exalted - alchemical exalted charms (netbook)

18
01 nubbins themselves make the Alchemical more difficult to damage in any significant way and add 1L/+2B to the Alchemical’s soak as long as they are installed. When activated they can be use in one of two ways either they can be deployed as a network of nano-machines that speed the healing process, in this case the charm remains active for a day, and each 5 motes adds another healing rate (i.e. with 5 motes the Alchemical heals twice as fast, with 10 three times, with 15 four times, etc) In this configuration they do not additionally aid the Alchemical’s Soak. Deployed in their armor configuration the plates are very hard and each 3 motes spent activating them adds +1L/+2B to the Alchemical’s Lethal soak for the rest of the scene. No more motes may be spent activating that function than the alchemical has stamina x 3. Chest Cavity Storage Unit Installation Cost: 1 Mote Cost: N/A Duration: Permanent Type: Simple Minimum Stamina: 2 Minimum Essence: 1 Prerequisite Charms: None The Alchemical Exalted has a door in their chest made of the magical material of their caste. They may open or close this door at Alchemical Charms Stamina Strain Resistance Chassis Modification (See Time of Tumult) Obstinate Flesh Mechanism Installation Cost: 1 Mote Cost: N/A or 3 Motes per dice or 5 Motes per factor Duration: Permanent or One Scene or One Day Type: Simple Minimum Stamina: 2 Minimum Essence: 2 Prerequisite Charms: Strain Resistant Chassis Modification The Obstinate Flesh Mechanism consists of small metal nubbins below the skin. When activated they burst forth and interlock as overlapping circular scales molded to the Alchemical’s contours. The

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Page 1: Exalted - Alchemical Exalted Charms (Netbook)

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nubbins themselves make the Alchemical more difficult to damage in any significant way and add 1L/+2B to the Alchemical’s soak as long as they are installed. When activated they can be use in one of two ways either they can be deployed as a network of nano-machines that speed the healing process, in this case the charm remains active for a day, and each 5 motes adds another healing rate (i.e. with 5 motes the Alchemical heals twice as fast, with 10 three times, with 15 four times, etc) In this configuration they do not additionally aid the Alchemical’s Soak. Deployed in their armor configuration the plates are very hard and each 3 motes spent activating them adds +1L/+2B to the Alchemical’s Lethal soak for the rest of the scene. No more motes may be spent activating that function than the alchemical has stamina x 3.

Chest Cavity Storage Unit Installation Cost: 1 Mote

Cost: N/A

Duration: Permanent

Type: Simple

Minimum Stamina: 2

Minimum Essence: 1

Prerequisite Charms: None

The Alchemical Exalted has a door in their

chest made of the magical material of their

caste. They may open or close this door at

Alchemical Charms

Stamina

Strain Resistance Chassis

Modification

(See Time of Tumult)

Obstinate Flesh Mechanism Installation Cost: 1 Mote

Cost: N/A or 3 Motes per dice or 5 Motes

per factor

Duration: Permanent or One Scene or One

Day

Type: Simple

Minimum Stamina: 2

Minimum Essence: 2

Prerequisite Charms: Strain Resistant

Chassis Modification The Obstinate Flesh Mechanism consists of small metal nubbins below the skin. When activated they burst forth and interlock as overlapping circular scales molded to the Alchemical’s contours. The

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Type: Simple

Minimum Stamina: 4

Minimum Essence: 3

Prerequisite Charms: Chest Cavity

Processing Unit The Alchemical’s Chest cavity tools are upgraded to have industrial processes, a tiny mirror of the processes that go on within the Machine God. It can produce mundane items of a common nature

(requiring only 2 or 3 success on a crafts roll

to make) almost instantly with the proper

materials. The alchemical may slide in a mass

of steel close their chest cavity, almost

instantly open it back up and withdraw a sword

or plowshare. Alternatively it can be used to

repair a more complex item that is damaged,

such as an exceptional sword. So long as the

Alchemical has the raw materials needed the

repair is instant. Alternatively it can be used

to create a perfect counterpart to an object

that the Alchemical can see, a blade for an

existing sword hilt, or a key to fit a specific

lock.

Chest Cavity Automata Production

Facility Installation Cost: 1 Mote

Cost: 3 motes, 1 willpower, 1 Health Level

Duration: Until Reclaimed

Type: Simple

Minimum Stamina: 5

Minimum Essence: 4

Prerequisite Charms: Chest Cavity

Manufacturing Unit

The Ultimate Chest Cavity upgrade, this allows

the Alchemical to produce a complex

autonomous unit from their own flesh. The Alchemical need not have any resources available to use this charm. The health level cost of this charm is an out-of order –2 health level at the top of the –2’s area. It incurs no penalty unless the Alchemical runs out of –1 health levels normally. If a –2 is not available then the Alchemical pays the cost in the regular order and it is shifted to a –2 when possible. The Health Level does not heal as long as the Charm persists. Activating this Charm

will, and it is to store objects within

themselves. Due to some odd elsewhere

geometries they can store objects of seemingly

ridiculous sizes and shapes so long as the total

mass does not exceed 5 pounds per point of

stamina that the Alchemical possesses.

