I would probably refer you to ChainsawXIV's Colossus charms
Colossus Rules | ChainsawXIV's Exalted | Obsidian Portal

Pay attention to the Transfiguration charms; in particular Veriform Transfiguration Engine allows you to switch configurations from humanform to vehicle to fortress.
For all your Transformer roleplaying needs.

I was referring to Patropoli and Metropoli, who are less relevant to an interstellar setting when they are forced to sit down and become cities (hence floating city ships, which while still massive and requiring large amounts of resources/infrastructure to support).

Cool charms though, even if I disagree with a Colossus automatically not being able to eat or drink (just for the sake of Goku style food portions)
 
I was referring to Patropoli and Metropoli, who are less relevant to an interstellar setting when they are forced to sit down and become cities (hence floating city ships, which while still massive and requiring large amounts of resources/infrastructure to support).
Like I said, pay attention to the Transfiguration charms.
Fortress charm(City analogue), vehicle charm(Starship analogue), and a charm to switch modes.

Nothing stops you from switching City mode to Starship mode, for example.
Doesn't even require rewriting any charms.
Cool charms though, even if I disagree with a Colossus automatically not being able to eat or drink (just for the sake of Goku style food portions)
Whatever works for you.
I can see one eating; as long as it doesn't have to eat, it's just fluff as the player wants.
 
Yes but those really aren't 'children' anymore, those are genetically engineered things which happen to have some sort of connection to you. In fact, I don't see why a Metropolis Alchemical can't have what are basically Ancillaries. It's thematic for them and leads to the intriguing punishment for criminals in Autochthonia being turned into living remotes for their city which happen to have the city's abilities and motivation and can be monitored and possessed by the city itself.

Ancillary Servitor Impressment Plant
Cost:
[1m]; Mins: Patropolis; Type: Facility
Keywords: Infrastructure, Total Control, Training
Duration: Permanent
Prerequisites: Mind-Ripping Probe

An entirely logical solution to the shortage of souls within the machine-god, this sterile medical facility is filled with soulsteel augers, starmetal soul-incisors and elegantly designed moonsilver cerebral intrusion meshes. If the walls are padded to prevent screams from escaping and no citizens are permitted inside without the highest clearance; why, that's simply to avoid disturbing the Populat. Within the Ancillary Servitor Impressment Plant, mortals are subjected to intricate anima-cerebral modifications which flense their souls from their bodies - which can be reborn - replacing them with facsimiles that are enough to sustain a modicum of life. Individuals who do not contribute to society through sloth, criminality or subversion, enemies of the state and the barbarians of Creation will all be suitable targets for impressment.

A modified former human is known as a servitor. The conversion into a servitor is metaphysically equivalent to death, but servitors are not Creatures of Death - technically instead being an Autochthonic akuma. Servitors retain their attributes, but lose all abilities, specialities, Intimacies, Virtues and their Motivation. Instead, the patropolis assigns the servitor an Urge, which must further the good of the city in some way. The patropolis may grant its servitors any Ability ratings which it itself knows that would further its Urge, up to a limit of a rating of 2. The city may sustain up to (Essence / 2) magnitude servitors. The conversion process takes five days, and requires a trained staff led by individuals with a minimum rating of Medicine 4 and Occult 3. The facility has room for 20 servitors to be undergoing alteration at any given time. The patropolis may recall a servitor to the facility to have its Urge altered.

Form Befits Function (4XP): The patropolis may reconfigure the structure of its extrusions within the facility, granting them up to (Essence) points of mutations which must be appropriate for the servitor's Urge and have an Autochthonic theme. These mutations are mechanical implants, severing limbs to replace them with tools, flaying skin to replace with superior metal plating, and replacing eyes with keener sensors.

Expanded Cogitator Banks (6XP): Through improvements to their hun-mockery, servitors may now possess up to 4 dots in an assigned skill.

Relay Broadcast Node (3XP): Improving their management and power relay management, the patropolis may now sustain up to (Essence) magnitude servitors.

Field Conversion Station (10XP): The patropolis upgrades its processing facilities. The time for a conversion is reduced to five long ticks, and in addition this module may be mounted in a Collosus body of the Alchemical.

Mission Update Transmitter (4XP): Through implanted receptors in the servitors, the patropolis may now reconfigure the Urge and the Abilities of a servitor as a Miscellaneous action.

Batch Update Processor (6XP): Requires Mission Update Transmitter. The patropolis may now reconfigure up to (10 x Essence) servitors to the same Urge and Abilities as a simple Miscellaneous action.
 
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Like I said, pay attention to the Transfiguration charms.
Fortress charm(City analogue), vehicle charm(Starship analogue), and a charm to switch modes.

Nothing stops you from switching City mode to Starship mode, for example.
Doesn't even require rewriting any charms.

I've read those charms.

