Green Flame Rising (Exalted vs Dresden Files)

Not actually true.

The White Court is here; the Skavis HQ is in Boston. The White Council will be here. Other entities are around like Odin's people.
And Boston is a significantly smaller city than Chicago to boot; roughly a quarter the size IIRC. We'll have holdings here, but our center of gravity will still be Chicago.
No, it's explicitly a power vacuum. The white council wasn't around, that's why the nazi mage was running the show. The white court is moving in to test the waters again, and Odin doesn't seem to have had a huge footprint considering that the rogue Valkyrie also felt it safe to hide there.

The Skavis just lost a large portion of their political autonomy so their major holdings should be pretty devoid of power right now anyway.
 
Thank you for taking the trouble.

Nope. They're unnecessary.
Lash can upgrade Lydia to Stamina 5 with Lore of Flesh, and at that point Lydia is walking around with
  • Soak 5 at base
  • Soak 9 for free(+Marble Skin)
  • Soak 14 for 1m(Marble Skin + Steelskin )
  • Soak 20 for 2m. (Marble Skin + Steelskin + Impervious Skin of Stone)

She doesnt need armor, and that slot and the reagent is better saved for something else.
The most important thing there is first Tiffany taking advantage of the Arcane Forge to buff Lydia and herself. Then its Molly building a 4-dot Tiffany booster.
Armors provide perfect defenses. Constant free perfect defenses, including against stuff that cannot be soaked normally. And a plethora of supplementary bonuses.

Also, stamina 7, not 5.
 
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Not actually true.

The White Court is here; the Skavis HQ is in Boston. The White Council will be here. Other entities are around like Odin's people.
And Boston is a significantly smaller city than Chicago to boot; roughly a quarter the size IIRC. We'll have holdings here, but our center of gravity will still be Chicago.
Do you remember that it was just over a month ago that we personally killed Duke Skavis and his heir died rightly (and that they have only a third of influence in the court, with the Raith being the de facto leaders)? A new leadership was chosen but they are weaker and I doubt they will interfere with us if we don't change their business. Odin has a store and a team that is more about collecting and transmitting information than anything, whose presence doesn't really impact us and Odin has so far only had a friendly professional relationship with us.

As for the White Council? It was a point several times that they did not have the capacity to deal with the things they claimed, be it people (minor practitioners) or territory (I remember here that Harry was supposed to guarantee the security of half of all the United States and Carlos the other half). They will only speak out, in any direction of support or impediment, if a major and obvious disaster occurs, not to mention that we have neutral to good relations with them.

With us, with all our power, history of killing and size of faction, it is equivalent to Mab herself moving to a new territory and wanting to develop Winter's influence there. Unless it is at the heart of another major faction's influence that they are forced to defend, the most they will do is send messengers to secure their interests, the cost of preventing something like this is too great for no very good reason.
Edit.
More what @BronzeTongue said.
 
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I don't think it's as inefficient as you're presenting it to be. There's something to be said for the mote savings and the immunity to basic weapons helping against mook spam.

Molly's crafting should be present in her kit to a greater extent than a bodysuit she made like a week after exalting.

On the reagent cost; we can get 1 dot reagent donations and use them for 2 dot builds with Tiffany and Lydia. That's enough to cover a booster and start armor before we get into our other supplies.
I dont think so. At Stamina 5, Lydia's already basically immune to random mook spam even before she activates a charm because she has Marble Skin. She gets 2x 4-dot/5-dot Splendors/Prodigies as her cap.
There's stuff she could put in there thats a lot more useful than armor.

My understanding is that 4x 1 dot reagents =/= 2x 2 dot reagents =/= 1x 4-dot reagent.
At least for Splendors; you might be able to argue differently for Prodigies.

Like I said, Tiffany's booster is my personal priority.
And Tiffany only gets 1x slot to attune a Prodigy or Splendor.
What goes there kinda should be carefully picked. Not just burning a major reagent.


No, it's explicitly a power vacuum. The white council wasn't around, that's why the nazi mage was running the show. The white court is moving in to test the waters again, and Odin doesn't seem to have had a huge footprint considering that the rogue Valkyrie also felt it safe to hide there.

