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Alchemicals: Forged by the Machine God for Exalted 3E RPG

Created by Onyx Path - Alchemical Exalted

The next supplement for the Exalted Third Edition tabletop roleplaying game

Latest Updates from Our Project:

A Peek Ahead: Crystal Chameleon Style and Live Wire Style
about 2 months ago – Mon, Dec 02, 2024 at 06:34:48 AM

Hello Cogs in the Machine!

We're into December now! These final weeks will be all about Martial Arts and Sorcery and Artifacts and Allies and Adversaries! Let's get a little taste of what's to come with a sneak peek at Crystal Chameleon Style!




Crystal Chameleon Style

Crystal Chameleon style is paradoxical, simultaneously stealthy and conspicuous. Its most famous practitioners in Autochthonia are Alchemicals, who weaponize their anima banners to become blinding, brutally effective fighters and assassins. Mortal stylists and Champions alike make use of firecrackers, neon gas bombs, and other gear to generate flashes of light. Its mortal practitioners are thus largely people of means, ingenious alchemists, or those who can otherwise procure such supplies.


Warriors who wish for their work to be noticed prize Crystal Chameleon style, using it across the Eight Nations to brutal effect. It’s the style of Alchemical assassins acting as state-sanctioned heroes, but it’s also the style of killers who want to send a message: tunnel folk raiders, Sovan death commandos, strike-breaking regulators, voidbringer dissidents, and the legbreakers employed by Claslati glot-bosses. 


Rare in Creation, the style is preserved  by esoteric masters, particularly in societies proficient in alchemy. Many dwell in the forests of the Northeast and Far East, though their secrets have taken root and spread to other stylists, such as Calin’s Five Shades, the enigmatic Forest Witches, and Palanquin rebels. In the South, practitioners use firedust as a form of blinding powder.


Crystal Chameleon Weapons: This style uses ostentatious, flashy kicks and strikes that catch unwary opponents off guard, along with lunging movements that confuse the enemy’s eyes. It also uses the meteor hammer, rope dart, short spear and spear.


Armor: Crystal Chameleon is incompatible with armor.


Complementary Abilities: Stealth is key to this style, while Athletics and Dodge are important for battlefield mobility.


Meteor Hammer/Rope Dart
  • Medium (Damage +9, Overwhelming 1)
  • Tags: Bashing (Meteor Hammer), Flexible, Lethal (Rope Dart), Martial Arts, Special, Thrown (Short), Two-Handed
  • Special: After attacking with a meteor hammer or rope dart, a character may pull it back to hand with a miscellaneous action. With 3+ extra successes on the attack roll, this can be done reflexively. This isn’t compatible with magic that extends the attack’s range, unless the nature of the effect would still let the wielder pull back the rope or chain.
  • Note: Ranged weapons with the Martial Arts tag can only be used with Martial Arts, as usual. The Archery and Thrown tags are used solely to determine the weapon’s traits.

One Wire Among Many

Cost: 3m; Mins: Martial Arts 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None

Compressing her anima into a refracted sheen around her, the stylist dives for cover with light trailing behind her. 

The stylist adds (higher of Essence or 3) dice on a Stealth roll to establish concealment in combat. Opposing rolls suffer a −1 visual penalty if the stylist’s anima is at glowing or higher, or if she stunts with the use of blinding powder, firecrackers, or the like. This penalty increases to −2 if the stylist is behind cover. 


In Creation, this Charm is known as Just-Another-Branch Deceit. 


Light-Treading Technique

Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: One Wire Among Many

With a flux of her body’s Essence, the stylist bends light around herself to become swifter and step lighter. 

The stylist rerolls up to (Anima + 1) dice that roll non-1 failures on a movement action. If she moves while in concealment, this increases to (Anima + 3) dice.


Sudden Radiance Onslaught

Cost: 4m, 1a; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: One Wire Among Many

The stylist strikes quickly and brutally in an overawing display, her anima strobing through the spectrum as she attacks. 

The stylist adds two dice to an attack’s post-soak withering damage or decisive damage. This increases to (higher of Essence or 3) dice on unexpected attacks, or if the stylist’s anima was at bonfire when she used this Charm. If the attack hits, the enemy’s onslaught penalty doesn’t refresh at the end of his next turn, instead doing so at the end of that round. 