Chest Cavity Processing Unit Installation Cost: 2 Motes

Cost: 3 motes

Duration: One Scene

Type: Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Chest Cavity Storage

Unit The Alchemical’s Chest cavity storage unit is fitted with a variety of specialized and automated tools. Anything stored within the cavity may be worked by the Alchemical at the same time as the alchemical

performs other actions. This does not reduce

the time between the appropriate crafts rolls,

but it does allow them to be made while the

Alchemical does other things. It does not

increase the capacity of the Storage area. The

Alchemical is presumed to have the tools

needed to perform whatever crafts they

perform. This means that an Alchemical could

place thread within the chest cavity and later

that day remove a fully made toga so long as

they make the necessary rolls to produce it.

The motes must remain committed throughout

the construction process. Alternatively the

cavity can operate for a single scene (about an

hour), to refine raw matter (iron ore, cotton

plants, etc) into refined materials, (Steel,

Cotton, etc). This Charm can only be used in

conjunction with the Crafts ability and is

therefore incompatible with artifact creation.

Chest Cavity Manufacturing Unit Installation Cost: 1 Mote

Cost: 6 motes, 1 willpower

Duration: Instant

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raise its essence for 10 points, purchase a

charm for 5, and raise abilities or attributes at

regular cost. Additionally it may buy

considerations with bonus points as follows;

Flight (5 bonus points);

The automata has helicopter like blades, or a

gravitational flight array, and may fly at three

times its regular movement rate.

Armor Plates (3 bonus points); Raise the Automata’s Lethal and Bashing soak by 1 each.

These are not the only possible considerations,

players and storytellers are encouraged to

create their own.

The automaton is immune to mind affecting

effects, and is totally loyal to its creator,

fulfilling its mission with mechanical precision.

Dexterity

Dynamic Reaction Enhancement

requires a number of hours equal to the automata’s final essence rating (more powerful automata

require longer to make), at the end of this time

the chest cavity opens and the automata

emerges. It cannot communicate with the

Alchemical remotely unless it is given Charms

that would allow it to do so, though it can

speak. The charm only ends when the

Alchemical Exalted recovers the Automata (or

its remains) and places them within its chest

cavity to be reclaimed by its body, or when the

automata is totally annihilated. When the

automaton is reclaimed the Alchemical downloads all its memories into its own mind, as if they were his own. The Automata appears to be made of brass and the magical material of the Alchemical’s caste. The automata’s stats are assigned by the Alchemical Exalted during its creation as follows. It has an attribute spread

of 5/4/3, four health levels (0, -1, -2,

Destroyed) it has an essence score of 1 and

calculates essence pool as follows [Essence x

5 + Willpower] it has no virtues, 10 points to

allocate on abilities. Its willpower is 10 No ability or Attribute may exceed that of the alchemical that created it. It can only be fitted with copies of Charms that the Alchemical currently possesses. It has a number of bonus points equal to the Alchemical’s Essence x stamina. It may

Strain Resistance Chassis Modification

Obstinate Flesh

Mechanism

Chest Cavity Storage

Unit

Chest Cavity

Processing Unit

Chest Cavity

Manufacturing Unit

Chest Cavity Automata

Construction Facility

Stamina

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Automatic Counterattack Defensive

Unit Installation Cost: 1 Mote

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Dexterity: 3

Minimum Essence: 2

Prerequisite Charms: Dynamic Reaction

Enhancement System This charm is a small unit implanted below one of the Alchemical’s eyes on its check bone. When

active it projects a small red beam of light that

creates a dot on the target. Allowing the unit

to manager its reflexes and movements the

Alchemical Exalted can make an immediate

counterattack upon any opponent attacking it.

Alternatively it can be used to attempt to

reflexively and aggrievedly outmaneuver the

opponent; when attacked the Alchemical may

take a free movement action to anywhere

within their essence in yards of their current

position, so long as there is no physical reason they could not reach that spot. This can be used in a number of ways, possibly to break a multi-attack action or make the Alchemical’s next attack from behind under the correct circumstances.

System

(See Time of Tumult)

Celerity Enhancing Module

(See Time of Tumult)

Precision Targeting System Installation Cost: 2 Motes

Cost: 1 mote per dice

Duration: Instant

Type: Simple

Minimum Dexterity: 2

Minimum Essence: 1

Prerequisite Charms: None

This charm takes the form of an ocular implant surrounding one of the Alchemical’s eyes, and linking it with a fine web-work of threads to their joints. Each mote invested in this charm adds once dice to any dexterity based attack dice pool, to a limit of the Alchemical’s dexterity score.

Alternatively it can be activated to swap a dice

for a reduced difficulty of 1, on any attack roll

that is a trick or called shot, or otherwise calls

for great precision.

Dynamic Reaction Enhancement System

Dexterity

Celerity Enhancing Module

Precision Targeting System

Automatic Counterattack Defensive Unit

Battle Algorithm Management Utility

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off the ground flying at three times their

movement rate at heights up to 500 yards per

point of essence. Alternatively this charm can

be activated in attraction mode, firmly affixing

the Alchemical to the ground, this makes them

immune to knockback, and knockdown, though

it halves their movement rate as their feet are

hard to lift and move.

Gravity Pulse Wave Generator Installation Cost: 1 Mote

Cost: 4 motes

Duration: instant

Type: Simple

Minimum Strength: 3

Minimum Essence: 2

Prerequisite Charms: Personal Gravity

Manipulation Apparatus This charm is installed upon one of the Alchemical’s arms, and linked by fibers running

down the back of their body to their Personal

Gravity Manipulation Apparatus on their legs.

It allows the Alchemical Exalted to generate a

pulse of intense gravity and project it up

through the Gravity Pulse Wave Generator, and

project it at a single target. The Alchemical

rolls Strength + Archery or Strength +

Athletics as they prefer to target the shot.

