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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:

SETTING WEEK - Part A - The world of Autochthonia
about 2 months ago – Mon, Nov 25, 2024 at 06:30:36 AM

Good morning, Cogs!

Welcome to our next manuscript preview for backers! For the next four days, we'll be delving into the setting of our Alchemicals book, exploring the living world-body of the Machine God.



We've broken the huge setting section into four parts:

  • Alchemicals Draft Manuscript Chapter 2A - The world of Autochthonia 
  • Alchemicals Draft Manuscript Chapter 2B - History and Society of the Octet 
  • Alchemicals Draft Manuscript Chapter 2C - The Nations of the Octet 
  • Alchemicals Draft Manuscript Chapter 2D - Beyond the bounds of the Octet 

This will keep us from getting overwhelmed reading a massive chapter all in one go, but it'll really help keep the conversaton alive and focused during this busy week!


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





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.

Charms Week - Part C (Stamina, Strength, Wits)
about 2 months ago – Fri, Nov 22, 2024 at 05:09:50 AM

Hello Cogs,

Third time's the Charm!


With this third backers-only manusript download, we've come to the end of Charms Week! Backers now have access to the entirety of the Charms chapter from this book, at least in this draft version. Anyone who backs this project will have access to the entire draft manuscript before the campaign ends - before any pledges are processed or payments collected!

That means you'll know exactly what you're getting in to, but more importantly it means you'll be able to help out the development team by guiding the book through the next stages of editing and development! 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.



As we finish up Charm Week, we've got some excitement ahead... but we're also entering the quiet middle section of any crowdfunding campaign. So we'll spend next week digging into the setting of Alchemicals, guided forward by our next Stretch Goal which sits off in the distance. We've done a great job building a Companion supplement, and we'll get back to adding new sections after we've shared our setting material.


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.

But I'm thinking too far ahead. Let's focus on today and our final Charms section!



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.

A Peek Ahead: Sorcery in Autochthonia
about 2 months ago – Thu, Nov 21, 2024 at 07:36:18 AM

Hello Cogs,

As we begin our second week of the campaign, I've got another sneak peek of material coming in a few weeks to backers. As a reminder, backers of this project are able to download and read the draft manuscript and will have access to the entire text of the book as it exists now before the end of the campaign - before any pledges are processed or payments collected.

I'll be back tomorrow with our third and final section of Charms, but for today, let's dream about Sorcery!




Sorcery in Autochthonia

The Eight Nations know sorcery as an ancient art, one that predates the Great Maker’s exodus. It is spoken of with a mixture of reverence, suspicion, and mystery. Alchemical sorcerers may rightly wield such power, but its rare mortal practitioners wield magics that could threaten the Octet’s status quote. Folklore stigmatizes it as a selfish, egoistic power that comes from within, in contrast to Champions forged by the strength of their community. Many sorcerers, Alchemical and mortal alike, see themselves as the heirs to an enigmatic legacy, exchanging scraps of apocrypha from before humanity came to Autochthonia in addition to more recent sorcerous discoveries. 


The Alchemical Exalted are sorcery’s most numerous practitioners, but even for them, sorcery is often regarded as an esoteric pursuit. Some machine spirits are initiated into the art, including a few especially inquisitive or well-suited First Circle machine spirits. 


Mortal sorcerers are as rare in Autochthonia as they are in Creation. There are few established sorcerous schools or traditions among the Octet, and fewer still that would admit mortals. Mortal sorcerers most commonly discover the secrets of sorcery through communion with the Great Maker and his emanations. Each nation has its own attitude towards mortal sorcerers, but most expect them to put their talents at the Tripartite Assembly’s disposal. In some cities and metropoli, they’re assigned labors worthy of their sorcerous talents; in others, they’re recruited into units of elite sorcerer-agents. Those who serve their nation with enthusiasm and dedication may be regarded as minor saints with holy purposes; those who abuse their gifts meet harsh censure, including exile or execution as a Lumpen or a voidbringer. 


Necromancy is all but unheard of in Autochthonia, its Essence anathematic to that of the Great Maker. Its known practitioners are almost entirely gremlins, with the mightiest of them being corrupted Alchemical Apostates. For more information on necromancy, see Abyssals, p. XX.