Mastery: This Charm’s damage bonus is increased by one die.


Crystal Chameleon Form

Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form, Uniform
Duration: One scene
Prerequisite Charms: Light-Trading Technique, Sudden Radiance Onslaught

The stylist strikes the light around her, fracturing it into a shifting prism as she assumes a stance hidden within the grandeur. 

The stylist gains the following benefits:
  • Attacks against her suffer a −(Anima, minimum 1) visual penalty.
  • She ignores Stealth penalties from her anima, and can attempt to enter concealment even when it’s at burning or higher.
  • When she makes a surprise attack from behind cover, the Defense penalty increases to −3.
  • She adds (Anima, minimum 1) dice to movement actions in combat.

Special activation rules: Whenever the stylist rises two levels of anima in a single instant while in combat, she may reflexively enter this Form.


Flashing Fatal Strike

Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: Razor-Edged Prism Assault

The blinding radiance of the stylist is the last thing her victims ever see.

The stylist makes a decisive attack against an enemy within short range, immediately crossing the distance between them in a flash step. She adds (higher of Essence or Anima) dice of damage, plus an additional die of damage for each of the following conditions she satisfies:
  • The target is currently suffering visual penalties. (This includes the penalty inflicted by this style’s Form.)
  • The stylist’s anima is at burning or higher.
  • The attack is unexpected.
  • The stylist is attacking from behind cover.

Mastery: The stylist adds two dice of damage for each condition she meets.




Live Wire Style

Live Wire style uses flowing movements and whips to entrap enemies, then delivers painful and debilitating strikes with brutal speed. Most Autochthonians know it as the style of the Flashing Wire Collective, an international fraternity of regulators. Its members wield braided steel cables as whips, fighting in underground tournaments that pit each nation’s regulators against each other in fierce competition.


Kamak’s Wickedness-Threshing Bureau was originally a regulator task force — and part of the Flashing Whip Collective — devoted to rooting out antisocial conspiracies, but it went renegade during the Communal Revolution, siding against the Tripartite Assembly. Centuries later, its legend has been revived by a cell of the One Tier Movement, whose members keep lengths of precious alloy wire hidden until it is time to strike. 


Among the tunnel folk, this style is practiced by the Maker’s Flails, who traverse labyrinthine snarls of giant, electrified cables in the Reaches. Their warriors wield filament-thin whips to combat gremlins drawn to these vital conduits of the Maker’s electric Essence. They freely share their techniques with outsiders, building a distributed network of gremlin hunters.


In Creation, Strangling Lightning style is a close cousin of Live Wire, though its masters are more likely to wield whips of tanned hide than woven wire. The South’s Thunder Children are mercenaries and outlaws, currently in the employ of Rankar VII, despot of the volcano city of Gem. The Sweet Executioners wield glass-studded whips in raids on traders leaving Chiaroscuro, when they aren’t protecting them as hired caravan guards. Across the waters of the Dreaming Sea, half a dozen pirates claim to be undisputed masters of the style, denying any association with the others. 


Live Wire Weapons: Live Wire style’s unarmed attacks utilize flowing movements that suddenly explode into lashing strikes. It’s most often used with whips, typically wielded in pairs. Some of its Charms work better with whips, or require the stylist to wield them. 


Armor: Live Wire Style is compatible with all armor. 


Whistling Analog Signal 

Cost: 1m, 1wp; Mins: Martial Arts 2, Essence 1
Type: Simple
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: None

The stylist is never outnumbered, her blows singing outward in all directions as they crash against her enemies. 

The martial artist makes two decisive attacks. If she uses paired whips to attack, she adds an automatic success on both attack rolls. She divides her Initiative evenly between these attacks to determine their damage, rounding up. If the stylist makes both attacks against the same enemy and hits with at least one of them, that character’s attacks don’t inflict onslaught penalties on the stylist until the end of that character’s next turn.


In Creation, this Charm is called Howling Levin Note.


Mastery: This Charm prevents hit enemies from inflicting onslaught penalties even if the stylist attacks two different characters.


