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		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CallMeCal</id>
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		<updated>2026-04-09T08:10:00Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Kitsune/Traits&amp;diff=95507</id>
		<title>CallMeCanon/Kitsune/Traits</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Kitsune/Traits&amp;diff=95507"/>
				<updated>2023-10-07T01:47:49Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: Remove slur, with apologies for earlier ignorance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CallMeCanon/Kitsune|Scroll of Kitsune]]&lt;br /&gt;
= Tribes =&lt;br /&gt;
Kalaviek created the Kitsune with a unique Ability: &amp;lt;b&amp;gt;Warp&amp;lt;/b&amp;gt;. The Kitsune are able to use their Warp Ability to exert their will directly over a particular Element, bypassing the physical medium of hands or tools. Each Kitsune is born into a particular Tribe, determining which Element she has a natural affinity for. She may learn to Warp other Elements, but only with training and study.&lt;br /&gt;
== Air, Dexterity ==&lt;br /&gt;
&amp;lt;b&amp;gt;Myrskii, The Eternal Storm&amp;lt;/b&amp;gt;&lt;br /&gt;
== Water, Wits ==&lt;br /&gt;
&amp;lt;b&amp;gt;Vatten-Utan, The Bottomless Ocean&amp;lt;/b&amp;gt;&lt;br /&gt;
== Earth, Stamina ==&lt;br /&gt;
&amp;lt;b&amp;gt;Ma'anos, The Indelible Mountain&amp;lt;/b&amp;gt;&lt;br /&gt;
== Wood, Charisma ==&lt;br /&gt;
&amp;lt;b&amp;gt;Videkkii, The Immortal Forest&amp;lt;/b&amp;gt;&lt;br /&gt;
== Fire, Manipulation ==&lt;br /&gt;
&amp;lt;b&amp;gt;Hehkua, The All-Consuming Flame&amp;lt;/b&amp;gt;&lt;br /&gt;
== Metal, Strength ==&lt;br /&gt;
&amp;lt;b&amp;gt;Pahdok, The Hammer That Strikes the Anvil&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blood, Intelligence ==&lt;br /&gt;
&amp;lt;b&amp;gt;Wordblood, He Who Aids in Understanding&amp;lt;/b&amp;gt;&lt;br /&gt;
== Light, Perception ==&lt;br /&gt;
&amp;lt;b&amp;gt;Avacyn, Seraph of the Vigilant Remedy&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shadow, Appearance ==&lt;br /&gt;
&amp;lt;b&amp;gt;Madness Stalks the Empty Prey&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
== Sword ==&lt;br /&gt;
&amp;lt;i&amp;gt;Archery, Dodge, Martial Arts, Thrown&amp;lt;/i&amp;gt;&lt;br /&gt;
== Armor ==&lt;br /&gt;
&amp;lt;b&amp;gt;Dhamma, Sanguine Mother Bear&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Athletics, Melee, Resistance, War&amp;lt;/i&amp;gt;&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&amp;lt;b&amp;gt;Borromea, Exquisite Eye of Ingenuity&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Awareness, Linguistics, Lore, Occult&amp;lt;/i&amp;gt;&lt;br /&gt;
== Hearth ==&lt;br /&gt;
&amp;lt;b&amp;gt;Elinda, She Who Extends Vitality&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Craft, Medicine, Performance, Socialize&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is almost unheard of for a Hearth Kitsune to learn any Craft other than Water for cooking; as cooking would require several different Elements of Warping it's simpler to just use Craft (Water). It is even more unheard of for a non-Hearth Kitsune to learn any Craft at all.&lt;br /&gt;
&lt;br /&gt;
== Justice ==&lt;br /&gt;
&amp;lt;b&amp;gt;Chairon, He Who Presides Over Wayward Souls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Bureaucracy, Integrity, Investigation, Presence&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nomad ==&lt;br /&gt;
&amp;lt;i&amp;gt;Larceny, Ride, Sail, Survival&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nomad Clan is unique in that they have no Tribe, and thus no Favored Attribute or Element. This means that they treat all Warp Charms as Unfavored, and must learn them from a teacher. However, they have no restrictions on how many Elements they may learn to Warp , or how high they may raise each Warp Ability.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95105</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95105"/>
				<updated>2018-01-05T09:06:24Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be given the Core Housing keyword at Storyteller discretion, and if so it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated workforce, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Wits 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95104</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95104"/>
				<updated>2018-01-05T08:45:44Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be given the Core Housing keyword at Storyteller discretion, and if so it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated workforce, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Wits 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95103</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95103"/>
				<updated>2018-01-05T08:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated workforce, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Wits 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95102</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95102"/>
				<updated>2018-01-05T08:07:37Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated servitors, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Wits 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95101</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95101"/>
				<updated>2018-01-05T08:04:38Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Ultra-Deadly Core Housing Labyrinth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Wits 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95100</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95100"/>
				<updated>2018-01-05T08:03:48Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95099</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95099"/>
				<updated>2018-01-05T08:02:53Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 3 || 4 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95098</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95098"/>
				<updated>2018-01-05T08:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 3 || 4 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95097</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95097"/>
				<updated>2018-01-05T08:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Attribute Minimum&lt;br /&gt;
| 5 || 7 || 9 || 11 || 13 || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; she should at the very least judge what Attribute this particular Unit is aspected to, and depending on the features she may also impose Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95096</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95096"/>
				<updated>2018-01-05T07:55:30Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95095</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95095"/>
				<updated>2018-01-05T07:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 3: -3 points&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95094</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95094"/>
				<updated>2018-01-05T07:53:38Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95093</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95093"/>
				<updated>2018-01-05T07:45:47Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: -1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 16 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95092</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95092"/>
				<updated>2018-01-05T07:45:28Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm is a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -3 points&lt;br /&gt;
Fragility 1: -1 point&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 16 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral, complete with automated staff, to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps including 10 dots of automated artifact weaponry awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95091</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95091"/>
				<updated>2018-01-05T07:34:03Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95090</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95090"/>
				<updated>2018-01-05T06:24:36Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Integrated Essence Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 3: -1 point&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95089</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=95089"/>
				<updated>2018-01-05T06:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Civil Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install a second Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95088</id>
		<title>CallMeCanon/Machinical/Charms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95088"/>
				<updated>2018-01-05T03:51:06Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Didacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CallMeCanon/Machinical|Machinicals]]&lt;br /&gt;
= Machinical Charms =&lt;br /&gt;
Many of these are just Alchemical Charms with a new name. For those I'm putting basic game-rule descriptions for now; I will update with fluff text later. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Didacts are the Machinical equivalent to Alchemical Submodules. As with Submodules, they cost 6xp unless otherwise noted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Blasphemy is explained on page 103 of Manual of Exalted Power: The Infernals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Hallowed refers to Charms designed by the Yozis specifically to further their plans. These Charms will usually either be custom or based on Infernal Charms. Few if any Alchemical Equivalent Charms will count as Hallowed.&lt;br /&gt;
&lt;br /&gt;
= Charisms =&lt;br /&gt;
Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three Augments (and Charisms) are identical to their respective Excellencies; beyond that, things get interesting.&lt;br /&gt;
== Fourth (Attribute) Charism ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m, first only]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 1, (Attribute) 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious, Stackable&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm increases the cap for its respective Attribute and adds a dot to it for as long as the Charm is installed. This Charm may be installed as many times per Attribute as half the Machinical's Essence, rounded up. Dots added this way do not count towards the Experience cost of buying Attribute dots, but they count towards everything else.&lt;br /&gt;
&lt;br /&gt;
== Hyperbolic (Attribute) Aleph ==&lt;br /&gt;
&amp;lt;i&amp;gt;Transpuissant (Attribute) Upgrade&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;0m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 31, (Attribute) 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Any (Atribute) Charism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.&lt;br /&gt;
&lt;br /&gt;
= STRENGTH =&lt;br /&gt;
= DEXTERITY =&lt;br /&gt;
= STAMINA =&lt;br /&gt;
= CHARISMA =&lt;br /&gt;
== Sacrosanct Devotion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm lowers the attunement cost of Verdigrised or otherwise Yozi-aspected artifacts by 1, to a minimum of 1. It also lowers the installation cost of other Hallowed Charms by 1, to a minimum of 0.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Sublime Piety (Essence 3, 4xp) ====&lt;br /&gt;
Each installation of this Didact adds 1 to the Charm's reduction. This Didact may be installed a maximum of (lower of Charisma or Essence) times.&lt;br /&gt;
&lt;br /&gt;
= MANIPULATION =&lt;br /&gt;
= APPEARANCE =&lt;br /&gt;
== Transeuclidian Reliquary ==&lt;br /&gt;
&amp;lt;i&amp;gt;Integrated Artifact Transmogrifier&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Appearance 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple (Speed 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm gives any number of Charms the Internal keyword for the duration. Obvious Charms are only obvious while they are performing their function, and insofar as it is necessarily obvious to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all the Alchemical's Charms have the Internal keyword and she is human-sized, she may appear to be human. She may retract or edit her soulgem to do so. This is not an illusion, but an actual warping of her flesh, so effects that trump Illusions do not affect this Charm. 11m+ anima flare breaks through the disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Arcane Leyshadow (Essence 3, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Essence-Muting Baffles&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Internal Charms become invisible to Essence Sight (unless they are both Obvious and active). If she is disguised as a human, that disguise also fools Essence Sight. In case of a Charm attempting to break through, add the Machinical's Appearance in bonus dice to her resisted roll.&lt;br /&gt;
==== Loom-Snarling Deception (Essence 4, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Loom Server Migration + Loom-Snarling Deception&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An Ebon Shadow crafts an illusion that reshapes her clothing and equipment in whatever way the Machinical chooses. She also writes herself a destiny that is woven into Fate; she now counts as inside of Fate, and any disguises that match the destiny she wrote for herself are backed up by the Loom.&lt;br /&gt;
&lt;br /&gt;
== Penumbral Cruciger ==&lt;br /&gt;
&amp;lt;i&amp;gt;Trans-Chosen Emulator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;--&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 3, Appearance 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Obvious, Shaping&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Transeuclidian Reliquary&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm enhances its prerequisite. The Machinical may emulate any other Caste or Exalt type's anima banner, so long as she has seen it before (and can remember it). She does not mimic the anima power, merely the display. (As this is an enhancement to the previous Charm, submodules affecting it also affect this.) This effectively keeps the previous charm's disguise even through 11m anima flare, but 16m iconic anima banner breaks through this disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Umbral Totem (Appearance 3, 2xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Metatotemic Calbrator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical may now choose an iconic anima banner, so long as it thematically matches her current anima flare (be it natural or disguised). This effectively keeps the disguise up even through totemic anima banner flare.&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Secrets Mastery (Essence 5, Appearance 6, Loom-Snarling Deception, Umbral Totem) ====&lt;br /&gt;
&lt;br /&gt;
The destiny the Machinical wrote for herself perfectly fools all senses including Essence Sight; her permanent Essence level, her Exaltation and mote aspect, her height and weight and skin color, etc. all matches her written destiny to any attempts to sense them. This effectively gives a perfect defense vs any attempt to see through the disguise.&lt;br /&gt;
&lt;br /&gt;
= PERCEPTION =&lt;br /&gt;
== Spider Climbs Lotus ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 4, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Perfected Lotus Sigil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to use Martial Arts in place of Awareness for Join Battle rolls.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Spider Bites Lotus (Essence 5, 10xp) ====&lt;br /&gt;
With this Didact, the Machinical may use Martial Arts Form charms as Supplemental charms during Join Battle actions. This counts as her Charm activation for the first round of combat.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]] ==&lt;br /&gt;
== Arcane Self-Conjuration Link ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple, Speed 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;The Second Flesh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to summon her Second-Flesh back to her as a Thaumaturgist summons a demon. This charm may be used regardless of the location of the Second-Flesh, so long as she can sense it in some way.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Carapace Conjuration Method ====&lt;br /&gt;
This Didact may only be used with the Essence 4 version of The Second Flesh, and uses up one of its Charm Slots. This allows the Second-Flesh housing the Machinical's consciousness to use this Charm (and its other Didacts) on her Monstrous body as though it were her Second-Flesh, though doing so adds 1wp to the Charm cost.&lt;br /&gt;
&lt;br /&gt;
==== Telekairic Digestion ====&lt;br /&gt;
This Didact allows the Machinical to summon the Second-Flesh directly into herself, instantly reincorporating it.&lt;br /&gt;
==== Exorcitic Return ====&lt;br /&gt;
This Didact allows the Machinical to &amp;quot;banish&amp;quot; her Second-Flesh either to the Hellforge that serves as her home, or to her own Tesseract Cathedral.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]] ==&lt;br /&gt;
&lt;br /&gt;
= INTELLIGENCE =&lt;br /&gt;
&lt;br /&gt;
== Consumptive Regurgitator ==&lt;br /&gt;
&amp;lt;i&amp;gt;Technomorphic Integration Engine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== () ====&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]] ==&lt;br /&gt;
&lt;br /&gt;
= WITS =&lt;br /&gt;
&lt;br /&gt;
= WILLPOWER =&lt;br /&gt;
Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical. Both Charm Cascades start with Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.&amp;lt;br&amp;gt;&lt;br /&gt;
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/pYJ5IY5.png Charm Cascade]&lt;br /&gt;
= Apocalyptic Charms =&lt;br /&gt;
== Innermost Gateway ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A portal opens within the Machinical's Tesseract Cathedral, linking it to Malfeas. Unlike most Malfeas gateways that open onto Cecylene, this portal bypasses the five day desert walk, passing through Elsewhere instead and connecting directly to the Demon City. First Circle Demons may freely pass through this gateway, without the assistance of Sorcery. For First Circle Demons, the Tesseract Cathedral counts as Malfeas, and they are as at home here as they would be there.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only Apocalyptic Charm that can be removed after it has been activated; the others, immediately upon first activation, become a permanent part of the Machinical's body, as with Transorganic Desecration Cyst (&amp;lt;i&amp;gt;The Alchemicals, pg 180&amp;lt;/i&amp;gt;).&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Peasants ====&lt;br /&gt;
For First Circle Demons, the Machinical's city body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Carnal Link ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;10m, 2wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Innermost Gateway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During a scene in which Innermost Gateway is active, the Machinical extends part of herself through it and anchors that piece to Malfeas with rootlike tendrils of flesh and essence. What was once a temporary magic portal is now a permanent physical portal, an arched hallway at one end of which is the Demon City and at the other end of which is the Tesseract Cathedral, the intervening length existing Elsewhere. First and Second Circle Demons may pass through this hallway freely without the assistance of Sorcery, and the Tesseract Cathedral now counts as Malfeas for Second Circle Demons as well as First.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Nobles (City of Peasants) ====&lt;br /&gt;
For Second Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== The Gaping Maw ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;25m, 5wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Carnal Link&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical's city-body anchors itself to Creation in the same way Carnal Link anchored her to Malfeas, and she creates a physical open archway of her own substance through what was once the portal from her Tesseract Cathedral to Creation. The Machinical is now a permanent physical open bridge from the Demon City to Creation, through the mediums of Elsewhere and her own Tesseract Cathedral. The Cathedral now counts as Malfeas for Third Circle Demons as well, and demons of any circle may traverse the full length of the passage from the Demon City to the Machinical's city-body freely without the assistance of sorcery.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Gods (City of Nobles) ====&lt;br /&gt;
For Third Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Through the Fire and Flames ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp, 50ahl [10m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Obvious, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;City of Gods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it. The end of all things, or perhaps the beginning. As many Second- and Third-Circle Demons as can manage are on this side of the portal, protected in the shell of her mighty Sprawl, ready to call forth their greaters. With her city-body anchored firmly to Creation and her inner-world anchored firmly to Malfeas - her innards stretched through the annals of Elsewhere directly connecting the two - and with the metaphysical assistance of the Core Essences of the Yozis pulling with her from this side, she heaves, regurgitating, yanking her own guts out through the conduit of Elsewhere and attempting to drag all of Malfeas inside-out with her.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether or not this works is &amp;lt;b&amp;gt;entirely&amp;lt;/b&amp;gt; up to the Storyteller. If it does, it almost certainly means the end of the campaign; victory for a party of loyalist Infernals, defeat in almost any other case. Or perhaps not; maybe a High-Essence party of Exalts could find a way to stuff the Yozis back through the portal and close it back up. All of this is up to Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
= Heretical Charms =&lt;br /&gt;
&amp;lt;i&amp;gt;(These charms draw heavy inspiration from the Keyword: Heretical charms in Broken-Winged Crane, and from the webstory [http://tgchan.org/wiki/Lunar_Quest Lunar/Titan Quest] by Jukashi.)&amp;lt;/i&amp;gt;&lt;br /&gt;