The Canon Protocols
Many spells from before Autochthon’s exodus are maintained in a text called the Canon Protocols, sometimes included among the chapters of the Tome of the Great Maker. While a recorded spell’s names may sometimes depart from Creation’s terminology, its natures does not. The Autochthonians know Flight of the Brilliant Raptor as the Missile of Shrieking Flame, but it still conjures a firebird — though even savants might mistake it for some strange insect from lost Creation. Other “common” texts exist, from the esoteric Circle-in-Circle, whose students must first discover how to the read it, to the borderline heretical Rathemar Treatise. 

Sorcerous Initiations 

Autochthonian sorcerers walk strange paths through a Realm of Brass and Shadows, cultivating the clockwork enlightenment of the Machine God or studying the fundamental mysteries of the cosmos and the Grand Design. For Alchemicals, their sorcerous initiation is given form in their Man-Machine Weaving Engine. Designing, creating, and installing it are often the culmination of a sorcerer’s path, or the penultimate step before enlightenment.


Storytellers and players should feel free to adapt sorcerous initiations from other Exalted books to Autochthonia, altering them as needed to fit the Realm of Brass and Shadows. An Alchemical who studies under the Subminister Murogam, the Living Foundry, could represent this tutelage using the Pact with an Ifrit Lord initiation (Exalted, p. 467). Other initiations need no adaptation, like the Soul-Perfecting Elixir (Exalted, p. 469). Likewise, Autochthonian initiations can be adapted for Creation.


Arcanometric Calculus 

The sorcerer-savant Pursuit of Infinite Accuracy pioneered this field of esoteric mathematics, the study of impossible mystery-theorems and the gematria of numbers not yet discovered. Its practitioners, known as Calculists, begin their study with a rigorous curriculum of advanced mathematics, focusing on the metaphysical geometries and dynamic, non-linear formulae that describe key patterns of Essence. There is no single formula for enlightenment — each Calculist’s initiation is a singular epiphany into the calculus of the cosmos,  as months or years of learning and experimentation crystallize into transcendent understanding. 


Shaping Rituals

Energy Redistribution Equation: The sorcerer is tattooed with intricate geometric circuit-sigils that can channel and redirect Essence flows. Once per scene, she can charge them with up to (higher of Essence or 3) sorcerous motes by drawing in ambient Essence from a willing metropolis or a demesne, manse, industrial organ, or similar site of power. In the Reaches, this can also be done with a successful roll to tap an energy-bearing conduit (p. XX). These motes last until the end of the scene. She can also charge the circuit-sigils to gain this bonus when she takes damage from an energy- or Essence-based attack or hazard. 


Infinite Theorem Recitation: The sorcerer retreats into meticulous calculations, repeating a litany of esoteric formulae and ineffable proofs. After spending eight hours performing these calculations,, she rolls (Intelligence + Lore), banking sorcerous motes equal to her successes. She need not perform all eight hours of study consecutively. These sorcerous motes last until the end of the story or her next use of this ritual. The sorcerous mote can add a non-Charm die on the roll by doubling the amount of time required. She can additional non-Charm die by doubling that time, and so on, up to a maximum of five dice after 256 hours. 


Sublime Geometric Array: Once per scene, the sorcerer may summon an array of concentric circles and geometric patterns formed from pure Essence when she takes a Shape Sorcery action. This circle extend to close range when she takes a Shape Sorcery action to begin shaping a spell. So long as the sorcerer remains within the circle, she adds a non-Charm success on all Shape Sorcery actions.


Merits

Demiurge Line Geometries (•): The sorcerer can make a difficulty 3 (Intelligence + Lore) roll after a few minutes of calculation to analyze local Essence flows. Success lets her detect the presence of a demesne, manse, or industrial organ within (Occult x3) miles, along with the distance and direction to it. If she spends an hour performing more complex equations, she can attempt a difficulty 5 roll to sense such sights within (Occult x20) miles. She can attempt to detect a specific site, or search for whichever is nearest to her.


Extraspatial Reasoning (•): The sorcerer has an intuitive awareness of her position and orientation within in a structure or enclosed area. She must be aware of its general shape or layout, whether through her own observation or based on maps or similar information. She also adds an automatic success on rolls that involve navigating or finding her way through such a space, detecting hidden rooms and passages, or overcoming magic that distorts space or direction. 