This attack is explicitly compatible with

precision targeting system even though it is

not a Dexterity based dice pool. If the target

successfully dodges the attack, then it has no

effect, however if they parry the attack or if it

hits, then the target must immediately make an

opposed reflexive Strength + Athletics roll

with the Alchemical in question or suffer a

number of yards of knockback equal to the Alchemical’s Essence x their additional successes on the opposed roll. Additionally if the attack hits, it deals Essence + Strength raw lethal damage plus additional attack successes. It has a range of Essence x 10 yards. This charm may be purchased twice, once on each arm, if it is

purchased a second time, then it may be

activated twice in a single round (Though the

Battle Algorithm Management Utility Installation Cost: 1 Mote

Cost: 5 motes, 1 willpower

Duration: Instant or One Scene

Type: Reflexive

Minimum Dexterity: 4

Minimum Essence: 3

Prerequisite Charms: Celerity Enhancing

Module, Automatic Counterattack Defensive

Unit

This charm is a larger unit connected to the side of the Alchemical’s neck, and linked by a short flexible cord to their Automatic Counterattack Defensive Unit. By activating the unit and specifying a single target the Alchemical may project their movements perfectly on their tactical systems, allowing them to make a single attack, that cannot be dodged only parried or soaked. Alternatively they can lock their Battle Algorithm Manager on their opponent’s attacks for the rest of the scene, allowing them to make a free counterattack anytime the opponent launches

an attack against them.

Strength

Personal Gravity Manipulation Apparatus

(See Time of Tumult)

Parabolic Leap Overcharger Device

(See Time of Tumult)

Gravimetric Flight Engine Installation Cost: 2 Motes

Cost: 5 motes

Duration: One Scene

Type: Simple

Minimum Strength: 4

Minimum Essence: 3

Prerequisite Charms: Parabolic Leap

Overcharger Device This charm is installed upon the souls of the Alchemical’s feet and produces a faint shimmering

beneath them when activated. It allows the

Alchemical Exalted to repulse/lift themselves

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Wits

Radical Social Alteration Module Installation Cost: 2 Motes

Cost: 5 motes

Duration: One Scene

Type: Supplemental

Minimum Wits: 2

Minimum Essence: 1

Prerequisite Charms: None This charm is installed in the Alchemical’s temple and glows faintly with a pale blue light when activated. It flawlessly determines what the target truly wants at the moment. Not deep-seated long-term desire, but what they want to get out of you or whoever else they're around. You must be in conversation with the target to use this charm on them. The ability of the Fair Folk or other Charms to hide the subject’s true intentions automatically foils this Charm. Alternately, it can be activated to

cloud your own true goals by giving off the

wrong signals, this flawlessly defeats the

regular usage of this charm and raises the

difficulty of any socialize roll to detect your

true motivations by your wits score. If the

target fails the roll then they form a wrong

conclusion of your choice about what it is you

want.

Alchemical must still pay both activation

costs.)

Suggested Combo: Gravity Pulse Wave

Generator, Precision Targeting System, and

battle algorithm management utility

Personal Deflection Shield Generator Installation Cost: 1 Mote

Cost: 6 motes

Duration: One Scene

Type: Simple

Minimum Strength: 4

Minimum Essence: 2

Prerequisite Charms: Gravity Pulse Wave

Generator This Charm is installed upon the Alchemical’s chest, and takes the form of a recessed parabolic dish, with a small spike in the center. When activated it creates a field of anti-gravity that repels attacks away from the Alchemical. This field

raises the difficulty of all attacks against the

alchemical by their essence score.

Alternatively it can be activated as a form of

armor. When used in this fashion it creates a

skin-tight field of highly intense energy, that

provides soak against all attacks even aggravated ones equal to the Alchemical’s strength

Personal Gravity Manipulation Apparatus

Strength

Parabolic Leap Overcharger Device

Gravimetric Flight Engine

Gravity Pulse Wave Generator

Personal Deflection Shield Generator

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Remote Transmat Beam Installation Cost: 1 Mote

Cost: 5 motes

Duration: Instant

Type: Reflexive

Minimum Wits: 4

Minimum Essence: 2

Prerequisite Charms: Personal Trans-

Dimensional Facilitator

This Charm allows the Alchemical to remotely

transmit matter to elsewhere. It can be used in

a variety of ways. It is targeted with a Wits +

Thrown roll. It can be used to remove an

object from an enemies grasp (Requiring a call

shot.) retrieve an object from a place that

cannot be reached (Requires a successful Wits

+ Thrown check) or to gorge a chunk out of an

enemy and send it to elsewhere (standard hit roll on Wits + Thrown) if the attack is parried then the parrying weapon is automatically transported into elsewhere, unless it is made of one of the five magical materials. If successful the attack deals the Alchemical’s Essence + Wits in levels of lethal

damage. It has a maximum range of Essence x

10 yards. Once an object has been sent to

Elsewhere this way, the Alchemical can use

Personal Trans-Dimensional Facilitator to

bring the object from Elsewhere to their own

hand. When used as a weapon it deals essence

dice of aggravated damage to the target.