== Budding Jouten ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E) [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Willpower 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Charm bridges the gap between The Second Flesh and Flesh-Golem Repository in a way that really shouldn't be possible. This Charm adds a fifth version of The Second Flesh:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Essence 5&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E)&amp;lt;br&amp;gt;&lt;br /&gt;
As the Essence 4 version, but both bodies may be fully active at once with no penalties. The Alchemical commits a point of &amp;lt;b&amp;gt;Permanent Essence&amp;lt;/b&amp;gt; to the Drone-Body, as well as 3 aggravated health levels, giving it part of her soul so that it can live and act autonomously but still respond perfectly to her will. Both bodies use their respective full mote pools, calculated separately and as normal for each of them.&amp;lt;br&amp;gt;&lt;br /&gt;
Both the Monstrous-Body and the Second-Flesh may have Dying Health Levels, and they must *both* be killed to kill the Alchemical. If either of them dies, the other one takes 5 levels of unsoakable aggravated damage as her soul is ripped through Elsewhere from the dead body to the living one. If the Monstrous survives, treat this Charm &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; The Second Flesh as being amputated. If the Jouten survives, follow the rules described in the Essence 4 version of The Second Flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drone-Body rules still apply: Under no circumstances may a Monstrous have more than one Second-Flesh active at a time, even if that Second-Flesh is a Jouten.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Joutenheim (Essence 8) ====&lt;br /&gt;
This Didact allows Budding Jouten to be used as a Sprawl Charm, halves the Willpower cost, and reduces the Health Level commitment to 1ahl.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allows the Sprawl to have more than one Jouten at a time, as the Charm is not being used by a Monstrous.&amp;lt;br&amp;gt;&lt;br /&gt;
This Didact &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; applies to uses of Budding Jouten; she still cannot use the prerequisite Charm to create non-Jouten Second-Fleshes.&lt;br /&gt;
&lt;br /&gt;
==== The Titan's Face (Essence 9, Jotunheim, Blossoming Deva) ====&lt;br /&gt;
This Didact reduces the Willpower cost of Budding Jouten to 1 and removes the Permanent Essence commitment.&lt;br /&gt;
&lt;br /&gt;
==== Primordial Avatar (Essence 10, The Titan's Face, Soulbloom, 12xp) ====&lt;br /&gt;
Now, when she creates a Jouten, it may be a Third-Circle-Deva-like entity of up to Essence 7 rather than a Machinical Second-Flesh. This entity is not a subsoul and does not contain any of her Permanent Essence, but it does contain part of herself, is a reflection of some aspect of her being, and acts directly on her behalf (rather than having a separate consciousness and personality as a Deva does).&lt;br /&gt;
&lt;br /&gt;
== Blossoming Deva ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Pronounced DAY-vah)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 55m, 5wp, 1E, 16xp [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Budding Jouten, Worldbody Seed, [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;For this Charm to function, it and Flesh-Golem Repository must be installed &amp;lt;b&amp;gt;within&amp;lt;/b&amp;gt; the Worldbody.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the Yozis realized this Charm was possible, they never would have allowed Machninicals to exist. They did not fully understand what they wrought when they gave sorcerous primordial power to beings designed to grow and segment themselves as the Alchemicals are. They assumed that the Drone-Bodies and Avatars would be simple flesh golems, aids for scrying or espionage, conduits for perception and power, and indeed initially they were. It never occurred to them how else that functionality might be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No Titan had ever built itself from scratch before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm uses Budding Jouten's expansion of The Second Flesh as a prototype, and builds on its idea to turn Flesh-Golem Repository into something else entirely. She follows the rules for constructing an Essence 2 Avatar, but when the time comes to bequeath it part of her mind, she gives it part of her soul instead. She shears off a point of her own Permanent Essence and 16 banked Experience points and imbues them into the Avatar-Body. It is now, metaphysically, a Third-Circle Demon, albeit a fairly weak one as it is an Essence 3 newborn without any Second- or First-Circle subsouls of its own.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first time the Machinical does this, the Deva she creates is Herself; it has the exact aesthetic body she had when she was Essence 3, and its mind and spirit are exactly her own. The dot of Essence she bequeaths to this Deva is the one that contains her center self; this Deva is now more the Machinical than the Machinical is. Metaphysically, this Deva is her Fetich Soul. The Player and Storyteller should work together to decide from among three options: One is that this Deva becomes a ST controlled cohort, while the player controls the Oversoul. Another is that this Deva becomes the Player Character and the Oversoul becomes her ST controlled 5 dot Patron. A third option is that both the Deva and the Oversoul are player-controlled characters. In the case of this third option, it must also be decided whether the Deva earns EXP for herself or uses the same pool of banked Experience as the Oversoul. These decisions should be made based on both the desire of the player and the needs of the campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this Fetich, while metaphysically a Third-Circle Deva, as a pure expression of the Machinical Oversoul it is itself mechanically a Machinical, and from the moment of its creation onward it calculates stats and spends experience and learns Charms and does everything else following Machinical game rules, with two exceptions: First, it cannot become a Sprawl. If it surpasses Essence 7 it stays a Monstrous, though its body and its Tesseract Cathedral (if it has one) become larger. Secondly, it cannot ever learn Keyword: Heretical Charms or in any way gain Third-Circle subsouls of its own; it &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; a Third-Circle Subsoul, and can only gain Second- and First-Circle subsouls of its own, and then only once the Oversoul has installed Soulbloom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 8 Monstrous:&amp;lt;/b&amp;gt; 30-45 feet tall, Tesseract Cathedral like a large village or a small town, spanning a few miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 9 Monstrous:&amp;lt;/b&amp;gt; 45-60 feet tall, Tesseract Cathedral like a large city spanning a few dozen miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 10 Monstrous:&amp;lt;/b&amp;gt; 60-75 feet tall, Tesseract Cathedral like a sprawling urban metropolis spanning a few hundred miles.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Essence 8+ Monstrous, she may install any Sprawl Charms she meets the prerequisites for, but only within her Tesseract Cathedral (assuming she has it installed) (exceptions may be made at Storyteller Discretion based on the nature of the Charm and the size of the Deva's body).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every subsequent time this Charm is used, it creates another Third-Circle Deva, but no longer a Fetich. Instead of using the CallMeCanon rules for making an Essence 2 Avatar-Body, work together with your Storyteller to create an Essence 3 Third-Circle Demon, with all the range of possibility that entails. It should be designed with an Element and Purpose in mind: What traits define it? What does it do for the Oversoul?&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might have an Advisor Deva whose element is Language. Its powers and personality should then flow out of that. Its Charms should be based on assisting others - particularly its Oversoul and fellow Devas - and it would do so through words, e.g. words of encouragement, advice, perhaps Power Words that shape reality, etc. As a character, it might be something of a compassionate nerd, with a love of linguistic puzzles and of helping people.&amp;lt;br&amp;gt;&lt;br /&gt;
For another example, you might have a Feeding Soul whose element is Time. Again, its powers and personality should flow out of that. Its Charms should be based on absorbing, consuming, or even stealing power or energy or abilities or knowledge or things, and again, primarily in service to or at least benefit of her Oversoul and fellow Devas. It might also have Charms that speed up or slow down time, allowing herself and/or her Oversoul to do things faster than normal or causing her enemies to do things more slowly. As a character, it might be extremely manic or it might be extremely patient. Or it might be both. It might be gluttonous or ravenous, desperate to consume power or things or knowledge, or perhaps content to wait patiently until Time consumes it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for these examples goes to [http://tgchan.org/wiki/Lunar_Quest Jukashi])&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For these non-Fetich Devas, again decide with your Storyteller whether they should be Player- or ST-controlled characters, depending on the desires of the player and the needs of the campaign. A non-fetich Deva should probably not supplant the Oversoul or Fetich as the primary or only Player-character, unless the Player really wants it to, and it probably should not earn its own EXP, unless doing so really suits the metagame better. One possibility, if the Oversoul and multiple Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, while non-fetich Devas use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Devas, fetich or non-, player- or ST-controlled, Third- or Second-Circle, count as separate characters from a play perspective, but count as part of the Machinical from a metaphysical perspective, to precisely the same extent that Ligier counts as part of Malfeas or Erembour counts as part of the Ebon Dragon. They have separate bodies and personalities, but they are not in a true sense individuals; they are part of a greater whole, and that fundamental fact should be considered in all facets of their personality and existence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike demons, at least Third-Circle Machinical Devas (and Second- and even First-Circle, if the Storyteller chooses) are naturally material beings and can exist in Creation without trouble, as the Machinical constructed their bodies from physical materials. Like Demons, though, they do count as Creatures of Darkness for the purpose of Solar Charms, unless the Machinical can convince Sol Invictus that they should not (after all, the souls of Gaia and Autochthon don't count as Creatures of Darkness; there is precedent for benevolent - or at least benign - Primordials, and Sol Invictus may perhaps be convinced to apply that precedent to her).&lt;br /&gt;
&lt;br /&gt;
== Soulbloom ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Blossoming Deva, Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical's Third-Circle Devas to begin crafting Second-Circle Devas for themselves. Second-Circle Devas must always fall into one of seven categories, and no Third Circle Deva can ever have more than one Second-Circle Deva of a given category:&lt;br /&gt;
* Defining (this one should be created first)&lt;br /&gt;
* Protecting/Warden&lt;br /&gt;
* Gratifying/Indulgent&lt;br /&gt;
* Communicating/Messenger&lt;br /&gt;
* Expressive&lt;br /&gt;
* Reflective&lt;br /&gt;
* Understanding/Wisdom&lt;br /&gt;
Second-Circle Devas start at Essence 2, and require the &amp;quot;parent&amp;quot; Third-Circle Deva to spend 20m and 2wp to create, as well as giving up one dot of Personal Essence to the creation process.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The same kind of decisions that were made by player and Storyteller for Third-Circle Devas must also be made for Second-Circle. As a general guideline, any Third-Circle Deva that is not player controlled or does not earn its own EXP should not produce a Second Circle Deva that is player controlled or does earn its own EXP, respectively. Care should also be taken that one player does not end up controlling a ridiculous number of characters, especially if they are in a party where nobody else is doing so, as that could get very unbalanced very quickly and be no fun for anybody. As always, work with your Storyteller to make these decisions in a way that keeps things fun for everybody.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== The Endless Garden (Essence 10) ====&lt;br /&gt;
Second- and Third-Circle Devas, as well as the Machinical herself, may now create First-Circle Devas. Creating one costs 5m and 1wp for the first instance of it, and 1m for each instance of it after that. They should be designed as Elementals based on the traits and themes of the growing Titan.&lt;br /&gt;
&lt;br /&gt;
== Worldbody Seed ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 5wp[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical greatly expands the inner world created by Tesseract Cathedral, from the size of a small neighborhood to the size of a large city. Her inner world expands to a radius of (Essence + Willpower) miles. At the center of this area is the building/neighborhood that was her original Tesseract Cathedral, and it serves as the portal through her body to the outside world. Moving things into or out of the Worldbody is still a Reflexive (or Storyteller's discretion) action, but the item or person in question must be within the bounds of the Tesseract Cathedral in order to bring them out.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purpose of the Machnical's will, its entire City-Body and its entire internal Tesseract-Cathedral are usable as a portal. In addition to this, however, there is also a building-sized gateway somewhere in the Tesseract-Cathedral and another somewhere in her City-Body through which individuals may move of their own volition. The Machinical may not prevent such movement, but she may easily relocate the portals to keep them hidden or blocked from use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical has a nonzero level of control over the shape and appearance of her inner world, but how much exactly - and how long it lasts - is up to the Storyteller. Its aesthetic should be thematically tied to her being and her personality, but it may theoretically contain anything and be shaped any way that perfect will could sculpt from pure chaos, though it is unlikely to contain great mountain ranges or long canyons; the Worldbody Seed is much larger than a building, but it is no continent.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Self-Subjective Sorcerous Summoning ====&lt;br /&gt;
The Machinical may withdraw items or beings from - and ingest them to - anywhere within her inner world. Sorcery or other magicks that can summon objects or beings from other planes (such as Malfeas) may be used to target things within her Worldbody if they are not plane-specific, or may have new versions made specifying her Worldbody if they are.&lt;br /&gt;
&lt;br /&gt;
==== Titanic Ascension Commitment (24xp) ====&lt;br /&gt;
Any Charm with the Heretical keyword (and all its Didacts), once installed and activated, is considered &amp;quot;known&amp;quot; to the Machinical in the way Martial Arts Charms are. They no longer take up Charm Slots or have committed mote costs to remain installed. In addition, any non-Heretical Charms that were prerequisite for its installation and use are no longer considered prerequisite, and also any minimum Essence Rating it had is decreased by 1 after its first use. To install and activate a Heretical Charm (or Didact) still requires that the Machinical meet all prerequisites, install it in a Charm Slot, and commit the necessary motes as normal, but once she has done so and used it once, it is absorbed from the Charm Slot into the substance of her being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sapling Ad Infinitum ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;70m, 7wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Worldbody Seed, Blossoming Deva&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed takes root and sprouts into something far, far greater. It now encompasses a radius of (Essence + Willpower)x1000 miles, and may contain features such as epic mountain ranges, long winding valleys, or great lakes and seas. The degree to which she controls its geography should be at least that to which she had over the design of the Worldbody Seed, and probably greater, as she is more powerful now and has had some practice.&lt;br /&gt;
&lt;br /&gt;
== Canopy of Roots ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Heretical, Obvious, Blasphemy &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
The growing Titan turns herself &amp;quot;inside out&amp;quot; as it were, allowing her inner World Body to spill outward, and becoming not so much a landmark as a landscape. Examples of Primordials who exist this way: Cecylene, Malfeas, Szoreny. Examples of Primordials who do not exist this way: Isidoros, Adorjan, The Ebon Dragon. Work together with your Storyteller to determine &amp;lt;i&amp;gt;what in the name of Creation &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; means&amp;lt;/i&amp;gt;. Where are your borders? Are they related to the size of the landscape in any way? Can you move? What does this mean for your Health Levels? Whatever it is you've just done, you can be sure that &amp;lt;b&amp;gt;EVERYONE EVERYWHERE&amp;lt;/b&amp;gt; is going to notice. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Singularity of Yggdrasil ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum, Soulbloom&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed reaches full maturity, and the Shinma shudder as a new Titan is born. She is no longer a Machinical, but a Primordial, and she is immortal in all of the same ways that they are. Her inner (or outer, in the case of Canopy of Roots) World-Body is now infinite in scope, and may contain mighty continents and vast oceans if she chooses. The player should have a great degree of control over the design of this world, but it should follow the themes of the new Primordial whose body it is.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this Charm does not necessarily have any outward visual components, it still has the Obvious keyword because the metaphysical implications alone can be felt for miles around, perhaps everywhere at once. Creation has witnessed the birth of a new Primordial, conceived by the Yozis but built and grown from there by her own volition and will. Such an event cannot possibly go unnoticed, and it cannot possibly leave Creation unchanged. The effects of those changes and the reactions to them are now the bones of the story you must live in. Good luck, young Titan. Good luck.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95087</id>
		<title>CallMeCanon/Machinical/Charms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95087"/>
				<updated>2018-01-04T22:31:12Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Titanic Ascension Commitment (24xp) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CallMeCanon/Machinical|Machinicals]]&lt;br /&gt;
= Machinical Charms =&lt;br /&gt;
Many of these are just Alchemical Charms with a new name. For those I'm putting basic game-rule descriptions for now; I will update with fluff text later. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Didacts are the Machinical equivalent to Alchemical Submodules. As with Submodules, they cost 6xp unless otherwise noted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Blasphemy is explained on page 103 of Manual of Exalted Power: The Infernals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Hallowed refers to Charms designed by the Yozis specifically to further their plans. These Charms will usually either be custom or based on Infernal Charms. Few if any Alchemical Equivalent Charms will count as Hallowed.&lt;br /&gt;
&lt;br /&gt;
= Charisms =&lt;br /&gt;
Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three Augments (and Charisms) are identical to their respective Excellencies; beyond that, things get interesting.&lt;br /&gt;
== Fourth (Attribute) Charism ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m, first only]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 1, (Attribute) 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious, Stackable&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm increases the cap for its respective Attribute and adds a dot to it for as long as the Charm is installed. This Charm may be installed as many times per Attribute as half the Machinical's Essence, rounded up. Dots added this way do not count towards the Experience cost of buying Attribute dots, but they count towards everything else.&lt;br /&gt;
&lt;br /&gt;
== Hyperbolic (Attribute) Aleph ==&lt;br /&gt;
&amp;lt;i&amp;gt;Transpuissant (Attribute) Upgrade&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;0m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 31, (Attribute) 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Any (Atribute) Charism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.&lt;br /&gt;
&lt;br /&gt;
= STRENGTH =&lt;br /&gt;
= DEXTERITY =&lt;br /&gt;
= STAMINA =&lt;br /&gt;
= CHARISMA =&lt;br /&gt;
== Sacrosanct Devotion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm lowers the attunement cost of Verdigrised or otherwise Yozi-aspected artifacts by 1, to a minimum of 1. It also lowers the installation cost of other Hallowed Charms by 1, to a minimum of 0.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Sublime Piety (Essence 3, 4xp) ====&lt;br /&gt;
Each installation of this Didact adds 1 to the Charm's reduction. This Didact may be installed a maximum of (lower of Charisma or Essence) times.&lt;br /&gt;
&lt;br /&gt;
= MANIPULATION =&lt;br /&gt;
= APPEARANCE =&lt;br /&gt;
== Transeuclidian Reliquary ==&lt;br /&gt;