Clarity of Intellect (••): Once per day, the sorcerer can add (Occult) dice on a Lore roll that involves math or a Craft roll that could benefit from an understanding of mathematics, such as architecture. This never applies on attack rolls. 


The Mysteries of Ixagrad 

Deep in the Endless Smoke, there is a perfect pearl of habitability. Inside it dwells the subminister Ixagrad, the Miasmatic Parfumier, who tends to the exact composition of the toxic vapors within her home. She is a spindly creature with limbs of elongated bronze, tarnished by startling purple rust. Her voice is a choral susurrus, as if each word had ten speakers. Some of her students seek her out in pursuit the poisonous enlightenment she holds. Others receive visions from her, drawing them along a narrow current of safety into Ixagrad’s garden of toxic flowers. There, she teaches them her mysteries — secrets of medicine, poison, doubt, and purgation. When they are ready, she offers a course of increasingly potent hallucinogenic toxins that will burst open the gates of the mind…or prepare their soul for another attempt in their next incarnation. 


Shaping Rituals

Enlightened Cruelty Epiphany: Once per day, the sorcerer’s player may invoke this shaping ritual to ask the Storyteller for a cruel lesson. a bleak truth revealed by Ixagrad in an omen or nightmare. Some example lessons include “everything ends,” “no one is loyal forever,” or “what you love will wither.”. The sorcerer’s player may incorporate that lesson into a stunt, gaining (higher of Integrity or Medicine) sorcerous motes that last for the rest of the scene. She gains an additional (Essence) motes if she takes a Minor Principle embodying this lesson. Each lesson may only be used once.


Toxic Soul Alchemy: When the sorcerer rolls to resist a poison, she gains sorcerous motes equal to its duration, even if she failed the roll. They last until the end of the day. She may bank up to (Essence + Stamina) motes from this ritual at once. 


Poisonous Apothecary Delight: Once per scene, when the sorcerer diagnoses or treats an ailing character, she banks sorcerous motes equal to her successes on the roll,, savoring her patient’s agonies. She gains an additional (Essence) sorcerous motes if her patient had a total penalty of −4 or higher from wounds, disease, poisoning, or similar ailments, or if he suffers a Major or Defining disease. These motes last until the end of the story or the next time she uses this ritual.


Merits

Hidden Face of Dread (•): The sorcerer can reflexively transform her features into a smoky, wraithsome appearance, gaining the Hideous Merit until the end of the scene (Exalted, p. 162). 


Smog Like Sweet Perfume (•): The sorcerer can breathe smoke as if it was clean air. She adds a non-Charm success on rolls to resist environmental hazards or poisons based on smoke. 


Transcendent Miasma Mastery (••): When the sorcerer casts a spell that creates or manipulates poison or smoke, she reduces its cost by three sorcerous motes. If it’s her control spell, she may lower its Willpower cost by one once per day.


Terrestrial Circle Spells

Aperture of Rarified Breath

Cost: 10sm, 1wp
Keywords: None
Duration: One scene
With a clap louder than the most clamorous factories, the sorcerer pierces a tiny rift in reality from which pours a whistling cloud of superheated steam. 

The sorcerer opens the Aperture of Rarified Breath at a point within long range that she can perceive. It constantly expels superheated steam, an environmental hazard that extends out to short range with difficulty 3 and Damage 1L/round. Anyone fails their roll against the hazard is also knocked back one range band away from the aperture. Objects and structures anchored into the ground are usually too heavy for the steam to push back, but they may still suffer damage from debris and pressure. 


The sorcerer may choose to tap a less perilous reserve of steam when she casts this spell. This reduce the hazard’s damage to zero, though the hazard still causes knockback. Sorcerers sometimes use this as a source of fresh air and water in otherwise inhospitable regions. A single casting can provide air for up to a dozen people within range, though it’s uncomfortably warm and humid. Collecting condensed vapor as potable isn’t always possible, but it provides enough water for a few people to drink for a day under optimal circumstances.

Control: A faint vapor rises from the sorcerer’s lips when she speaks. She adds (Essence) dice on rolls to resist steam-based environmental hazard, and always succeeds on rolls to resist the aperture opened when she casts this spell. She also adds this bonus on rolls to resist airborne disease, and can add it on a Medicine roll to treat disease if she exhales steam as part of the stunt to do so. 