The Skavis just lost a large portion of their political autonomy so their major holdings should be pretty devoid of power right now anyway.
Thata a temporary vacuum in the immediate aftermath of Dead Beat.
Dresden specifically commanded Wardens in Atlanta, NYC, Dallas and Boston as per Small Favor as part of his oversight of the eastern US. All major cities that required a Council presence.

Armors provide perfect defenses. Constant free perfect defenses, including against stuff that cannot be soaked normally.
Also, stamina 7, not 5.
Splendors do not provide perfect defenses.
They can provide elemental immunities, but not PDs. And I dont think its a great idea to invest one of her only 2 slots in stuff that a 2-dot charm already covers.

Im being conservative about what the QM allows. If she gets Stamina 7, great.
If not, Stamina 5 is already enough for her to walk through assault weapon fire from mooks without spending Essence.
If she spends Essence, she can get shintai-level soak.

Do you remember that it was just over a month ago that we personally killed Duke Skavis and his heir died rightly (and that they have only a third of influence in the court, with the Raith being the de facto leaders)? A new leadership was chosen but they are weaker and I doubt they will interfere with us if we don't change their business. Odin has a store and a team that is more about collecting and transmitting information than anything, whose presence doesn't really impact us and Odin has so far only had a friendly professional relationship.

As for the White Council? It was a point several times that they did not have the capacity to deal with the things they claimed, be it people (minor practitioners) or territory (I remember here that Harry was supposed to guarantee the security of half of the United States and Carlos the other half). They will only speak out, in any direction of support or impediment, if a major and obvious disaster occurs, not to mention that we have neutral to good relations with them.

With us, with all our power, history of killing and size of faction, it is equivalent to Mab herself moving to a new territory and wanting to develop Winter's influence there. Unless it is at the heart of another major faction's influence that they are forced to defend, the most they will do is send messengers to secure their interests, the cost of preventing something like this is too great for no very good reason.
Edit.
More what @BronzeTongue said.
1) My point is that there are existing powers in this place with existing claims.
Its not free real estate.
No matter how Mikaboshi's unlamented mook pretended otherwise before eating a bullet.


2) Boston canonically rates a Warden in residence.
Im not saying there is one there now, but there will be one in permanent residence within a year or two.
Junior Warden, but still a Warden.


3)Yes? Im pretty sure Mab/Winter and the other major powers of Faerie already have a presence in this city.
My point is that its not a vacuum we're occupying where we get to push other people out; if anything, our expansion here is likely to draw other Powers to show up just to keep an eye on us.
 
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Thata a temporary vacuum in the immediate aftermath of Dead Beat.
Dresden specifically commanded Wardens in Atlanta, NYC, Dallas and Boston as per Small Favor as part of his oversight of the eastern US. All major cities that required a Council presence.
No, it's a vacuum because the crazy wizard who created the Well killed every important being in the city and after Odin killed him, he didn't stay to build it. That's what Odin told us.
Still I hope you understand now why Cambridge might need someone watching out for trouble. With the warkock removed there is a power vacuum in the area that you could take advantage of to set up, he had removed all other major players from the area and so far none have had a chance to set up. Monoc would be available to help deal with common foes and would offer favorable rates for those who are not common, in far greater strength than in Chicago given the local entanglements and certainly you might learn more than mortal scholarship." His single eye burns with the white of soulfire for an instant, the offer clear as it is manifest.
 
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Arc 12 Post 83: Forge and Focus
Forge and Focus

29th of January 2007 A.D.

The memory of gurvel passing though the katas as much of soul as of the body, of Brother Divsimar explaining the Bridges of the Spirit run through your mind. You could do more so much more, ways to align the energies of man until there is no distinction between being and action, between self and magic. It is the secret at the heart of the Labyrinth, flash of distant memories by an alien sea. And yet... What had Odin asked for, what did you gamble with Opal and what did she give you when you won the game out of time. They are not all lost, the wonders of ages past and in this place they might be forged anew or others yet undrempt.

"A Workshop, I'll make this a workshop." Hopefully that will keep too many bad actors from eyeing it, after all it's not as though most mortal mages, even most wizards would have any use for a place where the rules are so loose.

You giggle.

"What?" Lydia throws you a curious look.

"Nothing, nothing." In truth you'd just been imagining showing Bob this place. He'd likely jump for joy never-mind the lack of legs and then he'd explain it to Harry in a way that would make him all frazzled. No, bad Molly, no making Harry frazzled on purpose.

