Alchemical Solutions [Worm/Exalted] Thread 22: Villains Valiantly Vanquished, Viator Vows Vengeance

Awareness ●●●○○ (Specialty: Imperfections ●●○)
No longer peoplewatching but nitpicking

Performance ●●●○○ (Specialty: Animated Decorations ●●○)
The ambient music will be pretty cool
Diagnostics - Lord Grasp makes constant use of this charm to ensure that all aspects of his magnificent form(s) are always perfect and resplendent.
Good for repairs and should held maintai ln a limited amount of tinkertech without TIE
Essence Bite - As a being of wonder and splendor, most foes are simply not worth the time to deal with individually.
Electrified aura for countering melee mooks. Not at hot in Bet due to ranged weapon dominance, but he could just grab and passively fry opponents
Impromptu Messenger - Whether in spirit form or pagoda form, Crushing Grasp is able to animate his decorations, tapestries, and other stylings to either serve as his mouthpiece or enhance his storytelling.
Alas nobody understand him, but he can play charades
Inurement (Crystal, Lightning, Metal, Oil, Smoke, Steam, Sixfold Transcendence Synergy, Environmental Dominance, Attack Assimilation Mode) - Designed to be at home in even the most hostile battlefield environments, Crushing Grasp rests easily no matter the natural (or unnatural) hazards.
Oooo
Landscape Travel - Starmetal pistons push Crushing Grasp's eight legs to blurring speed, or billow enough steam to ride the wind atop a white, luxuriously-puffy cloud.
This will be bloody surreal
Paralyze - The stylish sheath covering Crushing Grasp's implosion bow-stinger is more than just decoration, as it can also be charged to deliver debilitating strikes.
And probably his sole attack that won't turn targets into a red stain
 
One good thing for us when it comes to Lord Grasp's Intimacy: "Maintaining Appearance (Perfection Of Form Is Perfection Of Self)" is our Assembly very much plays into that mental state considering that between FPoP, EOA, and the Twins Appearance 5 is the low end.
 
NAME: Warden of Reflected Infinities
ALIASES: Saki Kurosawa

Linguistics (Native: Old Realm, Japanese, English, Autochthonian) ●●●○○ (Specialty: Tawdry Romances ●○○)
Saki knows Autochthonian? Wait what? Did Autobot teach the wrong twin the language or did you accidentally slip this in Gromweld? I'm not going insane right? This is Saki's character?
Weird that Sakura wasn't taught it.
 
Saki knows Autochthonian? Wait what? Did Autobot teach the wrong twin the language or did you accidentally slip this in Gromweld? I'm not going insane right? This is Saki's character?
Weird that Sakura wasn't taught it.

Good point. Unless Auto screwed up and sent the wrong twin? Sakura presumably has the less "violent" social stuff as standard, which might have fit better on Earth where Auto presumably wants to make a good impression to get the support of the population, which someone with torture charms and the spike does not really make.
 
Good point. Unless Auto screwed up and sent the wrong twin? Sakura presumably has the less "violent" social stuff as standard, which might have fit better on Earth where Auto presumably wants to make a good impression to get the support of the population, which someone with torture charms and the spike does not really make.
Given this:
And just so it's easier to remember, the Twin with the longer name is in the longer-named reality.
SAKI = EARTH TWIN
SAKURA = AUTOCHTONIA TWIN
I don't think Autochthon sent the wrong twin over.
 
Good point. Unless Auto screwed up and sent the wrong twin? Sakura presumably has the less "violent" social stuff as standard, which might have fit better on Earth where Auto presumably wants to make a good impression to get the support of the population, which someone with torture charms and the spike does not really make.
It does make sense...

I guess he mixed them up like everyone does
 
Shyft Essay: Intimacies Detailed
From Shyft's earlier essay:
Compulsion - Make you Do something/change your behavior
Emotion - Make you feel something
Illusion - Make you Believe Something
Servitude - Make you Loyal to something​

At the recommendation of @Shyft, I retooled all the Intimacies for everyone so that they'd both make more sense overall, and so that they'd have the proper Mental Influence tags associated with them. Hopefully this will also make things easier to understand when we start using the Twins to start fiddling around with Intimacies with their various social-related charms. Expounding upon these tags:

- [Servitude] generally means placing/valuing someone more highly than yourself; in Creation, LOVE is classified as Servitude because of that. For these effects, it means that the character will generally either obey or value the stated individual/group above their own feelings or thoughts by default.
- [Illusion] stands for what you believe - no matter if it's true or not - so you can basically think of things with [Illusion] tags as "This is the opinion/belief of the character" and the character will act on these ideas/thoughts.
- [Emotion|_X_] means that the character typically feels X emotion for the reason stated in parenthesis about the named character/group/occurrence.
- [Compulsion] is a nearly-reflexive reaction to the stated trigger, for the reason explained in parenthesis.