Distortion (8): The aperture contracts, reducing its environmental hazard to close range and reducing the hazard’s difficulty by one.   


CHARMS WEEK - Part B (Intelligence, Manipulation, Perception)
about 2 months ago – Wed, Nov 20, 2024 at 05:39:19 AM

Hood Morning, Cogs!

Are you ready for Round 2?! I've got our next section of Charms for our backers today, this time with our middle section including Intelligence, Manipulation, and Perception Charms! Another big download for your Exalted reading pleasure!



Before I get to the Wednesday Charms, let's look at our most recent Stretch Goal accomplishment and pending targets! We've added another section to our eventual Alchemicals Companion PDF supplement!

[ACHIEVED] At $105,000 in Funding - ALCHEMICALS COMPANION: Industrial Assembly of the Chosen -Quick Character traits for Alchemical heroes from across the Eight Nations — and Creation.

After that, we're in line to take a pause and mark a milestone before expanding our Companion once more. Our upcoming targets:


At $110,000 in Funding - BACKER SHIRT DESIGN - An Alcehmicals-themed Backer shirt will be hosted on Onyx Path’s Redbubble store for a limited time. Backers will be notified when the shirt becomes available for purchase.

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.

Well, if that isn't full of campaign ideas! Let's keep working together and see if we can't get that unlocked over the next week!




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.

And one other quick reminder before we get to the backers-only section.

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.

A Peek Ahead: Martial Art(ifact)s
2 months ago – Tue, Nov 19, 2024 at 10:09:30 AM

Hello Cogs,

I know we're excited for the Charms dropping all through this week, and after yesterday's manuscript section I'm extra eager for MORE!

But that doesn't mean there aren't other things to dream about! We've got lots more coming over these next three+ weeks, so let's see if we can get a sneak peek preview of what's ahead.

What happens if we take some Martial Arts from Chapter 6 and some weapons from Chapter 7? Let's find out!



Gyroscopic Weapons

Gyroscopic weapons are thrown weapons like chakrams and knives that are fitted with sophisticated self-correcting guidance mechanisms that allow them to seek out and attack enemies. Internal gyroscopic mechanisms stabilize them in flight, while high-speed rotary engines for propulsion and maneuvering. Some advanced gyroscopic weapons also incorporate arrays of Essence-fired rockets, magnetic repulsors, gravity-warping fields, or stranger mechanisms. Any Thrown weapon with a cutting edge can be a gyroscopic weapon. 


Gyroscopic weapons always return to the wielder’s hand after an attack. Additionally, all gyroscopic weapons provide the Recursive Trajectory Cut Evocation for free when first attuned.



Recursive Trajectory Cut

Cost: —(3m); Mins: Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisites: None

As the weapon maneuvers to return to its owner's hand, it adjusts its path to strike again at its target.

When the wielder makes an attack that receives dice from aiming, she can forgo the dice bonus to ignore cover as the weapon arcs around it. She can even ignore full cover, as long as there’s an opening for her weapon to pass through and she knows approximately where her target is. 

If an aimed attack misses, the wielder to have the weapon strike on its return trajectory, adding three non-Charm successes to her attack roll. This can turn her miss into a hit, but she deals reduced damage. A withering attack is reduced to its base damage. A decisive attack’s base damage equals to the amount of Initiative she lost for missing, ignoring Hardness. This doesn’t reset her to base Initiative (Exalted, p. 191). The wielder can use this benefit even if she didn’t forgo dice from aiming, and can use it with aim actions that didn’t provide a dice bonus. 


Martial Arts in Autochthonia

As in Creation, the Chosen are the foremost masters of the martial arts in the Realm of Brass and Shadow, though not their only practitioners. The Eight Nations maintain martial arts schools where those who qualify for self-defense training are taught sanctioned styles to promote physical fitness and moral rectitude. Other styles are safeguarded by elite groups within the Tripartite, or by independent schools ranging from legitimate communities to voidbringer cults. Tunnel folk masters pass ancient martial secrets within their clans. Some among the more powerful of machine spirits are studied in martial arts, and pass their wisdom down to the Eight Divine Ministers’ Machine Saints.