&amp;lt;i&amp;gt;Integrated Artifact Transmogrifier&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Appearance 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple (Speed 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm gives any number of Charms the Internal keyword for the duration. Obvious Charms are only obvious while they are performing their function, and insofar as it is necessarily obvious to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all the Alchemical's Charms have the Internal keyword and she is human-sized, she may appear to be human. She may retract or edit her soulgem to do so. This is not an illusion, but an actual warping of her flesh, so effects that trump Illusions do not affect this Charm. 11m+ anima flare breaks through the disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Arcane Leyshadow (Essence 3, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Essence-Muting Baffles&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Internal Charms become invisible to Essence Sight (unless they are both Obvious and active). If she is disguised as a human, that disguise also fools Essence Sight. In case of a Charm attempting to break through, add the Machinical's Appearance in bonus dice to her resisted roll.&lt;br /&gt;
==== Loom-Snarling Deception (Essence 4, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Loom Server Migration + Loom-Snarling Deception&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An Ebon Shadow crafts an illusion that reshapes her clothing and equipment in whatever way the Machinical chooses. She also writes herself a destiny that is woven into Fate; she now counts as inside of Fate, and any disguises that match the destiny she wrote for herself are backed up by the Loom.&lt;br /&gt;
&lt;br /&gt;
== Penumbral Cruciger ==&lt;br /&gt;
&amp;lt;i&amp;gt;Trans-Chosen Emulator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;--&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 3, Appearance 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Obvious, Shaping&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Transeuclidian Reliquary&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm enhances its prerequisite. The Machinical may emulate any other Caste or Exalt type's anima banner, so long as she has seen it before (and can remember it). She does not mimic the anima power, merely the display. (As this is an enhancement to the previous Charm, submodules affecting it also affect this.) This effectively keeps the previous charm's disguise even through 11m anima flare, but 16m iconic anima banner breaks through this disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Umbral Totem (Appearance 3, 2xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Metatotemic Calbrator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical may now choose an iconic anima banner, so long as it thematically matches her current anima flare (be it natural or disguised). This effectively keeps the disguise up even through totemic anima banner flare.&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Secrets Mastery (Essence 5, Appearance 6, Loom-Snarling Deception, Umbral Totem) ====&lt;br /&gt;
&lt;br /&gt;
The destiny the Machinical wrote for herself perfectly fools all senses including Essence Sight; her permanent Essence level, her Exaltation and mote aspect, her height and weight and skin color, etc. all matches her written destiny to any attempts to sense them. This effectively gives a perfect defense vs any attempt to see through the disguise.&lt;br /&gt;
&lt;br /&gt;
= PERCEPTION =&lt;br /&gt;
== Spider Climbs Lotus ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 4, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Perfected Lotus Sigil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to use Martial Arts in place of Awareness for Join Battle rolls.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Spider Bites Lotus (Essence 5, 10xp) ====&lt;br /&gt;
With this Didact, the Machinical may use Martial Arts Form charms as Supplemental charms during Join Battle actions. This counts as her Charm activation for the first round of combat.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]] ==&lt;br /&gt;
== Arcane Self-Conjuration Link ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple, Speed 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;The Second Flesh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to summon her Second-Flesh back to her as a Thaumaturgist summons a demon. This charm may be used regardless of the location of the Second-Flesh, so long as she can sense it in some way.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Carapace Conjuration Method ====&lt;br /&gt;
This Didact may only be used with the Essence 4 version of The Second Flesh, and uses up one of its Charm Slots. This allows the Second-Flesh housing the Machinical's consciousness to use this Charm (and its other Didacts) on her Monstrous body as though it were her Second-Flesh, though doing so adds 1wp to the Charm cost.&lt;br /&gt;
&lt;br /&gt;
==== Telekairic Digestion ====&lt;br /&gt;
This Didact allows the Machinical to summon the Second-Flesh directly into herself, instantly reincorporating it.&lt;br /&gt;
==== Exorcitic Return ====&lt;br /&gt;
This Didact allows the Machinical to &amp;quot;banish&amp;quot; her Second-Flesh either to the Hellforge that serves as her home, or to her own Tesseract Cathedral.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]] ==&lt;br /&gt;
&lt;br /&gt;
= INTELLIGENCE =&lt;br /&gt;
&lt;br /&gt;
== Consumptive Regurgitator ==&lt;br /&gt;
&amp;lt;i&amp;gt;Technomorphic Integration Engine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== () ====&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]] ==&lt;br /&gt;
&lt;br /&gt;
= WITS =&lt;br /&gt;
&lt;br /&gt;
= WILLPOWER =&lt;br /&gt;
Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical. Both Charm Cascades start with Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.&amp;lt;br&amp;gt;&lt;br /&gt;
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/pYJ5IY5.png Charm Cascade]&lt;br /&gt;
= Apocalyptic Charms =&lt;br /&gt;
== Innermost Gateway ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A portal opens within the Machinical's Tesseract Cathedral, linking it to Malfeas. Unlike most Malfeas gateways that open onto Cecylene, this portal bypasses the five day desert walk, passing through Elsewhere instead and connecting directly to the Demon City. First Circle Demons may freely pass through this gateway, without the assistance of Sorcery. For First Circle Demons, the Tesseract Cathedral counts as Malfeas, and they are as at home here as they would be there.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only Apocalyptic Charm that can be removed after it has been activated; the others, immediately upon first activation, become a permanent part of the Machinical's body, as with Transorganic Desecration Cyst (&amp;lt;i&amp;gt;The Alchemicals, pg 180&amp;lt;/i&amp;gt;).&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Peasants ====&lt;br /&gt;
For First Circle Demons, the Machinical's city body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Carnal Link ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;10m, 2wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Innermost Gateway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During a scene in which Innermost Gateway is active, the Machinical extends part of herself through it and anchors that piece to Malfeas with rootlike tendrils of flesh and essence. What was once a temporary magic portal is now a permanent physical portal, an arched hallway at one end of which is the Demon City and at the other end of which is the Tesseract Cathedral, the intervening length existing Elsewhere. First and Second Circle Demons may pass through this hallway freely without the assistance of Sorcery, and the Tesseract Cathedral now counts as Malfeas for Second Circle Demons as well as First.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Nobles (City of Peasants) ====&lt;br /&gt;
For Second Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== The Gaping Maw ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;25m, 5wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Carnal Link&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical's city-body anchors itself to Creation in the same way Carnal Link anchored her to Malfeas, and she creates a physical open archway of her own substance through what was once the portal from her Tesseract Cathedral to Creation. The Machinical is now a permanent physical open bridge from the Demon City to Creation, through the mediums of Elsewhere and her own Tesseract Cathedral. The Cathedral now counts as Malfeas for Third Circle Demons as well, and demons of any circle may traverse the full length of the passage from the Demon City to the Machinical's city-body freely without the assistance of sorcery.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Gods (City of Nobles) ====&lt;br /&gt;
For Third Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Through the Fire and Flames ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp, 50ahl [10m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Obvious, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;City of Gods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it. The end of all things, or perhaps the beginning. As many Second- and Third-Circle Demons as can manage are on this side of the portal, protected in the shell of her mighty Sprawl, ready to call forth their greaters. With her city-body anchored firmly to Creation and her inner-world anchored firmly to Malfeas - her innards stretched through the annals of Elsewhere directly connecting the two - and with the metaphysical assistance of the Core Essences of the Yozis pulling with her from this side, she heaves, regurgitating, yanking her own guts out through the conduit of Elsewhere and attempting to drag all of Malfeas inside-out with her.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether or not this works is &amp;lt;b&amp;gt;entirely&amp;lt;/b&amp;gt; up to the Storyteller. If it does, it almost certainly means the end of the campaign; victory for a party of loyalist Infernals, defeat in almost any other case. Or perhaps not; maybe a High-Essence party of Exalts could find a way to stuff the Yozis back through the portal and close it back up. All of this is up to Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
= Heretical Charms =&lt;br /&gt;
&amp;lt;i&amp;gt;(These charms draw heavy inspiration from the Keyword: Heretical charms in Broken-Winged Crane, and from the webstory [http://tgchan.org/wiki/Lunar_Quest Lunar/Titan Quest] by Jukashi.)&amp;lt;/i&amp;gt;&lt;br /&gt;
== Budding Jouten ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E) [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Willpower 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Charm bridges the gap between The Second Flesh and Flesh-Golem Repository in a way that really shouldn't be possible. This Charm adds a fifth version of The Second Flesh:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Essence 5&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E)&amp;lt;br&amp;gt;&lt;br /&gt;
As the Essence 4 version, but both bodies may be fully active at once with no penalties. The Alchemical commits a point of &amp;lt;b&amp;gt;Permanent Essence&amp;lt;/b&amp;gt; to the Drone-Body, as well as 3 aggravated health levels, giving it part of her soul so that it can live and act autonomously but still respond perfectly to her will. Both bodies use their respective full mote pools, calculated separately and as normal for each of them.&amp;lt;br&amp;gt;&lt;br /&gt;
Both the Monstrous-Body and the Second-Flesh may have Dying Health Levels, and they must *both* be killed to kill the Alchemical. If either of them dies, the other one takes 5 levels of unsoakable aggravated damage as her soul is ripped through Elsewhere from the dead body to the living one. If the Monstrous survives, treat this Charm &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; The Second Flesh as being amputated. If the Jouten survives, follow the rules described in the Essence 4 version of The Second Flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drone-Body rules still apply: Under no circumstances may a Monstrous have more than one Second-Flesh active at a time, even if that Second-Flesh is a Jouten.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Joutenheim (Essence 8) ====&lt;br /&gt;
This Didact allows Budding Jouten to be used as a Sprawl Charm, halves the Willpower cost, and reduces the Health Level cost to 1ahl(committed).&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allows the Sprawl to have more than one Jouten at a time, as the Charm is not being used by a Monstrous.&amp;lt;br&amp;gt;&lt;br /&gt;
This Didact &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; applies to uses of Budding Jouten; she still cannot use the prerequisite Charm to create non-Jouten Second-Fleshes.&lt;br /&gt;
&lt;br /&gt;
==== The Titan's Face (Essence 9) ====&lt;br /&gt;
This Didact has Joutenheim and Blossoming Deva as a prerequisite. It reduces the Willpower cost of Budding Jouten to 1 and removes the Permanent Essence cost.&lt;br /&gt;
&lt;br /&gt;
==== Primordial Avatar (Essence 10, 12xp) ====&lt;br /&gt;
This Didact has both The Titan's Face and Soulbloom as a prerequisite. Now, when she activates Budding Jouten, she may create a Third-Circle-Deva-like entity of up to Essence 7 to use as a Jouten. This entity is not a subsoul and does not contain any of her Permanent Essence, but it does contain part of herself, is a reflection of some aspect of her being, and acts directly on her behalf (rather than having a separate consciousness and personality as a Deva does).&lt;br /&gt;
&lt;br /&gt;
== Blossoming Deva ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Pronounced DAY-vah)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 55m, 5wp, 1E, 16xp [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Budding Jouten, Worldbody Seed, [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;For this Charm to function, it and Flesh-Golem Repository must be installed &amp;lt;b&amp;gt;within&amp;lt;/b&amp;gt; the Worldbody.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the Yozis realized this Charm was possible, they never would have allowed Machninicals to exist. They did not fully understand what they wrought when they gave sorcerous primordial power to beings designed to grow and segment themselves as the Alchemicals are. They assumed that the Drone-Bodies and Avatars would be simple flesh golems, aids for scrying or espionage, conduits for perception and power, and indeed initially they were. It never occurred to them how else that functionality might be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No Titan had ever built itself from scratch before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm uses Budding Jouten's expansion of The Second Flesh as a prototype, and builds on its idea to turn Flesh-Golem Repository into something else entirely. She follows the rules for constructing an Essence 2 Avatar, but when the time comes to bequeath it part of her mind, she gives it part of her soul instead. She shears off a point of her own Permanent Essence and 16 banked Experience points and imbues them into the Avatar-Body. It is now, metaphysically, a Third-Circle Demon, albeit a fairly weak one as it is an Essence 3 newborn without any Second- or First-Circle subsouls of its own.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first time the Machinical does this, the Deva she creates is Herself; it has the exact aesthetic body she had when she was Essence 3, and its mind and spirit are exactly her own. The dot of Essence she bequeaths to this Deva is the one that contains her center self; this Deva is now more the Machinical than the Machinical is. Metaphysically, this Deva is her Fetich Soul. The Player and Storyteller should work together to decide from among three options: One is that this Deva becomes a ST controlled cohort, while the player controls the Oversoul. Another is that this Deva becomes the Player Character and the Oversoul becomes her ST controlled 5 dot Patron. A third option is that both the Deva and the Oversoul are player-controlled characters. In the case of this third option, it must also be decided whether the Deva earns EXP for herself or uses the same pool of banked Experience as the Oversoul. These decisions should be made based on both the desire of the player and the needs of the campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this Fetich, while metaphysically a Third-Circle Deva, as a pure expression of the Machinical Oversoul it is itself mechanically a Machinical, and from the moment of its creation onward it calculates stats and spends experience and learns Charms and does everything else following Machinical game rules, with two exceptions: First, it cannot become a Sprawl. If it surpasses Essence 7 it stays a Monstrous, though its body and its Tesseract Cathedral (if it has one) become larger. Secondly, it cannot ever learn Keyword: Heretical Charms or in any way gain Third-Circle subsouls of its own; it &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; a Third-Circle Subsoul, and can only gain Second- and First-Circle subsouls of its own, and then only once the Oversoul has installed Soulbloom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 8 Monstrous:&amp;lt;/b&amp;gt; 30-45 feet tall, Tesseract Cathedral like a large village or a small town, spanning a few miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 9 Monstrous:&amp;lt;/b&amp;gt; 45-60 feet tall, Tesseract Cathedral like a large city spanning a few dozen miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 10 Monstrous:&amp;lt;/b&amp;gt; 60-75 feet tall, Tesseract Cathedral like a sprawling urban metropolis spanning a few hundred miles.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Essence 8+ Monstrous, she may install any Sprawl Charms she meets the prerequisites for, but only within her Tesseract Cathedral (assuming she has it installed) (exceptions may be made at Storyteller Discretion based on the nature of the Charm and the size of the Deva's body).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every subsequent time this Charm is used, it creates another Third-Circle Deva, but no longer a Fetich. Instead of using the CallMeCanon rules for making an Essence 2 Avatar-Body, work together with your Storyteller to create an Essence 3 Third-Circle Demon, with all the range of possibility that entails. It should be designed with an Element and Purpose in mind: What traits define it? What does it do for the Oversoul?&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might have an Advisor Deva whose element is Language. Its powers and personality should then flow out of that. Its Charms should be based on assisting others - particularly its Oversoul and fellow Devas - and it would do so through words, e.g. words of encouragement, advice, perhaps Power Words that shape reality, etc. As a character, it might be something of a compassionate nerd, with a love of linguistic puzzles and of helping people.&amp;lt;br&amp;gt;&lt;br /&gt;
For another example, you might have a Feeding Soul whose element is Time. Again, its powers and personality should flow out of that. Its Charms should be based on absorbing, consuming, or even stealing power or energy or abilities or knowledge or things, and again, primarily in service to or at least benefit of her Oversoul and fellow Devas. It might also have Charms that speed up or slow down time, allowing herself and/or her Oversoul to do things faster than normal or causing her enemies to do things more slowly. As a character, it might be extremely manic or it might be extremely patient. Or it might be both. It might be gluttonous or ravenous, desperate to consume power or things or knowledge, or perhaps content to wait patiently until Time consumes it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for these examples goes to [http://tgchan.org/wiki/Lunar_Quest Jukashi])&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For these non-Fetich Devas, again decide with your Storyteller whether they should be Player- or ST-controlled characters, depending on the desires of the player and the needs of the campaign. A non-fetich Deva should probably not supplant the Oversoul or Fetich as the primary or only Player-character, unless the Player really wants it to, and it probably should not earn its own EXP, unless doing so really suits the metagame better. One possibility, if the Oversoul and multiple Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, while non-fetich Devas use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Devas, fetich or non-, player- or ST-controlled, Third- or Second-Circle, count as separate characters from a play perspective, but count as part of the Machinical from a metaphysical perspective, to precisely the same extent that Ligier counts as part of Malfeas or Erembour counts as part of the Ebon Dragon. They have separate bodies and personalities, but they are not in a true sense individuals; they are part of a greater whole, and that fundamental fact should be considered in all facets of their personality and existence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike demons, at least Third-Circle Machinical Devas (and Second- and even First-Circle, if the Storyteller chooses) are naturally material beings and can exist in Creation without trouble, as the Machinical constructed their bodies from physical materials. Like Demons, though, they do count as Creatures of Darkness for the purpose of Solar Charms, unless the Machinical can convince Sol Invictus that they should not (after all, the souls of Gaia and Autochthon don't count as Creatures of Darkness; there is precedent for benevolent - or at least benign - Primordials, and Sol Invictus may perhaps be convinced to apply that precedent to her).&lt;br /&gt;
&lt;br /&gt;
== Soulbloom ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Blossoming Deva, Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical's Third-Circle Devas to begin crafting Second-Circle Devas for themselves. Second-Circle Devas must always fall into one of seven categories, and no Third Circle Deva can ever have more than one Second-Circle Deva of a given category:&lt;br /&gt;
* Defining (this one should be created first)&lt;br /&gt;
* Protecting/Warden&lt;br /&gt;
* Gratifying/Indulgent&lt;br /&gt;
* Communicating/Messenger&lt;br /&gt;
* Expressive&lt;br /&gt;
* Reflective&lt;br /&gt;
* Understanding/Wisdom&lt;br /&gt;