Building on Grom's post here!

So, The PCs have a ton of intimacies, so I'm only going to pick out a handful at a time for the sake of this post. As well as Motivations.

A social attack at its core must explain it's intention. This is part of Step 1 of Social Attacks. you have to tell everyone what you want alongside your stunt if any- "I want to compel an action, instill a belief, secure loyalty or inspire a feeling."

If the social attack is successful, (the roll exceeds MDV), the defender may choose to accept the influence as described in step 1, or spend reflexively willpower to resist it. Below are some key points, detailed more fully on page 173 onward in 2nd edition core.

Extras never spend Willpower except to defend their Motivation.
Non-extras and heroic characters spend their willpower to defend their Traits (such as Intimacies).
No matter what, a character must spend willpower to resist a social attack, if accepting it would conflict with their Motivation.
If a character cannot spend WP to resist, they follow through with the action as if they had accepted.

Enduring Order Administrator's Motivation is t 'Win the Endbringer War'. This means that if a social attack had the intent of "I want Taylor to hide in a bunker instead of fighting", Taylor would look at that and go "Hahaha no conflicts with my motivation- spending a willpower!

We'll step away from Motivation to touch on intimacies again. Before magic, Intimacies take [Conviction] scenes of effort to fully instill or erode. Characters can even perform unrolled social actions on themselves to add or remove these. 'Damaged' intimacies still count for the purposes of other effects, but intimacies under construction do not.

Now, the corebook stresses that individuals will spend willpower to have existing loyalties eroded, but not resist new ones, unless they conflict with ideals they already have.

Let's take Taylor's first intimacy: Being a Hero (It Is My Duty, To Be A Hero Above All) [Illusion] ●●●●

This is an Illusion- a worldly belief, ideal, opinion or goal. Illusions are not about perception or holograms, they're about what you think or know. This is why Mental Invisibility Technique has the Illusion keyword, because it makes the witness believe the Solar isn't there. Memory in context of Creation is an Illusion, because it's what you think happened, not what actually happened.

In general, Taylor here is going to actively resist any social influence that tells her not to be a hero, to not hold to her ideal of a hero. (amusingly she does not have an intimacy that defines what a hero is, so in borgstromantic terms, she falls back on her Virtues to define that).

Morals, btw, are totally Illusion-keyworded.

This Intimacy means Taylor will dig in her heels when told to do unscrupulous things, like say Cauldron methods. She also will be more inclined to speak and act in a heroic manner in her daily life, and to attempt to instill this intimacy or one like it in other people. She won't preach it- that's a characterization question,but it does influence her behavior.

The converse of this is also true- actions taken by other characters which support or reinforce this intimacy are unlikely to be resisted. So like, if Legend starts tutoring her on Heroic Behavior, she's going to just go with it. Because heroism.

The short version is, any Intimacy is something you get up off your ass for or have a deep, meaningful response to.

Next Intimacy! First Prayer of Perfection (She Put Her Faith In Me) [Servitude] ●●●●

Servitude describes loyalty, likely to a Person (like a knight to his lord), or a cause/group such as Greenpeace or the PRT. As mentioned, in terms of Creation, Love is servitude effect, because the cynical view of love, metaphysically, is that someone is always serving the needs of someone else.

Now the people in love are perfectly fine and treat it just as we see it, usually, but the gods see it as the cynical power exchange.

A Servitude effect is essentially 'I will take action on the subject's behalf. I will anticipate their needs or take action to support their efforts. I may do this without being told'.

For Taylor, this basically means that if Prayer needs something she can provide, Taylor will provide it- though she has complete control over how much effort she puts into the task at hand. Loyalty encourages action, it doesn't demand specific quality of loyalty.

Generally speaking though, loyal characters will not betray each other or knowingly act against their interests. This intimacy means Taylor will resist influence that would hurt Prayer or Prayer's goals. You know how the Ally background works? This is kind of like that, where Taylor doesn't just care about Prayer herself, but she cares about the things Prayer does.

