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Chassis
nubbins themselves make the Alchemical more difficult to damage in any significant way and add 1L/+2B to the Alchemicals 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 Alchemicals Soak. Deployed in their armor configuration the plates are very hard and each 3 motes spent activating them adds +1L/+2B to the Alchemicals Lethal soak for the rest of the scene. No more motes may be spent activating that function than the alchemical has stamina x 3.
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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.
Type: Simple Minimum Stamina: 4 Minimum Essence: 3 Prerequisite Charms: Chest Cavity Processing Unit The Alchemicals 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.
Automata
Production
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 2s 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
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Stamina
Strain Resistance Chassis Modification Chest Cavity Storage Unit
requires a number of hours equal to the automatas 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 Alchemicals caste. The automatas 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 Alchemicals Essence x stamina. It may
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 Automatas 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
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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 Alchemicals 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 Alchemicals 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.
Automatic Unit
Counterattack
Defensive
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 Alchemicals 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 Alchemicals next attack from behind under the correct circumstances.
Dexterity
Dynamic Reaction Enhancement System Precision Targeting System
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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.
Strength
Personal Gravity Manipulation Apparatus (See Time of Tumult) Parabolic Leap Overcharger Device (See Time of Tumult)
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Strength
Personal Gravity Manipulation Apparatus
Alchemical costs.)
must
still
pay
both
activation
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 Alchemicals 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 longterm 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 subjects 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.
Suggested Combo: Gravity Pulse Wave Generator, Precision Targeting System, and battle algorithm management utility
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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 Alchemicals that have Essence 8 or more.
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.
Wits
Radical Social Alteration Module Personal Transdimensional Facilitator Remote Transmat Beam
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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 Alchemicals body on the other end. It costs 1 mote to close or open the door and therefore the Conduit.
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.
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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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.
in a primitive fashion Charms and Sorcery effects. Though they cannot identify what the effect is, they can detect its existence and location.
Perception
Virtuous Illumination Engine
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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.
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 Alchemicals 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 Councils 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
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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other Intelligence based charms of instant duration in the same turn equal to their essence score, without a combo.
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.
Intelligence
Esoteric Calculator Emerald Essence Actuator
Supra-Cranial Booster
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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 Facility
Artifact
Production
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.
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 Alchemicals 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.
Manipulation
Auxiliary Essence Storage Unit (See Time of Tumult)
Secondary Tank Essence Pasteurization
Hearthsocket System
Installation Cost: 2 Motes
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Manipulation
Auxiliary Essence Storage Unit
Hearthsocket System
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 Alchemicals caste. It contains a number of slots equal to the Alchemicals 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.
Alchemicals 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 Alchemicals body manifesting as dark horizontal lines across her entire body. It can be activated in one of two
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configurations. The primary function is to restructure the Alchemicals 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 Alchemicals essence rating.) or increasing their attractiveness (add a number of dots to the Alchemicals appearance score equal to half their essence, raising it no higher than 5.) The Secondary function is to restructure the Alchemicals body to make it more efficient for specific tasks, the filaments sprout mechanical boosters, and enhancers all over the Alchemicals body; allowing them to move a number of dots between their physical attributes and appearance equal to their essence score.
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 Alchemicals charms within her, and alter her flesh tone to that of a normal human. This does not in anyway effect the Alchemicals 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 Alchemicals 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 Alchemicals 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 Alchemicals 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 Alchemicals 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
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Appearance
Dietetic Remolding Processor
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.
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 preprogrammed 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
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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.
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 Alchemicals Charisma to any roll to negotiate or deal with such creatures.
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Alchemicals 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 Alchemicals 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 brainwave 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.
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).
Charisma
Idiomatic Cohesion Instrument
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