To garrison the Well you settle some of the same forces that had been with you in the Arctic in here under orders to capture any intruders for interrogation, but not to put themselves in undue danger should be come to it. Better the enemy's lives be spent than theirs The lack of communications that can bridge the layers of reality are still a problem, though at least with Joe here, performing his study of Essence and mutability you have someone who can part the veil to Boston.

They get along quite nicely, the Iron Fey and the Children of the Wastes, though you do have to stifle a smile at the at the half huff-half hiss of the Dragon Guard faced with someone twice their height.

Gained Boston Wonder Forge (Incomplete)
Description
A near perfect mingling to the elements yet lacking the catalyzing laws of material reality, this portion of the spirit world is awash with the Essence of unrealized potential . Here physical law is mere suggestion, the expectation of the observer, a tale yet untold. Despite its conceptual distance from shaped reality it can be accessed directly from the grounds of Harvard University

Garrison:
Joe Magarac Summer Fey Lord
15x Dragon Spearmen

Dragon Spearmen
Attributes:
Strength 4 (6), Dexterity 4, Stamina 5,
Charisma 2, Manipulation 2, Appearance 2 (0 to humans),
Perception 3, Intelligence 3, Wits 3
Abilities:
Academics 1, Alertness 3, Awareness 1, Athletics 4, Streetwise 1, Brawl 3, Computer 2, Drive 1, Investigation 2, Melee 4, Occult 2, Law 2, Stealth 1, Technology 3
Willpower: 7
Yang/Yin: 6/4

Martial Arts: Path of Fire 2, Civilization 3

Total Armor: 13 vs Lethal/Bashing and Radition, 8 vs Fire, 5 vs other Aggravated

Augments:
Slowed Perception Implanted Combat Enhancer (SPICE)
A new and somewhat risky augment, directly implanted into the brainstem, this chip allows the user to slow down his subjective perception of time in any situation, allowing them ample time to think about their next move in combat or other cases profiting from high-speed thinking.
Lower the difficulty of almost any Dexterity- or Wits-based roll by -1 or -2, including cases like attacks and dodges, driving, combat-planning and some rare social cases where quick thinking is of advantage.
Overuse of this ability causes intense headaches and sickness.
The -1 version can be used up to 3 times per scene safely, or the -2 version once. Using either version after that causes respectivly a -1 or -2 wound-penalty on all dice-pools for the rest of the scene (this includes on the roll it was over-used on itself).

Reflexactivated Adrenal Gland Enhancement (RAGE)
Despite the name this augment does not merely enhance adrenaline production, but unleashes an entire alchemical cocktail into the agent's body, allowing for brief burst of speed or to shake of the effects of severe wounds for a short time.
This works as the Formor Mutation Berserker, giving 5 Rage points. However due to the augment being inactive unless deliberatly activated the agent is only at risk of Frenzy when using Rage points and for the rest of the scene afterwards. In his normal life he is as immune to Frenzy as any regular human.
While the Rage can obviously not be used to enhance shapeshifting, it can instead be used to activate a lesser form of Frenzy, ignoring up to -2 Wound Penalties for the rest of the scene.

Subdermal Impact-Enhanced Gel (SIEG)
A highly advanced form of subdermal armor, made not from chainweave or ceramic-plate, but from a non-newtonian fluid that hardens instantly under impact, allowing it to be added even to joints without significant hindrance to the flexibility. In its secondary function the gel can also absorb short-term busts of heat quite well, providing a moderate protection against fire (though it is useless against long-term exposure to heat or cold).
The most complex part of the system and the one that makes a machine-spirit indispensable is the system of local anesthetic injectors that come with it, since otherwise the loss of large amounts of skin above the protective layer in combat might be debilating with pain for the user, even if the protection remains functional.
This augment is not easily concealable, since it adds both a number of ports to refill anesthetics and protective gel, and more importantly adds a considerable bulk around the user's entire body. Fully covering clothes might at best give the impression of strangely-proportioned muscle or fat bulging out the body, but on closer view it is clearly unnatural.
System: Add 3 Dice of armor against both normal attacks and fire or radiation and allow the user to soak lethal damage with his full Stamina+Armor.