Alternatively this charm can be used to

transfer something the Alchemical has stored

in Elsewhere (either with this charm or

Personal Trans-Dimensional Facilitator) to a

target point. While it cannot be made to materialize inside another object it can still be very useful in poisoning etc…

Personal Transmat Beam Installation Cost: 1 Mote

Cost: 6 motes, 1 willpower

Duration: Instant

Type: Reflexive

Minimum Wits: 5

Hormonal Control Vector Installation Cost: 2 Motes

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Radical Social

Alteration Module

This charm consists of two spherical brass

components housed deep in the lower torso,

roughly where human kidneys would exist.

When activated it enables the Alchemical to

reduce fear by controlling their hormones, this adds a number of dice equal to their wits score to a single willpower or valor roll to resist fear. Alternatively it can be used to shut down the Alchemical’s emotional responses, reducing the number of successes gained on emotion manipulating charms against them by a number

of successes equal to that gained on a Wits +

Valor roll.

Personal Trans-dimensional Facilitator Installation Cost: 3 Motes

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: None

This charm allows an alchemical to create a

momentary warp between themselves and

Elsewhere, enabling them to store and retrieve

objects. Objects stored and retrieved by this

charm cannot have more mass than 3 x

Permanent Essence Pounds. Objects can only

be retrieved if the exact charm was used to

store them, however if the Alchemical has this

charm removed and installed in another, then

that Exalted can summon back the objects

stored by the other. The Alchemical must be holding the object to store it. This charm appears to be a small patch of silver installed on the back of the Alchemical’s hand.

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more than 5 yards across per point of

permanent essence. This is rather like a

Sprits Sanctum, but it is a ‘floating domain’ moving through Elsewhere with the Alchemical. This Charm allows the Alchemical to send themselves to their private Elsewhere space. They simply vanish, and re-appear in Elsewhere. They can leave Elsewhere reappearing exactly where they left from by activating this charm again. If

an object has been placed where they would

otherwise reappear they appear in the nearest

unoccupied position. Unless an opponent or

observer is extremely familiar with Alchemical

Magic, it generally appears as though the

Alchemical has simply fled the scene by

vanishing or turned invisible. This charm can

also be used to enter a spirits sanctum in the

same was that Dematerializing can.

Elsewhere Conduit Stabilizer Installation Cost: 3 Motes

Cost: 1 mote to activate or deactivate

Duration: Instant

Type: Simple

Minimum Wits: 6

Minimum Essence: 8

Prerequisite Charms: Transmat Haven

Facilitator

Minimum Essence: 3

Prerequisite Charms: Remote Transmat

Beam

This Charm allows the Alchemical Exalted to

take a single step through Elsewhere and

appear again in a different position from where

they started. They can target this appearance

no more than Essence x 30 yards from where

they started, but this travel occurs in an

instant, often allowing them to flee the scene

before help arrives, perform amazing strike

and fade operations, or bypass many traps and

guards. It also allows some mobility, in the form of disappearing/reappearing castle type way to Alchemical’s that have Essence 8 or more.

Transmat Haven Facilitator Installation Cost: 1 Mote

Cost: 5 motes

Duration: Instant

Type: Reflexive

Minimum Wits: 5

Minimum Essence: 4

Prerequisite Charms: Personal Transmat

Beam

When this charm is installed, the Alchemical is

linked to a specific space in Elsewhere, no

Radical Social Alteration Module

Wits

Hormonal Control Vector

Personal Trans-dimensional Facilitator

Remote Transmat Beam

Personal Transmat Beam

Transmat Haven Facilitator Elsewhere Conduit Stabilizer

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When activated massive beams of light pour

forth from your eyes like spotlights, anything

directly in the 45 degree arc before you is

brightly illuminated for both yourself and

anyone nearby. While this charm is active

stealth is impossible for the Alchemical

involved. Alternately it can be used to take the

smallest amount of light and allows you to see

in anything but total darkness, if you prefer to

be stealthy. When is this activated if you are

suddenly exposed to bright light, you must

make a Perception + Resistance check or be

blinded for the rest of the scene by the sudden

change.

Personal Candescence Module Installation Cost: 2 Motes

Cost: 3 motes

Duration: One Scene

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Virtuous Illumination

Engine

This Charm is an upgrade to the Virtuous

Illumination Engine and covers that charm with

additional machinery and lenses. When

activated it allows the alchemical to perceive

heat, allowing them to see living creatures in

total darkness. It also makes it much harder to

hide from them, completely negative mundane

stealth attempts and giving the Alchemical

Exalted a number of additional dice equal to

their essence score in any contested roll vs.

magical stealth, unless it is purely mental in

nature. It prevents the Alchemical from

reading facial expressions etc, and they

automatically fail any socialize roll while this

charm is enacted. Alternatively it can be

activated in gamma vision mode ignoring all

organic substances such as people or living

creatures and replace the surrounding

landscape with a neutral, gray mindscape that

allows you to know inherently where things

This Charm allows an Alchemical to create a

permanent gateway across elsewhere between

Autochtonia and Creation. The Alchemical has

the piece installed and when it comes online

for the first (They pay the installation cost)

time they undergo a dimensional schism that

remains until the charm is removed. They gain

existence in Creation simultaneous to their

existence in Autochthonia, rising out of a rock

face or swamp, from the bottom of a lake or up

from underneath an abandoned farmhouse.

The location of their second existence is

random, unless there is a place they have

visited in Creation that they wish it to be. Both

the body in Autochthonia and in Creation are

the real one, charms installed or damage taken

at one end is immediately visible at the other,

etc. This Charm appears as a large doorway

big enough for a wagon to pass through. When

inactive it simply appears to be blocked by a

huge door (if this door is hacked through while

it is in this state only the innards of the

Alchemical will be found.) When active it leads

to a quarter mile long black metal corridor that

emerges through the same charm on the Alchemical’s body on the other end. It costs 1 mote to close or open the door and therefore the Conduit.