Second-Circle Devas start at Essence 2, and require the &amp;quot;parent&amp;quot; Third-Circle Deva to spend 20m and 2wp to create, as well as giving up one dot of Personal Essence to the creation process.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The same kind of decisions that were made by player and Storyteller for Third-Circle Devas must also be made for Second-Circle. As a general guideline, any Third-Circle Deva that is not player controlled or does not earn its own EXP should not produce a Second Circle Deva that is player controlled or does earn its own EXP, respectively. Care should also be taken that one player does not end up controlling a ridiculous number of characters, especially if they are in a party where nobody else is doing so, as that could get very unbalanced very quickly and be no fun for anybody. As always, work with your Storyteller to make these decisions in a way that keeps things fun for everybody.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== The Endless Garden (Essence 10) ====&lt;br /&gt;
Second- and Third-Circle Devas, as well as the Machinical herself, may now create First-Circle Devas. Creating one costs 5m and 1wp for the first instance of it, and 1m for each instance of it after that. They should be designed as Elementals based on the traits and themes of the growing Titan.&lt;br /&gt;
&lt;br /&gt;
== Worldbody Seed ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 5wp[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical greatly expands the inner world created by Tesseract Cathedral, from the size of a small neighborhood to the size of a large city. Her inner world expands to a radius of (Essence + Willpower) miles. At the center of this area is the building/neighborhood that was her original Tesseract Cathedral, and it serves as the portal through her body to the outside world. Moving things into or out of the Worldbody is still a Reflexive (or Storyteller's discretion) action, but the item or person in question must be within the bounds of the Tesseract Cathedral in order to bring them out.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purpose of the Machnical's will, its entire City-Body and its entire internal Tesseract-Cathedral are usable as a portal. In addition to this, however, there is also a building-sized gateway somewhere in the Tesseract-Cathedral and another somewhere in her City-Body through which individuals may move of their own volition. The Machinical may not prevent such movement, but she may easily relocate the portals to keep them hidden or blocked from use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical has a nonzero level of control over the shape and appearance of her inner world, but how much exactly - and how long it lasts - is up to the Storyteller. Its aesthetic should be thematically tied to her being and her personality, but it may theoretically contain anything and be shaped any way that perfect will could sculpt from pure chaos, though it is unlikely to contain great mountain ranges or long canyons; the Worldbody Seed is much larger than a building, but it is no continent.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Self-Subjective Sorcerous Summoning ====&lt;br /&gt;
The Machinical may withdraw items or beings from - and ingest them to - anywhere within her inner world. Sorcery or other magicks that can summon objects or beings from other planes (such as Malfeas) may be used to target things within her Worldbody if they are not plane-specific, or may have new versions made specifying her Worldbody if they are.&lt;br /&gt;
&lt;br /&gt;
==== Titanic Ascension Commitment (24xp) ====&lt;br /&gt;
Any Charm with the Heretical keyword (and all its Didacts), once installed and activated, is considered &amp;quot;known&amp;quot; to the Machinical in the way Martial Arts Charms are. They no longer take up Charm Slots or have committed mote costs to remain installed. In addition, any non-Heretical Charms that were prerequisite for its installation and use are no longer considered prerequisite, and also any minimum Essence Rating it had is decreased by 1 after its first use. To install and activate a Heretical Charm (or Didact) still requires that the Machinical meet all prerequisites, install it in a Charm Slot, and commit the necessary motes as normal, but once she has done so and used it once, it is absorbed from the Charm Slot into the substance of her being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sapling Ad Infinitum ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;70m, 7wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Worldbody Seed, Blossoming Deva&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed takes root and sprouts into something far, far greater. It now encompasses a radius of (Essence + Willpower)x1000 miles, and may contain features such as epic mountain ranges, long winding valleys, or great lakes and seas. The degree to which she controls its geography should be at least that to which she had over the design of the Worldbody Seed, and probably greater, as she is more powerful now and has had some practice.&lt;br /&gt;
&lt;br /&gt;
== Canopy of Roots ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Heretical, Obvious, Blasphemy &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
The growing Titan turns herself &amp;quot;inside out&amp;quot; as it were, allowing her inner World Body to spill outward, and becoming not so much a landmark as a landscape. Examples of Primordials who exist this way: Cecylene, Malfeas, Szoreny. Examples of Primordials who do not exist this way: Isidoros, Adorjan, The Ebon Dragon. Work together with your Storyteller to determine &amp;lt;i&amp;gt;what in the name of Creation &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; means&amp;lt;/i&amp;gt;. Where are your borders? Are they related to the size of the landscape in any way? Can you move? What does this mean for your Health Levels? Whatever it is you've just done, you can be sure that &amp;lt;b&amp;gt;EVERYONE EVERYWHERE&amp;lt;/b&amp;gt; is going to notice. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Singularity of Yggdrasil ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum, Soulbloom&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed reaches full maturity, and the Shinma shudder as a new Titan is born. She is no longer a Machinical, but a Primordial, and she is immortal in all of the same ways that they are. Her inner (or outer, in the case of Canopy of Roots) World-Body is now infinite in scope, and may contain mighty continents and vast oceans if she chooses. The player should have a great degree of control over the design of this world, but it should follow the themes of the new Primordial whose body it is.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this Charm does not necessarily have any outward visual components, it still has the Obvious keyword because the metaphysical implications alone can be felt for miles around, perhaps everywhere at once. Creation has witnessed the birth of a new Primordial, conceived by the Yozis but built and grown from there by her own volition and will. Such an event cannot possibly go unnoticed, and it cannot possibly leave Creation unchanged. The effects of those changes and the reactions to them are now the bones of the story you must live in. Good luck, young Titan. Good luck.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95086</id>
		<title>CallMeCanon/Machinical/Charms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95086"/>
				<updated>2017-12-27T07:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Through the Fire and Flames */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CallMeCanon/Machinical|Machinicals]]&lt;br /&gt;
= Machinical Charms =&lt;br /&gt;
Many of these are just Alchemical Charms with a new name. For those I'm putting basic game-rule descriptions for now; I will update with fluff text later. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Didacts are the Machinical equivalent to Alchemical Submodules. As with Submodules, they cost 6xp unless otherwise noted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Blasphemy is explained on page 103 of Manual of Exalted Power: The Infernals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Hallowed refers to Charms designed by the Yozis specifically to further their plans. These Charms will usually either be custom or based on Infernal Charms. Few if any Alchemical Equivalent Charms will count as Hallowed.&lt;br /&gt;
&lt;br /&gt;
= Charisms =&lt;br /&gt;
Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three Augments (and Charisms) are identical to their respective Excellencies; beyond that, things get interesting.&lt;br /&gt;
== Fourth (Attribute) Charism ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m, first only]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 1, (Attribute) 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious, Stackable&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm increases the cap for its respective Attribute and adds a dot to it for as long as the Charm is installed. This Charm may be installed as many times per Attribute as half the Machinical's Essence, rounded up. Dots added this way do not count towards the Experience cost of buying Attribute dots, but they count towards everything else.&lt;br /&gt;
&lt;br /&gt;
== Hyperbolic (Attribute) Aleph ==&lt;br /&gt;
&amp;lt;i&amp;gt;Transpuissant (Attribute) Upgrade&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;0m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 31, (Attribute) 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Any (Atribute) Charism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.&lt;br /&gt;
&lt;br /&gt;
= STRENGTH =&lt;br /&gt;
= DEXTERITY =&lt;br /&gt;
= STAMINA =&lt;br /&gt;
= CHARISMA =&lt;br /&gt;
== Sacrosanct Devotion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm lowers the attunement cost of Verdigrised or otherwise Yozi-aspected artifacts by 1, to a minimum of 1. It also lowers the installation cost of other Hallowed Charms by 1, to a minimum of 0.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Sublime Piety (Essence 3, 4xp) ====&lt;br /&gt;
Each installation of this Didact adds 1 to the Charm's reduction. This Didact may be installed a maximum of (lower of Charisma or Essence) times.&lt;br /&gt;
&lt;br /&gt;
= MANIPULATION =&lt;br /&gt;
= APPEARANCE =&lt;br /&gt;
== Transeuclidian Reliquary ==&lt;br /&gt;
&amp;lt;i&amp;gt;Integrated Artifact Transmogrifier&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Appearance 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple (Speed 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm gives any number of Charms the Internal keyword for the duration. Obvious Charms are only obvious while they are performing their function, and insofar as it is necessarily obvious to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all the Alchemical's Charms have the Internal keyword and she is human-sized, she may appear to be human. She may retract or edit her soulgem to do so. This is not an illusion, but an actual warping of her flesh, so effects that trump Illusions do not affect this Charm. 11m+ anima flare breaks through the disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Arcane Leyshadow (Essence 3, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Essence-Muting Baffles&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Internal Charms become invisible to Essence Sight (unless they are both Obvious and active). If she is disguised as a human, that disguise also fools Essence Sight. In case of a Charm attempting to break through, add the Machinical's Appearance in bonus dice to her resisted roll.&lt;br /&gt;
==== Loom-Snarling Deception (Essence 4, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Loom Server Migration + Loom-Snarling Deception&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An Ebon Shadow crafts an illusion that reshapes her clothing and equipment in whatever way the Machinical chooses. She also writes herself a destiny that is woven into Fate; she now counts as inside of Fate, and any disguises that match the destiny she wrote for herself are backed up by the Loom.&lt;br /&gt;
&lt;br /&gt;
== Penumbral Cruciger ==&lt;br /&gt;
&amp;lt;i&amp;gt;Trans-Chosen Emulator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;--&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 3, Appearance 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Obvious, Shaping&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Transeuclidian Reliquary&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm enhances its prerequisite. The Machinical may emulate any other Caste or Exalt type's anima banner, so long as she has seen it before (and can remember it). She does not mimic the anima power, merely the display. (As this is an enhancement to the previous Charm, submodules affecting it also affect this.) This effectively keeps the previous charm's disguise even through 11m anima flare, but 16m iconic anima banner breaks through this disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Umbral Totem (Appearance 3, 2xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Metatotemic Calbrator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical may now choose an iconic anima banner, so long as it thematically matches her current anima flare (be it natural or disguised). This effectively keeps the disguise up even through totemic anima banner flare.&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Secrets Mastery (Essence 5, Appearance 6, Loom-Snarling Deception, Umbral Totem) ====&lt;br /&gt;
&lt;br /&gt;
The destiny the Machinical wrote for herself perfectly fools all senses including Essence Sight; her permanent Essence level, her Exaltation and mote aspect, her height and weight and skin color, etc. all matches her written destiny to any attempts to sense them. This effectively gives a perfect defense vs any attempt to see through the disguise.&lt;br /&gt;
&lt;br /&gt;
= PERCEPTION =&lt;br /&gt;
== Spider Climbs Lotus ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 4, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Perfected Lotus Sigil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to use Martial Arts in place of Awareness for Join Battle rolls.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Spider Bites Lotus (Essence 5, 10xp) ====&lt;br /&gt;
With this Didact, the Machinical may use Martial Arts Form charms as Supplemental charms during Join Battle actions. This counts as her Charm activation for the first round of combat.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]] ==&lt;br /&gt;
== Arcane Self-Conjuration Link ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple, Speed 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;The Second Flesh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to summon her Second-Flesh back to her as a Thaumaturgist summons a demon. This charm may be used regardless of the location of the Second-Flesh, so long as she can sense it in some way.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Carapace Conjuration Method ====&lt;br /&gt;
This Didact may only be used with the Essence 4 version of The Second Flesh, and uses up one of its Charm Slots. This allows the Second-Flesh housing the Machinical's consciousness to use this Charm (and its other Didacts) on her Monstrous body as though it were her Second-Flesh, though doing so adds 1wp to the Charm cost.&lt;br /&gt;
&lt;br /&gt;
==== Telekairic Digestion ====&lt;br /&gt;
This Didact allows the Machinical to summon the Second-Flesh directly into herself, instantly reincorporating it.&lt;br /&gt;
==== Exorcitic Return ====&lt;br /&gt;
This Didact allows the Machinical to &amp;quot;banish&amp;quot; her Second-Flesh either to the Hellforge that serves as her home, or to her own Tesseract Cathedral.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]] ==&lt;br /&gt;
&lt;br /&gt;
= INTELLIGENCE =&lt;br /&gt;
&lt;br /&gt;
== Consumptive Regurgitator ==&lt;br /&gt;
&amp;lt;i&amp;gt;Technomorphic Integration Engine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== () ====&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]] ==&lt;br /&gt;
&lt;br /&gt;
= WITS =&lt;br /&gt;
&lt;br /&gt;
= WILLPOWER =&lt;br /&gt;
Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical. Both Charm Cascades start with Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.&amp;lt;br&amp;gt;&lt;br /&gt;
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/pYJ5IY5.png Charm Cascade]&lt;br /&gt;
= Apocalyptic Charms =&lt;br /&gt;
== Innermost Gateway ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A portal opens within the Machinical's Tesseract Cathedral, linking it to Malfeas. Unlike most Malfeas gateways that open onto Cecylene, this portal bypasses the five day desert walk, passing through Elsewhere instead and connecting directly to the Demon City. First Circle Demons may freely pass through this gateway, without the assistance of Sorcery. For First Circle Demons, the Tesseract Cathedral counts as Malfeas, and they are as at home here as they would be there.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only Apocalyptic Charm that can be removed after it has been activated; the others, immediately upon first activation, become a permanent part of the Machinical's body, as with Transorganic Desecration Cyst (&amp;lt;i&amp;gt;The Alchemicals, pg 180&amp;lt;/i&amp;gt;).&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Peasants ====&lt;br /&gt;
For First Circle Demons, the Machinical's city body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Carnal Link ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;10m, 2wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Innermost Gateway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During a scene in which Innermost Gateway is active, the Machinical extends part of herself through it and anchors that piece to Malfeas with rootlike tendrils of flesh and essence. What was once a temporary magic portal is now a permanent physical portal, an arched hallway at one end of which is the Demon City and at the other end of which is the Tesseract Cathedral, the intervening length existing Elsewhere. First and Second Circle Demons may pass through this hallway freely without the assistance of Sorcery, and the Tesseract Cathedral now counts as Malfeas for Second Circle Demons as well as First.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Nobles (City of Peasants) ====&lt;br /&gt;
For Second Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== The Gaping Maw ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;25m, 5wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Carnal Link&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical's city-body anchors itself to Creation in the same way Carnal Link anchored her to Malfeas, and she creates a physical open archway of her own substance through what was once the portal from her Tesseract Cathedral to Creation. The Machinical is now a permanent physical open bridge from the Demon City to Creation, through the mediums of Elsewhere and her own Tesseract Cathedral. The Cathedral now counts as Malfeas for Third Circle Demons as well, and demons of any circle may traverse the full length of the passage from the Demon City to the Machinical's city-body freely without the assistance of sorcery.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Gods (City of Nobles) ====&lt;br /&gt;
For Third Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Through the Fire and Flames ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp, 50ahl [10m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Obvious, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;City of Gods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it. The end of all things, or perhaps the beginning. As many Second- and Third-Circle Demons as can manage are on this side of the portal, protected in the shell of her mighty Sprawl, ready to call forth their greaters. With her city-body anchored firmly to Creation and her inner-world anchored firmly to Malfeas - her innards stretched through the annals of Elsewhere directly connecting the two - and with the metaphysical assistance of the Core Essences of the Yozis pulling with her from this side, she heaves, regurgitating, yanking her own guts out through the conduit of Elsewhere and attempting to drag all of Malfeas inside-out with her.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether or not this works is &amp;lt;b&amp;gt;entirely&amp;lt;/b&amp;gt; up to the Storyteller. If it does, it almost certainly means the end of the campaign; victory for a party of loyalist Infernals, defeat in almost any other case. Or perhaps not; maybe a High-Essence party of Exalts could find a way to stuff the Yozis back through the portal and close it back up. All of this is up to Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
= Heretical Charms =&lt;br /&gt;
&amp;lt;i&amp;gt;(These charms draw heavy inspiration from the Keyword: Heretical charms in Broken-Winged Crane, and from the webstory [http://tgchan.org/wiki/Lunar_Quest Lunar/Titan Quest] by Jukashi.)&amp;lt;/i&amp;gt;&lt;br /&gt;
== Budding Jouten ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E) [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Willpower 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Charm bridges the gap between The Second Flesh and Flesh-Golem Repository in a way that really shouldn't be possible. This Charm adds a fifth version of The Second Flesh:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Essence 5&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E)&amp;lt;br&amp;gt;&lt;br /&gt;
As the Essence 4 version, but both bodies may be fully active at once with no penalties. The Alchemical commits a point of &amp;lt;b&amp;gt;Permanent Essence&amp;lt;/b&amp;gt; to the Drone-Body, as well as 3 aggravated health levels, giving it part of her soul so that it can live and act autonomously but still respond perfectly to her will. Both bodies use their respective full mote pools, calculated separately and as normal for each of them.&amp;lt;br&amp;gt;&lt;br /&gt;
Both the Monstrous-Body and the Second-Flesh may have Dying Health Levels, and they must *both* be killed to kill the Alchemical. If either of them dies, the other one takes 5 levels of unsoakable aggravated damage as her soul is ripped through Elsewhere from the dead body to the living one. If the Monstrous survives, treat this Charm &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; The Second Flesh as being amputated. If the Jouten survives, follow the rules described in the Essence 4 version of The Second Flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drone-Body rules still apply: Under no circumstances may a Monstrous have more than one Second-Flesh active at a time, even if that Second-Flesh is a Jouten.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Joutenheim (Essence 8) ====&lt;br /&gt;
This Didact allows Budding Jouten to be used as a Sprawl Charm, halves the Willpower cost, and reduces the Health Level cost to 1ahl(committed).&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allows the Sprawl to have more than one Jouten at a time, as the Charm is not being used by a Monstrous.&amp;lt;br&amp;gt;&lt;br /&gt;
