7. Estudio de fondo
7.3 Promoción Personalizada .1 Marco normativo
Each Alchemical awakens with an instinctive awareness of who he or she is. The Chosen of the Machine God are born knowing their proper name, which is always a descriptive title that is half person- ality summary and half military weapon designation. Examples of currently prominent Alchemicals in- clude: Excessively Righteous Blossom, Unhesitatingly Loyal Weapon, Dreadful Adjudicator of Law, Lissome Avid Engineer, Many-Pillared Armipotent Colossus, Eternally Vigilant Bell, Recursive Fractal Spiral, Fair- Spoken Rishi, Voice of Authority and Elegant Nova of Progression.
defy the specific heroic exploits expected of an Exalt of her caste, but her artificial body’s built-in aptitudes are pre-set to enhance traditional roles, making this course one of dubious wisdom.
MOTIVATION
Alchemical Motivations involve a synthesis of the ac- cumulated heroic passions of multiple lifetimes. The epic natures of their former incarnations move all Alchemical characters to pursue goals that are superhuman in scope and intensity. Whether they wish to reform Autochthonian reli- gious doctrine, eradicate heresy, explore the unseen frontiers of their world (and perhaps even worlds beyond) or simply build a better gremlin trap, Alchemicals are as driven and larger-than-life as their biological counterparts in Creation. Ultimately, however, Alchemicals are expected to subvert their personal agendas to the service of the state and the greater good of their world.
Create a Motivation for your character that is suitably epic in scope and fitting to her concept. See Exalted, page 88, for more information about choosing, playing or changing character Motivations.
STEP TWO: ATTRIBUTES
The artificial bodies of the Alchemical Exalted are the seat of their industrial magic. Unlike Creation’s Exalted, much of the nature of their excellence is determined by the inherent construction formulae of their caste. An Alchemi- cal’s composite personality and identity define the rest of her strengths in the moment when it catalyzes and life infuses her shell. In short, an Alchemical is a mixture of what her caste insists she be and what her identity demands she be. As such, Alchemicals have Caste and Favored Attributes.
Caste Attributes function in many ways like the Caste Abilities of Solar Exalted. Alchemicals have a natural apti- tude for these Attributes and may raise them more quickly and economically with bonus points and experience points. Favored Attributes, like Solar Favored Abilities, also enjoy these advantages.
• Orichalcum Caste Attributes denote their mighty and forceful personalities: Strength, Charisma and Intel- ligence.
• Moonsilver Caste Attributes express their grace and beauty: Dexterity, Appearance and Wits.
• Jade Caste Attributes reflect their great vitality: Stamina, Charisma and Wits.
• Starmetal Caste Attributes describe their physical and mental flexibility: Dexterity, Manipulation and Intel- ligence.
• Soulsteel Caste Attributes speak of their relentless vigilance: Stamina, Manipulation and Perception.
• Adamant Caste Attributes emphasize their enigmatic power: Strength, Appearance and Perception.
Alchemicals do not prioritize or distribute Attribute dots by Physical, Social and Mental categorization like other
Exalted do. Instead, first note your character’s three Caste Attributes. Then, keeping in mind the character’s concept, select three Favored Attributes. These may not be the same as her Caste Attributes.
All Attributes begin with one free dot before alloca- tion begins. Now distribute eight dots into the character’s Caste Attributes, six dots into her Favored Attributes, and four dots into the remaining Attributes. Finally, add one additional dot to any desired Caste or Favored Attribute. All Caste Attributes must be rated at a minimum of 2, and no Attribute may be higher than 5.
STEP THREE: ABILITIES
Alchemicals have 25 dots to distribute as they see fit among their Abilities. No Ability may be raised above three dots without bonus points. Alchemicals tend to come into existence with an array of aptitudes suited to pursue their passions and goals, drawn from their past lives. As such, your character’s Motivation and concept should help guide you when allocating Ability dots. An Alchemical who is a “mad scientist” inventor, for example, would rise from the vats with significant aptitude in appropriate Crafts. It might also be helpful to consider from which past life a given Ability’s dots derive. Doing so adds incidental detailing to your character, resulting in a more vibrant hero or even new insights into your Alchemical before play begins.
Alchemicals do possess any Caste or Favored Abilities.
LINGUISTICS
The native language of all Alchemical char- acters is Autochthonic. Autochthonic is a heavily bastardized and drifted version of Old Realm, at roughly the same degree of remove from its original form as Low Realm is from High Realm. A successful (Intelligence + Linguistics) roll allows a character who speaks Old Realm to understand extremely basic concepts from a character speaking Autochthonic, and vice versa. Autochthonic has no true written equivalent, utilizing instead a basic array of simple informative glyphs. All detailed scholarly writing in the Realm of Brass and Shadow is recorded in Old Realm, which is regarded as the language of technicians, savants and historians.
STEP FOUR: ADVANTAGES
Each Alchemical is more than simply a collection of inherent talents and skills. They also have traits describing their place in the world, the characteristics of their heroism and their awe-inspiring magitech powers.
BACKGROUNDS
Backgrounds represent an Alchemical’s social connec- tions, standing in Autochthonian society and panoply of
magical wonders. See Chapter Four for an explanation of special Alchemical Backgrounds.
As state-sponsored heroes, all Alchemicals automati- cally begin with Class ••• for free. (As divine regulators, Adamant Caste Alchemicals receive free Mentor ••• rather than Class.) Players of Alchemicals may additionally spend 10 dots on Backgrounds as they please, though only up to a rating of three dots. Raising a Background any higher requires an expenditure of bonus points. The fourth and fifth dots of a Background purchased with bonus points cost more than the first, second or third dot. See the “Bonus Points” table, page 86, for details.
The Artifact Background presents an exception to these rules. Alchemicals may buy Artifact all the way to five dots without using bonus points or raising costs.
CHARMS
Like all Exalted, Alchemicals wield magical powers known as Charms. Yet, rather than being mystic extensions of their Ability mastery, Alchemical Charms derive from their artificial body… literally, in the form of surgically implanted magitech artifacts. The bodies of Alchemicals are able to sustain only a certain number of Charms at any given time, however. As such, all Alchemicals start with four General Charm Slots and four Dedicated Charm Slots. A Dedicated Charm Slot is harmonized to the Alchemical’s Caste and Favored Attributes, and may power only Charms that cor- respond to those Attributes. A General Charm Slot is more powerful, able to harmonize with any Alchemical Charm.
Select eight Charms for your character, which must fill her starting Charm slots.
Additional Charm slots may be purchased with bonus points. These do not come with free Charms, and may begin play empty. Additional Charms may be purchased (either to fill additional purchased slots, or simply held on retainer at the vats as part of the Alchemical’s panoply) for one bonus point or one Background dot each. Charms purchased in this manner are not actually considered a Background, and as such, any number may be purchased without the price rising.
VIRTUES
Although her body is a work of brass and clay, an Al- chemical’s mind and soul are human. As such, Autochthon’s Chosen experience the same mighty push and pull of Virtues as their biological counterparts.
An Alchemical begins with one free dot in each of her Virtues. Allocate five additional dots as your character’s personality dictates, though no Virtue may rise above three dots without the use of bonus points.
STEP FIVE: FINISHING TOUCHES
Finally, calculate your character’s derived traits and finish bringing her to life.
WILLPOWER
Add your character’s two highest Virtues together (after any enhancements from bonus points) to determine her initial Willpower. This rating may be raised by spending additional bonus points, but may not exceed eight unless the character has two Virtues rated at four or more dots. See Exalted, page 115, for complete rules on Willpower.