Wasn't their a spell that specifically allowed Alchemical's to change out their charm load out?


PS: Found it. It looks as if this spell would allow a Alchemical that cannot visit the vats to completely change out their charm load out with a little bit of time and preparation.

VAT SURROGATE REWEAVING TECHNIQUE

Cost: 10m

Target: Alchemical Exalt

Minimum Clarity: 4

Ejecting an installed Charm with a loud, metallic click,

a flash of light and a small blast of steam, this protocol allows

the weaver to instantly replace one of his installed Charms

with a Charm from his panoply (bypassing the need for

downtime or visiting the vats) or to extend this benefit to

another willing Alchemical. When the Alchemical sockets

the new Charm into place, his body pulses with sequences

of incandescent lights and hums softly as the Exalt's systems

power back up.
 
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First step for making alchemical more mixed-party-outside-autochthon-friendly would be writing up an artifact that can transport alchemicals (and only the alchemical) to their repair bay and back.
Uh. How about no?

Admittedly, the downtimes are a bit much, but even in Autochthonia your still operating under the 'pick what you need carefully and for the mission, you might be stuck with it for a bit'. I mean, its not like you have access to the Vats when your out in the Reaches. Or any time your in a time sensitive situation (seriously, you tend to be in the Vats for days at a time. Its just not usually practical to switch stuff around except at down time). The entire point of Alchemicals is they are very infrastructure dependent.

No, you know whats good for mixed parties outside of Auto? Manses. Mobile Manses, if your a party that moves a lot. Its not like Alchemicals have nutso crafting charms, including the one that lets them be their own large workforce. A Manse with Vats is not hard to justify.

Though if you really, really want 'I am the lone lost special snowflake lost in Creation' Alchemicals, just make handwaving motions and use the Modern Alchemicals rules, re-fluffed appropriately.
 
I think it was very deliberately designed that way to emphasize that the weakness of the Alchemicals was infrastructural, rather than some innate weakness of their shard.

Which, honestly, is a way nicer way to balance shit than "yeah you are entirely systemically shittier than everyone else forever Deal With It" when you have explicit crossovers and mixed parties being a common form of play, because you can then handwave away the weaknesses rather than tear your hair out if two players of different splats even consider dabbling in the same niche.

You don't establish the 'most powerful' splat as your starting line in a game system and then give others, whom are noted as less powerful, the means to surpass them in their field of competence.

Solars are the most powerful of the bunch on sheer might of Essence and the high dice cap they operate with. Giving other splats boosts to work with that make them better in a given field is one thing (Abyssal 'we murder everything worse,' Lunar 'we can shapeshift,' Sidereal 'Fate is what we bind and are bound by,' Terrestrial 'dogpile the opposition'), but giving the Alchemicals as wideranging competence boosts as that? No.

The 4th Augmentation means that (Attribute) can be 7 (8 at Essence 5). If that weren't enough, Transpuissant (Attribute) Upgrade converts all specialty dice to successes(and optionally stunt dice as well, at the cost of gaining Clarity). At Essence 5, an Alchemical can effectively throw around 27 dice before stunts. An Essence 5 Solar can also wield 27 dice... but only if he is using cap-breaking charms, which Alchemicals don't get.

This competence does not come cheaply, as the Alchemical must commit 3 precious motes of personal essence and 5 charm slots to get this for just a single attribute. Specialization is their strength.

I wouldn't mind that idea nearly as much if Solars didn't lack similar tricks. I mean, sure, they can get amazingly mote efficient, but they don't get stuff like specialty boosters (that's more a Terrestrial thing anyway, they are the guys with the Ability+Specialty cap and I wouldn't mind it nearly as much when compared to the Alchemical Attribute based caps).


True, to an extent, but God-Machine Protocols are explicitly said to be between Celestial Circle Sorcery and Solar Circle Sorcery in power. Most notably, Celestial Circle Sorcery does not let you Wyld-shape. God-Machine Protocols do.

Then reskin that Protocol into something that works with Creation's metaphysics. Might need to make some changes to cost though like with Transcendent Pattern Weaving Protocol, which handles Wyld Shaping. Personally, I'd say that instead of requiring Clarity 10 you eat Limit.
 