Lightning Supremacy Reversal 

Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Terrestrial
Duration: Instant
Prerequisite Charms: Whistling Analog Signal 

The stylist strikes in a flickering, formless movement, trapping her enemy’s weapon within coils of crackling Essence.

The stylist adds one die on the attack roll and Initiative roll for a disarm gambit. or two dice against metal weapons. If she uses a whip and rolls 3+ extra successes on the Initiative roll, she can throw a disarmed weapon an additional range band away. 


Terrestrial: The stylist only gains the increased disarm range if her Initiative is at least ten higher than her target’s.


Tangled Weaver’s Trap

Cost: 5m; Mins: Martial Arts 3, Essence 1
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Whistling Analog Signal

The martial artist’s whips lashing out in a sizzling helix, ensuring no fugitive can flee beyond her reach. 

The stylist uses a whip to make a disarm or grapple gambit against an enemy within short range, adding one die on the attack roll. If she’s dual wielding whips, she adds two dice instead. With grapples, her enemy remains in place, entangled by her whip, which works as a normal grapple. Enemies can attempt a difficulty 3 gambit to free him, rolling against the stylist’s Parry. 


The stylist can use this Charm at medium range while in Live Wire Form, entangling arcs of lightning branching outward from her whip.


Mastery: This Charm’s range is enhanced even when the stylist isn’t in Live Wire Form.


Live Wire Form

Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form, Uniform
Duration: One scene
Prerequisite Charms: Lightning Supremacy Reversal, Tangled Weaver’s Trap

The stylist lashes her whips in jagged zigzag patterns that contrast her fluid movements. Her sudden, vicious strikes crackle and pulse with electrical charge.

The martial artist gains the following benefits: 
  • When the stylist successfully lands an attack — withering or decisive — her target suffers two dice of unsoakable withering damage from crawling electrical energy after the attack’s damage roll. He suffers three dice instead if he’s wearing metal armor. The stylist doesn’t gain Initiative from this.
  • She can reflexively summon whips of lighting into her empty hands, with the traits of a mundane whips. 
  • She increases the bonus on clash attacks for dual wielding whips by one die.
  • She reduces the Defense penalty for grappling by one. 

In Creation, this Charm is known as Strangling Lighting Form.


Special activation rules: When the martial artist succeeds on a grapple or disarm gambit and rolls 3+ extra successes on the Initiative roll, she may reflexively enter Live Wire Form.


Crackling Arc of Retribution

Cost: 8m, 2i, 1wp; Mins: Martial Arts 5, Essence 2
Type: Reflexive
Keywords: Clash, Decisive-only, Perilous, Terrestrial
Duration: Instant
Prerequisite Charms: Charged Coil Surge

The stylist unleashes electric vengeance on those who refuse to heed her authority, hands and whips moving with impossible speed and crackling with Essence. 

When an enemy with Initiative lower than the martial artist’s makes a non-ranged attack against her, she  reflexively clashes with a decisive attack. While wielding a whip, she can clash ranged attacks, but only deals damage if the opposing attack used a projectile that she can redirect. 


If the stylist is dual wielding whips, she converts the attack roll dice bonus from dual wielding to non-Charm successes.


Terrestrial: The clash counts as the stylist’s attack for the round — or the next round, if she’s already attacked.



 


A Peek Ahead: Beam Weapons
about 2 months ago – Fri, Nov 29, 2024 at 09:50:34 AM

Hello Cogs in the Machine,

Before we get to today's sneak peek, I've got a few other bits to share with you. First up, two recent Onyx Pathcast episodes have covered some very interesting Alchemicals topics.


Onyx Pathcast Episode 337: Meet The Alchemicals Writers! <link>

In this podcast episode, the Pathcast hosts talk to Jon Matyus and MJ Monléon, Exalted writers, about their work on Alchemicals: Forged by the Machine God!


Onyx Pathcast Episode 338: An Alchemical Overview <link>

In this episode of the podcast, the pathcast team talk about Alchemicals: Forged by the Machine God.

Give those episodes a listen when you've got some time to get a peek behind the curtains (and a lot of other discussion about occasionally-related things).


