Again. Unless the Solar massacre hasn't happened yet.
No. You are the spirit of liberalism. America does feature prominently, but so does France and Germany and Britain. It is about the Enlightenment. The dragon is your natural form. You have a sanctum above Nexus. MAGA is fascist and Liberalism hates it. He will want to spread liberty and capitalism to creation though.
[X] Glide to one of the farms and seek what the person on the ground knows of the world.
[X] Dematerialize
[X] Measure the Wind
[X] Ideas are Bulletproof
[X] Scientific Method
[X] Internal Fabricators
Dematerialize is important as a spirit since it allows you to straight up get out of dodge against a lot of material enemies. I think Measure the Wind told you how much Essence another Entity possesses, which could be extremely useful so we don't annoy anyone important. Not sure about the others, but...
[X] Glide to one of the farms and seek what the person on the ground knows of the world.
[X] Dematerialize
[X] Measure the Wind
[X] Ideas are Bulletproof
[X] Scientific Method
[X] Internal Fabricators
Before I post anything else, let me just say I absolutely love the idea behind this quest.
What's better than being yourself? Being a dragon!
What's better than being a dragon? Being a mecha-dragon with a jetpack!
What then, is even better than that? Being a mecha-dragon with a jetpack powered by liberty! Or perhaps it would be more accurate to say, being liberty itself, manifesting as the dragon.
And it seems our charms are a match for their Solar equivalents, even superior in some respects. Creation is not prepared for this. I wonder how the Dowager would react if she knew what she's just unleashed.
[x] Glide to one of the farms and seek what the person on the ground knows of the world.
[x] Dematerialize
[x] Hurry Home
[x] Fiery Rhetoric
[x] Internal Fabricators
[x] Ideas are Bulletproof
We'll have to avoid rocking the boat too much for a while, I'm afraid. Liberalism may have the potential to topple the order of Creation, but unfortunately he doesn't have the strength... yet.
With regards to charms: Dematerialize, Hurry Home and Ideas are Bulletproof are for survival. Internal Fabricators is a logistical necessity. And while I'd really like to have Scientific Method, I believe Fiery Rhetoric will prove more useful for the moment. Let's find some place far away from any major players, liberate it, and build our strength there.
Incidentally, how do Spirits in Creation gain essence and XP? Same as Humans and Exalted, or is there another mechanism?
[x] Glide to one of the farms and seek what the person on the ground knows of the world.
[x] Dematerialize
[x] Hurry Home
[x] Fiery Rhetoric
[x] Internal Fabricators
[x] Ideas are Bulletproof
We'll have to avoid rocking the boat too much for a while, I'm afraid. Liberalism may have the potential to topple the order of Creation, but unfortunately he doesn't have the strength... yet.
With regards to charms: Dematerialize, Hurry Home and Ideas are Bulletproof are for survival. Internal Fabricators is a logistical necessity. And while I'd really like to have Scientific Method, I believe Fiery Rhetoric will prove more useful for the moment. Let's find some place far away from any major players, liberate it, and build our strength there.
Incidentally, how do Spirits in Creation gain essence and XP? Same as Humans and Exalted, or is there another mechanism?
As far as i am aware they can gain some experience to increase their stats and skills, but charms and essence are dependent on their position in the Celestial Bureaucracy. If you bribe someone high up to make you the Vice-Chairman of the Oversight Commitee for Urban Affairs in the West of Creation your powers will change to fit your new position. If someone outplays you on the political field and takes your cushy post from you, your powers decline.
I think Liberalism will work differently, it is after all not a native spirit.
Liberalism gains XP and essence as humans do, because of how tied up he is with the various strands of Humanism. As a spirit, he doesn't have a dice-cap.
He's a dragon because of Capitalism and his affinity with greed. It is entirely possible for him to ignore his anti-slavery convictions if there's enough money in it, like with the triangular trade, if you want to run him that way.
[x] Glide to one of the farms and seek what the person on the ground knows of the world.
You remember the sword, and decide to go for one of the farmers instead. You angle to glide down, picking one of the farms at random. It looks like mostly rice and squash is grown in the hinterland of the city, based on what you can see from this high up.
Wait. You turn your head to the side. You can see a lot further than you'd expect. Hundreds if not thousands of miles. Is this world actually flat? You don't see any sort of drop off you'd expect. It just kinda fades out over an ocean. You turn your head to the other side, and it just sorta fades out over a dense forest that seems to go on forever.
Definitely not earth.
You continue to glide down, settle on one of the squash farms, and angle towards it. You're so far up you wind up having to circle around it multiple times before you make your final descent. As it comes into focus, you note what is conspicuous by it's absence: there are none of the mechanized farming tools you are used to.
If the horse drawn plow is the highest tech farming tool these people have, that city of a million people is a lot more influential and important than you had previously thought. But those are thoughts for later, you are nearing the ground.
One of the farmers has seen you, and is looking up at your warily.
You land, and see that you are about human sized. "Hello." You greet.
"{I dun know what yew said spirit, but I ain't gonna worship you no more than the monks says I should. You should git, ah've work ta do.}" His posture is wary, and his hand is inching towards his belt knife.
You have no idea what he said, that wasn't any language on earth. Shit.
[] Fly away and try to find someone else who can speak a language you know.
[] Try to establish communication.
[] Try the City
[] Something else? (Write in)
This guy is already pretty mistrustful. I'm not sure speaking to him in a language he can't understand or digging over the field where he's trying to sow crops in an attempt to draw pictures he probably won't understand is the best idea. OOC, it sounds like the kind of thing that might lead to conflict, and if things escalate enough, eventually get Immaculates called on us.
IC, this guy is a) not freaking out, and b) reacting to us with hostility. From that, Liberalism should be able to conclude that beings like us aren't unknown to in this place and are disliked by at least some people. Which means it's best to act with caution.
[x] Dematerialize
-[x] Find some village or hamlet. Listen in on people's conversations and try to figure out the basics of the language.
-[x] Keep an eye open for ways to make ourselves useful. Crafting simple tools or shooting predators preying on their lifestock or something. If we're useful people will hopefully be more willing to go through the hassle of teaching us the local language.