Perception

Virtuous Illumination Engine Installation Cost: 2 Motes

Cost: 3 motes

Duration: One Scene

Type: Simple

Minimum Perception: 2

Minimum Essence: 1

Prerequisite Charms: None

The Virtuous Illumination Engine covers the

eyes with a series of concentric circular metal

rings, sort of like shades installed in your

head. Human eyes are still behind all this.

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in a primitive fashion Charms and Sorcery

effects. Though they cannot identify what the

effect is, they can detect its existence and

location.

Essence Detecting Warning System Installation Cost: 1 Mote

Cost: 5 motes

Duration: One Scene

Type: Simple

Minimum Perception: 4

Minimum Essence: 3

Prerequisite Charms: Essence Detection

Array

This charm appears to be a line connecting the Essence Detection Array, to the base of the Alchemical’s skull. Allowing them to reflexively register essence patterns before they are even consciously aware of them the Alchemical treats all essence enhanced attacks, or attacks by spirits,

demons, elementals or the undead as though

aware of them, and cannot be caught off guard

by such attacks while this charm is activated.

Alternate Phase Attunement Sensor Installation Cost: 1 Mote

Cost: 2 motes

actually are. This supercedes normal sight, and

allows one to ignore all illusory stuff.

Unfortunately stuff that directly affects the

mind can still affect you, although you have a

better chance of knowing it for what it is,

giving you a number of automatic successes

equal to your essence score in any opposed

roll. Both versions of the charm can be active

at the same time or even activated at the same

time without a combo, but for double the

normal cost.

Essence Detection Array Installation Cost: 1 Mote

Cost: 4 motes

Duration: One Scene

Type: Simple

Minimum Perception: 4

Minimum Essence: 2

Prerequ i s i t e Cha rms : Pe rsona l

Candescence Module

This charm adds a small radar like array to the

edges of the Virtuous Illumination Engine,

when activated, it detects nearby emanations

of Essence and relays them visually to the

Alchemical. This allows the Alchemical

Exalted to detect even immaterial spirits, and

Virtuous Illumination Engine

Perception

Personal Candescence

Module

Essence Detection Array

Essence Detecting Warning System

Alternate Phase Attunement Sensor

Phase disrupting Projector

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This charm allows the Alchemical to perform

mathematical calculations with super-human

speed and efficiency. Any intelligence roll that

requires mathematical input (Calculating the Geomancy for a structure, Aligning the perfect catapult shot, allocating resources for an army etc) may be supplemented by the use of this charm, 1 mote adds a number of automatic successes equal to the Alchemical’s intelligence score to the roll. Alternatly it can be activated, in a scene long

configuration to aid in the rapid accumulation

and usage of mathematical data, trend analysis,

etc. Any situation that it might apply to

(Playing Card Games, Looking for an anomaly

in a large amount of text, etc) they may add a

number of dice to their dice poll equal to their

intelligence score. This Charm is located upon

the crown of the head, and contains a small

crystal screen that constantly scrolls esoteric

symbols when active.

Supra-Cranial Booster Installation Cost: 1 Mote

Cost: 3 motes, 1 willpower

Duration: instant or one scene.

Type: Extra Action

Minimum Intelligence: 3

Minimum Essence: 2

Prerequisite Charms: Esoteric Calculator

This charm allows the Alchemical Exalted to

take several mental actions simultaneously.

When activated in this way, it allows the

Alchemical to make several rolls based on

mental attributes at the same time. For

example, the Alchemical might spend a scene

at the forge, rolling intelligence + occult to work on the artifact they are creating, while also rolling wits + socialize to review mentally review the events of last nights dinner in order to look for weaknesses in the Tripartite Council’s members, and rolling Perception + Awareness to keep their

eyes open for intruders. They may make a

number of mental rolls in the scene, equal to

their Intelligence score. In its second

configuration it lasts for only a single instant,

but it allows the activation of a number of

Duration: Instant

Type: Supplemental

Minimum Perception: 4

Minimum Essence: 3

Prerequisite Charms: Essence Detection

Array

This charm adds looks like a small projection

array on the Virtuous Illumination Engine,

when activated, attunes the mass of the

Alchemical Exalted with the pattern of nearby

Essence emanations, allowing them to

momentarily interact even with dematerialized

beings such as sprits etc. It is often used in

conjunction with an attack.

Phase Disrupting Projector Installation Cost: 2 Mote

Cost: 7 motes, 1 willpower

Duration: Instant

Type: Supplemental

Minimum Perception: 5

Minimum Essence: 3

Prerequisite Charms: Alternate Phase

Attunement Sensor

This charm adds looks like a small projector on the Alchemical’s wrist linked by a tightly bound cable to the Alternate Phase Attunement Sensor. When activated it generates a terrible pulse of disruptive energy across the Alchemical’s body and possessions. This pulse causes an attack made in conjunction with it, to cause aggravated

damage to spirits, and if they are slain with it,

permanently destroys them.

Intelligence

Esoteric Calculator Installation Cost: 2 Motes

Cost: 2 motes

Duration: instant

Type: Supplemental

Minimum Intelligence: 2

Minimum Essence: 1

Prerequisite Charms: None

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12

known etchings. There is no Installation Cost

for spells, beyond the standard Experience Point cost (or taking up a starting Charm slot). These spell emeralds are absorbed into the larger emerald, and float eerily inside as if suspended in a viscous emerald fluid. It takes a week for a ‘data crystal’ containing a spell to be fully integrated and

ready for use.