This Didact &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; applies to uses of Budding Jouten; she still cannot use the prerequisite Charm to create non-Jouten Second-Fleshes.&lt;br /&gt;
&lt;br /&gt;
==== The Titan's Face (Essence 9) ====&lt;br /&gt;
This Didact has Joutenheim and Blossoming Deva as a prerequisite. It reduces the Willpower cost of Budding Jouten to 1 and removes the Permanent Essence cost.&lt;br /&gt;
&lt;br /&gt;
==== Primordial Avatar (Essence 10, 12xp) ====&lt;br /&gt;
This Didact has both The Titan's Face and Soulbloom as a prerequisite. Now, when she activates Budding Jouten, she may create a Third-Circle-Deva-like entity of up to Essence 7 to use as a Jouten. This entity is not a subsoul and does not contain any of her Permanent Essence, but it does contain part of herself, is a reflection of some aspect of her being, and acts directly on her behalf (rather than having a separate consciousness and personality as a Deva does).&lt;br /&gt;
&lt;br /&gt;
== Blossoming Deva ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Pronounced DAY-vah)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 55m, 5wp, 1E, 16xp [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Budding Jouten, Worldbody Seed, [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;For this Charm to function, it and Flesh-Golem Repository must be installed &amp;lt;b&amp;gt;within&amp;lt;/b&amp;gt; the Worldbody.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the Yozis realized this Charm was possible, they never would have allowed Machninicals to exist. They did not fully understand what they wrought when they gave sorcerous primordial power to beings designed to grow and segment themselves as the Alchemicals are. They assumed that the Drone-Bodies and Avatars would be simple flesh golems, aids for scrying or espionage, conduits for perception and power, and indeed initially they were. It never occurred to them how else that functionality might be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No Titan had ever built itself from scratch before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm uses Budding Jouten's expansion of The Second Flesh as a prototype, and builds on its idea to turn Flesh-Golem Repository into something else entirely. She follows the rules for constructing an Essence 2 Avatar, but when the time comes to bequeath it part of her mind, she gives it part of her soul instead. She shears off a point of her own Permanent Essence and 16 banked Experience points and imbues them into the Avatar-Body. It is now, metaphysically, a Third-Circle Demon, albeit a fairly weak one as it is an Essence 3 newborn without any Second- or First-Circle subsouls of its own.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first time the Machinical does this, the Deva she creates is Herself; it has the exact aesthetic body she had when she was Essence 3, and its mind and spirit are exactly her own. The dot of Essence she bequeaths to this Deva is the one that contains her center self; this Deva is now more the Machinical than the Machinical is. Metaphysically, this Deva is her Fetich Soul. The Player and Storyteller should work together to decide from among three options: One is that this Deva becomes a ST controlled cohort, while the player controls the Oversoul. Another is that this Deva becomes the Player Character and the Oversoul becomes her ST controlled 5 dot Patron. A third option is that both the Deva and the Oversoul are player-controlled characters. In the case of this third option, it must also be decided whether the Deva earns EXP for herself or uses the same pool of banked Experience as the Oversoul. These decisions should be made based on both the desire of the player and the needs of the campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this Fetich, while metaphysically a Third-Circle Deva, as a pure expression of the Machinical Oversoul it is itself mechanically a Machinical, and from the moment of its creation onward it calculates stats and spends experience and learns Charms and does everything else following Machinical game rules, with two exceptions: First, it cannot become a Sprawl. If it surpasses Essence 7 it stays a Monstrous, though its body and its Tesseract Cathedral (if it has one) become larger. Secondly, it cannot ever learn Keyword: Heretical Charms or in any way gain Third-Circle subsouls of its own; it &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; a Third-Circle Subsoul, and can only gain Second- and First-Circle subsouls of its own, and then only once the Oversoul has installed Soulbloom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 8 Monstrous:&amp;lt;/b&amp;gt; 30-45 feet tall, Tesseract Cathedral like a large village or a small town, spanning a few miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 9 Monstrous:&amp;lt;/b&amp;gt; 45-60 feet tall, Tesseract Cathedral like a large city spanning a few dozen miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 10 Monstrous:&amp;lt;/b&amp;gt; 60-75 feet tall, Tesseract Cathedral like a sprawling urban metropolis spanning a few hundred miles.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Essence 8+ Monstrous, she may install any Sprawl Charms she meets the prerequisites for, but only within her Tesseract Cathedral (assuming she has it installed) (exceptions may be made at Storyteller Discretion based on the nature of the Charm and the size of the Deva's body).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every subsequent time this Charm is used, it creates another Third-Circle Deva, but no longer a Fetich. Instead of using the CallMeCanon rules for making an Essence 2 Avatar-Body, work together with your Storyteller to create an Essence 3 Third-Circle Demon, with all the range of possibility that entails. It should be designed with an Element and Purpose in mind: What traits define it? What does it do for the Oversoul?&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might have an Advisor Deva whose element is Language. Its powers and personality should then flow out of that. Its Charms should be based on assisting others - particularly its Oversoul and fellow Devas - and it would do so through words, e.g. words of encouragement, advice, perhaps Power Words that shape reality, etc. As a character, it might be something of a compassionate nerd, with a love of linguistic puzzles and of helping people.&amp;lt;br&amp;gt;&lt;br /&gt;
For another example, you might have a Feeding Soul whose element is Time. Again, its powers and personality should flow out of that. Its Charms should be based on absorbing, consuming, or even stealing power or energy or abilities or knowledge or things, and again, primarily in service to or at least benefit of her Oversoul and fellow Devas. It might also have Charms that speed up or slow down time, allowing herself and/or her Oversoul to do things faster than normal or causing her enemies to do things more slowly. As a character, it might be extremely manic or it might be extremely patient. Or it might be both. It might be gluttonous or ravenous, desperate to consume power or things or knowledge, or perhaps content to wait patiently until Time consumes it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for these examples goes to [http://tgchan.org/wiki/Lunar_Quest Jukashi])&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For these non-Fetich Devas, again decide with your Storyteller whether they should be Player- or ST-controlled characters, depending on the desires of the player and the needs of the campaign. A non-fetich Deva should probably not supplant the Oversoul or Fetich as the primary or only Player-character, unless the Player really wants it to, and it probably should not earn its own EXP, unless doing so really suits the metagame better. One possibility, if the Oversoul and multiple Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, while non-fetich Devas use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Devas, fetich or non-, player- or ST-controlled, Third- or Second-Circle, count as separate characters from a play perspective, but count as part of the Machinical from a metaphysical perspective, to precisely the same extent that Ligier counts as part of Malfeas or Erembour counts as part of the Ebon Dragon. They have separate bodies and personalities, but they are not in a true sense individuals; they are part of a greater whole, and that fundamental fact should be considered in all facets of their personality and existence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike demons, at least Third-Circle Machinical Devas (and Second- and even First-Circle, if the Storyteller chooses) are naturally material beings and can exist in Creation without trouble, as the Machinical constructed their bodies from physical materials. Like Demons, though, they do count as Creatures of Darkness for the purpose of Solar Charms, unless the Machinical can convince Sol Invictus that they should not (after all, the souls of Gaia and Autochthon don't count as Creatures of Darkness; there is precedent for benevolent - or at least benign - Primordials, and Sol Invictus may perhaps be convinced to apply that precedent to her).&lt;br /&gt;
&lt;br /&gt;
== Soulbloom ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Blossoming Deva, Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical's Third-Circle Devas to begin crafting Second-Circle Devas for themselves. Second-Circle Devas must always fall into one of seven categories, and no Third Circle Deva can ever have more than one Second-Circle Deva of a given category:&lt;br /&gt;
* Defining (this one should be created first)&lt;br /&gt;
* Protecting/Warden&lt;br /&gt;
* Gratifying/Indulgent&lt;br /&gt;
* Communicating/Messenger&lt;br /&gt;
* Expressive&lt;br /&gt;
* Reflective&lt;br /&gt;
* Understanding/Wisdom&lt;br /&gt;
Second-Circle Devas start at Essence 2, and require the &amp;quot;parent&amp;quot; Third-Circle Deva to spend 20m and 2wp to create, as well as giving up one dot of Personal Essence to the creation process.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The same kind of decisions that were made by player and Storyteller for Third-Circle Devas must also be made for Second-Circle. As a general guideline, any Third-Circle Deva that is not player controlled or does not earn its own EXP should not produce a Second Circle Deva that is player controlled or does earn its own EXP, respectively. Care should also be taken that one player does not end up controlling a ridiculous number of characters, especially if they are in a party where nobody else is doing so, as that could get very unbalanced very quickly and be no fun for anybody. As always, work with your Storyteller to make these decisions in a way that keeps things fun for everybody.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== The Endless Garden (Essence 10) ====&lt;br /&gt;
Second- and Third-Circle Devas, as well as the Machinical herself, may now create First-Circle Devas. Creating one costs 5m and 1wp for the first instance of it, and 1m for each instance of it after that. They should be designed as Elementals based on the traits and themes of the growing Titan.&lt;br /&gt;
&lt;br /&gt;
== Worldbody Seed ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 5wp[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical greatly expands the inner world created by Tesseract Cathedral, from the size of a small neighborhood to the size of a large city. Her inner world expands to a radius of (Essence + Willpower) miles. At the center of this area is the building/neighborhood that was her original Tesseract Cathedral, and it serves as the portal through her body to the outside world. Moving things into or out of the Worldbody is still a Reflexive (or Storyteller's discretion) action, but the item or person in question must be within the bounds of the Tesseract Cathedral in order to bring them out.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purpose of the Machnical's will, its entire City-Body and its entire internal Tesseract-Cathedral are usable as a portal. In addition to this, however, there is also a building-sized gateway somewhere in the Tesseract-Cathedral and another somewhere in her City-Body through which individuals may move of their own volition. The Machinical may not prevent such movement, but she may easily relocate the portals to keep them hidden or blocked from use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical has a nonzero level of control over the shape and appearance of her inner world, but how much exactly - and how long it lasts - is up to the Storyteller. Its aesthetic should be thematically tied to her being and her personality, but it may theoretically contain anything and be shaped any way that perfect will could sculpt from pure chaos, though it is unlikely to contain great mountain ranges or long canyons; the Worldbody Seed is much larger than a building, but it is no continent.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Self-Subjective Sorcerous Summoning ====&lt;br /&gt;
The Machinical may withdraw items or beings from - and ingest them to - anywhere within her inner world. Sorcery or other magicks that can summon objects or beings from other planes (such as Malfeas) may be used to target things within her Worldbody if they are not plane-specific, or may have new versions made specifying her Worldbody if they are.&lt;br /&gt;
&lt;br /&gt;
==== Titanic Ascension Commitment (24xp) ====&lt;br /&gt;
Any Charm with the Heretical keyword (and all its Didacts), once installed and activated, is considered &amp;quot;known&amp;quot; to the Machinical in the way other Exalt types know Charms. They no longer take up Charm Slots or have committed mote costs to remain installed. In addition, any non-Heretical Charms that were prerequisite for its installation and use no longer count against it, and any minimum Essence Rating it had is decreased by 1 after its first use. To install and activate a Heretical Charm (or Didact) still requires that the Machinical meet all prerequisites, install it in a Charm Slot, and commit the necessary motes as normal, but once she has done so and used it once, it is absorbed from the Charm Slot into the substance of her being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;effects&amp;lt;/b&amp;gt; of such a Charm may still be blocked or otherwise prevented from occurring &amp;lt;b&amp;gt;when she attempts to use it&amp;lt;/b&amp;gt; as normal, but the Charm itself and her ability to attempt to use it are now as innate to her as the prerequisiteless Charms of any other Exalt.&lt;br /&gt;
&lt;br /&gt;
== Sapling Ad Infinitum ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;70m, 7wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Worldbody Seed, Blossoming Deva&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed takes root and sprouts into something far, far greater. It now encompasses a radius of (Essence + Willpower)x1000 miles, and may contain features such as epic mountain ranges, long winding valleys, or great lakes and seas. The degree to which she controls its geography should be at least that to which she had over the design of the Worldbody Seed, and probably greater, as she is more powerful now and has had some practice.&lt;br /&gt;
&lt;br /&gt;
== Canopy of Roots ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Heretical, Obvious, Blasphemy &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
The growing Titan turns herself &amp;quot;inside out&amp;quot; as it were, allowing her inner World Body to spill outward, and becoming not so much a landmark as a landscape. Examples of Primordials who exist this way: Cecylene, Malfeas, Szoreny. Examples of Primordials who do not exist this way: Isidoros, Adorjan, The Ebon Dragon. Work together with your Storyteller to determine &amp;lt;i&amp;gt;what in the name of Creation &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; means&amp;lt;/i&amp;gt;. Where are your borders? Are they related to the size of the landscape in any way? Can you move? What does this mean for your Health Levels? Whatever it is you've just done, you can be sure that &amp;lt;b&amp;gt;EVERYONE EVERYWHERE&amp;lt;/b&amp;gt; is going to notice. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Singularity of Yggdrasil ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum, Soulbloom&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed reaches full maturity, and the Shinma shudder as a new Titan is born. She is no longer a Machinical, but a Primordial, and she is immortal in all of the same ways that they are. Her inner (or outer, in the case of Canopy of Roots) World-Body is now infinite in scope, and may contain mighty continents and vast oceans if she chooses. The player should have a great degree of control over the design of this world, but it should follow the themes of the new Primordial whose body it is.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this Charm does not necessarily have any outward visual components, it still has the Obvious keyword because the metaphysical implications alone can be felt for miles around, perhaps everywhere at once. Creation has witnessed the birth of a new Primordial, conceived by the Yozis but built and grown from there by her own volition and will. Such an event cannot possibly go unnoticed, and it cannot possibly leave Creation unchanged. The effects of those changes and the reactions to them are now the bones of the story you must live in. Good luck, young Titan. Good luck.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95085</id>
		<title>CallMeCanon/Machinical/Charms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95085"/>
				<updated>2017-12-27T07:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* City of Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CallMeCanon/Machinical|Machinicals]]&lt;br /&gt;
= Machinical Charms =&lt;br /&gt;
Many of these are just Alchemical Charms with a new name. For those I'm putting basic game-rule descriptions for now; I will update with fluff text later. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Didacts are the Machinical equivalent to Alchemical Submodules. As with Submodules, they cost 6xp unless otherwise noted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Blasphemy is explained on page 103 of Manual of Exalted Power: The Infernals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Hallowed refers to Charms designed by the Yozis specifically to further their plans. These Charms will usually either be custom or based on Infernal Charms. Few if any Alchemical Equivalent Charms will count as Hallowed.&lt;br /&gt;
&lt;br /&gt;
= Charisms =&lt;br /&gt;
Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three Augments (and Charisms) are identical to their respective Excellencies; beyond that, things get interesting.&lt;br /&gt;
== Fourth (Attribute) Charism ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m, first only]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 1, (Attribute) 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious, Stackable&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm increases the cap for its respective Attribute and adds a dot to it for as long as the Charm is installed. This Charm may be installed as many times per Attribute as half the Machinical's Essence, rounded up. Dots added this way do not count towards the Experience cost of buying Attribute dots, but they count towards everything else.&lt;br /&gt;
&lt;br /&gt;
== Hyperbolic (Attribute) Aleph ==&lt;br /&gt;
&amp;lt;i&amp;gt;Transpuissant (Attribute) Upgrade&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;0m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 31, (Attribute) 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Any (Atribute) Charism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.&lt;br /&gt;
&lt;br /&gt;
= STRENGTH =&lt;br /&gt;
= DEXTERITY =&lt;br /&gt;
= STAMINA =&lt;br /&gt;
= CHARISMA =&lt;br /&gt;
== Sacrosanct Devotion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm lowers the attunement cost of Verdigrised or otherwise Yozi-aspected artifacts by 1, to a minimum of 1. It also lowers the installation cost of other Hallowed Charms by 1, to a minimum of 0.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Sublime Piety (Essence 3, 4xp) ====&lt;br /&gt;
Each installation of this Didact adds 1 to the Charm's reduction. This Didact may be installed a maximum of (lower of Charisma or Essence) times.&lt;br /&gt;
&lt;br /&gt;
= MANIPULATION =&lt;br /&gt;
= APPEARANCE =&lt;br /&gt;
== Transeuclidian Reliquary ==&lt;br /&gt;
&amp;lt;i&amp;gt;Integrated Artifact Transmogrifier&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Appearance 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple (Speed 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm gives any number of Charms the Internal keyword for the duration. Obvious Charms are only obvious while they are performing their function, and insofar as it is necessarily obvious to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all the Alchemical's Charms have the Internal keyword and she is human-sized, she may appear to be human. She may retract or edit her soulgem to do so. This is not an illusion, but an actual warping of her flesh, so effects that trump Illusions do not affect this Charm. 11m+ anima flare breaks through the disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Arcane Leyshadow (Essence 3, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Essence-Muting Baffles&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Internal Charms become invisible to Essence Sight (unless they are both Obvious and active). If she is disguised as a human, that disguise also fools Essence Sight. In case of a Charm attempting to break through, add the Machinical's Appearance in bonus dice to her resisted roll.&lt;br /&gt;
==== Loom-Snarling Deception (Essence 4, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Loom Server Migration + Loom-Snarling Deception&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An Ebon Shadow crafts an illusion that reshapes her clothing and equipment in whatever way the Machinical chooses. She also writes herself a destiny that is woven into Fate; she now counts as inside of Fate, and any disguises that match the destiny she wrote for herself are backed up by the Loom.&lt;br /&gt;
&lt;br /&gt;
== Penumbral Cruciger ==&lt;br /&gt;
