Sssssz/FAACh0
Contents
Chapter 0 : Introduction
- Back to Alchemicals of the First Age
- Back to sssssz
- Next: Chapter 1: History
Introduction
The gods were victorious. With the help of Gaia and Autochthon--two traitor Primordials--on their side, the gods have created Exalted as weapons against their warped tyrants. Seemingly, everything was great. Without the Primordials in place, Celestial Incarnae enjoyed the Games of Divinity. Gods oversaw Creation from the heavenly city of Yu-Shan, and Exalts ruled the Creation as princes and lords. The Solar Exalted' greatness inspired many and the Sidereal Exalted' oversight secured order. The Lunar warriors purged any wickedness from Creation, and the Dragon-Blooded assisted the Exalts as footsoldiers and servants. Mountain Folks pursued knowledge and technology in their underground empire and Dragon Kings melted into the world of men. All, seemingly, was good.
Except one being.
It could have been the Great Curse that the Primordials put on the Exalts. It could have been an endless cycle of treachery. Or, maybe Autochthon was not needed anymore. Autochthon, the Great Maker, the Lame Primordial and the Inventor of Exaltation, has realized that he was an unnecessary being in Creation anymore. The students and apprentices of Autochthon has mastered his transcendent craft and with the Dragon-Blooded in place, there was no specific need to make more Exalted Shards. In fact, the gods and Exalts might decided that they cannot leave a living Primordial alone. Perhaps, maybe it was his lack of trust in Yozis' oaths. If Yozis were to be unleashed again, the fate of Autochthon was quite apparent.
For these reasons, the Great Maker has decided that, for the good of all, he must depart. The destination: Elsewhere, the only place left where he can eternally mind his own business without disturbance. However, this plan provided a challenge; even the Great Maker won't be able to survive in Elsewhere alone. Thus, he sought mortals who would accompany him. To quickly and swiftly achieve his exit, the Autochthon tinkered a new kind of Exalts, powered with his own Essence. The Alchemicals, the Children of the Machine God, were born.
You are a machine in the world of life. You are a program designed to act against the world and to serve the Machine God. Your resolve to fulfill the wishes of the Great Maker is transcendent... however, you possess the powers entirely new to Creation. The empires of the Exalts are mighty, but unaware and unsuspecting of the new threat from within.
What are the Alchemicals of the First Age?
Alchemicals of the First Age (referred to as "Alchemicals" from now on) are mortals graced with Autochthon's mechanical Essence, originally conjured for the sole purpose of gathering the Great Maker's followers and preparing for his retreat into Elsewhere. All original nine have currently became inactive, however eight shards of the Alchemicals still remain with Autochthon resting eternally within Godhead. Alchemicals both compare and contradict Lunars of Creation functionally and spiritually.
As mentioned, there only exist nine shards of Alchemical souls intact prior to the breaking of the Seals of Eight Divinities. However, it is entirely possible that awakened Autochthon may recognize the designs of Alchemicals as fit diplomats between Autochthonia and Creation, as they represent awe-some harmony of flowing life and exact machinery. For such reasons, it is recommended that Alchemicals not be allowed as playable characters outside settings covering Autochthon's departure from Creation or a possible consequence of the Quest for the Great Source, or a similar circumstance where Autochthon awakes and attempts to repair Creation.
The power of Alchemicals derive from Autochthon's mechanical and efficient Essence. As beings deserving the title of "Exalted," Alchemicals are fully capable of fueling motes of Essence to enhance their actions. However, the method differs from other Exalts'; their Essence empowers their will by not crudely boosting their capability into monstrous levels, but sophisticatedly minimizing the effort necessary to accomplish their actions. It is somewhat akin to Lunar's method of handling difficulties; Lunars of Creation overwhelms the circumstance to acheive their goals. Alchemicals, on the other hand, undermines the problems that oppose their direction. These mechanical Exalts possess Charms that decreases the Difficulty of a roll, be it contested or not.
The Alchemicals of the First Age are quite similar yet unlike the Alchemicals of the Second Age (referred to as "Lesser Alchemicals" from now on.) Firstly and most obviously, the bodies of Alchemicals still are mainly organic and humanlike. Autochthon's mechanical Essence possesses the Alchemical's body, however it is seamlessly woven into her system. Oftentimes, Alchemicals appear more sculpted and precise than towering and metalic. Secondly, Alchemicals' connection to living body and mind affords them from completely losing their humanity, however they still suffer from a different kind of backlash from the merge of humanity and machinery; signifying Virtues that drive these mechanical heroes, as the Exalt grows in power and spirit, grow to act more like programming instead of passions. The hero loses tolerance and flexibility with matters that concerns his driving Virtue, and internal conflicts occured from this accumulates within his soul. With enough accumulation, the Alchemical's soul faces a spiritual breakdown, a period when his soul recalibrates the driving Virtue into moderation. Thirdly, the magic of both Alchemicals and Lesser Alchemicals are similar in structure as they springed from Autochthon's miracles. The Charms of these Alchemicals are interchangable. Alchemicals can adapt Charms designed for Lesser Alchemicals, and their supernaturally delicate fusion allows them to commit Peripheral motes instead of Personal motes. However, Alchemicals cannot install more Lesser Charms than her Willpower + Essence. Lesser Alchemicals can access Charms created by Alchemicals of the First Age, given that they are actually trained by an Alchemical and pay double amount of Experience points. Lesser Alchemicals also are limited to Willpower + Essence number of Charms. Lastly, Alchemicals' still-organic body disallows the benefits Lesser Alchemicals enjoy for their metalic body. Alchemicals must eat, sleep and rest as other Exalts, and are as vulnerable to poisons and diseases as other Exalts.
Examples of Alchemical-like Characters from (un)Popular Culture
- Archer (Fate/Stay Night) - He is probably one of the most ideal Alchemical character I could think of. Just go look up what kind of character he is.
- ...and more to come! >_>
Comments?
Crap. I better rewrite the whole thing... but blah. I'll do it later. - sssssz