Sapphire Essence Actuator Installation Cost: 3 Motes

Cost: 2 Willpower

Duration: instant

Type: Simple

Minimum Intelligence: 4

Minimum Essence: 4

Prerequisite Charms: Emerald Essence

Actuator

As with Emerald Essence Actuator, an

Alchemical Exalted Using Sapphire Essence

Actuator acts as a living conduit of

Autochthon's power, but this Charm allows an

even greater Amount of power to be accessed.

This Charm allows the use of Celestial Circle

Sorcery, as per the Charm of the same name

(Exalted, p. 191). Sapphire Essence Actuator

functions similarly to Emerald Essence

Actuator, with spells stored in etchings on

other Intelligence based charms of instant

duration in the same turn equal to their

essence score, without a combo.

Emerald Essence Actuator Installation Cost: 4 Motes

Cost: 1 Willpower

Duration: instant

Type: Simple

Minimum Intelligence: 3

Minimum Essence: 3

Prerequisite Charms: None

Acting as a living conduit for the energies of

the machine god Autochthon, an Alchemical

Exalted using this Charm is capable of

channeling that power into the Sorcery of the

Terrestrial Circle, as per the Terrestrial Circle

Sorcery Charm (Exalted, p. 191). This Charm

is visible as a large emerald installed in the

solar plexus area, surrounded by a complex

setting wrought from the Alchemical's Caste

Material. Spells are installed via emeralds

etched with the proper pattern to allow the

energy to be channeled in a particular method,

and a brave Alchemical could attempt to create

new spells by building on the principles of

Esoteric Calculator

Intelligence

Supra-Cranial Booster

Emerald Essence Actuator

Sapphire Essence Actuator

Autothonic Artifact Production Facility

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Cost: 10 motes or 1 Health Level

Duration: Varies

Type: Reflexive

Minimum Manipulation: 3

Minimum Essence: 3

Prerequisite Charms: Auxiliary Essence

Storage Unit

This Charm appears as a small pump system

attached to the Auxiliary Essence Storage

Unit. It whirrs and clicks when activated, but

quickly settles into a quiet rhythm. (Engendering a -2 penalty on all Stealth Dice pools in the round that it is activated.) It remains active for a number of hours equal to the Alchemical’s Essence + Manipulation, during this period of time they recover essence at three times the base rate per

hour (0 if they are active, 12 if they are

resting, and 24 if they are sleeping.)

Alternatively they can kick the mechanism into

overdrive, such overdrive is dangerous and

deals 1 level of aggravated damage upon them

that cannot be soaked or redirected in any way. However the mechanism immediately squeezes 10 motes out of its system. This is referred to by some Alchemicals as ‘Running on fumes.’

Alternate Essence Attunement Module Installation Cost: 1 Mote

Cost: N/A

Duration: Permanent

Type: Special

Minimum Manipulation: 4

Minimum Essence: 2

Prerequisite Charms: Secondary Essence

Pasteurization Tank

This charm appears to be a small nodule of

magical material of a type other than the

Alchemical’s own caste, affixed to a special slot on the Secondary Essence Pasteurization Tank. While attached it modulates the Alchemical’s essence, allowing it to harmonize with magical materials that are not of its own caste freely.

Hearthsocket System Installation Cost: 2 Motes

specially-prepared sapphires, which operate

identically to the emeralds of the previous

Charm, except that It takes two weeks for a ‘data crystal’ containing a spell to be fully integrated and ready for use. This Charm is installed in the area of the Alchemical's sternum, visible as a large sapphire surrounded by a setting made of the Alchemical's Caste Material and flecked with

streaks of the other four Magical Materials.

Autochthonic Artifact Production

Facility Installation Cost: 2 Motes

Cost: 2 willpower

Duration: Instant

Type: Simple

Minimum Intelligence: 5

Minimum Essence: 5

Prerequisite Charms: Sapphire Essence

Actuator

This Charm is installed in the area of the

Alchemical's sternum, visible as a large

diamond surrounded by a setting made of the

Alchemical's Caste Material and flecked with

streaks of the other four Magical Materials. It

allows the Alchemical to double the number of

successes scored on an Intelligence + Occult

roll for purposes of artifact creation only. The

use of this charm allows the Alchemical

Exalted a mastery of artifact creation that is

unmatched by other Exalts.

Manipulation

Auxiliary Essence Storage Unit

(See Time of Tumult)

Secondary Essence Pasteurization

Tank Installation Cost: 3 Motes

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Alchemical’s hands. It can only be activated if the alchemical is in contact with another being

capable of using Charms or an artifact that is

currently attuned. In either case when

activated the Alchemical enters a reflexive

opposed Essence + Willpower check with the

target or the attuned user of the item. If the

target loses then one of the charms that is

currently in effect on her (Chosen by the

Alchemical) instantly ceases or the artifact is

instantly unattuned and becomes unusable until

reattuned.