&amp;lt;i&amp;gt;Trans-Chosen Emulator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;--&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 3, Appearance 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Obvious, Shaping&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Transeuclidian Reliquary&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm enhances its prerequisite. The Machinical may emulate any other Caste or Exalt type's anima banner, so long as she has seen it before (and can remember it). She does not mimic the anima power, merely the display. (As this is an enhancement to the previous Charm, submodules affecting it also affect this.) This effectively keeps the previous charm's disguise even through 11m anima flare, but 16m iconic anima banner breaks through this disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Umbral Totem (Appearance 3, 2xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Metatotemic Calbrator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical may now choose an iconic anima banner, so long as it thematically matches her current anima flare (be it natural or disguised). This effectively keeps the disguise up even through totemic anima banner flare.&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Secrets Mastery (Essence 5, Appearance 6, Loom-Snarling Deception, Umbral Totem) ====&lt;br /&gt;
&lt;br /&gt;
The destiny the Machinical wrote for herself perfectly fools all senses including Essence Sight; her permanent Essence level, her Exaltation and mote aspect, her height and weight and skin color, etc. all matches her written destiny to any attempts to sense them. This effectively gives a perfect defense vs any attempt to see through the disguise.&lt;br /&gt;
&lt;br /&gt;
= PERCEPTION =&lt;br /&gt;
== Spider Climbs Lotus ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 4, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Perfected Lotus Sigil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to use Martial Arts in place of Awareness for Join Battle rolls.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Spider Bites Lotus (Essence 5, 10xp) ====&lt;br /&gt;
With this Didact, the Machinical may use Martial Arts Form charms as Supplemental charms during Join Battle actions. This counts as her Charm activation for the first round of combat.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]] ==&lt;br /&gt;
== Arcane Self-Conjuration Link ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple, Speed 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;The Second Flesh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to summon her Second-Flesh back to her as a Thaumaturgist summons a demon. This charm may be used regardless of the location of the Second-Flesh, so long as she can sense it in some way.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Carapace Conjuration Method ====&lt;br /&gt;
This Didact may only be used with the Essence 4 version of The Second Flesh, and uses up one of its Charm Slots. This allows the Second-Flesh housing the Machinical's consciousness to use this Charm (and its other Didacts) on her Monstrous body as though it were her Second-Flesh, though doing so adds 1wp to the Charm cost.&lt;br /&gt;
&lt;br /&gt;
==== Telekairic Digestion ====&lt;br /&gt;
This Didact allows the Machinical to summon the Second-Flesh directly into herself, instantly reincorporating it.&lt;br /&gt;
==== Exorcitic Return ====&lt;br /&gt;
This Didact allows the Machinical to &amp;quot;banish&amp;quot; her Second-Flesh either to the Hellforge that serves as her home, or to her own Tesseract Cathedral.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]] ==&lt;br /&gt;
&lt;br /&gt;
= INTELLIGENCE =&lt;br /&gt;
&lt;br /&gt;
== Consumptive Regurgitator ==&lt;br /&gt;
&amp;lt;i&amp;gt;Technomorphic Integration Engine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== () ====&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]] ==&lt;br /&gt;
&lt;br /&gt;
= WITS =&lt;br /&gt;
&lt;br /&gt;
= WILLPOWER =&lt;br /&gt;
Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical. Both Charm Cascades start with Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.&amp;lt;br&amp;gt;&lt;br /&gt;
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/pYJ5IY5.png Charm Cascade]&lt;br /&gt;
= Apocalyptic Charms =&lt;br /&gt;
== Innermost Gateway ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A portal opens within the Machinical's Tesseract Cathedral, linking it to Malfeas. Unlike most Malfeas gateways that open onto Cecylene, this portal bypasses the five day desert walk, passing through Elsewhere instead and connecting directly to the Demon City. First Circle Demons may freely pass through this gateway, without the assistance of Sorcery. For First Circle Demons, the Tesseract Cathedral counts as Malfeas, and they are as at home here as they would be there.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only Apocalyptic Charm that can be removed after it has been activated; the others, immediately upon first activation, become a permanent part of the Machinical's body, as with Transorganic Desecration Cyst (&amp;lt;i&amp;gt;The Alchemicals, pg 180&amp;lt;/i&amp;gt;).&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Peasants ====&lt;br /&gt;
For First Circle Demons, the Machinical's city body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Carnal Link ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;10m, 2wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Innermost Gateway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During a scene in which Innermost Gateway is active, the Machinical extends part of herself through it and anchors that piece to Malfeas with rootlike tendrils of flesh and essence. What was once a temporary magic portal is now a permanent physical portal, an arched hallway at one end of which is the Demon City and at the other end of which is the Tesseract Cathedral, the intervening length existing Elsewhere. First and Second Circle Demons may pass through this hallway freely without the assistance of Sorcery, and the Tesseract Cathedral now counts as Malfeas for Second Circle Demons as well as First.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Nobles (City of Peasants) ====&lt;br /&gt;
For Second Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== The Gaping Maw ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;25m, 5wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Carnal Link&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical's city-body anchors itself to Creation in the same way Carnal Link anchored her to Malfeas, and she creates a physical open archway of her own substance through what was once the portal from her Tesseract Cathedral to Creation. The Machinical is now a permanent physical open bridge from the Demon City to Creation, through the mediums of Elsewhere and her own Tesseract Cathedral. The Cathedral now counts as Malfeas for Third Circle Demons as well, and demons of any circle may traverse the full length of the passage from the Demon City to the Machinical's city-body freely without the assistance of sorcery.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Gods (City of Nobles) ====&lt;br /&gt;
For Third Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Through the Fire and Flames ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp, 50ahl [10m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Obvious, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;City of Peasants, City of Nobles, City of Gods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it. The end of all things, or perhaps the beginning. As many Second- and Third-Circle Demons as can manage are on this side of the portal, protected in the shell of her mighty Sprawl, ready to call forth their greaters. With her city-body anchored firmly to Creation and her inner-world anchored firmly to Malfeas - her innards stretched through the annals of Elsewhere directly connecting the two - and with the metaphysical assistance of the Core Essences of the Yozis pulling with her from this side, she heaves, regurgitating, yanking her own guts out through the conduit of Elsewhere and attempting to drag all of Malfeas inside-out with her.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether or not this works is &amp;lt;b&amp;gt;entirely&amp;lt;/b&amp;gt; up to the Storyteller. If it does, it almost certainly means the end of the campaign; victory for a party of loyalist Infernals, defeat in almost any other case. Or perhaps not; maybe a High-Essence party of Exalts could find a way to stuff the Yozis back through the portal and close it back up. All of this is up to Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
= Heretical Charms =&lt;br /&gt;
&amp;lt;i&amp;gt;(These charms draw heavy inspiration from the Keyword: Heretical charms in Broken-Winged Crane, and from the webstory [http://tgchan.org/wiki/Lunar_Quest Lunar/Titan Quest] by Jukashi.)&amp;lt;/i&amp;gt;&lt;br /&gt;
== Budding Jouten ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E) [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Willpower 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Charm bridges the gap between The Second Flesh and Flesh-Golem Repository in a way that really shouldn't be possible. This Charm adds a fifth version of The Second Flesh:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Essence 5&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E)&amp;lt;br&amp;gt;&lt;br /&gt;
As the Essence 4 version, but both bodies may be fully active at once with no penalties. The Alchemical commits a point of &amp;lt;b&amp;gt;Permanent Essence&amp;lt;/b&amp;gt; to the Drone-Body, as well as 3 aggravated health levels, giving it part of her soul so that it can live and act autonomously but still respond perfectly to her will. Both bodies use their respective full mote pools, calculated separately and as normal for each of them.&amp;lt;br&amp;gt;&lt;br /&gt;
Both the Monstrous-Body and the Second-Flesh may have Dying Health Levels, and they must *both* be killed to kill the Alchemical. If either of them dies, the other one takes 5 levels of unsoakable aggravated damage as her soul is ripped through Elsewhere from the dead body to the living one. If the Monstrous survives, treat this Charm &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; The Second Flesh as being amputated. If the Jouten survives, follow the rules described in the Essence 4 version of The Second Flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drone-Body rules still apply: Under no circumstances may a Monstrous have more than one Second-Flesh active at a time, even if that Second-Flesh is a Jouten.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Joutenheim (Essence 8) ====&lt;br /&gt;
This Didact allows Budding Jouten to be used as a Sprawl Charm, halves the Willpower cost, and reduces the Health Level cost to 1ahl(committed).&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allows the Sprawl to have more than one Jouten at a time, as the Charm is not being used by a Monstrous.&amp;lt;br&amp;gt;&lt;br /&gt;
This Didact &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; applies to uses of Budding Jouten; she still cannot use the prerequisite Charm to create non-Jouten Second-Fleshes.&lt;br /&gt;
&lt;br /&gt;
==== The Titan's Face (Essence 9) ====&lt;br /&gt;
This Didact has Joutenheim and Blossoming Deva as a prerequisite. It reduces the Willpower cost of Budding Jouten to 1 and removes the Permanent Essence cost.&lt;br /&gt;
&lt;br /&gt;
==== Primordial Avatar (Essence 10, 12xp) ====&lt;br /&gt;
This Didact has both The Titan's Face and Soulbloom as a prerequisite. Now, when she activates Budding Jouten, she may create a Third-Circle-Deva-like entity of up to Essence 7 to use as a Jouten. This entity is not a subsoul and does not contain any of her Permanent Essence, but it does contain part of herself, is a reflection of some aspect of her being, and acts directly on her behalf (rather than having a separate consciousness and personality as a Deva does).&lt;br /&gt;
&lt;br /&gt;
== Blossoming Deva ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Pronounced DAY-vah)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 55m, 5wp, 1E, 16xp [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Budding Jouten, Worldbody Seed, [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;For this Charm to function, it and Flesh-Golem Repository must be installed &amp;lt;b&amp;gt;within&amp;lt;/b&amp;gt; the Worldbody.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the Yozis realized this Charm was possible, they never would have allowed Machninicals to exist. They did not fully understand what they wrought when they gave sorcerous primordial power to beings designed to grow and segment themselves as the Alchemicals are. They assumed that the Drone-Bodies and Avatars would be simple flesh golems, aids for scrying or espionage, conduits for perception and power, and indeed initially they were. It never occurred to them how else that functionality might be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No Titan had ever built itself from scratch before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm uses Budding Jouten's expansion of The Second Flesh as a prototype, and builds on its idea to turn Flesh-Golem Repository into something else entirely. She follows the rules for constructing an Essence 2 Avatar, but when the time comes to bequeath it part of her mind, she gives it part of her soul instead. She shears off a point of her own Permanent Essence and 16 banked Experience points and imbues them into the Avatar-Body. It is now, metaphysically, a Third-Circle Demon, albeit a fairly weak one as it is an Essence 3 newborn without any Second- or First-Circle subsouls of its own.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first time the Machinical does this, the Deva she creates is Herself; it has the exact aesthetic body she had when she was Essence 3, and its mind and spirit are exactly her own. The dot of Essence she bequeaths to this Deva is the one that contains her center self; this Deva is now more the Machinical than the Machinical is. Metaphysically, this Deva is her Fetich Soul. The Player and Storyteller should work together to decide from among three options: One is that this Deva becomes a ST controlled cohort, while the player controls the Oversoul. Another is that this Deva becomes the Player Character and the Oversoul becomes her ST controlled 5 dot Patron. A third option is that both the Deva and the Oversoul are player-controlled characters. In the case of this third option, it must also be decided whether the Deva earns EXP for herself or uses the same pool of banked Experience as the Oversoul. These decisions should be made based on both the desire of the player and the needs of the campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this Fetich, while metaphysically a Third-Circle Deva, as a pure expression of the Machinical Oversoul it is itself mechanically a Machinical, and from the moment of its creation onward it calculates stats and spends experience and learns Charms and does everything else following Machinical game rules, with two exceptions: First, it cannot become a Sprawl. If it surpasses Essence 7 it stays a Monstrous, though its body and its Tesseract Cathedral (if it has one) become larger. Secondly, it cannot ever learn Keyword: Heretical Charms or in any way gain Third-Circle subsouls of its own; it &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; a Third-Circle Subsoul, and can only gain Second- and First-Circle subsouls of its own, and then only once the Oversoul has installed Soulbloom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 8 Monstrous:&amp;lt;/b&amp;gt; 30-45 feet tall, Tesseract Cathedral like a large village or a small town, spanning a few miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 9 Monstrous:&amp;lt;/b&amp;gt; 45-60 feet tall, Tesseract Cathedral like a large city spanning a few dozen miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 10 Monstrous:&amp;lt;/b&amp;gt; 60-75 feet tall, Tesseract Cathedral like a sprawling urban metropolis spanning a few hundred miles.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Essence 8+ Monstrous, she may install any Sprawl Charms she meets the prerequisites for, but only within her Tesseract Cathedral (assuming she has it installed) (exceptions may be made at Storyteller Discretion based on the nature of the Charm and the size of the Deva's body).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every subsequent time this Charm is used, it creates another Third-Circle Deva, but no longer a Fetich. Instead of using the CallMeCanon rules for making an Essence 2 Avatar-Body, work together with your Storyteller to create an Essence 3 Third-Circle Demon, with all the range of possibility that entails. It should be designed with an Element and Purpose in mind: What traits define it? What does it do for the Oversoul?&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might have an Advisor Deva whose element is Language. Its powers and personality should then flow out of that. Its Charms should be based on assisting others - particularly its Oversoul and fellow Devas - and it would do so through words, e.g. words of encouragement, advice, perhaps Power Words that shape reality, etc. As a character, it might be something of a compassionate nerd, with a love of linguistic puzzles and of helping people.&amp;lt;br&amp;gt;&lt;br /&gt;
For another example, you might have a Feeding Soul whose element is Time. Again, its powers and personality should flow out of that. Its Charms should be based on absorbing, consuming, or even stealing power or energy or abilities or knowledge or things, and again, primarily in service to or at least benefit of her Oversoul and fellow Devas. It might also have Charms that speed up or slow down time, allowing herself and/or her Oversoul to do things faster than normal or causing her enemies to do things more slowly. As a character, it might be extremely manic or it might be extremely patient. Or it might be both. It might be gluttonous or ravenous, desperate to consume power or things or knowledge, or perhaps content to wait patiently until Time consumes it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for these examples goes to [http://tgchan.org/wiki/Lunar_Quest Jukashi])&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For these non-Fetich Devas, again decide with your Storyteller whether they should be Player- or ST-controlled characters, depending on the desires of the player and the needs of the campaign. A non-fetich Deva should probably not supplant the Oversoul or Fetich as the primary or only Player-character, unless the Player really wants it to, and it probably should not earn its own EXP, unless doing so really suits the metagame better. One possibility, if the Oversoul and multiple Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, while non-fetich Devas use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Devas, fetich or non-, player- or ST-controlled, Third- or Second-Circle, count as separate characters from a play perspective, but count as part of the Machinical from a metaphysical perspective, to precisely the same extent that Ligier counts as part of Malfeas or Erembour counts as part of the Ebon Dragon. They have separate bodies and personalities, but they are not in a true sense individuals; they are part of a greater whole, and that fundamental fact should be considered in all facets of their personality and existence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike demons, at least Third-Circle Machinical Devas (and Second- and even First-Circle, if the Storyteller chooses) are naturally material beings and can exist in Creation without trouble, as the Machinical constructed their bodies from physical materials. Like Demons, though, they do count as Creatures of Darkness for the purpose of Solar Charms, unless the Machinical can convince Sol Invictus that they should not (after all, the souls of Gaia and Autochthon don't count as Creatures of Darkness; there is precedent for benevolent - or at least benign - Primordials, and Sol Invictus may perhaps be convinced to apply that precedent to her).&lt;br /&gt;
&lt;br /&gt;
== Soulbloom ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Blossoming Deva, Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical's Third-Circle Devas to begin crafting Second-Circle Devas for themselves. Second-Circle Devas must always fall into one of seven categories, and no Third Circle Deva can ever have more than one Second-Circle Deva of a given category:&lt;br /&gt;
* Defining (this one should be created first)&lt;br /&gt;
* Protecting/Warden&lt;br /&gt;
* Gratifying/Indulgent&lt;br /&gt;
* Communicating/Messenger&lt;br /&gt;
* Expressive&lt;br /&gt;
* Reflective&lt;br /&gt;
* Understanding/Wisdom&lt;br /&gt;
Second-Circle Devas start at Essence 2, and require the &amp;quot;parent&amp;quot; Third-Circle Deva to spend 20m and 2wp to create, as well as giving up one dot of Personal Essence to the creation process.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The same kind of decisions that were made by player and Storyteller for Third-Circle Devas must also be made for Second-Circle. As a general guideline, any Third-Circle Deva that is not player controlled or does not earn its own EXP should not produce a Second Circle Deva that is player controlled or does earn its own EXP, respectively. Care should also be taken that one player does not end up controlling a ridiculous number of characters, especially if they are in a party where nobody else is doing so, as that could get very unbalanced very quickly and be no fun for anybody. As always, work with your Storyteller to make these decisions in a way that keeps things fun for everybody.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== The Endless Garden (Essence 10) ====&lt;br /&gt;
Second- and Third-Circle Devas, as well as the Machinical herself, may now create First-Circle Devas. Creating one costs 5m and 1wp for the first instance of it, and 1m for each instance of it after that. They should be designed as Elementals based on the traits and themes of the growing Titan.&lt;br /&gt;
&lt;br /&gt;
