Alchemical Solutions [Worm/Exalted] Thread 6: Fatal Fires Flagrantly Fry Frantic Friends, Family

The problem is, there are actually TWO Alchemical books, with charms in one that aren't in the other and a few charms that are in both books have sub-modules present in the older but NOT in the newer. For the most part the two books agree with each other, though the older book has the Adamant Caste stats while the newer just lists them as an urban legend that may or may not exists (except for the tunnel dwellers, they know things). While the second book has a caveat that anywhere the 2 book directly contradict each other the second book takes precedent, it still seems to me you have to flip back and forth between the two to get a handle on the full scope of the listed charms.

Especially since the second book is primarily to add background flavor on Autochthonian society as a whole, throw in a few cool toys that aren't just clockwork versions of the same stuff all Exalts seem to have in common and throw in a few Adventure ideas at the end. most of the stats for Autochtonian enteties are only in the first book, and while the second book talks about how awesome Municipal Charms are I think the only one they even mention are Avatar Silos, and even that is only in passing.
 
.IronSun. said:
The problem is, there are actually TWO Alchemical books, with charms in one that aren't in the other and a few charms that are in both books have sub-modules present in the older but NOT in the newer. For the most part the two books agree with each other, though the older book has the Adamant Caste stats while the newer just lists them as an urban legend that may or may not exists (except for the tunnel dwellers, they know things). While the second book has a caveat that anywhere the 2 book directly contradict each other the second book takes precedent, it still seems to me you have to flip back and forth between the two to get a handle on the full scope of the listed charms.

Especially since the second book is primarily to add background flavor on Autochthonian society as a whole, throw in a few cool toys that aren't just clockwork versions of the same stuff all Exalts seem to have in common and throw in a few Adventure ideas at the end. most of the stats for Autochtonian enteties are only in the first book, and while the second book talks about how awesome Municipal Charms are I think the only one they even mention are Avatar Silos, and even that is only in passing.
So, does this mean I have to hunt down the 1e stuff too? *very irritated grumbles*
 
Guys don't buy Specialties , especially Survival (Training Swarms ●○○) thats pretty useless right now, and the presence and Socialize swarm specialties won't help us much right now with high clarity, just buy a dot of Presence which will be more use in general.
 
uju32 said:
We are organizing people dude.
Socialize (Swarm) allows us to effectively negate the -2 penalty high Clarity is saddling us with.
That's a pretty major boost in my book, especially when we only have to pay 2XP for it.
Yes but the question is are we going to use it over 50% of the time? (I think that was what people said about specialities?) and why not just get socialize? it applies to everything and not just using swarms.
 
are you sure that its Socialize and not presence that will apply in this situation? I thought its only used to make people like your company or for individuals instead or a group (I think presence is for groups).
 
@landcollector:

First off, don't worry. Both books are 2nd edition as far as I can tell. The 2 books are Core - The Autochthonians and Manual of Exalted Power - Alchemicals

The Core book is apparently the newer one, has a lot more info on Autochthonian society in general, has a number of charms that aren't in the first, and notably the Essence cannon and Pneumatic crossbow and all of their optional shiny bits. While the Cannon IS in the MoEP I don't believe it has nearly as many sub-modules. On the other hand, the charm that let's us split our consciousness is in both, but doesn't have any sub-modules in the second.

On the other hand, the MoEP has all the 1st 2nd 3rd etc attribute charms, is the only one of the two that has any real info on the Adamant Caste, descriptions of existing ALchemicals, explains the mechanics and meaning of an Alchemical's name, gives actual mechanics-relevant info on Auto-style magitech Summoning (though the necessary charms are in both) or stats for likely enemies you would find in Autochthonia. It seems for the most part the Charms available in this one are just Auto-style versions of the stuff all Exalted have in common, whereas the ones unique to the second are generally more esoteric and Alchemical specific.

Overall I would say you could develop an Alchemical character with either, but having both would give you much more flexibility and creativity without having to homebrew as many charms.
 
.IronSun. said:
@landcollector:

First off, don't worry. Both books are 2nd edition as far as I can tell. The 2 books are Core - The Autochthonians and Manual of Exalted Power - Alchemicals

The Core book is apparently the newer one, has a lot more info on Autochthonian society in general, has a number of charms that aren't in the first, and notably the Essence cannon and Pneumatic crossbow and all of their optional shiny bits. While the Cannon IS in the MoEP I don't believe it has nearly as many sub-modules. On the other hand, the charm that let's us split our consciousness is in both, but doesn't have any sub-modules in the second.
Uh, this is wrong. Really wrong. Core - The Autochthonians is 1st edition. It's not really relevant at all, except maybe fluff wise (but even there we have the compass book now).
 
