Martial Arts
Crystal Chameleon Style
One Wire Among Many: Be stealthier the higher your anima is!
Light-Treading Technique: Movement rerolls based on Anima
Sudden Radiance Onslaught: Stab harder if they didn't expect you, or you're at bonfire
Crystal Chameleon Form: Reflexively entering when you hit two tiers of anima in one go is cool. Removes stealth penalty from anima (even bonfire) and lets you do all the above stuff better
Shattered Crystal Rebuke: Burn two levels of anima to make a non-Init counterattack that blinds and lets you hide again.
Shadow Among Shadows: When being hit with a decisive, negate damage with an Anima-based roll, and if you negate all, you dodge and can hide
Razor-Edged Prism Assault: Make Anima+1 witherings that can all be unexpected in one Simple! Or two, if your Terrestrial. Sob.
Flashing Fatal Strike: Teleport short and decisive, with added damage if you do all the Crystal Chameleon things
Stepping Beyond Light: Instant, perpetual bonfire (because your anima costs are waived). Also easy hiding and more vision penalties. Truly a capstone.
Ho boy yes, for Exalts who want to raise their anima (Sovereigns) this is extra spicy. For Alchemicals, the best combinations is... War, I think? That's where all the anima stuff goes. The defensive suite does help out a general, though I wonder if the War anima Charms still work when you're stealthed.
Live Wire Style
Whistling Analog Signal: Double decisives! Whips! Also you ignore onslaught penalties by the person you whip.
Lightning Supremacy Reversal: Disarm bonus dice, esp against metal weapons. Bzzzt. Another whip bonus.
Tangled Weaver's Trap: Ranged disarm/grapple with whips. Actually flat out only works with whips.
Live Wire Form: Free whips! Extra zappy init damage because you're electric! More bonus for dual wielding whips! The special activation needs you to disarm or grapple good.
Charged Coil Surge: Autosux on withering savaging, extra if they are silly and wear metal armour. If you crash them, they get zapped for lethal
Crackling Arc of Retribution: Clash reflexively! Better if you dual whip!
Unassailable Lightning Dance: I was going to ask 'why is this not three separate Charms' then I saw the Mastery section. This is a multi-grapple/disarm/withering, unless you're at Mastery in which case you can do two of them.
Conductive Principle of Authority: The capstone lets you upgrade your Form to make artifact weapons, deal more zappy damage and make a lotta attacks.
I feel like this MA wants to be whip only and got the unarmed compatability shoehorned in. I guess LSR with unarmed to let you get into your Form? No particular synergy with anything alchemical, but that's fine, I guess?
Thousand Wounds Gear Style
The Circle Screams: Bonk lower init people, special synergy with gyroscopic chakrams
Gear-Catches-Gear Defense: Parry someone (extra bonus if you use a chakram) and if you succeed, cripple them
Thousand Wounds Gear Form: General goodstuff, but emphasises that one shall bonk low init people. The reflexive activation is to wither someone above you in init to below you.
Arc-Blinding Assault: Your chakram (and very specifically a chakram) parries also blind
Flesh-Rending Gear Technique: Your decisives on lower init deal more damage and has crippling penalties
Linear Flight Principle: Double 9s (8s on lower init) withering that also knocks back and prones. Also double 8s on withering throws, so unarmed has a use here!
Rearing Crane Release: If you crash someone with the previous, they just... float there, until they escape
Floating Target Lock: Reflexive aim! When you cripple, blind or float someone, at least
Hungry Gear-Tooth Attack: If you deal 5+ decisive, the enemy can choose to take the highest crippling injury or suck up another -3 crippling for the scene
Thousand Wounds Persistence: If you miss a decisive, your Chakram just sticks around and go for it a second time. The value on this seems pretty big between Terrestrial, normal and Mastery - with Terrestrial, that counts as your attack, so unless the close range + ignore cover is worth more than 5m towards making a new decisive, the value propostion seems mid. Mastery meanwhile gets to reuse all non-Excellency Charms, and boy does TWG have decisive Charms.
Thousand Wounds Disassembly: Undodgeable triple attacks! Nice capstone, though once again, lower init only.
The lower init thing synergises with Dex offense Charms, so this feels like it's the 'default' Alchemical MA... except for the chakram thing.
The MA section might benefit from talking about how certain core-book styles exist in Autochthonia, not just a sidebar which generally says so but an actual "In Autochthonia, Snake Style is known as the Electric Fang Style, commonly used in xxx, Serpentine Evasion is known as the Electrified Reflex, ..." like that. Since you need the core book to play anyway, I feel like that's helpful for people looking to play a 'vanilla' martial artist Alchemical?