Next up, let's talk about Stretch Goals, because we've quietly smashed another target!!


[ACHIEVED] At $120,000 in Funding - ALCHEMICALS COMPANION: Ramos-Autrama, Riven by War - Once, Ramos-Autrama was not one city, but two: one from Yugash, and one from Sova. In the wake of the bitter War of Ashes between the two nations, the two war-torn metropoli found themselves forced together by Autochthonia’s theotectonic movements, isolated from both nations. Now, only the intervention of foreign powers keeps the city’s divided populace from turning on each other and restarting the war.

And now, let's mark a few milestones to help us keep pace as we work through the third week of the campaign before adding more to our Alchemicals Companion.

At $123,000 in Funding - ALCHEMICALS Digital Wallpaper - Awesome Alchemical Exalted artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added to the rewards list of all backers supporting this project.
 

At $126,000 in Funding – ALCHEMICALS VTT Token Pack – Digital assets will be created to support online play for Alchemcials, including key character and creature tokens from the book. This online asset pack will be added to the rewards list of all backers.
 

At $130,000 in Funding - ALCHEMICALS COMPANION: Servants of the Machine God - Quick Character traits for a variety of machine spirits found in the Realm of Brass and Shadow.





Beam Weapons

These artifact weapons project a glowing blade of Essence rather than a conventional cutting edge. They take the form of intricate cylinders constructed from magical materials, encased in a shell of reinforced alloys, and tipped with a concave crystal disc. Each magical material produces a blade of different characteristics: orichalcum beam weapons are formed from radiant sunlight, blue jade from crackling lightning, and starmetal from prismatic rainbow-hued light. The hilt of a beamklave, the beam version of a daiklave, is typically around a foot long, straight or slightly curved. Other weapons, like beamlances and beamscythes, have staff-like shafts. Beamkhatars and beamclaws instead take the form of alloyed gloves that project the blade from the back of the wrist. 


A beam weapon can take the form of any hand-to-hand weapon that cuts or pierces. Many beam weapons have the concealable tag, their emitter-cylinders being small enough to secrete about one’s person. Others may lack this benefit, like a beamcleaver with a heavy full-length haft or an unusual beamklave that projects a cutting edge from a solid blade. 


All beam weapons provide the Essence Core Ignition Evocation for free when first attuned.


Essence Core Ignition

Cost: 3m (2i); Mins: Essence 1
Type: Reflexive
Keywords: Dual
Duration: One scene
Prerequisites: None


With a hiss and a flare of light, the gleaming blade of the weapon ignites.

The wielder activates the beamklave, allowing her to wield it as an artifact weapon. It has the following effects:
  • Attacks with it ignore three points of soak and Hardness. 
  • When the wielder succeeds on a disarm gambit against a non-magical weapon, she can reflexively pay two Initiative to destroy it. 
  • The wielder can also pay two Initiative to destroy a non-magical weapon after successfully blocking an attack made with it if the attacker failed by two or more successes. (This doesn’t affect weapons that use projectiles). Against an unarmed attack, she can instead inflict two dice of decisive damage, which ignore Hardness.
  • The wielder adds two automatic successes on feats of demolition when using the weapon to destroy objects and scenery (Exalted, p .229). She can complete feats to destroy objects or cause similar personal-scale damage instantly. 
  • The ignited beam weapon emits light comparable to a glowing anima banner (p. XX).

Voltspindle (Blue Jade Reaper Beamklave, Artifact ••••)

Voltspindle was forged from a fingertip of the Subminister Shedik, Accumulator of Debok Moom. Shedik draws lightning toward it wherever it goes, resulting in an ever-growing electrical storm that only abates when the machine spirit pours its accumulated power into some great work or terrible foe. Mortals encounter Shedik more than they might wish, as it’s quite curious, moving through the Reaches with frightening speed in pursuit of whatever or whomever captures its interest. 


Shedik treasures whatever willing companions it may find among those it stalks. The priest-artificer Effulgent Beacon of Praxis was numbered among them. When Shedik’s old friend came in search of a weapon to slay her traitorous lover, the subminister gladly gave her one of his blue jade fingertips to an artificer. 