Where Did You Learn That Technique?
Some martial arts styles published in other Exalted books have their historical origin at some point after Autochthon’s departure from Creation. However, Storytellers shouldn’t necessarily make this a barrier to such styles existing in Autochthon, especially a style that a player character wishes to use. Their presence in Autochthonia might be explained by a shared descent from ancient martial traditions of the early First Age, convergent evolution among Autochthonian  martial artists, or inspiration experienced by Alchemicals when creating their Perfected Style Matrix.

Thousand Wounds Gear Style

Thousand Wounds Gear evokes mechanical efficiency and industrial violence, crushing and debilitating foes with brutal unarmed attacks and hurled chakrams. The Alchemical Exalted are Autochthonia’s foremost masters of this style, and of its signature weapon, the gyroscopic chakram. It’s also practiced by Estasia’s elite band of Militat razor-gear rangers, who receive their chakrams only after passing a grueling training regimen. The bejeweled raiders of the Baranek Tunnel Folk wield diamond-bladed chakrams in their battle-dances, practicing antique forms carried over decades ago by Octet exiles.


In Creation, this ancient style is known as Thousand Wings Murder, a meditation of the passionless majesty of birds of prey and the bleak indifference of nature. The First Age’s artificers created few of the gyroscopic weapons that led to this style’s convergent development, and most stylists in the Second Age have never heard of a gyroscopic chakram. Elite pekumi warriors of the Randan Smith’s Lodge practice it with brightly enameled chakrams, enchanted to respond to the wielder’s voice. The monks of Skhandar-Bhal’s Silver Dragon Temple synthesize it with an offshoot of Air Dragon Style for truly deadly chakram techniques.


Thousand Wounds Gear Weapons: This style’s unarmed attacks focus on circular slashing motions, wrenching joint locks, and finger gouges. It also uses chakrams, which can either be thrown as a ranged weapon or wielded at close range as a light weapon. Unarmed attacks enhanced by Thousand Wounds Gear Charms can be stunted to deal lethal damage.


The gyroscopic chakram is the style’s signature weapon. Some of the style’s Charms offer additional benefits when gyroscopic chakrams.


Armor: Thousand Wounds Gear style is compatible with all armor.


Thousand Wounds Gear Form

Cost: 10m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Dual, Form
Duration: One scene
Prerequisite Charms: The Circle Screams, Gear-Catches-Gear Defense

The martial artist assumes a posture of cold precision and calculating menace, an industrial engine of violence.

The stylist gains the following benefits: 
  • Her attacks ignore two points of armored soak and Hardness.
  • Her attacks add +1 Accuracy against enemies with lower Initiative. 
  • She adds an additional +1 Parry when she uses Gear-Catches-Gear Defense. That Charm’s cost is reduced by one mote against enemies with lower Initiative. 
  • She adds (higher of Essence or 3) to her Initiative to determine when she acts on each round, and whether her Initiative is higher than an enemy’s for this style’s Charms.  

In Creation, this is known as Thousand Wings Murder Form.


Special activation rules: Whenever the martial artist makes a withering attack that lowers an enemy’s current Initiative value from greater than her own to less than her own, she may reflexively activate this Form. 


Linear Flight Principle

Cost: 5m; Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Withering-only, Terrestrial
Duration: Instant
Prerequisite Charms: Thousand Wounds Gear Form

This technique expresses a refined understanding of the methods by which force may be gathered and directed to one purpose. 

The stylist makes a withering attack, doubling 9s on the damage roll. Against an enemy with lower Initiative, she doubles 8s instead. She also doubles 8s if she uses this Charm to make a withering throw from a grapple.


If the stylist deals 5+ damage, the target is knocked back one range band and falls prone. He cannot be thrown further than long range from the stylist. If she deals 10+ damage or crashes her target, he is knocked back two range bands instead. 


In Creation, this technique is known as Doomed Nestling Flight.


Terrestrial: This Charm can only be used on enemies of lower initiative and doubles 9s on its damage roll.


Rearing Crane Release

Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Reflexive
Keywords: Terrestrial, Withering-only
Duration: Instant
Prerequisite Charms: Linear Flight Principle

The martial artist hurls her opponent at a high-angle trajectory, briefly imparting flight. 

The stylist can use this Charm after crashing an enemy with Linear Flight Principle, causing her enemy to briefly float in midair. He floats suspended one range band above the ground instead of falling prone, although he still suffers the penalties for being prone. 