Appearance

Deific Remolding Processor Installation Cost: 3 Motes

Cost: 5 motes

Duration: One Scene

Type: Simple

Minimum Appearance: 2

Minimum Essence: 1

Prerequisite Charms: none This charm takes the form of nano-filaments that are spread throughout the Alchemical’s body manifesting as dark horizontal lines across her entire body. It can be activated in one of two

Cost: N/A

Duration: Permanent

Type: Special

Minimum Manipulation: 3

Minimum Essence: 2

Prerequisite Charms: Auxiliary Essence

Storage Unit

This charm is a small array of sockets linked

to the Auxiliary Essence Storage Unit, made of the same material as the Alchemical’s caste. It contains a number of slots equal to the Alchemical’s Essence score, and must be upgraded during the process of increasing their essence. Each slot can hold a single

hearthstone, and while they are socketed they

are considered fully attuned and their powers

are used normally.

Essence Disrupting Contact Installation Cost: 1 Mote

Cost: 5 motes, 1 willpower

Duration: Instant

Type: Supplemental

Minimum Manipulation: 5

Minimum Essence: 3

Prerequisite Charms: Hearthsocket System,

Alternate Essence Attunement Module This charm appears as a small plate upon the

Auxiliary Essence Storage Unit

Manipulation

Secondary Essence Pasteurization Tank

Alternate Essence Attunement Module

Hearthsocket System

Essence Disruption Contact

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meets the backbone. It allows the Alchemical

to expand the functions of the Deific

Remolding Processor in a number of ways. First the nano-machines can withdraw all the Alchemical’s charms within her, and alter her flesh tone to that of a normal human. This does not in anyway effect the Alchemical’s use of charms, however nor does it effect the flaring of their anima.

Activating the charm in this configuration costs

5 motes. The second function allows the

alchemical to sprout additional cybernetic

limbs and generally convert themselves into a

large battle machine. When in battle mode this

charm adds three feet to their height. It costs

10 motes to activate the charm in this

configuration. They loose all appearance

immediately, however they may allocate a

number of dots equal to their Appearance +

Essence when in this form. Each dot can

either be used to add a dot to strength or stamina, two points can be used to add one to the Alchemical’s Dexterity. One point can also be sacrificed to purchase an additional consideration, such as a pair of extra limbs, or a hand converted into a weapon made of the magical material of the Alchemical’s type. Some example considerations are listed below.

Extra Hands;

The Alchemical deploys a pair of Extra limbs.

They are fully functional and reduce all dice

pool penalties for multiple actions by 1 to a

minimum of 1, in addition to providing

additional ability to hold objects etc.

Tracks; The Alchemical’s legs transform into robust tracks, allowing them to move across even the roughest terrain, at three times their regular movement rate. They may not climb or jump however while their

legs are in this form.

Blade-Arm; One of the Alchemical’s limbs becomes a bladed weapon similar to a Daiklave made of the magical material associated with their caste. It has the following weapon statistics +4 Spd +2 Acc +8L Dmg +2 Def, plus the appropriate material

configurations. The primary function is to restructure the Alchemical’s head and face region entirely either making them look like someone else (Add a number of automatic successes to a disguise roll equal to the Alchemical’s essence rating.) or increasing their attractiveness (add a number of dots to the Alchemical’s appearance score equal to half their essence, raising it no higher than 5.) The Secondary function is to restructure the Alchemical’s body to make it more efficient for specific tasks, the filaments sprout mechanical boosters, and enhancers all over the Alchemical’s body; allowing them to move a number of dots between their physical attributes and appearance equal to their essence score.

Toolkit Modifying Array Installation Cost: 1 Mote

Cost: 1 mote

Duration: One Scene

Type: Reflexive

Minimum Appearance: 4

Minimum Essence: 2

Prerequisite Charms: Deific Remolding

Processor

This charm appears as a small band of bronze looping one of the Alchemical’s wrists. When activated it covers the Alchemical’s hand and converts it into any mundane piece of equipment or tool desired. Anything of a reasonable size from a lock pick to a sword blade can be produced. This allows the Alchemical Exalted great flexibility in a number of situations. The tool produced is always considered to be of exceptional quality and if used as a weapon enjoys the bonuses as if it were made of the Alchemical’s Caste material.

Corporeal Espionage Alternator Installation Cost: 2 Motes

Cost: 5 motes or 10 motes

Duration: One Scene

Type: Simple

Minimum Appearance: 3

Minimum Essence: 2

Prerequisite Charms: Deific Remolding

Processor

This charm takes the form of a small control

center for the Deific Remolding Processor,

located at the base of the neck, where the skill

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this one becomes more specialized rather than more general as it becomes more powerful. A

program and enhanced transformation unit for

the Corporeal Espionage Alternator, it allows

the Alchemical to assume a specific pre-

programmed combat form called the Battle

Crab. Activating this Charm immediately

overrides the effects of any active use of the

Corporeal Espionage Alternator. When

activated this charm causes the Alchemical to

undergo a radical transformation. They grow

as large as a Warstrider, and can wield

weapons of that scale. Their strength and

stamina scores are tripled, and they add their

appearance to their dexterity. Their legs

transform into six mechanical style crab legs,

and their movement rate is multiplied by 10.

They add their Essence score to their bashing;

lethal and even aggravated soak scores as

armor appears all over their body. This charm

is fully compatible with armor, as thousands of

tiny tools alter it to suit the new form.

Charisma

Idiomatic Cohesion Instrument

bonus.

These are not the only possible considerations,

players and storytellers are encouraged to

create their own. When the alchemical buys

this charm they decide the parameters of the

alteration program for their battle form, and

once decided on it cannot be changed.