== Worldbody Seed ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 5wp[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical greatly expands the inner world created by Tesseract Cathedral, from the size of a small neighborhood to the size of a large city. Her inner world expands to a radius of (Essence + Willpower) miles. At the center of this area is the building/neighborhood that was her original Tesseract Cathedral, and it serves as the portal through her body to the outside world. Moving things into or out of the Worldbody is still a Reflexive (or Storyteller's discretion) action, but the item or person in question must be within the bounds of the Tesseract Cathedral in order to bring them out.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purpose of the Machnical's will, its entire City-Body and its entire internal Tesseract-Cathedral are usable as a portal. In addition to this, however, there is also a building-sized gateway somewhere in the Tesseract-Cathedral and another somewhere in her City-Body through which individuals may move of their own volition. The Machinical may not prevent such movement, but she may easily relocate the portals to keep them hidden or blocked from use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical has a nonzero level of control over the shape and appearance of her inner world, but how much exactly - and how long it lasts - is up to the Storyteller. Its aesthetic should be thematically tied to her being and her personality, but it may theoretically contain anything and be shaped any way that perfect will could sculpt from pure chaos, though it is unlikely to contain great mountain ranges or long canyons; the Worldbody Seed is much larger than a building, but it is no continent.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Self-Subjective Sorcerous Summoning ====&lt;br /&gt;
The Machinical may withdraw items or beings from - and ingest them to - anywhere within her inner world. Sorcery or other magicks that can summon objects or beings from other planes (such as Malfeas) may be used to target things within her Worldbody if they are not plane-specific, or may have new versions made specifying her Worldbody if they are.&lt;br /&gt;
&lt;br /&gt;
==== Titanic Ascension Commitment (24xp) ====&lt;br /&gt;
Any Charm with the Heretical keyword (and all its Didacts), once installed and activated, is considered &amp;quot;known&amp;quot; to the Machinical in the way other Exalt types know Charms. They no longer take up Charm Slots or have committed mote costs to remain installed. In addition, any non-Heretical Charms that were prerequisite for its installation and use no longer count against it, and any minimum Essence Rating it had is decreased by 1 after its first use. To install and activate a Heretical Charm (or Didact) still requires that the Machinical meet all prerequisites, install it in a Charm Slot, and commit the necessary motes as normal, but once she has done so and used it once, it is absorbed from the Charm Slot into the substance of her being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;effects&amp;lt;/b&amp;gt; of such a Charm may still be blocked or otherwise prevented from occurring &amp;lt;b&amp;gt;when she attempts to use it&amp;lt;/b&amp;gt; as normal, but the Charm itself and her ability to attempt to use it are now as innate to her as the prerequisiteless Charms of any other Exalt.&lt;br /&gt;
&lt;br /&gt;
== Sapling Ad Infinitum ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;70m, 7wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Worldbody Seed, Blossoming Deva&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed takes root and sprouts into something far, far greater. It now encompasses a radius of (Essence + Willpower)x1000 miles, and may contain features such as epic mountain ranges, long winding valleys, or great lakes and seas. The degree to which she controls its geography should be at least that to which she had over the design of the Worldbody Seed, and probably greater, as she is more powerful now and has had some practice.&lt;br /&gt;
&lt;br /&gt;
== Canopy of Roots ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Heretical, Obvious, Blasphemy &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
The growing Titan turns herself &amp;quot;inside out&amp;quot; as it were, allowing her inner World Body to spill outward, and becoming not so much a landmark as a landscape. Examples of Primordials who exist this way: Cecylene, Malfeas, Szoreny. Examples of Primordials who do not exist this way: Isidoros, Adorjan, The Ebon Dragon. Work together with your Storyteller to determine &amp;lt;i&amp;gt;what in the name of Creation &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; means&amp;lt;/i&amp;gt;. Where are your borders? Are they related to the size of the landscape in any way? Can you move? What does this mean for your Health Levels? Whatever it is you've just done, you can be sure that &amp;lt;b&amp;gt;EVERYONE EVERYWHERE&amp;lt;/b&amp;gt; is going to notice. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Singularity of Yggdrasil ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum, Soulbloom&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed reaches full maturity, and the Shinma shudder as a new Titan is born. She is no longer a Machinical, but a Primordial, and she is immortal in all of the same ways that they are. Her inner (or outer, in the case of Canopy of Roots) World-Body is now infinite in scope, and may contain mighty continents and vast oceans if she chooses. The player should have a great degree of control over the design of this world, but it should follow the themes of the new Primordial whose body it is.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this Charm does not necessarily have any outward visual components, it still has the Obvious keyword because the metaphysical implications alone can be felt for miles around, perhaps everywhere at once. Creation has witnessed the birth of a new Primordial, conceived by the Yozis but built and grown from there by her own volition and will. Such an event cannot possibly go unnoticed, and it cannot possibly leave Creation unchanged. The effects of those changes and the reactions to them are now the bones of the story you must live in. Good luck, young Titan. Good luck.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95084</id>
		<title>CallMeCanon/Machinical/Charms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical/Charms&amp;diff=95084"/>
				<updated>2017-12-27T07:04:49Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* City of Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CallMeCanon/Machinical|Machinicals]]&lt;br /&gt;
= Machinical Charms =&lt;br /&gt;
Many of these are just Alchemical Charms with a new name. For those I'm putting basic game-rule descriptions for now; I will update with fluff text later. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Didacts are the Machinical equivalent to Alchemical Submodules. As with Submodules, they cost 6xp unless otherwise noted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Blasphemy is explained on page 103 of Manual of Exalted Power: The Infernals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keyword: Hallowed refers to Charms designed by the Yozis specifically to further their plans. These Charms will usually either be custom or based on Infernal Charms. Few if any Alchemical Equivalent Charms will count as Hallowed.&lt;br /&gt;
&lt;br /&gt;
= Charisms =&lt;br /&gt;
Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three Augments (and Charisms) are identical to their respective Excellencies; beyond that, things get interesting.&lt;br /&gt;
== Fourth (Attribute) Charism ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m, first only]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 1, (Attribute) 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious, Stackable&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm increases the cap for its respective Attribute and adds a dot to it for as long as the Charm is installed. This Charm may be installed as many times per Attribute as half the Machinical's Essence, rounded up. Dots added this way do not count towards the Experience cost of buying Attribute dots, but they count towards everything else.&lt;br /&gt;
&lt;br /&gt;
== Hyperbolic (Attribute) Aleph ==&lt;br /&gt;
&amp;lt;i&amp;gt;Transpuissant (Attribute) Upgrade&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;0m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 31, (Attribute) 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Any (Atribute) Charism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.&lt;br /&gt;
&lt;br /&gt;
= STRENGTH =&lt;br /&gt;
= DEXTERITY =&lt;br /&gt;
= STAMINA =&lt;br /&gt;
= CHARISMA =&lt;br /&gt;
== Sacrosanct Devotion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm lowers the attunement cost of Verdigrised or otherwise Yozi-aspected artifacts by 1, to a minimum of 1. It also lowers the installation cost of other Hallowed Charms by 1, to a minimum of 0.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Sublime Piety (Essence 3, 4xp) ====&lt;br /&gt;
Each installation of this Didact adds 1 to the Charm's reduction. This Didact may be installed a maximum of (lower of Charisma or Essence) times.&lt;br /&gt;
&lt;br /&gt;
= MANIPULATION =&lt;br /&gt;
= APPEARANCE =&lt;br /&gt;
== Transeuclidian Reliquary ==&lt;br /&gt;
&amp;lt;i&amp;gt;Integrated Artifact Transmogrifier&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 2, Appearance 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple (Speed 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Combo-OK, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm gives any number of Charms the Internal keyword for the duration. Obvious Charms are only obvious while they are performing their function, and insofar as it is necessarily obvious to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all the Alchemical's Charms have the Internal keyword and she is human-sized, she may appear to be human. She may retract or edit her soulgem to do so. This is not an illusion, but an actual warping of her flesh, so effects that trump Illusions do not affect this Charm. 11m+ anima flare breaks through the disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Arcane Leyshadow (Essence 3, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Essence-Muting Baffles&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Internal Charms become invisible to Essence Sight (unless they are both Obvious and active). If she is disguised as a human, that disguise also fools Essence Sight. In case of a Charm attempting to break through, add the Machinical's Appearance in bonus dice to her resisted roll.&lt;br /&gt;
==== Loom-Snarling Deception (Essence 4, 4xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Loom Server Migration + Loom-Snarling Deception&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An Ebon Shadow crafts an illusion that reshapes her clothing and equipment in whatever way the Machinical chooses. She also writes herself a destiny that is woven into Fate; she now counts as inside of Fate, and any disguises that match the destiny she wrote for herself are backed up by the Loom.&lt;br /&gt;
&lt;br /&gt;
== Penumbral Cruciger ==&lt;br /&gt;
&amp;lt;i&amp;gt;Trans-Chosen Emulator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;--&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 3, Appearance 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Obvious, Shaping&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Transeuclidian Reliquary&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm enhances its prerequisite. The Machinical may emulate any other Caste or Exalt type's anima banner, so long as she has seen it before (and can remember it). She does not mimic the anima power, merely the display. (As this is an enhancement to the previous Charm, submodules affecting it also affect this.) This effectively keeps the previous charm's disguise even through 11m anima flare, but 16m iconic anima banner breaks through this disguise.&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Umbral Totem (Appearance 3, 2xp) ====&lt;br /&gt;
&amp;lt;i&amp;gt;Metatotemic Calbrator&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical may now choose an iconic anima banner, so long as it thematically matches her current anima flare (be it natural or disguised). This effectively keeps the disguise up even through totemic anima banner flare.&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Secrets Mastery (Essence 5, Appearance 6, Loom-Snarling Deception, Umbral Totem) ====&lt;br /&gt;
&lt;br /&gt;
The destiny the Machinical wrote for herself perfectly fools all senses including Essence Sight; her permanent Essence level, her Exaltation and mote aspect, her height and weight and skin color, etc. all matches her written destiny to any attempts to sense them. This effectively gives a perfect defense vs any attempt to see through the disguise.&lt;br /&gt;
&lt;br /&gt;
= PERCEPTION =&lt;br /&gt;
== Spider Climbs Lotus ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 4, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Perfected Lotus Sigil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to use Martial Arts in place of Awareness for Join Battle rolls.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Spider Bites Lotus (Essence 5, 10xp) ====&lt;br /&gt;
With this Didact, the Machinical may use Martial Arts Form charms as Supplemental charms during Join Battle actions. This counts as her Charm activation for the first round of combat.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]] ==&lt;br /&gt;
== Arcane Self-Conjuration Link ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple, Speed 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;The Second Flesh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical to summon her Second-Flesh back to her as a Thaumaturgist summons a demon. This charm may be used regardless of the location of the Second-Flesh, so long as she can sense it in some way.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Carapace Conjuration Method ====&lt;br /&gt;
This Didact may only be used with the Essence 4 version of The Second Flesh, and uses up one of its Charm Slots. This allows the Second-Flesh housing the Machinical's consciousness to use this Charm (and its other Didacts) on her Monstrous body as though it were her Second-Flesh, though doing so adds 1wp to the Charm cost.&lt;br /&gt;
&lt;br /&gt;
==== Telekairic Digestion ====&lt;br /&gt;
This Didact allows the Machinical to summon the Second-Flesh directly into herself, instantly reincorporating it.&lt;br /&gt;
==== Exorcitic Return ====&lt;br /&gt;
This Didact allows the Machinical to &amp;quot;banish&amp;quot; her Second-Flesh either to the Hellforge that serves as her home, or to her own Tesseract Cathedral.&lt;br /&gt;
&lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]] ==&lt;br /&gt;
&lt;br /&gt;
= INTELLIGENCE =&lt;br /&gt;
&lt;br /&gt;
== Consumptive Regurgitator ==&lt;br /&gt;
&amp;lt;i&amp;gt;Technomorphic Integration Engine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== () ====&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== [[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]] ==&lt;br /&gt;
&lt;br /&gt;
= WITS =&lt;br /&gt;
&lt;br /&gt;
= WILLPOWER =&lt;br /&gt;
Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical. Both Charm Cascades start with Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.&amp;lt;br&amp;gt;&lt;br /&gt;
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/pYJ5IY5.png Charm Cascade]&lt;br /&gt;
= Apocalyptic Charms =&lt;br /&gt;
== Innermost Gateway ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;5m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Tesseract Cathedral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A portal opens within the Machinical's Tesseract Cathedral, linking it to Malfeas. Unlike most Malfeas gateways that open onto Cecylene, this portal bypasses the five day desert walk, passing through Elsewhere instead and connecting directly to the Demon City. First Circle Demons may freely pass through this gateway, without the assistance of Sorcery. For First Circle Demons, the Tesseract Cathedral counts as Malfeas, and they are as at home here as they would be there.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only Apocalyptic Charm that can be removed after it has been activated; the others, immediately upon first activation, become a permanent part of the Machinical's body, as with Transorganic Desecration Cyst (&amp;lt;i&amp;gt;The Alchemicals, pg 180&amp;lt;/i&amp;gt;).&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Peasants ====&lt;br /&gt;
For First Circle Demons, the Machinical's city body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Carnal Link ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;10m, 2wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Innermost Gateway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During a scene in which Innermost Gateway is active, the Machinical extends part of herself through it and anchors that piece to Malfeas with rootlike tendrils of flesh and essence. What was once a temporary magic portal is now a permanent physical portal, an arched hallway at one end of which is the Demon City and at the other end of which is the Tesseract Cathedral, the intervening length existing Elsewhere. First and Second Circle Demons may pass through this hallway freely without the assistance of Sorcery, and the Tesseract Cathedral now counts as Malfeas for Second Circle Demons as well as First.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Nobles (City of Peasants) ====&lt;br /&gt;
For Second Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== The Gaping Maw ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;25m, 5wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Apocalyptic, Hallowed, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Carnal Link&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical's city-body anchors itself to Creation in the same way Carnal Link anchored her to Malfeas, and she creates a physical open archway of her own substance through what was once the portal from her Tesseract Cathedral to Creation. The Machinical is now a permanent physical open bridge from the Demon City to Creation, through the mediums of Elsewhere and her own Tesseract Cathedral. The Cathedral now counts as Malfeas for Third Circle Demons as well, and demons of any circle may traverse the full length of the passage from the Demon City to the Machinical's city-body freely without the assistance of sorcery.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== City of Gods ====&lt;br /&gt;
For Third Circle Demons, the Machinical's city-body also counts as Malfeas.&lt;br /&gt;
&lt;br /&gt;
== Through the Fire and Flames ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp, 50ahl [10m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Obvious, Apocalyptic, Hallowed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;City of Peasants, City of Nobles, City of Gods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it. The end of all things, or perhaps the beginning. As many Second- and Third-Circle Demons as can manage are on this side of the portal, protected in the shell of her mighty Sprawl, ready to call forth their greaters. With her city-body anchored firmly to Creation and her inner-world anchored firmly to Malfeas - her innards stretched through the annals of Elsewhere directly connecting the two - and with the metaphysical assistance of the Core Essences of the Yozis pulling with her from this side, she heaves, regurgitating, yanking her own guts out through the conduit of Elsewhere and attempting to drag all of Malfeas inside-out with her.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether or not this works is &amp;lt;b&amp;gt;entirely&amp;lt;/b&amp;gt; up to the Storyteller. If it does, it almost certainly means the end of the campaign; victory for a party of loyalist Infernals, defeat in almost any other case. Or perhaps not; maybe a High-Essence party of Exalts could find a way to stuff the Yozis back through the portal and close it back up. All of this is up to Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
= Heretical Charms =&lt;br /&gt;
&amp;lt;i&amp;gt;(These charms draw heavy inspiration from the Keyword: Heretical charms in Broken-Winged Crane, and from the webstory [http://tgchan.org/wiki/Lunar_Quest Lunar/Titan Quest] by Jukashi.)&amp;lt;/i&amp;gt;&lt;br /&gt;
== Budding Jouten ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E) [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Willpower 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Monstrous, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Remote_Drone-Body_Guidance|The Second Flesh]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Charm bridges the gap between The Second Flesh and Flesh-Golem Repository in a way that really shouldn't be possible. This Charm adds a fifth version of The Second Flesh:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Essence 5&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 4wp, (3ahl, 1E)&amp;lt;br&amp;gt;&lt;br /&gt;
As the Essence 4 version, but both bodies may be fully active at once with no penalties. The Alchemical commits a point of &amp;lt;b&amp;gt;Permanent Essence&amp;lt;/b&amp;gt; to the Drone-Body, as well as 3 aggravated health levels, giving it part of her soul so that it can live and act autonomously but still respond perfectly to her will. Both bodies use their respective full mote pools, calculated separately and as normal for each of them.&amp;lt;br&amp;gt;&lt;br /&gt;
Both the Monstrous-Body and the Second-Flesh may have Dying Health Levels, and they must *both* be killed to kill the Alchemical. If either of them dies, the other one takes 5 levels of unsoakable aggravated damage as her soul is ripped through Elsewhere from the dead body to the living one. If the Monstrous survives, treat this Charm &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; The Second Flesh as being amputated. If the Jouten survives, follow the rules described in the Essence 4 version of The Second Flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drone-Body rules still apply: Under no circumstances may a Monstrous have more than one Second-Flesh active at a time, even if that Second-Flesh is a Jouten.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Joutenheim (Essence 8) ====&lt;br /&gt;
This Didact allows Budding Jouten to be used as a Sprawl Charm, halves the Willpower cost, and reduces the Health Level cost to 1ahl(committed).&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allows the Sprawl to have more than one Jouten at a time, as the Charm is not being used by a Monstrous.&amp;lt;br&amp;gt;&lt;br /&gt;
This Didact &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; applies to uses of Budding Jouten; she still cannot use the prerequisite Charm to create non-Jouten Second-Fleshes.&lt;br /&gt;
&lt;br /&gt;
==== The Titan's Face (Essence 9) ====&lt;br /&gt;