External Movement Support System (EMSS)
A variant on exo-skeletal enhancements as they have been used in some magical or technological variant for many years by now, this system is mostly suited to be covered in a special-made armor and negate any hindrance it causes the user, though it also fullfills the classical role of strength-enhancement.
System: Add 2 to Strenght and reduce armor-penalties by 2.

Gurvel-Traits:
  • +1 Strenght and Stamina, can go up to 6
  • One additional Bruised (-0) Health Level
  • 3 Inherent Armor, stacks with external armor (The armor can soak lethal and aggravated, Stamina only soaks Bashing as normal
  • Greatly reduced effects of radiation (mostly narrative, actually soaks with full stamina if some Werewolf-power uses radiation as a weapon)
  • Inherent Str+2 Lethal damage with Claw or Bite
  • -1 Dex for using tools that require fine manipulation and manual dexterity, be it a pen, a scalpel or a lockpick. Additional to that -1 Dex penalty for using any tools or weapons not specifically made for Gurvel

Equipment: EMSS-Armor-Plating (5 armor, -2 penalty negated by support-system), Heavy Shield (+1 Diff on hostile attacks, can serve as cover against Ranged Attacks, Parry DC 6) Grenades, Haywire Grenades, Halberd (Str+3 Damage, long reach, -1 Difficulty to Disarm Maneuver), 2x Firestrike-Javelin, 5x Heavy Javelin (Str+2)

Firestrike Javelin
The only hightech-weapon in Gost's arsenal, these javelins were especially designed for Gurvel's magically enhanced coordination in the City of Laws, to combine natural talent with modern weaponry.
Serving as a heavy and particularly aerodynamic javelin (Str+3 Damage, 75 yards) the real trick lies in a can of aerosolized spray in the middle of the shaft, creating a cloud of 10 yards diameter that is then lit on fire with a spark, dealing 6 dice of aggravated damage to anything in the area.
5x Spirit Binde
Spirit Binder
Attributes:
Strength 2, Dexterity 3, Stamina 3,
Charisma 3, Manipulation 4, Appearance 2,
Perception 3, Intelligence 4, Wits 2
Abilities:
Academics 2, Alertness 1, Awareness 3, Athletics 2, Computer 1, Drive 1, Investigation 2,Fire Arms 2, Occult 4, Law 2, Science 2, Stealth 1, Technology 3
Willpower: 7

Sorcery: Summoning, Binding and Warding 3*, Spirit Chasing 3

*Currently limited to Spirits from Sanctuary due to lack of outside-contact so far.
Also summoning something from Sanctuary to earth is untested and might be difficult on initial attempts.

Spirit-Chasing (Nokehono):
1: Feed on thermic energy, considerablyheating up an area in front of them and freezing what is behind them. It takes 15 minutes of walking around with this effect to replace a full meal.
2: Feel the flow of magical energies, roll the Manipulation+Occult to determine nearby Leylines and Dragon Nests, exceptionally powerful beings (Gods, Demons, Exalted) might also stand out to your sight.
You also have a sense of magnetic fields and always know the way towards the center of Sanctuary (or after some training North/South on earth).
3: Absorb surrounding energy to improve your health, as long as the Sorcerer walks on a Leyline, his wounds heal in half the usual time and he gets no infections or similar complications. Walking on a Leyline takes no effort and counts as resting, as long as no strenuous activities are undertaken simultaneously.

Spirit-Gifts:
Thermal Protection:
The Sorcerer is immune to the effects of harsh weather and extreme temperatures, though not open flames or direct temperature-based attacks, but he can soak fire and frost-based damage with his full Stamina at DC 5.

Burrow (Level Two) — This Gift grants the ability to burrow through the earth, creating a tunnel roughly the size of the digger's body, which others can follow through. The werewolf must be in a form possessing claws to use this Gift. Mole-spirits teach this Gift.System: The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some metals (such as steel and titanium alloys) and other reinforced structures won't yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed

Cutting Wind (Level Two) — The sorcerer conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet and chill them to the bone. System: The player spends one Willpower point. Directing the gust requires a Dexterity + Occult roll. Anyone hit by the wind loses two dice from all dice pools for two turns. The wind can also knock foes off ledges, into traffic, or into pits. The wind's medium range is 20 yards (18 m), and it is modified as per the rules on firearms (see p. 293). The wind lasts for a number of turns equal to the successes rolled.