However for a cost equal to half the xp needed

to buy this charm a new program can be added

giving, the Alchemical an additional battle form

mode. As many different modes may be

possessed as the Alchemical has points of

essence. Upgrading an existing mode occurs

when the Alchemical raises their permanent

appearance score or essence, and costs no xp.

Alchemical Battle Crab Upgrade Installation Cost: 1 Motes

Cost: 5 motes

Duration: One Scene

Type: Simple

Minimum Appearance: 4

Minimum Essence: 3

Prerequisite Charms: Corporeal Espionage

Alternator Unlike most charms that the Alchemical’s possess

Dietetic Remolding Processor

Appearance

Toolkit Modifying Array Corporeal Espionage Alternator

Alchemical Battle Crab Upgrade

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much the same way that the Idiomatic

Cohesion Instrument allows the Alchemical to

communicate with living beings. Alternatively

it can be activated to assess the targets

cultural and personal code of politeness and

etiquette allowing the Alchemical to ‘Fake’ the correct approach. As such the Alchemical may find herself assuming a strange posture or talking with an odd cadence to her voice. When used in this fashion it adds a number of dice equal to the Alchemical’s Charisma to any roll to negotiate or

deal with such creatures.

Mesmerizing Sub-Harmonic Array Installation Cost: 1 Mote

Cost: 5 motes, 1 willpower

Duration: Instant

Type: Supplemental

Minimum Charisma: 4

Minimum Essence: 3

Prerequisite Charms: Dogmatic Calibration

Governor

This charm is a circular implant just left of the

Idiomatic Cohesion Instrument and linked to it

by a fine wire. When activated it produces

sub-harmonic tones that induce feelings of

acceptance and pleasure in those listening.

The alchemical Exalted may add their

Charisma in automatic successes to any roll

that is based on performance, presence,

socialize or Bureaucracy (if it is person to

person). This charm only function on living

targets. Spirits, Fair Folk and the Undead are

immune.

Sub-Harmonic Dialogue Augmentation Installation Cost: 1 Mote

Cost: 4 motes

Duration: One Scene

Type: Reflexive

Minimum Charisma: 3

Minimum Essence: 2

Prerequisite Charms: Idiomatic Cohesion

Instrument

Installation Cost: 2 Motes

Cost: 3 motes

Duration: One Scene

Type: Simple

Minimum Charisma: 2

Minimum Essence: 1

Prerequisite Charms: None

An Idiomatic Cohesion Instrument is a tiny

nodule of burnished silver at the base of the

throat; it allows the Alchemical to bypass

spoken language entirely by creating a series

of sounds that directly stimulate the

communications portion of the brains of those

around them. This sounds like an odd

humming sound to the ear, by somehow those

in the area, simply know what the Alchemical

means. This is not a particularly sophisticated form of communication and cannot be used to perform great epics or the like, but it is sufficient for ‘Two gold coins for your daughter’, ‘Look out’ or ‘Back off’. Alternatively this Charm can be activated in such a way as to communicate soothing (or riling) thoughts into the primitive

minds of animals, allowing the Alchemical to

take a number of automatic successes equal to

their charisma score on any roll to control or

manipulate an animal, including ride rolls. This

Charm can only be used on regular living

targets in either mode, the Fae, undead, etc

are immune.

Dogmatic Calibration Governor Installation Cost: 1 Mote

Cost: 5 motes

Duration: One Scene or Instant

Type: Simple

Minimum Charisma: 3

Minimum Essence: 2

Prerequisite Charms: Idiomatic Cohesion

Instrument

This appears as a tiny nacelle like protrusion

on the Idiomatic Cohesion Instrument, it allows

the device to calibrate itself to the Essence

patterns of exoteric creatures such as Fae,

Undead, and Spirits allowing communication in

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and this charm activated, the Alchemical attunes

itself with that targets thoughts, rolling

charisma + socialize, if successful they may

read the targets mind for a number of turns

equal to their essence rating. Alternatively the

Alchemical may attune themselves with the

lower parts of the targets brain allowing them

to tap into their nervous system, making them

aware of the targets movements before they

have even made them. This is a tremendous

advantage in combat, and ensures that any

dodge or parry made against a non-charm

enhanced attack during the period that this

charm is active is automatically successful

(Though it does not provide such a dodge or

block).

Alchemical’s with the Sub-Harmonic Dialogue Augmentation have large, pointed ears wrapped tightly with copper wire to receive signals, while speech directed out diverts through the Idiomatic Cohesion Instrument. When activated the Alchemical can communicate with any other Alchemical Exalted who has this charm within their Essence x 5 miles. The other Alchemical’s need not have the Charm activated to hear, but must activate it to reply. The Alchemical can speak to a particular target or targets, or to anyone within range. Unless the target replies there is no way to know if they received the transmission. Alternatively it can be used to lock onto the ‘brain-wave patterns’ of a target to which the Alchemical has line of sight, allowing them to transmit their

voice telepathically to that target. The target

cannot respond.

Mental Pattern Sensing Array Installation Cost: 2 Mote

Cost: 5 motes

Duration: Essence in Turns

Type: Simple

Minimum Charisma: 5

Minimum Essence: 3

Prerequisite Charms: Sub-Harmonic

Dialogue Augmentation This device is attached to one of the Alchemical’s temples, and is a crystal in a setting made of their caste material. When focuses on a single target,

Idiomatic Cohesion

Instrument

Charisma

Dogmatic Calibration

Governor

Mesmerizing Sub-

Harmonic Array

Sub-harmonic Dialog

Augmentation

Mental Pattern

Sensing Array