Since then, Voltspindle has changed hands quite often, as its wielders are known more for their passion than their pragmatism: Resolute Doctrinal Sledgehammer, breaker of the Elevated; Broken Engine Psychopomp, fabled among Jarish’s gremlin hunters; Furnace of Burning Law, who used it to slay a grand autocrat before the entire National Tripartite Assembly.


Voltspindle’s hilt is an irregular, roughly-cylindrical chunk of blue jade flecked with golden impurities. bound in a precisely-calibrated steel wire cage. When activated, the beamklave emits a finger-thin, blue-white blade of energy that spits sparks at the slightest contact. The weapon feels lighter when active, hissing joyfully through the air as if urging its wielder to keep moving.

Attunement: 5m
Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 5)
Tags: Lethal, Melee, Balanced, Concealable
Hearthstone Slot(s): 1
Era: The Ascension of Jast


Evocations of Voltspindle

Voltspindle’s wielder awakens Essence Core Ignition (p. XX) for free upon attuning it for the first time.


Storm-Heart Capacitor

Cost: —; Mins: Essence 1
Type: Permanent
Keywords: Dual
Duration: Permanent
Prerequisites: Essence Core Ignition


Stray electric arcs buzz along Voltspindle’s blade as it builds up charge, and even the sound of the beamklave cutting through air heightens in pitch.

Voltspindle’s wielder can build lightning charges while wielding the beamklave. She gains one lightning charge when she uses Essence Core Ignition, wins Join Battle, or lands a decisive attack from Initiative 12+ that resets her Initiative. As long as she has any charges, she gains the following benefits:
  • Her withering attacks add one die of raw damage for each charge she has.
  • Her decisive attacks add one die of damage for every two charges she has, rounded down.
  • When determining the wielder’s effective Initiative for turn order, each charge adds +1 to her effective Initiative. She loses this benefit while crashed.

Some Evocations require the Voltspindle’s wielder to spend lightning charges. Any charges spent enhancing an attack are still included when determining the bonus this Evocation adds to the attack.


Voltspindle can store up to six lightning charges. All accumulated charges are lost when the weapon is deactivated.


Heart-Seeking Conduit

Cost: 2m, 1 charge; Mins: Essence 1
Type: Supplemental
Keywords: Dual, Resonant
Duration: Instant
Prerequisites: Storm-Heart Capacitor


Thin fingers of electricity reach out and grasp Voltspindle’s target, guiding the blade to its destination like a lightning bolt.

The wielder adds an automatic success on an attack roll. On a withering attack, she adds Storm-Heart Capacitor’s damage bonus to the attack’s post-soak damage, instead of its raw damage. On a decisive attack, she adds one die of damage for each charge, instead of every two charges.


An enemy damaged by the attack is numbed by the electric shock, suffering a −1 penalty on all rolls until the end of his next turn. The penalty increases to −2 if the wielder has four or more charges (including the charge spent on this Evocation).


Resonant: This Evocation’s lightning charge cost is waived against crashed enemies.


Voltaic Edge Accretion

Cost: 3m; Mins: Essence 2
Type: Reflexive
Keywords: Dual, Resonant
Duration: Instant
Prerequisites: Storm-Heart Capacitor


Voltspindle's blade can barely contain the electric Essence that builds with each clash of weapons.

Voltspindle’s wielder can use this Evocation reflexively after she lands a withering attack or blocks an attack. She gains one lightning charge and one Initiative, and Voltspindle’s blade flares as bright as a burning anima until the end of the round (p. XX).


Resonant: Voltspindle is drawn to flat-footed opponents like lightning to a rod, granting an additional lightning charge against crashed enemies.




Radiance (Orichalcum Beamklave, Artifact •••••)

The first factory-cathedral of ancient Claslat was a humble thing by the standards of later eras’ transcendent manufactories, though still a marvel by any measure. The Champions of old spun filaments of orichalcum by hand to forge their temple’s fabricator-limbs, and wrought its magnificent crystalline icon-arrays by painstakingly etching and chemically treating each lens in turn. The First Fane of the Maker was a hub of burgeoning industry in those needy years, spinning duct-sheathing into wearable garments and nutrient paste into wholesome food, while also serving as the forge of Claslat’s Champions. 