... that... basically removes the major limiting factor of Alchemicals. That's like making a handy Artifact that suppresses your Limit Break, or that lets people remember Sidereals, or that stops Abyssals getting Resonance.
Vat Reweaving Protocol does break that rule a bit.
It does require Essence 4, both Weaving Engines and can only install one charm at a time for the cost of a perfect parry though.
 
The major weakness of Vat Weaving Protocol is that it works on individual Charms but not arrays, and without arrays Alchemicals are even more crippled.
 
You don't establish the 'most powerful' splat as your starting line in a game system and then give others, whom are noted as less powerful, the means to surpass them in their field of competence.

Solars are the most powerful of the bunch on sheer might of Essence and the high dice cap they operate with. Giving other splats boosts to work with that make them better in a given field is one thing (Abyssal 'we murder everything worse,' Lunar 'we can shapeshift,' Sidereal 'Fate is what we bind and are bound by,' Terrestrial 'dogpile the opposition'), but giving the Alchemicals as wideranging competence boosts as that? No.
Yes, and the Alchemicals niche is 'we specialize hardcore'.

We are talking Essence 5 here. People have mentioned capbreakers, but there's also thing like, oh, Yozi Excellencies (not the core ones, the assorted other ones that are pretty much the best in the game). Your also ignoring Solar die caps are effectively equivalent or greater then, once (Ability) Essence Flow is factored. Oh, and your ignoring just how ridiculous the mote efficiency gap is. I mean, Alchemicals start with around twenty motes less by virtue of not really having a Personal Pool, and then you get into the fact their I(A)M is 3m a dot to the Solars 2m. Ergo, Solars pay 20m (2*10) to go full power, Alchemicals pay 24m (3*8), not to mention Alchemical charms costing more motes in general.

Also, until E5 Solars are considerably more powerful then Alchemicals in all ways. E5 is when they sorta but not really catch up. A lot of that has to do with Solars front loading their power, where Alchemicals need to grow into it, but Solars are still considered the most powerful splat, despite Infernals and Alchemicals, for damn good reasons.

Overall, 'I can match a Solar if I spend 2 to 3 times as much XP and happen to have the right loadout at that moment' generally does not indicate the splat is stronger.
Actually, Vat Reweaving Protocol only requires the Man-Machine Weaving Engine.
Its also not great in general. I mean, think about it: its 10m, 1wp to swap one charm. You start with 8+, and your generally going to have 20ish installed. Your burning a lot of motes to do any kind of general refit. You also need the Vats proper for things like buying new charms, raising Attributes, or raising Essence. Its useful, but its a stop gap/field repair measure, and is in no way a replacement for the vats.
 
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Solars are the most powerful of the bunch on sheer might of Essence and the high dice cap they operate with. Giving other splats boosts to work with that make them better in a given field is one thing (Abyssal 'we murder everything worse,' Lunar 'we can shapeshift,' Sidereal 'Fate is what we bind and are bound by,' Terrestrial 'dogpile the opposition'), but giving the Alchemicals as wideranging competence boosts as that? No.
As has been previously pointed out?

Alchemicals can have Solar-level or near-Solar level competence in particular areas, given preparation and access to a Vat.
They can only have competence in one particular area at a time, and at more expense, compared to Solars who have access to all their charms at the same time, and at a reduced XP cost to boot.
Then there's the mote cost.

I wouldn't mind that idea nearly as much if Solars didn't lack similar tricks. I mean, sure, they can get amazingly mote efficient, but they don't get stuff like specialty boosters (that's more a Terrestrial thing anyway, they are the guys with the Ability+Specialty cap and I wouldn't mind it nearly as much when compared to the Alchemical Attribute based caps).
You mean like how Solars lack native access to Sidereal tricks?
Or Lunar ones, at least without doing the Eclipse thing?

Solars are not supposed to mirror everything that other splats do, as I understand it, or to get better versions
Solars are themed as mythic humanity, and their shit is in that theme.
Alchemicals OTOH are modular transhumanism.
 
