I'm potentially interested in running an Exalted game set in Autocthonia, focusing on the Alchemical Exalted. The game would focus on the actions of state sponsored superheroes trying to defeat a fast spreading technological meme in the elemental pole of oil from corrupting and destroying the entire world.
The game would have somewhat of a cyberpunk feel to it, and be centered in a region called the Oil Ocean, which is essentially a gigantic cavern filled with oil rigs performing various ill defined alchemical functions. The PCs are the heroes of a floating city on the oil ocean, and travel to various other facilities to try and find the source of the voidtech that threatens the crash the entire system keeping everyone alive. Gameplay will be about chasing gremlins down polluted tunnels in hovercraft, finding ways to fix incredibly screwed up machines, and epic confrontations with mentally ill machine gods atop the pistons and gears of the guts of the primordial Autocthon.
The game will use standard character creation, with an additional 35xp. As a house rule, charms will cost only 3xp, while the xp costs of charm slots and charm slot upgrades will be doubled. Material from Wonders of the Lost Age, Oadenol's Codex, the Mountain Folk section of Scroll of Fallen Races, and martial arts from any exalted supplement (with ST approval) will be allowed. No other sources will be permitted. (aside from the core, obviously) Breaking the Seal of Eight Divinities and entering Creation will be a possible plot element, but it won't be a default part of the game.
The game will take place in the nation of Nurad, thus allowing alchemical characters two free dots in the cult background. The cult background may be taken to level 4, representing the policy of the nation to direct its prayers to its champions. Mortals may also be played, gaining an additional 35 bonus points to create a character with. Mortals can purchase enlightened essence or increase their essence for 11 bonus points per dot or 10 x rating, and buy terrestrial martial arts for 7 bonus points per charm or 15xp per charm. Autocthonian mortals may not learn sorcery, but may receive void (wyld) mutations and the demiurge mutation.