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Here are 13 new Alchemical charms in summary form. These focus mostly on
the attributes that weren't featured in Time of Tumult. Between these
and ToT, you'll have a decent spread of low-Essence charms for
Alchemical characters. These notes are just that -- in some places I've listed a few possible directions that the charms could take, or things that definitely need changes. Feel free to share your opinion as to the direction things should go None of this is canonical. I am
not writing this on the behalf of the Exalted developer or White Wolf.
This is purely for your personal use and/or amusement, and therefore
nobody should take them to be "future Alchemical charms." The design
process involved here can be summed up in that I thought these would be
fun to use were I running an Alchemical character. Copied from the Exalted Compendium Forums |
Stamina |
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Obstinate Flesh Mechanism Duration: One scene/Permanent Type: Simple Prerequisite Charms: Strain Resistant Chassis Modification *Increases soak by X die for
every X+Y motes spent, never reducing total damage below 1 die. |
Charisma |
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Idiomatic Cohesion Instrument Duration: Scene Type: Simple Prerequisite Charms: None *Allows basic communication with any person using instinctual signals and gestures to bypass spoken/written language entirely. *Alternatively, does the same thing with beasts or spirits to provide greater controls of mounts, calm nervous animals, etc. Gives an Essence rating success bonus to any related rolls. (An Idiomatic Cohesion Instrument is a tiny nodule of burnished silver at the base of the throat.) |
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Dogmatic Callibration Governor Duration: Scene Type: Simple Prerequisite Charms: Idiomatic Cohesion Instrument *As with ICI, but allows contact with any "sentient being" not necessarily of human stock, such as Fae, daemons, or other alien creatures with their own will. *Alternatively, allows converse with the underpinnings of reality, such as elementals, spirits, etc. Not direct language, but inherent mutual understanding of meaning. Gives an Essence rating success bonus to any related rolls. NOTE: Both work by "faking" the etiquette that the target expects, so the Alchemical may find herself assuming a strange posture or talking with an odd cadence to her voice. Great RP opportunities if you want to do so, functional ability if you don't. |
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Sub-Harmonic Dialogue Augmentation Duration: One scene Type: Simple Prerequisite Charms: Idiomatic Cohesion Instrument *Provides long range communication between two Alchemicals with this charm. *Alternatively, line-of-sight directed communication with any unobstructed person - only, you can't hear what they're saying, just project your "thought voice" a huge distance. Works through scrying abilities and items, but must be the true image of ther person. (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.) |
Manipulation |
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Secondary Essence Pasteurization Tank Duration: Permanent Type: Simple Prerequisite Charms: Auxilliary Essence Storage Unit *Essence regenerates at triple its rate for (current Manipulation) + Essence hours *Alternatively, you take a single box of Aggravated damage to "scrape the bottom of the barrel" in welling Essence from your life force - say, a quick burst of 10 points. |
Appearance |
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Deific Remolding Processor Duration: Permanent (or one scene? one day per use? Committed?) Type: Simple Prerequisite Charms: None *Perform moderate transformation of facial features. Provides disguise bonus, although only for the face/head area. (Alchemicals use this charm to make themselves look totally fly) *Perform moderate changes to your total build, allowing you to temporarily move a maximum of Essence number of Appearance dots? Assume weird bone structures? (How to relate this with Appearance and the Physical atts?) |
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Corporeal Espionage Alternator Duration: Permanent Type: Simple Prerequisite Charms: Deific Remolding Processor *Completely hide your Alchemical nature by appearing as a fully human version of yourself, generally taking on the human appearance of the Autochthonian hero you most represent, in all respects. Charms hidden to the naked eye, and flesh not Alchemical-colored. Doesn't affect your charm usage, but anima still shows when you're using your them. *Become utterly alien through entirely cosmetic modifications to yourself, allowing for some seriously wacky crap. Unsure how to represent this mechanically, but you can basically turn into stuff like driders. Nothing more than twice as large as your maximum size type, determined by your Essence. |
Perception |
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Virtuous Illumination Engine Duration: Scene Type: Simple Prerequisite Charms: None *Flashlight vision - massive beams of light pour forth from your eyes like spotlights, blinding those who look at them directly if you want, but mostly just serving to illuminate your surroundings for yourself and others. Think two maglites sprouting out of your eyes. *Low-light vision - takes the smallest amount of light and allows you to see in dark places, if you prefer to be stealthy. When light levels dramatically change, you need to make a Per/Resistance roll to avoid being blinded. (Or default to related rule in basic Exalted book) (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, but you look like that dude in Ghost in the Shell.) |
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Personal Candescence Module Duration: Scene Type: Simple Prerequisite Charms: Virtuous Illumination Engine *heat vision, sorta -- see only people or living creatures, sort of a "bio vision" more than heat, but as amorphous blobs, so you lose all sense of facial expression and stuff like that. *gamma vision, sorta -- ignore 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 actually are. Sort of like an overlay you get from "echolocating" where everything around you is. NOTE: using both together 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. Need to look at mechanics. |
Intelligence |
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Esoteric Calculator Duration: One scene Type: Simple Prerequisite Charms: None *Trajectories and math stuff - human calculator for a scene, boosting any Intelligence rolls + relevant ability being used in some way to deal with math or mathematically related stuff. Aka the Pefect Catapult Shot charm. *Alternatively, provides bonus dice in solving codes or puzzles that are mathematic in origin. Also allows the determination of patterns, including rapid crunching of data, picking up observed trends, etc. Aka the Cheat At Cards charm. |
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Supra-Cranial Booster Duration: Instant Type: Extra Action Prerequisite Charms: Esoteric Calculator *Provides multiple actions per turn that are Mental-based in origin. *Allows for the activation of multiple Mental-based Simple charms, limited by your Essence. Unsure if this would actually fly, as it is potentially hideously abusive. NOTE: Name sounds pretty lame. Change it. |
Wits |
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Radical Social Alteration Module Duration: One scene Type: Simple Prerequisite Charms: None *Determine what somebody you're having a conversation with/in physical contact with truly wants at the moment. Not deep-seated long-term desire, but you can tell what somebody wants to get out of you or whoever else they're around. *Alternately, irrevocably cloud your own true goals by giving off the wrong signals, so that the more successes they get, the more they're convinced of something entirely different -- only successes of 1-3 grasp what you're after, any more and it's false info. |
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Shattering Terror Recapitulation Mechanism Duration: One scene Type: Supplemental Prerequisite Charms: Radical Social Alteration Module *Reduce the presence of natural fear by temporarily adding die equal to Wits to Willpower-related fear resistance rolls. *Provides "soak" versus the successes of magical or supernaturally-based fear effects. (This charm consists of two spherical brass components housed deep in the lower torso, roughly where human kidneys would exist.) NOTE: This and previous should somehow tie in the Virtues instead. Need to look at how that would interact. |