Alchemica Wiki



Alchemica: Operation 17
"My fellow Autocrats. Autochtonia, our home and the glorious body of the Great Maker is falling apart. Gremlins prowl the halls unchecked and Blight spreads. A few decades, maybe less is all we have left before our cities become blighted and the Great Maker dies. Now is the time to act. Now is the time to bind the combined powers of the Octet and strike hard. What we ask of you is a single Champion and all the support you can muster. Why? Our greatest scholars have devised the following plan..."

So, you're Alchemicals. What you're supposed to do and how you're supposed to it? The Tripartite knows but so far they haven't informed you. You're one of the new Alchemicals, produced especially for this grand mission. You've come out of your tank at most two weeks ago and been given some time to wander the Polis of your birth. Build up some intimacies, maybe make some friends and get some artifact panolpy together. The Works. All you know is it involved Autochton and a radical, new plan to save him from the rampant Blight.

There's a limit of one Alchemical per nation except Nurad, which has too many problems of its own to dedicate an Alchemical to this mission. You can find more info in the Compass of Celestial Directions, Vol 6 - Autochtonia. I'm hoping to get, at the very least, Loran and Xexas filled.

Alchemia: Operation 17 is an Exalted 2.5 campaign set in Autochtonia and currently intended for, at most, five players. Intended runtime is every thursday at 18:00 UTC with Hospes/Senonu as ST.

Houserules
Alchemica: Operation 17 uses an extensive number of houserules. All of these (except those marked with an asterisk were originally devised by Della of the sup/tg/ IRC server).
 * This game will use the Scroll of Errata (also known as "Exalted 2.5") in its entirety, except for the following houserules:
 * BUFFERING: Barring surprise attacks, assume everyone has time to put up scene-long charms and effects before combat if there's reasonable time to do so. No one wants to see DBZ Charging Up Scenes.
 * XP RECOVERY: If you missed a session (or more than one), or are anyway behind everyone else with your XP, you gain double XP until your XP total is equal to everyone else's. Unless you make me mad for some reason, I guess.
 * CHEAP THAUMATURGY: Degrees cost 5 XP, or 4 if you have Occult as a favored ability. Thaumaturgy is in Oadenol's Codex if you want to bother. With this XP cost, the things Thaum does can turn out to be useful even to Exalted who would have access to more powerful (but less flexible) tools.
 * FUCK TRAINING TIMES: Fuck training times. I'll improvise.
 * FUCK CRAFTING RULES: Fuck crafting rules. I'll improvise.
 * FUCK MASS COMBAT: Fuck mass combat. I'll improvise.
 * HUGE HUGE HUGE: Your stamina score gives you extra health levels (kinda like a "poor man's Ox-Body"). Stamina 1 gives an extra -4 health level, Stamina 2 gives a -2, Stamina 3 a -1, and Stamina 4 and 5 both give an extra -0 health level each. They are of course cumulative. If you somehow manage to gain Stamina 6 or beyond (for example through charms or knacks), every further point of Stamina is another -0 health level. If the effect is temporary, damage trickles down so if you like boost your Stamina with a Charm and end up wounded to your last HL, when the Charm goes down you might get knocked below Incapacitated.
 * LIGHTSPEED LIMIT: No action, except for Aim and Guard, can ever have its speed drop below 3.
 * PRESS THE PANIC BUTTON*: Perfect defenses have a few major flaws now. Each perfect defense suffers from a virtue flaw tailored to your specific character. This flaw is decided upon by ST and player. Finally, Perfect Defenses can only be used as often per scene as you have dots in its connected virtue.
 * BEHOLD THE CHOSEN OF THE CRAFT KING: The five different mundane types of Craft now work like languages for Linguistic, instead of being separate skills. So with Craft 3 you might be skilled in Earth, Water and Fire crafts. If you really want to be very good at just one craft you can get just Craft 1 and then buy Specialties on that Craft type. Advanced Crafts such as Craft (Magitech) and Craft (Genesis) still count as separate skills.
 * VIRTUE OVERDRIVE: Channeled virtues are successes, not extra dice. They also last for the entire action and add to all relevant rolls and static values. Channeled virtues still count as 'dice' for impossible rolls.
 * IP0 ON FIRE: You can spend 1 WP and ignore all wound penalties for an action.
 * THE COST OF BACKGROUNDS: You can just spend XP to acquire or increase backgrounds. 3 XP per dot, except the 4th and 5th dot which cost double. You still have to make your case with the ST, though.
 * TOKIMEKI EXALTED: Intimacies have 5 "hit points" instead of [Conviction]. They normally go "Hate" -> "Normal" (i.e. no Intimacy) -> "Trust" -> "Love".
 * TAP DAT PIPE*: Autochton-specific specialties, such as conduit tapping or Lightning Portals can be freely taken at chargen by Alchemicals. You have memories from your past lives for a reason.
 * ADAMANT CASTE*: LOL NOPE
 * PROGRAMS AND THINGS*: Man-Machine Weaving Engine, God-MachiNe Weaving Engine and Perfected Lotus Matrix no longer take up a normal charmslot, instead, they take up a special, dedicated charmslot costing 2xp. In effect, these three charms cost 8xp each, including charmslot.
 * ARRAYS AND COMBOS*: We're overhaulin' this quite a bit:
 * Your ST is a bit of an idiot: Combos: don't need to make em, don't cost 1wp to activate anymore. ALL THE COMBOS ALL THE TIME.
 * Array cost: Cost to create an Array are waivered. Arrays are now free to combine.
 * Upgrading an Array: Adding a new charm to an array is freeeeeeeeee
 * Benefits: Reduced Installation Cost: This still aplies. Add all the installation costs and take 3/4ths, round down.
 * Penalties: Installed Charms: Adapted! If you want to remove a Charm from an array, pay 3/4th the combined exp cost or (charm+submodules) and get it back as a standalone module, of half of the combined exp cost of (charm+submodules) and lose it completely.
 * Removing/Adding an Array in a vat now only takes as long as it takes the longest charm.
 * CRYOGENIC VAT CUTSCENES*: Vat times will now be dramatically appropriate.
 * AN ELEGANT WEAPON FOR A MORE CIVILIZED AGE*: Beam weapons parry other beam weapons at full PV. They do so with a satisfactory crackle and lightning flash. Certain Exmachine also possess natural weapons similar to beam weapons and also parry at full PV. To further clarify: Weapons and armor of the magical materials are not permanently damaged by coming into contact with a Beam weapon. However, they still halve their PV.
 * STRIKE TRUE THROUGH*: Autochtonia is full of Gremlins and Gremlines enjoy zerg tactics. Whenever lots of Gremlins are close together, an attack might carry through one Gremlin and into the next. On any +2 attack stunt where post-soak damage exceeds the extra's remaining HL's by 5, the attack has a chance to carry on to the next nearest extra (ST discretion). Compare half of the original attack roll (round down) to the Extra's DV. If the attack hits, apply the remaining damage as pre-soak damage to the extra. This effect only happens once. On a +3 stunt, the attack carries through automatically, hits at original damage rather than the reduced value and can also be carried through to non-extra targets. If the original attack was undodgeable, unparryable, perfect or unexpected, it remains so for the second DV comparison.