***​

30th of January 2007 A.D.

School is filled with excuses that seem utterly absurd to you and yet which all your teachers seem willing to swallow. Maybe it's just because you know you're lying. When you ask Izzy what she thought of it she shakes her head thoughtfully and proclaims it a five out of ten. Getting in on the act Isabela asks if you want her to make the excuses since you see so over it. I am, you realize with a start. The life of Molly Carpenter High School student feels like a work glove you've outgrown.

Mom's no help for all she tries to be in her own way: "You're a senior, of course high school's going to start to feel stiffing, just pay concentrate on your SATs."

Or I could just have IRIS feed the answers into my implanted ear-piece. Somehow you manage to swallow that answer alongside some very thoroughly buttered and jammed toast. The admissions exam, subject of more than a few sleepless nights before the summer past now feels like like an elaborate game of pretend. It's not like you trust the government to judge where you should go, apparently the government can't even be trusted to keep 'shadow banks' from existing. Honestly, it sounds like the work of the world's lamest batman villain.

You make a mental note to tell Alec his folks might want to get any money they might have out of mortgage backed securities while they can. Izzy's family's not likely to have anything of the sort, she's touchy about that.

"Pardon the interruption Majesty, the bell just rang," Usum dutifully informs you.

Off to Algebra you go.



Arc Twelve Complete

Triumphs
  1. Awakened Olivia's Po 1 XP
  2. Olivia was Accepted by the Order of the Cauldron 1 XP
  3. Tiffany Healed Amanda Beket 1 XP
  4. Made a good Impresion on Olga 1 XP
  5. Discovered the nature of the Well 1 XP
  6. Yer a Wizard Alchemist Karl 1 XP
  7. Discovered Nora's secret 1 XP
  8. Chased off Stone Spinning Spider Wanna-Be Demon Batman 2 XP
  9. Gained Nora's Trust 1 XP
  10. Gained the respect of Nergui Elder of the Black Turtle Court/Agreed to consider Wan Kuei Trails 1 XP
  11. Destroyed the Wicked City Raiding Party/Terminus Herald/Turned one of the Spirits 4 XP
  12. Glimpsed the Age of Legends 1 XP
  13. Olivia saved Karl and killed Stone Spinning Spider Wanna-Be Demon Batman 3 XP
  14. Clean extraction of Basilisk Files and personnel, no mortal deaths including among the Daedalus fire team 2 XP
  15. Staved off economic crisis at least a little longer 2 XP
  16. Met the Mothers 1 XP
  17. Played the First Game of Gateway in time out of mind and won 2 XP
  18. Helped to Brew Hope in Hell 2 XP
  19. Traveled the Ebon Road 2 XP
  20. Infiltrated Perdition's Edge 1 XP
  21. Infected the Wicked City with Hope 3 XP
  22. Defeated a Warden Patrol/Freed Iron Elementals 2 XP
  23. Slew the Ascendancy of Man/ Freed Joe Magarac 3 XP
  24. Escaped Hell... freeing more of its spirits along the way 2 XP
  25. Altered the politics of the Summer Court 1 XP
Total XP: 0 (Unspent) + 42 (Earned this Arc) = 42

How do you spend your Experience?

Special
[] Alchemy: The Art of transmutation, not merely of matter, but mind and spirit. To all you have learned from Bob, all you have read in Harry's books the insights of an elder age are added, as steel is alloyed from charcoal and iron (Cost 3XP/Dot)

[] The Sight, birthright and peril for all who are born with a wizard's depth of understanding (Cost 13 XP Discounted by 2)

Mus study with Harry before you can make use of it

[] New Ability 3xp

[] Ancient sorcery spell 10xp

[] Attribute current rating *4xp

[] Ability current rating *2xp

[] Caste Ability current rating *1xp

[] Caste or Favored Charm Charm rating *3xp

[] Other Charm Charm rating *4xp

[] Willpower current rating

[] First dot of a Sorcerer Path 4xp

[] Follow-up dots in a Sorcerer Path current rating *3xp

[]Merit current rating *4xp

[] Remove Touch of Frost
(2 XP)

[] Buy down Nightmares (4 XP)

[] Write in


OOC: And done . Remember Tiffany, Lydia and Olivia get companion XP

Vote Will Open at 6 AM GMT
 
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No, it's a vacuum because the crazy wizard who created the Well killed every important being in the city and after Odin killed him, he didn't stay to build it. That's what Odin told us.
No he didnt. He wouldnt have been able to keep a low profile if he'd staged some sort of massacre.
The man just targeted and moved into a place that was depleted because the White Council suffered 70% Warden casualties in Dead Beat 18 months ago.
 