Next Intimacy! Endbringers (Why Haven't They Killed Me Yet) [Emotion|Fear] ●●●●

Emotion is a strange one. Mechanically it is very underwhelming, but one should never underistimate the power of how feelings affect judgement. In terms of dice, acting in line with a standing Emotion is +1 dice towards, while acting out of line is the opposite. Alchies 2e has some stealth errata.

Emotions are the least specific of the keywords. They essentially bias a character towards certain flavors of actions instead of specific goals. What does the character act like when angry, when afraid?

The point of Taylor having this intimacy largely exists to remind us that when the Endbringers show up, Taylor is afraid and should be rolling Valor.

The other thing is that Emotions are hooks for other characters to ping off of. If Taylor is afraid, other characters should invoke her fear either to support her, or take advantage of it for their own ends. The same applies for you the players. This is especially relevant with the twins, who can quickly 'massage' a group into the right emotional state before really attempting anything.

Amusingly, Taylor doesn't have an Compulsion intimacies, so I'll have to go to PRAYER for the next example!

My Hair (It Must Be Treasured) [Compulsion] ●●○

So this is a Compulsion effect. Essentially it means that whenever the conditions for it emerge, the character must take the described action, within the bounds of their character. This particular compulsion is fairly harmless, a funny quirk! Prayer will, when relevant, play with her wonderful hair as part of her idle demeanor.

Most of the time in play, Compulsions are more like standing orders or cultural proscriptions on behavior. "Be good, Don't Do That" kind of thing. Sometimes they're Jedi-mind-trick alikes, such as Hypnotic Tongue Technique.

In terms of social resistance, any influence that would make Prayer not play with her hair is likely to be denied, while hair-play encouraging actions like offers for brushing, compliments and so on will be invited.

Intimacies for NPCs
So here's an important point. These keywords exist as spot-checks and mnemonic devices to ensure that NPCs behave consistently. If you thePCs instill intimacies, you can expect the subjects to stay the course. These are how you program your minions. And I use the word program deliberately- it's kinda callous yes, but Creation's a callous place.
  • Compulsions are the best social programing tool, because they can be very broad-ranging or very specific behavioral modifications. Compulsions include "I will never harm another human." or "I will eat healthy."
  • Servitude is the next best, in that you have a character who will act in what they think is your best interest- and they might be more fallible than you. This loyalty also means they'll be willing to let you do more to/with them than not.
  • Illusions are like political ideologies- they encourage you to do things or act in a certain way, but they don't guide you at all. They're ideal for managing cultures over individuals or units.
  • Emotions are the least useful for managing NPCs, because emotions make people predictably unpredictable. An angry mob is not going to mob in any way that makes sense without leadership.
Conviction and Willpower
This is more just general roleplaying advice,and something that became increasingly defunct as Paranoia Combat became pervasive.

A character with a Virtue at 3+ is notably driven. As in, they are willing to act on on their personal morals and broad, generally defined mores. Remember how Intimacies make you get up off your ass? So do Virtues- and Virutes are arguably stronger, as they have a -2/+2 variance to your MDV.

Remember, Virtue 2 is mortal average, and Virtue 4 is quite exceptional. Virtue 5 is astonishingly rare.

Let's take Taylor's Conviction 4. This puts her clearly in the top ranks. What this means, is that Taylor is incredibly difficult to sway from her chosen course of aciton- she commits the equivalent of lifetime dedication to nearly everything she does. Mortals with Conviction 1 tend to waffle, shying away from difficult things when they talk themselves out of their plans and goals.

Willpower, detailed on page 115, has a nice scale that describes personality types. Unfortuntaley, paranoia combat inflates everyone to WP10 very quickly. Most mortals are WP 4 as per 2e chargen rules (not the errata rules), and Exalts MUST be Willpower 5 minimum. (1 dot in each virtue free, 5 to divide, meaning one Virtue must be at least 3+).

WP 4 means you're slightly hesitant and uncertain.
WP 5 means you're diffident and a little shy.
At 6, you're sure, self-confident. I'd put most modern, well-adjusted adults at WP 6 for the record. Creation-mortals have much less to be sure about in their live.
Seven is where you start seeing Heroism. Eight and Nine are stuff of legends, and WP 10... Well, WP10 is hardcore. Canon Taylor was starting to tick up there near the end.

So, Willpower is important because it determines how many scenes it takes to break you by talking. It's your 'buffer' before social influence overwhelms you.