Even the text themselves state they are only good to use while preparing to move to full city sized mode. There is a literal order of magnitude in size between the largest thing covered by that excellent document and a full Metropolis size E-10 devourer of worlds (to get the resources needed to fuel its internal processes)

Then we get to all the fun when you realize some of the floating city ships/world ships can be void-encrusted!
 
Even the text themselves state they are only good to use while preparing to move to full city sized mode.
Fluff.
No real mechanical limitation though.
Given that City-class Alchemicals are more likely to be abstractions than PCs, I don't really see the issue.
There is a literal order of magnitude in size between the largest thing covered by that excellent document and a full Metropolis size E-10 devourer of worlds (to get the resources needed to fuel its internal processes)
:eek:
That's...a tad larger than any E10 in canon.
 
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That's...a tad larger than any E10 in canon.
...

Yes, because when I discuss Alchemical City-ships and how I wish they were in Shards of Exalted Dreams, I'm TOTALLY talking about Canon, rather then a way to keep otherwise landlocked E-9/E-10 Alchemical exalts relevant in an interstellar setting.

Totally talking about canon, even as I mentioned in my first post 'eating a star' (since they wouldn't be connected to Autochthon)

Totally canon!
 
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Ancillary Servitor Impressment Plant

I was actually thinking more 'a handful of elite, godblood/half-caste equivalents' a la Justice of Toren's body rather than Husks/Genejacks but this is good too.

I figure even if you have 'half-caste' Alchemicals it doesn't violate the "you can't have any critters which are both more powerful and easily produced than a Dragonblood" rule of thumb because you'd probably have a hardcap (maybe [Essence] active servitors at once, with hard limits on the numbers of charms they can actually have installed) and they'd be basically echoes of the Alchemical in question-same motivation and Abilities, initial Attributes and maybe even Virtues of the host body (because having that internal disagreement would be lol).

So given that Patropoli/Metropoli are super-expensive, one of them having 8-10 comparable-to-DB guys on retainer doesn't seem like a huge problem given that you give up things like "being independent" and "being capable of easy movement" to do so.
 
I was actually thinking more 'a handful of elite, godblood/half-caste equivalents' a la Justice of Toren's body rather than Husks/Genejacks but this is good too.

I figure even if you have 'half-caste' Alchemicals it doesn't violate the "you can't have any critters which are both more powerful and easily produced than a Dragonblood" rule of thumb because you'd probably have a hardcap (maybe [Essence] active servitors at once, with hard limits on the numbers of charms they can actually have installed) and they'd be basically echoes of the Alchemical in question-same motivation and Abilities, initial Attributes and maybe even Virtues of the host body (because having that internal disagreement would be lol).

So given that Patropoli/Metropoli are super-expensive, one of them having 8-10 comparable-to-DB guys on retainer doesn't seem like a huge problem given that you give up things like "being independent" and "being capable of easy movement" to do so.
Possibly cut off their essence regeneration when away from their alchemical as well?
 
I was actually thinking more 'a handful of elite, godblood/half-caste equivalents' a la Justice of Toren's body rather than Husks/Genejacks but this is good too.

I figure even if you have 'half-caste' Alchemicals it doesn't violate the "you can't have any critters which are both more powerful and easily produced than a Dragonblood" rule of thumb because you'd probably have a hardcap (maybe [Essence] active servitors at once, with hard limits on the numbers of charms they can actually have installed) and they'd be basically echoes of the Alchemical in question-same motivation and Abilities, initial Attributes and maybe even Virtues of the host body (because having that internal disagreement would be lol).

So given that Patropoli/Metropoli are super-expensive, one of them having 8-10 comparable-to-DB guys on retainer doesn't seem like a huge problem given that you give up things like "being independent" and "being capable of easy movement" to do so.

Well, yeah, but that'd take actual effort to balance and thought.

By contrast, something like this as an effect is easy to mechanise, since you're basically just making technozombies.
 
Possibly cut off their essence regeneration when away from their alchemical as well?

I would say no, because that does not enable the whole-plot reference of an Ancillary whose mother Alchemical is killed by sabotage going on a quest to find her killer and exact revenge.

Is there anything they offer to the game that Drones do not already offer?

Being actual Alchemical creations (and more small-h human) rather than nearly-unplayable robot machine-gods wearing people fundamentally changes how they can be used, and leads to the potential of a lower-powered campaign where you play all "half-Alchemicals" working for your Patropolis/Metropolis boss. Basically, if Alchemicals are Iron Man and Captain America (and a group of Alchemicals thus basically the Avengers) now you can play Section 9.
 
I'm not gonna lie folks, the drones thing not really working for me. It's definitely stable and perfectly usable, but I can't accept it as a 'meets all needs' thing, and I don't think it should be taken as such.

Like, by all means use it if it works for you, but I gotta say, it just doesn't fit.
 
I'm not gonna lie folks, the drones thing not really working for me. It's definitely stable and perfectly usable, but I can't accept it as a 'meets all needs' thing, and I don't think it should be taken as such.