So, I THINK I found a series of charm modules FunkyEntropy would marginally approve of:

Hypothetical situation: seeing as how we're nearly on death's door, say we want to get three additional General Charms slots, and fill them with an instance of Accelerated Response System (Legs), an instance of Precalculated Evasion System with the Transphase Engine submodule, and Essence Shield Projector for enhanced future survivability:

Dedicated Charm Module Slots are 4 XP each, 4 XP * 3 = 12 XP right there.
Each new Charm is 6 XP, so there's another 18 XP.
The submodule is also 6 XP.
Total: 36 XP, just for that.

Now, let's talk time sunk. each new Charm Slot takes a day to install, so there's 3 days down.
ARS takes (Min Atrribute {Dexterity 3} + Min Essence {Essence 2}) days, or 5 days.
PES takes (Min Atrribute {Dexterity 4} + Min Essence {Essence 2}) days, or 6 days.
ESP takes (Min Attribute {Stamina 4} + Min. Essence {Essecne 3}) days, or 7 days

So, Reiterated totals: 36 XP and 21 days if we wanted to do everything in one go. It might be better to do this hypothetical upgrade piecemeal and over a period of time...

Note: The time estimates are assuming installations are consecutive, not concurrent. Do submodules take any extra time to install? If so, add the time length to my total.
 
Seriously? I LIKE the stuff in the Core book though.

On the brightside, i have the Compass book too. I think I might have everything except the Abyssal stuff and all the Sorcery crap.
 
landcollector said:
So, I THINK I found a series of charm modules FunkyEntropy would marginally approve of:

Hypothetical situation: seeing as how we're nearly on death's door, say we want to get three additional General Charms slots, and fill them with an instance of Accelerated Response System (Legs), an instance of Precalculated Evasion System with the Transphase Engine submodule, and Essence Shield Projector for enhanced future survivability:

General Charm Module Slots are 6 XP each, 6 XP * 3 = 18 XP right there.
Each new Charm is also 6 XP, so there's another 18 XP.
The submodule is also 6 XP.
Total: 42 XP, just for that.
Dex is favored, I think. That means we can buy Dedicated Charm slots instead, saving 6 Xp
 
Klaus said:
Since we're voting on Taylor's feelings, I say:
[X] Save The People
The problem is that at her current Clarity level she doesn't HAVE feelings, just attitudes. She will go with the most efficient actions to meet her overall goals. For the same reasons I posted earlier it seems to me she would go for the capes.
 
I'd like to grab Light-Etched Interceptor Barrier. +3 DV against all attacks we're aware of is pretty good, especially since with our swarm and vision upgrades it's practically impossible to surprise us. And for just 3 XP we get a submodule that can perfectly parry one attack.
 
ticktrick said:
Alternatively:
Accelerated Response System(arms)
Impenetrable Repulsor Field
2 dedicated slots 4 XP *2 = 8 XP
2 charms 6 XP *2 = 12 XP
ARS takes 5 days.
IRF takes 8 days

20 XP and 15 days. Much cheaper, just as good, and for 6 more XP and no added slot, ARS can be upgraded to work with both dodge and parry. OR catching up to the same cost, install a First Augmentation for Dexterity as well.
Think you want Legs there. Arms is Parry, not Dodge.
 
Are auxiliary essence storage units worth the xp and Module slot? A maximum possible bonus of 10 more peripheral Motes per Essence level seems like a good deal, but since I've never actually played before I'm trying to be wary of Noob syndrome.
 
.IronSun. said:
Are auxiliary essence storage units worth the xp and Module slot? A maximum possible bonus of 10 more peripheral Motes per Essence level seems like a good deal, but since I've never actually played before I'm trying to be wary of Noob syndrome.
What module is this? Is it in 2e?
 
Directly from the 2e Manual of Power:

AUXILIARY ESSENCE STORAGE UNIT
Cost: — [1m]; Mins: Stamina 1, Essence 2;
Type: Permanent
Keywords: Internal, Stackable
Duration: Permanent
Prerequisite Charms: None
This Charm increases the storage capacity of the Alchemical's
Essence reservoir, adding 10 motes of Peripheral
Essence per installation (to a maximum number of times
equal to the Alchemical's Essence rating). Like all Charms
that expand a character's mote pool, Auxiliary Essence
Storage Unit can't be acquired with the Eclipse anima or
equivalent powers.

Is copy-pasting from the manual allowed? If not somebody let me know and I'll condense this down to something more general.
 
Apparently some Solar and Lunar castes can become a kind of Alchemical Hybrid. not too sure on the specifics though, and it involves implanting Alchemical charm modules directly into their soft, fleshy bodies.
 
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