Why is Mental Influence 'Brainwashing'?
In the 2nd edition corebook, it explains that trying to erode a strong, well-anchored belief (Conviction 3+), takes several scenes of concerted effort, and to deny the subject the ability to regain or spend Willpower. The issue with social actions, is that you are not guaranteed to have access to the subject at all times, as to prevent them from renewing the faith in their ideal or otherwise allowing you to continue to influence them.

Ergo, torture!

More seriously, the game simply states that the most assured way to influence someone is lock them in a room, keep them awake and keep social-attacking them until they cave. Unnatural Mental Influence is seen as such because it skips this step and is faster.

Hmm. That about covers it for now! Enjoy!
 
Characters can even perform unrolled social actions on themselves to add or remove these. 'Damaged' intimacies still count for the purposes of other effects, but intimacies under construction do not.

Of course, barring PCs controlled by players, this rarely goes towards eroding intimacies, barring conflicting intimacies, because it's pretty much by definition going against your feelings and beliefs.

More likely they erode by apathy than self erosion. Just not renew them as things chip at them
 
You're missing the point - we're told that Saki is the twin on Earth Bet, yes. What Datakim's suggesting is that Auto meant to send Sakura instead, but stuffed up because he's not exactly with it at the moment.

Right, must have phased it poorly (was doing it from a mobile, now at home, thankfully).

Yes, think about it. Saki has the standard Old Realm language package installed that all alchemicals apparently have. But in ADDITION, she has Autochtonia (presumably "modern" old realm?), which is useless on Earth. Saki is also the more "hardcore" exalt with core charms focused on manipulating minds, erasing memories, claws of torture and so on. The name is also arguably harsher of the two. Its also very problematic for Saki to start just brainwashing everyone with the Happy Fun Spike, and thats more likely to convince everyone on Earth that Auto is evil and doing their best to seal the cradle and close the connection. And yet, she got those as standard.

Sakura however can speak earth languages atleast (in addition to the standard Old Realm), but apparently cannot communicate with modern Autochtonians at all. Theres also plenty of hints that Sakura may have got the more positive and "gentle" social charms like say Patriotism-Provoking Display Or Radiant Iconography Array. And yes, Saki has those too, but only because we gave them to her via XP due to realising how much more PR friendly and usefull they would be for us compared to just spiking everyone we meet. They were not part of the standard package.

Given that, would it not actually make some sense if Saki (who can communicate with Autochtonians) was meant to remain in the much harsher Autochtonia, with the cold caste system, gremlins/apostates increasing and a society thats in many ways more brutal and harsh.

While Sakura, who cannot communicate with Autochtonians and who would have PPD and others like it by default might have been better suited (by default) to Earth, where extolling the virtues of Auto to the people and generally making everyone think (through extended mass media and far greater PR networks) that it would be a GOOD thing if Auto was able to arrive to this universe and how he would save everyone and so on.

But Auto is virtually in a coma (quite possibly one reason why he has not informed anyone, he possibly really cant waste the time and energy on communing with the Divine Ministers and the people, since very little bit counts) and the twins are presumably very near identical even after getting souls (especially with the soul connection thing they have going on). So Auto might have made a mistake, and accidentally sent the wrong twin to earth.

That would at the very least explain why Saki has a (currently) useless language specialty.

Admittedly it could also just be Gromweld choosing a random language after giving a dot, but if we wanted IC justification for it, I think the above would fit.

---

Btw. @Gromweld, you have Perfected Lotus Matrix in the panoply charm list. Thats simply not possible. Like the Weaving Engine charms, PLM can neither be placed in an array, nor can it ever be removed once installed.

This Charm fits into a circular port at the base of the Alchemical's skull, with 10 memory crystals housed in a wheel at its edges, each painstakingly cut to contain one thousand facets. The device enables the Champion to learn, invent and use martial arts Charms by physically housing an infinite capacity library of martial techniques and transcendent epiphanies. Like a Weaving Engine, this Charm may not be placed in an Array and can't be removed.

It cannot be placed in storage anymore than say SoPA could be. Also, while Husk-Sculpting can be removed, I wonder if it would have made more sense to keep that by default and put something else into the panoply due to Husk-Sculpting being so important to young parahumans (though yes, I know self-sculpt makes permanent changes). Though admittedly, this is partly because seeing reactions to such near perfect shapeshifting would have been cool.

---

Moving on from that to a different matter entirely. Anyone know when a celestial style counts as "complete" (which is required for the Lotus Filament Conduction submodule). Is it when you learn ALL the charms, or when you reach the styles Form-type charm?