Then the Blight came, and the First Fane fell. As Claslat fought for its survival, Incarnate Engine of Prosperity sifted through the temple’s wreckage. She followed the light of shattered and sputtering fuse-lamps, refracted by broken adamant, She found herself before the last of the intact icon-array lenses, and was struck by divine inspiration. When she emerged from the wreckage of the First Fane, a golden light filled the darkness, a blade of divine judgement to drive back the Blight. 


After her victory, Incarnate Engine of Prosperity did not remain in Claslat for long. She departed on a holy pilgrimage into the depths of Autochthonia, where she came to join the Eight Divine Ministers’ Machine Saints. After Engine’s demise, her beamklave, Radiance, became part of the Ministers’ divine arsenal, enshrined within the Crystalline Sanctum of the Godhead. Over the millennia, they have bestowed it upon worthy Alchemicals, both Machine Saints and Champions of the Octet. Radiance seeks a wielder with a cause to uphold, and the Divine Ministers seek out such heroes to bear it. 


Radiance’s story has been told in flashes of light across the Octet’s history: the revolution against the tyrant Champion Weaver of the Eternal Banner, the purge of the heretical Circle of Fallen Iron, the redemption of the rogue subminister Koth-Duem. Each time the blade appears, the world of Autochthonia changes.


Radiance’s hilt is a fluted orichalcum cylinder, with a hearthstone socket as a depression at its pommel. Its ignited blade is an array of brilliant white-gold filaments that resemble circuitry in the shape of a double-edged longsword.


Attunement: 5m
Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 5)
Tags: Lethal, Melee, Balanced, Concealable
Hearthstone Slot(s): 1
Era: The First Blight


Evocations of Radiance

The wielder unlocks Essence Core Ignition (p. XX) upon attuning to Radiance for the first time.


Brilliant Shining Heart

Cost: —; Mins: Essence 1
Type: Permanent
Keywords: Aggravated, Dual, Resonant
Duration: Instant
Prerequisites: Essence Core Ignition


Engraved around the beamklave’s emitter ring are these words: “Faith is a blade.”

Upon learning this Evocation, the wielder chooses one of her Major or Defining Principles, which becomes her Axiom. While Essence Core Ignition is active, she gains the following benefits:
  • She adds +1 Accuracy against enemies whose actions violate, threaten, or otherwise oppose her Axiom, and deals aggravated damage on decisive attacks against them.
  • She adds +1 Resolve against influence that’s opposed by her Axiom.
  • If she uses Radiance as part of a stunt when she makes an influence roll, she adds an automatic success if the influence aligns with her Axiom. 

The wielder can change her Axiom to a different Principle once per story. If her Axiom is lowered to Minor intensity, the wielder can choose a new one at the end of the scene.


Resonant: The bonus die from this Evocation’s Accuracy bonus is converted to a non-Charm success.  


All-Conquering Refulgence

Cost: 3a; Mins: Essence 2
Type: Reflexive
Keywords: Dissonant
Duration: One scene
Prerequisites: Brand of Burning Gold


Anima and beamklave burn as one, a beacon to light the Realm of Brass and Shadows.

The wielder transfers the light of her bonfire anima into Radiance. For the rest of the scene, the beamklave’s blade sheds light as if it were a bonfire anima (p. XX). The wielder gains one Initiative at the start of each round, as do all allies in the scene whose actions align with her Axiom. Such allies also gain +1 Resolve against influence that’s opposed by her Axiom. 


Dissonant: This Evocation ends if the wielder is crashed.


Blinding Coruscation Slash

Cost: 8m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Dissonant
Duration: Instant
Prerequisites: All-Conquering Refulgence


Radiance flares to an unbearable brightness, extending its edge to sear away the ranks of the unworthy.

The wielder makes a single decisive attack against everyone within close range of her, or in a line out to short range. She can exempt allies from this attack, unless they’ve acted in a way that opposes her Axiom in the current scene. She divides her Initiative equally between each hit target, rounding up. She adds (Essence) additional damage dice against each target that opposes her Axiom. Characters damaged by this attack is blinded, suffering a −3 penalty on vision-based rolls for the rest of the scene.