Like, by all means use it if it works for you, but I gotta say, it just doesn't fit.
How could you leave them like that? The drones need you! They look up to you!
 
I would like to laugh about this, but I really can't.

I actually don't understand why the final release is still so sloppy. There are so many obvious fixes that they completely neglected to make. It's as if they just don't care, except they obviously do because there's no other reason to work on a project like this one.
That's the baffling thing, yeah. This is clearly a labor of love for them; it's not that they're ambivalent about Exalted. So... are they just ambivalent about rules clarity? What kind of sense does that make?

My best Ideological Turing Test-style working hypothesis is that they think the clarity questions are just an infinite regression; that if they explained how counterattacks worked, or multiattack clashes, or whatever, that it'd just lead to some new question, and so there's no point even beginning down that road.
 
I would like to laugh about this, but I really can't.

I actually don't understand why the final release is still so sloppy. There are so many obvious fixes that they completely neglected to make. It's as if they just don't care, except they obviously do because there's no other reason to work on a project like this one.

Fixing all that art must have been difficult and expensive, but they managed it. So why are there so many issues with the text?

Now that you mention it..
Design Beyond Limit
Cost:10m, 1wp, 3xp; Mins:Craft 4, Essence 2
Type:Simple
Keywords:None
Duration:Instant
Prerequisite Charms:Crack-Mending Technique, Craftsman Needs No Tools
A Solar who has the power to build an Artifact may also
temper it with greater power. To use this Charm, the Exalt
must have an Artifact weapon to work with, and the owner
of the weapon must have unlocked all of its Evocations.
Typically this means the Artifact has a rating of three or
four dots, as Artifacts rated five or N/A usually have no
known limit to their number of inactive Evocations. With
this Charm, the Exalt spends (10 - Essence) hours reforging the weapon in her workshop. When she is finished,
the weapon gains one new Emerald, Sapphire, and
Adamant Evocation. Each of these Evocations is inactive
and must still be learned. If the weapon does not belong
to the Solar, the experience points cost can be paid by the
weapon's owner. This Charm may not be used twice on
the same weapon until the added Evocations have been
mastered. The nature of added Evocations will reflect the
wielder's spirit, the weapon's attitude and character, and
the forger's design.

For some reason, the single bit that annoys me most is that they still haven't added the word "willing" to CBT.


[SCREAMS INTERNALLY]
 
Now that you mention it..
Really?
*Checks*
.................... *Sighing sounds* really. Page 296, for those who wants to check.

Incidentally, Exalted third edition cost in Euros is currently €26,66. Coincidence? I think it is getting less and less likely.

Edit: meanwhile Beast the Primordial is €17,77. Should we ask the devs to make Chronicles of Darkness canonically the future of Exalted again? It may help!
 
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Really?
*Checks*
.................... *Sighing sounds* really. Page 296, for those who wants to check.

Incidentally, Exalted third edition cost in Euros is currently €26,66. Coincidence? I think it is getting less and less likely.

*Tips hat[1]*

Always there to help.

[1]Incidentally, I do not have a hat.

Edit: meanwhile Beast the Primordial is €17,77. Should we ask the devs to make Chronicles of Darkness canonically the future of Exalted again? It may help!

CofD has never been the future of Exalted, CWoD was.

Or rather: Exalted was the past of CWoD, but CWoD was not the future of Exalted, someone else can explain it better than I can.

More importantly, you are implying that Beast can help anything. :V
 
*Tips hat[1]*

Always there to help.

[1]Incidentally, I do not have a hat.

You know what? In my first language, hairs and hats only have a single letter of difference. (Capelli is hairs, Cappelli is hats.)

So, if you would ignore the strange buzzing chainsaw sounds, you may find shortly shorth some hairs, but with a new crimson hat/hats!
CofD has never been the future of Exalted, CWoD was.

Or rather: Exalted was the past of CWoD, but CWoD was not the future of Exalted, someone else can explain it better than I can.

More importantly, you are implying that Beast can help anything. :V
I am mostly hoping for the suckitude of the two works to mutually annihilate itself. And i thought that the whole of the WoD was renamed CofD? Or only the new one?
 
I am mostly hoping for the suckitude of the two works to mutually annihilate itself. And i thought that the whole of the WoD was renamed CofD? Or only the new one?

The gameline that started with Vampire the Masquerade was called the "World of Darkness". Then about twelve years later the same company would release a similar gameline also called the "World of Darkness". On fan tongues, these became the "Old World of Darkness" and "New World of Darkness" respectively. When the company started releasing Old WOD titles again, they started calling it "Classic World of Darkness". A little later, the "New World of Darkness" was renamed the "Chronicles of Darkness", but many still call it New WOD. The company currently owning the Old/Classic WOD want to call the Old/Classic WOD just "World of Darkness", but many still call it CWOD or OWOD.
 
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