I was thinking about what the style might be, and I thought perhaps Dreaming Pearl Courtesan Style would fit social exalts (unlike the alchemical charm, the MA style does not actually require any courtesan stuff whatsoever so age is not an issue and the name is more fluff). Its also the upgraded celestial version of White Veil Style with an essence 2 form-type, and is focused on finesse and subtle manipulation and using PR friendly robes and dresses as armor. It has social stats as requirements to learn, and uses animated ropes, paper fans and such stuff to grapple and restrain targets (perfect fit for the shard-charm) or take to a party without suspicion (important to a social exalt). Its form type also is basically a social enhancer that adds MA to presence and socialize and also allows telekinetic manipulation of props (like sashes and ropes) to help restrain targets (again, making it easier for them to be captured).

However the last two charms (Seven Storms Escape Prana and Invoking The Chimera's Coils) require essence 4, so the style could not be truly complete in the sense thaat all charms would be known. The last one would also be a bit of an odd fit (and has been discussed before) with its whole "I am but a dream and can "die" by turning into a dream thing. I mean since it would kinda conflict with the idea of Clarity and pure machine logic of that.

Then again, I would accept a houserule that states that at high clarity, the chance of disappearing by turning into a collective sub-conscious dream of the people would be severely reduced.

Regardless, unless Gromweld has completely ignored the rules, it has to be a celestial style for us to have got the submod, so it cannot for example be the White Veil style simply because White Veil is a terrestrial MA and would not fill the submodule requirement. Granted, the celestial style requirement is not explicitly mentioned in the errata alteration which reduced it to E2 so maybe thats why.

Also, it occurs to me that the errata explicitly designates Alchemicals as celestial exalts (since only celestials can learn it and its equivalents). Given that, should Alchemicals not "officially" have a version of the Soul-Englightening Beneicience? Its not written anywhere (also I think that book predates the alchemical book), but it does state that all celestials can do it, and the Errata for PLM submodule does make it clear that as far as MA styles and enlightenment is concerned, Alchemicals qualify as Celestials.

SOUL-ENLIGHTENING BENEFICENCE
Cost:
15m, 1wp
Mins: Lore 4, Essence 3;
Type: Simple (Dramatic Action)
Keywords: Enlightening, Obvious, Touch
Duration: Instant
Prerequisite Charms: Essence-Lending Method

This variation on the better known Power-Awarding Prana (see Exalted, p. 218) immediately and permanently blasts open a willing mortal's doors of perception, opening him to the world's currents of Essence. Soul-Enlightening Beneficence requires a short ceremony to steel both donor and recipient for the awesome forces they shall unleash. The ceremony takes whatever form the participants feel is appropriate to solemnize the event. Then the mortal and the Exalt simply touch—and the cataract of Essence flooding through the recipient's soul knocks him out for (5 – his Stamina) hours. The recipient also trades one permanent dot of Willpower for another point of permanent Essence. After the character recovers, however, he possesses his own Essence pool.

Like Touch of Divinity, this Charm offers no benefit to beings who already channel Essence. The donor merely transfers 15 motes of his own Essence.

All types of Celestial (and Abyssal and Infernal) Exalts possess a variation of Soul-Enlightening Benefi cence. The recipient gains an affinity for the source of the Exalt's power, like that granted by Touch of Divinity, which other Essence sensing creatures can perceive.

I don't see why Alchemicals would be different, considering they are arguably the type most designed to work with and together with mortals, and since Autochton already has experience in creating mortal enhancing artifacts (the original exaltations) and generally liked humans. So would Gromweld accept if someone wrote an Alchemical version? Perhaps to fit the motif, one that formed a primitive (in comparison to the Celestial capable version) PLM style cybernetic implant on the base of the target mortals skull, where PLM is in alchemicals.

Now obviously this is meaningless right now since no one uses essence, but just wondering for the future.
 
Moving on from that to a different matter entirely. Anyone know when a celestial style counts as "complete" (which is required for the Lotus Filament Conduction submodule). Is it when you learn ALL the charms, or when you reach the styles Form-type charm?
IIRC, one needs to learn the capstone charm for a style to be considered as complete.
 