Players
Add your sheet to the City table instead

Chargen
We'll be using an adapted EXP chargen. Since Anathema doesn't support Alchemicals chargen, you'll have to do it manually. For ease of use, I've included a condensed exp cost table below:

(Whenever 'rating' is mentioned, it refers to the OLD rating)
 * 1) Pick your Caste and your favored Attributes. You start with 1 free dot in all attributes.
 * 2) Spend 120xp on Attributes. You can go over or under this number a bit. Remember: No attribute can be higher than 5.
 * 3) Spend 75xp on Abilities. You can go over or under this number a bit. You can have, at most, 2 abilities at 4 dots.
 * 4) Backgrounds use Bonus Points as usual: Spend 10 points on background, but don't go above 3 on any of them except Artifacts and background points spent to buy charms.
 * 5) Virtues: Virtues starts with 1 free dot. Spend around 25xp on Virtues. No virtue can go higher than 4.
 * 6) Essence Starts at 2. You can't raise it right now.
 * 7) Willpower: Willpower starts at 5. You can increase it with Bonus Exp at the end of chargen, but not above 8 unless two of your virtues are atleast 4.
 * 8) Intimacies: You get a number of intimacies up to your compassion +2
 * 9) Charms: Start with 4 general and 4 dedicated Charm slots. You also start with 8 charms that fit these charmslots. Alternatively, you can trade one charm and charmslot (either Dedicated or General) for Perfected Lotus Matrix. Since this charm has been houseruled to be cheaper, you get some extra bonus xp. If you traded in a dedicated charmslot, you get 2exp and for a General charmslot you get 4exp. (The total to mark on your sheet at 'exp' remains 250.)
 * 10) Bonus Exp: Subtract the exp you've spent so far (Attributes, abilities and virtues) from 250. The remaining number is your bonus xp. You can spend it on everything, including raising backgrounds to 4 or 5 dots and buying extra charm slots. Extra charmslots can be filled with charms acquired through background points immediately.
 * 11) Put your sheet up on the wiki, using the Template