Modified Alchemicals Rules
- If anyone really wants to play an Adamant, I’m willing to discuss the option with them.
- I’m open to the idea that Eidolon may be too weak, but I’d like to see how it runs in an actual game. If the general consensus, amongst those that bought it, is that it is to weak, then I’ll revise it a bit.
- As for actual character creation rules, everyone gets 12 xp to spend on submodules and arrays, 10 dots worth of specialties which must all be put into different abilities, and you may designate one charm to be iconic to your character. The iconic charm has it’s installation cost reduced by 1m, to a minimum of zero. You may switch which charm is designated iconic every time your essence increases.
- Specialties: You may buy as many as you want for a given ability, but you can only ever count three specialty dice on a given roll.
- Backgrounds – While normal citizens need to buy backing in a specific area of the Tripartiate (like the Regulators or Lectors), Alchemicals need only buy backing in the general group (Olgotary, Theomachracy, or Sodality) and can buy backing in multiple areas. Your level of Backing translates into your effective rank in that organization and is an in character thing, as is your Class rating. Between them, your Backing and Class backgrounds will determine how much power and freedom you have in the organizations that make up daily life in Autochthonia.
- Among other things, your Backing indicates which training classes in which areas of the government you qualify to take. Alchemicals can, somewhat, avoid this restriction, if they can prove that they need certain information to properly do their jobs or if they can remember the information from a previous life.
- The current Craft system is no-longer used. Craft now works like Linguistics, with each of the 5 Elemental Crafts acting like a different language. You start with one of the Elemental Crafts free. Unlike Linguistics, you do not get a free Elemental Craft with each dot of Craft you buy. Upper-level Crafts are simply represented as requiring dots in other abilities. For example, someone with Craft (Wood) 3 and Medicine 2, would have Craft (Genesis) 2, because Medicine caps the rating.
- Ok, we’re switching over to BP based advancement. Go ahead and spend any xp you have now and ignore training times. Then figure out how many dots you have in each area above what you get free at character generation and convert those values to BP according to the BP table in Alchemicals, with the following changes:
|General Slot:||3 BP/slot|
|Dedicated Slot:||2 BP/slot|
|MA Charm:||5 BP/charm|
|Submodules:||2 BP/6xp worth of submodules|
Whoever has the highest BP total will serve as the measuring stick for everyone else. I’ll also be going out some bonus BP afterwards. For the purposes of this calculation you should ignore where your stats came from. For example, anything over the 25 dots of abilities you start with should be counted, regardless of whether you bought it with BP, XP, or whatever.