Moving on from that to a different matter entirely. Anyone know when a celestial style counts as "complete" (which is required for the Lotus Filament Conduction submodule). Is it when you learn ALL the charms, or when you reach the styles Form-type charm?
All of them.
Also, it occurs to me that the errata explicitly designates Alchemicals as celestial exalts (since only celestials can learn it and its equivalents). Given that, should Alchemicals not "officially" have a version of the Soul-Englightening Beneicience? Its not written anywhere (also I think that book predates the alchemical book), but it does state that all celestials can do it, and the Errata for PLM submodule does make it clear that as far as MA styles and enlightenment is concerned, Alchemicals qualify as Celestials.
Pretty sure that in Alchemicals case, it's theoretically possible, but they need to have plenty of enlightened mortals to make ANY Alchemicals at all, so it probably wasn't put in for space reasons.

Also Alchemicals are IIRC occupying a spot below Celestial but above Terrestrial. They were Autochton's base exaltation template before he specialized them into the others, then did some post hoc tweaks for his own use.
 
Also Alchemicals are IIRC occupying a spot below Celestial but above Terrestrial. They were Autochton's base exaltation template before he specialized them into the others, then did some post hoc tweaks for his own use.

Eh, its a bit unclear overall. I seem to recall it being mentioned that they are low celestial level (lunar level or so, though ultimately the definition is wrong since they are actually defined as primordial exalted, which is why they can't become Akuma in 2E for example). However my point was that in the above errata, the Alchemicals were atleast counted as Celestial level for Martial Arts (since ONLY Celestial Level exalted can learn any of the "make Terrestrial charms cheaper" variants mentioned). So if they count as celestial for that charm, I figured they would also count as Celestial for another such charm. Especially since both seem MA related somewhat (The enlightenment charm comes from the MA focused book) atleast.

And yeah, space reason and the fact that alchemical book had not yet been written (I believe) is likely why no version exists for Alchemicals. I was just suggesting that if someone wrote a version with Auto motif (such as the suggested idea of Autochtonian primordial essence forming a cybernetic "PLM/Weaving" like charm to enlighten the mortal). Or perhaps some other idea related to Autos Cosmic principles. Another example might be that anyone you use that charm on becomes enlightened, but move partly out of fate due to the process slightly linking them to the Design.

Or perhaps get 1 dot of clarity (but no Clarity Track, or ability to grain clarity beyond that). You could compare that to how Yozi have versions that enlighten, but people become natives of Malfeas and Creatures of Darkness. Could make sense for Autos to give the tiniest fraction of the machine logic along with the enlightened essence. Auto does also give mortals the Savant ability which makes them exceptional engineers and the ability to create Alchemicals. Kinda same core idea.
 
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I mean, Autochtonia already has systematic processes for enlightening mortals in the right castes via thaumaturgy, and enlightenment in the WRONG caste is a potential problem.

So I suspect that while it is technically possible, they'd not do it. Especially not via martial arts.

Personally I figure autochtonian enlightenment would be cybernetic implants around their soulgem. Or literally running a live wire
 
snip about the twins being swapped probably.
We can't even use the excuse that the wrong twin got sent to earth and that this one was supposed to be sent to help deal with Autobots human population - that explanation makes it even worse! If it would have been the other way the PRT wouldn't have needed to know Saki's charms and everything would have been awesome with the Lord Grasp protecting Saki and bringing in big guns.
(I'm assuming that the Lord is with Saki cause we didn't see him in the interlude...)
This way we got much more big guns then we "wanted" while Sakura is alone at the other side outgunned, with no language to use in the most warlike state.

I'm reminded of Iris's sentence of:
Primordial Autochthon Moves in Ways Mysterious Even to Himself
Which isn't making me feel good here

We will probably get our answers about who should have been where when we see their Exaltation visions. About said exaltation visions, I just realized that unlike before Autobot can't pull the standard "you heard about my suffering and decided to help me and humans everywhere" as there is no guarantee that the Twins even believed in our madness and they most definitely didn't choose this. I wonder what he will say to them.
 
I'm given to understand that Alchemicals can be anywhere from terrestrial to mid-celestial level depending on how heavily they specialise their loadout.
 
We will probably get our answers about who should have been where when we see their Exaltation visions. About said exaltation visions, I just realized that unlike before Autobot can't pull the standard "you heard about my suffering and decided to help me and humans everywhere" as there is no guarantee that the Twins even believed in our madness and they most definitely didn't choose this. I wonder what he will say to them.
Priority to shard charm actually. Gromweld had warned about experimenting with it before it's properly configured, and it'd be a priority of Saki's to try to make the journey across somehow.
 
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