While using All-Conquering Refulgence, this Evocation’s range is extended by one band, letting the wielder attack everyone within short range, or in a line out to medium range. She can end All-Conquering Refulgence to extend its range by an additional band.


Dissonant: This Evocation can only be used while All-Conquering Refulgence. All-Conquering Refulgence doesn’t increase the attack’s range, and she can’t end that Evocation for an additional range bonus. Blinded targets recover their sight when All-Conquering Refulgence ends.


Have a great weekend!

SETTING WEEK - Part D - Beyond the Bounds of the Octet
about 2 months ago – Thu, Nov 28, 2024 at 06:13:33 AM

Hello Cogs!

It's not a turkey-based holiday where I live, but there we have had our first snowfall of the year, so things are a little more chaotic this morning! For those with a long weekend, we've got the final section of our Setting chapter for you today, something to fill a quiet moment or maybe give you something to talk about with cool relatives!

To that point, we're exactly at the mid-point of the campaign, so please continue to spread the word where you can, letting your gaming friends and friendly gamers know about this. Feel free to share on your social media and in your social circles, and let's see if we can't unlock our Stretch Goal target before we cyber into Monday.





Draft Manuscript Previews

Today, we go beyond the bounds of the Octet and finish up our Setting chapter for Alchemicals: Forged by the Machine God. As a reminder, the developers want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: https://forms.gle/TNemGoMirkKR4h8U6


You can use this Feedback Form to share your thoughts directly with the Exalted creative team to help guide them through the next rounds of development and editing.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Learn More" button on the bottom and I'll see you below this title treatment.





SETTING WEEK - Part C - The Nations of the Octet
about 2 months ago – Wed, Nov 27, 2024 at 05:17:56 AM

Are you ready, Cogs?

This is a big one! Today's backer download covers the nations of the Octet, and there's a ton of material here! I've really enjoyed the setting sections thus far, and this one is even bigger and better than the last two! And we've still got one more to to... and then a special Soulsteel Friday sneak peek. (No, the Soulsteel isn't a hint, that's just my way of saying Black Friday but, ya know, making it Exalted.)




Draft Manuscript Previews

Over the course of the campaign, backers will receive the entire current draft manuscript for Alchemicals: Forged by the Machine God, but it's not going to come to you all in one go. The previews will come out in bite-sized sections throughout the campaign. This helps me seem interesting over these 28 days, but it's more about guiding the conversation and helping steer feedback for the developers.

Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: https://forms.gle/TNemGoMirkKR4h8U6


You can use this Feedback Form to share your thoughts directly with the Exalted creative team to help guide them through the next rounds of development and editing.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Learn More" button on the bottom and I'll see you below this title treatment.


SETTING WEEK - Part B - History and Society of the Octet
about 2 months ago – Tue, Nov 26, 2024 at 04:53:14 AM

Good Morning Cogs!

Are you ready to learn about life in the Octet? It's time for our second Setting download for backers!

As a reminder, all backers of this campaign will have access to these draft manuscript chapters as they become availale throughout the campaign, and you'll be able to read the entire book before any pledges are processed or any payments collected! So, join in and check it out!



Another great setting section for you today, covering the history and society of the Octet.


Draft Manuscript Previews

Over the course of the campaign, backers will receive the entire current draft manuscript for Alchemicals: Forged by the Machine God, but it's not going to come to you all in one go. The previews will come out in bite-sized sections throughout the campaign. This helps me seem interesting over these 28 days, but it's more about guiding the conversation and helping steer feedback for the developers.

Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.


In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: https://forms.gle/TNemGoMirkKR4h8U6


You can use this Feedback Form to share your thoughts directly with the Exalted creative team to help guide them through the next rounds of development and editing.



Shipping Costs will be Collected in the Pledge Manager

First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. And that's as of today - we're all in the dark about how things will look in 2 years. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they haven't been able to set up ongoing international partners to handle portions of the fulfillment. So we are where we are - for now.

The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.



DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Learn More" button on the bottom and I'll see you below this title treatment.