Iasestus, the Arbitrator of Doctrine
Demon of the Third Circle
Second Soul of the Principle of Hierarchy


Upon the nineteenth layer of Malfeas, a sprawling expanse of marble and lakes of silver consumes an area comparable to two Directions. This place is built to a scale greater than mortal men, for even the least doorway reaches into immensity. The smokes and rains of hell have sullied this place, leaving the walls streaked with soot and stranger substances, but along certain streets the marble is fresher and cleaner. A great scar stretches across the marble land, where Adorjan in her whimsy blew through thirty years ago. There, great demonic workgangs labour endlessly to restructure the land. The streets of the Demon City have been remade in this place, and now they loop in labyrinthine circles and spirals, always slowly curving inwards to the spire at the centre of this land, where sits its master.

Sprawled on his throne is Iasestus, the second soul of She Who Lives In Her Name. Standing thirty times the height of a man of the North he towers over lesser demons. His feet shake the earth, splitting it assunder. His flesh is a pale marble which makes snow look sullied and dirty by contrast. From his back, four wings of living molten metal grow, casting a white-hot light over his surroundings. His build is heroic and well muscled, giving him the strength to casually tear down a citadel wall or crush a man within his grasp. When his strength is not enough, he draws a bident from his wings. When he throws this weapon, it can destroy armies and level fortresses in torrents of molten silver. In the Primordial War, he took great pleasure in flooding the caverns of the People of Adamant with that substance, and many rich deposits of silver within Creation mark the graves of those he has slain.

Once his features were stern-yet-fair, but now they are marred. In the time before the Incarnate Rebellion, he would hear appeals from lesser devas and even gods that felt their place within the plans of the Principle of Hierarchy did not make best use of their skills to serve her designs. They would make their case before him, and if it had merits, he would petition his greater self for a reconsideration. Such mercy no longer exists within him. When he along with the other Demon Princes was chained within Malfeas, he looked around and saw the mutilation of the Demon King. He screamed and carved out his own eyes - and much of his face, too - so that he would not have to look on such a horror against the way things should be. Now he can no longer see that which does not conform with his vision of how the world can be - and for that he is thankful. Thusly, he acts to reshape the Demon City and Creation alike into a form which he perceives in his blindness, for then he knows that the perfection of the former days is whole once more. In his unsight, he sees that which should not exist within his perfect world as blackness and filth blocking his view of the world, and acts to purge it.

When Iasestus walks upon the streets of the Demon City, the streets tear and fracture. From under the basalt and brass, marble rises, toppling tenements and casting down castles. This pains Malfeas, and thus Iasestus does not willingly walk far afield, lest the Devil Tyrant crush two layers together to scratch this itch - just as he has done in the past. He has tried to build his perfect world within the depths of the Endless Desert, but Cecelyne drowned his streets in sand. Within each of the world-bodies of the Yozis he has attempted to recreate his remembered perfection and within each one he has been thwarted. To that end, he broods within his jailing perfection and turns his eyeless face to Creation and the dream of a world which will not reject his efforts, a weaker world where few can oppose him.

The Arbitrator of Doctrine is a proud tyrant. His oratory echos across his marble wasteland, chaining the minds of demons who hear the words and driving them to great architectural projects where they work until they weary and so cast themselves into his lakes of silver to escape their lives. His martial skill allows him to crush foes who stand against him and send waves of fanatics to cast down those who oppose his efforts - though in Hell, only his Unquestionable peers and the Yozis themselves do so and the latter swat his efforts without thought. To this end he cares for the visionaries and ideologues of Creation, for while their vision is flawed at least they understand how broken and ruined the world is. All he must do is exert his dominion over them, and their visions become the one he grants them.

This Demon Prince may shuck the chains of hell when a great leader despairs because of his inability to carry out his life's work because of the flaws of his followers and so sheds his blood with silver. During such times, he assumes the form of a pure white maimed bird, for by flight he may conceal the marble which would rise from the ground and so resist the eyes of Heaven which would banish him once more. When a demagogue of matchless skill tries to raise the populace against a perceived impurity or taint in their society, Iasestus may cast his senses from the depths of Hell and listen to their speech. If their dream is potent enough, his silver seeps into their mind and coats their tongue and they speak their words with all the prowess of a Demon Prince. Milky cataracts swiftly claim the sight of ones so blessed and their thoughts become one with his.