A suspended enemy can’t take a movement action this round (or the next round, if he’s already taken one). After that, he can use his movement action to attempt to break free with a difficulty 3 ([Dexterity or Strength] + Athletics) roll. If the stylist deals decisive damage to a suspended enemy before he can make this roll in a round, she adds (Strength) to the difficulty of his next roll to break free.


Terrestrial: The stylist must declare this Charm before the attack roll enhanced with Linear Flight Principle. If she hits but doesn’t crash her target, the Charm’s Willpower cost is refunded.


Hungry Gear-Tooth Attack

Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Reflexive
Keywords: Decisive-only, Terrestrial-only
Duration: Instant
Prerequisite Charms: Flesh-Rending Gear Technique

The frailty of flesh is nothing against the hungry teeth of the machine. 

The stylist can use this Charm after dealing 5+ decisive damage to an enemy. If he suffers any crippling penalties inflicted by this style’s Charms, they’re subtracted from the total amount of damage the stylist must inflict to trigger this Charm, minimum one.


If the Alchemical’s target doesn’t accept the highest level of crippling injury possible (Exalted, p. 201), he still suffers a less permanent maiming. This inflicts a −3 crippling penalty on all his physical rolls until the end of the scene. He also suffers additional dice of decisive damage equal to his total crippling penalty, maximum (stylist’s Strength). This includes the penalty inflicted by this Charm.


If an enemy takes a crippling injury in response to this Charm, doing so doesn’t count against the once-per-story limit.


In Creation, this technique is known as Hungry Beak Assault.


Reset: Once per scene.
Terrestrial: Targets can take a crippling injury one level lower than the highest possible to negate this Charm’s alternative effect.


Thousand Wounds Persistence

Cost: 5m; Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Decisive-only, Terrestrial, Mastery
Duration: Until next turn
Prerequisite Charms: Floating Target Lock, Hungry Gear-Tooth Attack

The stylist’s weapon ricochets and maneuvers across the battlefield, striking her foe again and again in a perpetual killing motion.

The stylist can use this Charm after she misses with a decisive attack using a chakram. Her weapon reorients in mid-air, as it prepares to attack her enemy again, rather than falling to the ground or returning to her hand. It remains locked in close range with him, moving wherever he goes.


On the stylist’s next turn, she can reflexively make a decisive attack using the chakram against the same enemy. She counts as attacking from close range if this is advantageous for her and ignores cover as long as there’s any opening by which her weapon can reach her target.


The chakram can be knocked from mid-air with a disarm gambit, ending this Charm prematurely. Its Evasion is (stylist’s Essence + Dexterity).


In Creation, this technique is known as Endless Murder Persistence.


Terrestrial: This Charm’s attack counts as the martial artist’s attack for her next turn.
Mastery: The stylist’s reflexive attack benefits from any non-Excellency Charms that enhanced the missed attack.


Thousand Wounds Disassembly

Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: Thousand Wounds Persistence

The stylist makes a deadly whirlwind of attacks like the gears of a clanking god-engine, leaving no space to evade. 

The martial artist makes an undodgeable decisive attack against an enemy with lower Initiative. If she hits, she doesn’t immediately roll damage, but instead makes two more undodgeable decisive attacks, rolling damage once all three attacks are complete. If the initial attack benefited from aiming, the same benefits apply to these two attacks. Each attack has a base damage equal to the total number of attacks that hit, plus one die. The stylist divides her Initiative equally between them, rounding up, to determine their total damage. 


If the the stylist uses a gyroscopic chakram’s Recursive Trajectory Cut Evocation on one or more of these attacks and turns a miss into a hit, that attack deals its full damage, ignoring Recursive Trajectory Cut’s usual limit. 


In Creation, this technique is known as Vultures Strip the Bones.


Special activation rules: If the stylist uses Thousand Wounds Persistence after missing with any of the three attacks, the reflexive attack she makes on her next turn with that Charm is undodgeable and adds one die of damage.
Mastery: Non-excellency Charms that enhanced the first attack also enhance the subsequent two.



Backers will receive the full text from these Chapters in upcoming weeks! We'll get Chapter 6 on December 3rd and Chapter 7 on December 5th!

Tomorrow, we'll have the next section of our Charms week previews! Until then, let's keep spreading the word and working towards our next Stretch Goal target!