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Can someone link me to the most recent post(s) that go indepth into what we might want to buy and why, please?
 
*looks*
Yeah, I call bullshit.
You cannot kill a bunch of representatives of major powers and not have people notice and retaliate. And Basilisk didnt just move in there in the last six months between the guy getting killed and Molly showing up.

Im guessing IC Odin's intel was bad in this instance, just like how he missed Basilisk and Mikaboshi being in residence in the city.
 
Did we tell Thomas about the economic troubles if not we probably should since he runs our company

We should also probably get into gold next arc

What are our long term goals anyway? Conquer the Yama kings? Permanently seal the outer gates? etc. etc.
 
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Yeah, any vote that has the Clone charm has my vote. I think we are at the point that AP is the biggest limited. Having multiple hands will help a lot, especially as they will not be bog standard mortals.

@DragonParadox I recall that you said we would be able to choose what the clones would end up as. So My pitch is to make them Akuma of Molly, which avoids a LOT of the "Mindcontrol and take them over" defects of them being mortals and give them Fomori Mutations, to make them useful.
 
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Yeah, any vote that has the wish charm has my vote. I think we are at the point that AP is the biggest limited. Having multiple hands will help a lot, especially as they will not be bog standard mortals.

@DragonParadox I recall that you said we would be able to choose what the clones would end up as. So My pitch is to make them Akuma of Molly, which avoids a LOT of the "Mindcontrol and take them over" defects of them being mortals and give them Fomori Mutations, to make them useful.

Huh... technically that should work, you are all part of the same higher Molly consciousness and so act with the same will (OOC the thread gets to vote on what clones do just like the original)
 
*looks*
Yeah, I call bullshit.
You cannot kill a bunch of representatives of major powers and not have people notice and retaliate. And Basilisk didnt just move in there in the last six months between the guy getting killed and Molly showing up.

Im guessing IC Odin's intel was bad in this instance, just like how he missed Basilisk and Mikaboshi being in residence in the city.
You can feel what you want about this, but that's what we were told and why we're going to Boston, unless you can pull a direct quote from the quest that supports your opinion (and not canon information that may or may not be apply in this situation, since the DP is the one who decides). I'm not saying that this is completely the case, but I'm just going to accept supported information from within the quest on this matter.

And Odin ignoring what you say would paint him as incompetent while Mikaboshi's situation was that his servants were just investigating something and supporting one of his mortal businesses like all other supernatural factions do and not making obvious moves, so I accept he didn't have perceived or considers them very important to tell us, after all we only have conflit wit Enma-o of Kings Yama.
 
You can feel what you want about this, but that's what we were told and why we're going to Boston, unless you can pull a direct quote from the quest that supports your opinion (and not canon information that may or may not be apply in this situation, since the DP is the one who decides). I'm not saying that this is completely the case, but I'm just going to accept supported information from within the quest on this matter.

And Odin ignoring what you say would paint him as incompetent while Mikaboshi's situation was that his servants were just investigating something and supporting one of his mortal businesses like all other supernatural factions do and not making obvious moves, so I accept he didn't have perceived or considers them very important to tell us, after all we only have conflit wit Enma-o of Kings Yama.
1) Cant really continue this discussion right now. Writing a plan
2) Its not incompetence, its Odin not being infallible. Just like he lost track of Kattrin for 20 years in this setting.
 
Huh... technically that should work, you are all part of the same higher Molly consciousness and so act with the same will (OOC the thread gets to vote on what clones do just like the original)
I also fully support this solution because it is simple and allows us to vote for the clone charm right away.

@DragonParadox we are missing confirmations that we increased our essence level (which you had confirmed would happen) and that we can now use the Green Sun Nimbus without full power.
 
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Before I forget, @uju32 as I had said earlier if your going to start debating for the original clone charm using information given by DP off thread, please post the original text. I recall you giving a lot of details we weren't privy to during the original clone charm debate.
 
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