Notes and abilities: Sorcerers call upon the Arbitrator of Doctrine to cast down their foes and drown their cities in molten metal, or to create and control. Though his blindness hampers him, with guidance he may still cast his bident to destroy a city or a fortress. His step creates Pyrian marble, which rejects the Wyld violently and weathers changestorms with ease. He is a skilled architect, though his styles are strange to the eyes of Creation and the streets he builds given a choice are spiralling prayer-mantras to the Principle. Given command of a great project or an army, he may force men to work - untiring and uneating, enthralled by his words - until they long for death. At that point his control is broken and they wander off to seek an end for themselves.

It is a pernicious lie in many books that Iasestus is the true progenitor of Octavian. None know where it comes from and it is false, yet it gets repeated. To hear it drives Iasestus into a terrible rage where he will do many rash things. Wise sorcerers will not bind both demons - or at least will not bring them into proximity - for Iasestus has sworn upon his marred face to slay Octavian for some unspecified insult. The blindness of the Demon Prince hinders him. In areas which have been warped to his dreams of perfection, he may act as if he possesses sight for he can discern the impurities in his vision. In other places, he must rely on his sense of hearing, which is sharp but not perfect. The clanging of loud bells or the stamp of an army may confuse him, though he often reacts to confusion by destroying the source of the noise.
 
... an eyeless, faceless white giant with wings and a bident who wishes to transmute humanity into a state of blind perfection?

Gee, that sounds somehow familiar. I wonder why. ¬_¬
 
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My first guess would be Evangelion, but I'm not sure.

That sounds rather accurate- the 3CD's appearance being modeled after one of the Mass Production series Evas.


Sorry, I misspoke - not a sword, but a bident - as in "bi-trident", as in "two-pronged spear".
*headdesk* I should have guessed, it's been ages since I touched something with Eva in it.
I honestly thought it was a reference to something along the lines of In Nomine.
I'mma dope.
 
Untrue!

Ms Flying Screaming Crystal With A Perfect Parry Which Lets You Parry With Orange Hexagons is my designated Evangelion reference repository in Malfeas. It doesn't work for other people, but it works quite nicely for Her.
Interesting. Then what would be your usual reference pools for the other Yozi? Aside from the obvious like Cthuhlu + Deep Ones for Kimbery. I'm kinda curious about this.
(I'm thinking about having a go at trying to write a Qaf charmset, and themes are important for Yozi)
 
Iasestus, the Arbitrator of Doctrine
Demon of the Third Circle
Second Soul of the Principle of Hierarchy

Neat.

I've got a question though.

How do you come up with the names and titles for Demons like this? Is there a specific language you go to for or what?

I ask because working out the names for people is one of the parts of the creative process that I usually struggle with, and I'm always curious how other people handle it.
 
Uh......
I think I remember a few Power Armors having Smashfists integrated into them.

Don't remember anything for Perfected Kata Bracers, though.
Reinforced Gauntlets for Dragon Armors IIRC.
They're not quite smashfists; their stats are somewhat lower
SMASHFIST (ARTIFACT •)
These fighting gauntlets are composed of articulated plates of alloyed magical material or full-hand leather gloves covered with magical material alloyed plates. Smashfists are always used as a pair. Their construction does not include any hearthstone setting. (Second stat bar reflects item clinched.)

Speed /Accuracy /Damage/ Defense /Rate /Minimums /Attune /Cost /Tags
5 /+0 /+7B /+2 /2 /Str •• /6* /•* /M, P
6 /+0 /+6B /– /1 /Str •• /6* /•* /C, M, P

* Artifact and attunement cost is for a matched pair; no offhand penalty to wield set paired.
Reinforced Gauntlets/Boots: As weapons, the gauntlets and
boots can parry lethal attacks without a stunt (as an exception
to the standard N tag), and they have the following
respective statistics:
Name /Speed /Acc. /Damage /Defense /Rate /Tags
Gauntlet /5 /+1 /+5B /+2 /3 /N
Boot /5 /+0 /+6B /-2 /2 /N
 
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