This Didact has Joutenheim and Blossoming Deva as a prerequisite. It reduces the Willpower cost of Budding Jouten to 1 and removes the Permanent Essence cost.&lt;br /&gt;
&lt;br /&gt;
==== Primordial Avatar (Essence 10, 12xp) ====&lt;br /&gt;
This Didact has both The Titan's Face and Soulbloom as a prerequisite. Now, when she activates Budding Jouten, she may create a Third-Circle-Deva-like entity of up to Essence 7 to use as a Jouten. This entity is not a subsoul and does not contain any of her Permanent Essence, but it does contain part of herself, is a reflection of some aspect of her being, and acts directly on her behalf (rather than having a separate consciousness and personality as a Deva does).&lt;br /&gt;
&lt;br /&gt;
== Blossoming Deva ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Pronounced DAY-vah)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 55m, 5wp, 1E, 16xp [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Budding Jouten, Worldbody Seed, [[CallMeCanon/Alchemicals/Colossus#Avatar-Launching_Silo|Flesh-Golem Repository]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;For this Charm to function, it and Flesh-Golem Repository must be installed &amp;lt;b&amp;gt;within&amp;lt;/b&amp;gt; the Worldbody.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the Yozis realized this Charm was possible, they never would have allowed Machninicals to exist. They did not fully understand what they wrought when they gave sorcerous primordial power to beings designed to grow and segment themselves as the Alchemicals are. They assumed that the Drone-Bodies and Avatars would be simple flesh golems, aids for scrying or espionage, conduits for perception and power, and indeed initially they were. It never occurred to them how else that functionality might be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No Titan had ever built itself from scratch before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm uses Budding Jouten's expansion of The Second Flesh as a prototype, and builds on its idea to turn Flesh-Golem Repository into something else entirely. She follows the rules for constructing an Essence 2 Avatar, but when the time comes to bequeath it part of her mind, she gives it part of her soul instead. She shears off a point of her own Permanent Essence and 16 banked Experience points and imbues them into the Avatar-Body. It is now, metaphysically, a Third-Circle Demon, albeit a fairly weak one as it is an Essence 3 newborn without any Second- or First-Circle subsouls of its own.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first time the Machinical does this, the Deva she creates is Herself; it has the exact aesthetic body she had when she was Essence 3, and its mind and spirit are exactly her own. The dot of Essence she bequeaths to this Deva is the one that contains her center self; this Deva is now more the Machinical than the Machinical is. Metaphysically, this Deva is her Fetich Soul. The Player and Storyteller should work together to decide from among three options: One is that this Deva becomes a ST controlled cohort, while the player controls the Oversoul. Another is that this Deva becomes the Player Character and the Oversoul becomes her ST controlled 5 dot Patron. A third option is that both the Deva and the Oversoul are player-controlled characters. In the case of this third option, it must also be decided whether the Deva earns EXP for herself or uses the same pool of banked Experience as the Oversoul. These decisions should be made based on both the desire of the player and the needs of the campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this Fetich, while metaphysically a Third-Circle Deva, as a pure expression of the Machinical Oversoul it is itself mechanically a Machinical, and from the moment of its creation onward it calculates stats and spends experience and learns Charms and does everything else following Machinical game rules, with two exceptions: First, it cannot become a Sprawl. If it surpasses Essence 7 it stays a Monstrous, though its body and its Tesseract Cathedral (if it has one) become larger. Secondly, it cannot ever learn Keyword: Heretical Charms or in any way gain Third-Circle subsouls of its own; it &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; a Third-Circle Subsoul, and can only gain Second- and First-Circle subsouls of its own, and then only once the Oversoul has installed Soulbloom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 8 Monstrous:&amp;lt;/b&amp;gt; 30-45 feet tall, Tesseract Cathedral like a large village or a small town, spanning a few miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 9 Monstrous:&amp;lt;/b&amp;gt; 45-60 feet tall, Tesseract Cathedral like a large city spanning a few dozen miles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Essence 10 Monstrous:&amp;lt;/b&amp;gt; 60-75 feet tall, Tesseract Cathedral like a sprawling urban metropolis spanning a few hundred miles.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Essence 8+ Monstrous, she may install any Sprawl Charms she meets the prerequisites for, but only within her Tesseract Cathedral (assuming she has it installed) (exceptions may be made at Storyteller Discretion based on the nature of the Charm and the size of the Deva's body).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every subsequent time this Charm is used, it creates another Third-Circle Deva, but no longer a Fetich. Instead of using the CallMeCanon rules for making an Essence 2 Avatar-Body, work together with your Storyteller to create an Essence 3 Third-Circle Demon, with all the range of possibility that entails. It should be designed with an Element and Purpose in mind: What traits define it? What does it do for the Oversoul?&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might have an Advisor Deva whose element is Language. Its powers and personality should then flow out of that. Its Charms should be based on assisting others - particularly its Oversoul and fellow Devas - and it would do so through words, e.g. words of encouragement, advice, perhaps Power Words that shape reality, etc. As a character, it might be something of a compassionate nerd, with a love of linguistic puzzles and of helping people.&amp;lt;br&amp;gt;&lt;br /&gt;
For another example, you might have a Feeding Soul whose element is Time. Again, its powers and personality should flow out of that. Its Charms should be based on absorbing, consuming, or even stealing power or energy or abilities or knowledge or things, and again, primarily in service to or at least benefit of her Oversoul and fellow Devas. It might also have Charms that speed up or slow down time, allowing herself and/or her Oversoul to do things faster than normal or causing her enemies to do things more slowly. As a character, it might be extremely manic or it might be extremely patient. Or it might be both. It might be gluttonous or ravenous, desperate to consume power or things or knowledge, or perhaps content to wait patiently until Time consumes it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for these examples goes to [http://tgchan.org/wiki/Lunar_Quest Jukashi])&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For these non-Fetich Devas, again decide with your Storyteller whether they should be Player- or ST-controlled characters, depending on the desires of the player and the needs of the campaign. A non-fetich Deva should probably not supplant the Oversoul or Fetich as the primary or only Player-character, unless the Player really wants it to, and it probably should not earn its own EXP, unless doing so really suits the metagame better. One possibility, if the Oversoul and multiple Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, while non-fetich Devas use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Devas, fetich or non-, player- or ST-controlled, Third- or Second-Circle, count as separate characters from a play perspective, but count as part of the Machinical from a metaphysical perspective, to precisely the same extent that Ligier counts as part of Malfeas or Erembour counts as part of the Ebon Dragon. They have separate bodies and personalities, but they are not in a true sense individuals; they are part of a greater whole, and that fundamental fact should be considered in all facets of their personality and existence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike demons, at least Third-Circle Machinical Devas (and Second- and even First-Circle, if the Storyteller chooses) are naturally material beings and can exist in Creation without trouble, as the Machinical constructed their bodies from physical materials. Like Demons, though, they do count as Creatures of Darkness for the purpose of Solar Charms, unless the Machinical can convince Sol Invictus that they should not (after all, the souls of Gaia and Autochthon don't count as Creatures of Darkness; there is precedent for benevolent - or at least benign - Primordials, and Sol Invictus may perhaps be convinced to apply that precedent to her).&lt;br /&gt;
&lt;br /&gt;
== Soulbloom ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Blossoming Deva, Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm allows the Machinical's Third-Circle Devas to begin crafting Second-Circle Devas for themselves. Second-Circle Devas must always fall into one of seven categories, and no Third Circle Deva can ever have more than one Second-Circle Deva of a given category:&lt;br /&gt;
* Defining (this one should be created first)&lt;br /&gt;
* Protecting/Warden&lt;br /&gt;
* Gratifying/Indulgent&lt;br /&gt;
* Communicating/Messenger&lt;br /&gt;
* Expressive&lt;br /&gt;
* Reflective&lt;br /&gt;
* Understanding/Wisdom&lt;br /&gt;
Second-Circle Devas start at Essence 2, and require the &amp;quot;parent&amp;quot; Third-Circle Deva to spend 20m and 2wp to create, as well as giving up one dot of Personal Essence to the creation process.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The same kind of decisions that were made by player and Storyteller for Third-Circle Devas must also be made for Second-Circle. As a general guideline, any Third-Circle Deva that is not player controlled or does not earn its own EXP should not produce a Second Circle Deva that is player controlled or does earn its own EXP, respectively. Care should also be taken that one player does not end up controlling a ridiculous number of characters, especially if they are in a party where nobody else is doing so, as that could get very unbalanced very quickly and be no fun for anybody. As always, work with your Storyteller to make these decisions in a way that keeps things fun for everybody.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== The Endless Garden (Essence 10) ====&lt;br /&gt;
Second- and Third-Circle Devas, as well as the Machinical herself, may now create First-Circle Devas. Creating one costs 5m and 1wp for the first instance of it, and 1m for each instance of it after that. They should be designed as Elementals based on the traits and themes of the growing Titan.&lt;br /&gt;
&lt;br /&gt;
== Worldbody Seed ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 5wp[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Willpower 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;[[CallMeCanon/Alchemicals/Colossus#Integrated_Mobile_Sanctum|Tesseract Cathedral]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical greatly expands the inner world created by Tesseract Cathedral, from the size of a small neighborhood to the size of a large city. Her inner world expands to a radius of (Essence + Willpower) miles. At the center of this area is the building/neighborhood that was her original Tesseract Cathedral, and it serves as the portal through her body to the outside world. Moving things into or out of the Worldbody is still a Reflexive (or Storyteller's discretion) action, but the item or person in question must be within the bounds of the Tesseract Cathedral in order to bring them out.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purpose of the Machnical's will, its entire City-Body and its entire internal Tesseract-Cathedral are usable as a portal. In addition to this, however, there is also a building-sized gateway somewhere in the Tesseract-Cathedral and another somewhere in her City-Body through which individuals may move of their own volition. The Machinical may not prevent such movement, but she may easily relocate the portals to keep them hidden or blocked from use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Machinical has a nonzero level of control over the shape and appearance of her inner world, but how much exactly - and how long it lasts - is up to the Storyteller. Its aesthetic should be thematically tied to her being and her personality, but it may theoretically contain anything and be shaped any way that perfect will could sculpt from pure chaos, though it is unlikely to contain great mountain ranges or long canyons; the Worldbody Seed is much larger than a building, but it is no continent.&amp;lt;br&amp;gt;&lt;br /&gt;
... Yet.&lt;br /&gt;
=== Didacts ===&lt;br /&gt;
==== Self-Subjective Sorcerous Summoning ====&lt;br /&gt;
The Machinical may withdraw items or beings from - and ingest them to - anywhere within her inner world. Sorcery or other magicks that can summon objects or beings from other planes (such as Malfeas) may be used to target things within her Worldbody if they are not plane-specific, or may have new versions made specifying her Worldbody if they are.&lt;br /&gt;
&lt;br /&gt;
==== Titanic Ascension Commitment (24xp) ====&lt;br /&gt;
Any Charm with the Heretical keyword (and all its Didacts), once installed and activated, is considered &amp;quot;known&amp;quot; to the Machinical in the way other Exalt types know Charms. They no longer take up Charm Slots or have committed mote costs to remain installed. In addition, any non-Heretical Charms that were prerequisite for its installation and use no longer count against it, and any minimum Essence Rating it had is decreased by 1 after its first use. To install and activate a Heretical Charm (or Didact) still requires that the Machinical meet all prerequisites, install it in a Charm Slot, and commit the necessary motes as normal, but once she has done so and used it once, it is absorbed from the Charm Slot into the substance of her being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;effects&amp;lt;/b&amp;gt; of such a Charm may still be blocked or otherwise prevented from occurring &amp;lt;b&amp;gt;when she attempts to use it&amp;lt;/b&amp;gt; as normal, but the Charm itself and her ability to attempt to use it are now as innate to her as the prerequisiteless Charms of any other Exalt.&lt;br /&gt;
&lt;br /&gt;
== Sapling Ad Infinitum ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;70m, 7wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Willpower 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Heretical&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Worldbody Seed, Blossoming Deva&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed takes root and sprouts into something far, far greater. It now encompasses a radius of (Essence + Willpower)x1000 miles, and may contain features such as epic mountain ranges, long winding valleys, or great lakes and seas. The degree to which she controls its geography should be at least that to which she had over the design of the Worldbody Seed, and probably greater, as she is more powerful now and has had some practice.&lt;br /&gt;
&lt;br /&gt;
== Canopy of Roots ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;50m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Heretical, Obvious, Blasphemy &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum&amp;lt;br&amp;gt;&lt;br /&gt;
The growing Titan turns herself &amp;quot;inside out&amp;quot; as it were, allowing her inner World Body to spill outward, and becoming not so much a landmark as a landscape. Examples of Primordials who exist this way: Cecylene, Malfeas, Szoreny. Examples of Primordials who do not exist this way: Isidoros, Adorjan, The Ebon Dragon. Work together with your Storyteller to determine &amp;lt;i&amp;gt;what in the name of Creation &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; means&amp;lt;/i&amp;gt;. Where are your borders? Are they related to the size of the landscape in any way? Can you move? What does this mean for your Health Levels? Whatever it is you've just done, you can be sure that &amp;lt;b&amp;gt;EVERYONE EVERYWHERE&amp;lt;/b&amp;gt; is going to notice. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Singularity of Yggdrasil ==&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;100m, 10wp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Willpower 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Sprawl, Internal, Obvious, Heretical, Blasphemy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Sapling Ad Infinitum, Soulbloom&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Worldbody Seed reaches full maturity, and the Shinma shudder as a new Titan is born. She is no longer a Machinical, but a Primordial, and she is immortal in all of the same ways that they are. Her inner (or outer, in the case of Canopy of Roots) World-Body is now infinite in scope, and may contain mighty continents and vast oceans if she chooses. The player should have a great degree of control over the design of this world, but it should follow the themes of the new Primordial whose body it is.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this Charm does not necessarily have any outward visual components, it still has the Obvious keyword because the metaphysical implications alone can be felt for miles around, perhaps everywhere at once. Creation has witnessed the birth of a new Primordial, conceived by the Yozis but built and grown from there by her own volition and will. Such an event cannot possibly go unnoticed, and it cannot possibly leave Creation unchanged. The effects of those changes and the reactions to them are now the bones of the story you must live in. Good luck, young Titan. Good luck.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical&amp;diff=95083</id>
		<title>CallMeCanon/Machinical</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Machinical&amp;diff=95083"/>
				<updated>2017-12-27T04:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Mirror Caste (Szoreny) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[NoncanonExalted]]&lt;br /&gt;
= Cogs in the God-Machine: The Machinical Exalted =&lt;br /&gt;
by [[User:CallMeCal|CallMeCal]] &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;On this, and on all my pages, please leave comments on the [[Talk:CallMeCanon/DefineALLtheExalts|Talk page]]. Thanks! :)&amp;lt;/i&amp;gt; &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Autochthon went to great lengths to keep the design of his Alchemical Exalts a secret. He split the pattern among groups of five mortals, each of whom barely understands the part they know and nearly all of which is merely a conduit for his own power. It seemed his grand design was safe from theft or duplication, but there is one possibility he never considered: reverse engineering. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the Locust Crusade broke through to Creation, one of the Soulsteel Castes sent out with the first wave was, unbeknownst to the Eight Divinities, an Apostate in hiding. The moment he stepped into Creation, he immediately felt the pull of the Void from the Underworld, so he stole himself away from his comrades and made for the nearest Shadowland. Something compelled him to steal and bring with him that first wave's entire supply of Adamant. When he reached the Shadowland, he was met there by a Deathlord who immediately took him to the Neverborn to ask what should be done with him. Their whispers answered: study him. As the Yozis had shared the secret of corrupting Solar Exaltation in exchange for help capturing the Shards, so the Neverborn sent an emissary to Malfeas to request help studying this odd specimen in exchange for sharing in the research. The Yozis sent their cleverest, most powerful Catechist Infernals and Low Tide Xenomorphics, and they, with the help of the Underworld's finest Daybreak Abyssals, Antumbral Nihilics, and Necrotech engineers, began vivisecting the Apostate. He relished in the pain and anguish to his dying breath. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They were not, of course, able to divine the complete and perfect process of Alchemical Exaltation, but they got orders of magnitude more than Autochthon anticipated was possible. They were able to extract much information from the Apostate's memory banks, such as the design of the vats complex and the nature of Alchemical Castes, and they learned much more than Autochthon would have liked from the study of the Apostate's body. For the rest, his Primordial cousins filled in the blanks with their own flavor of power. And so it was that the Catechists and Low Tides and Daybreaks and Antumbrals and Necrotech engineers, in concert with the Yozis and the Neverborn, drafted the blueprints for the [[Kuiper/SomnialExalts|Obscolescent]], and the Machinical, Exalted. The Neverborn disliked the feel of the Adamant, wishing to keep their designs to Soulsteel and Necrotech, and so let the Yozis take the entire supply that the Apostate had stolen. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Machinicals are each (with the exception of the Relic and Scale Castes) designed by a Yozi to be built with flesh of her own substance, skeleton of [[CallMeCanon/NineMM#Verdigris|Verdigris]], blood of Vitriol, and skin of a Verdigrised Magical material. They are constructed by Ligier in his workshop using the pure Magical Material, then fitted with an empty soulgem and immersed in a great vat of vitriol that both mimics and mocks Autochthon's perfect design. The body may stay there for weeks, but it must remain for at least seven days to properly Verdigris the Magical Material its skin is forged out of, in addition to catalyzing and attuning the body itself. The body remains lifeless in the vat of vitriol until a human with a soul worthy of — and willing to — unquestioningly serve the Yozis as a Cog in the God-Machine is sacrificed to the Yozi whose substance makes up her flesh. Ordinarily these souls are consumed for essence, but if the Yozi in question has a Machinical waiting in a vat and receives a worthy soul, it will redirect that soul to the waiting soulgem. The body is not removed until the soul has imbued it with life, so a Machinical always awakens to the sensation of drowning in acidic sludge. If the soul arrives before the body is sufficiently Verdigrised, she must spend the first hours — or days — of her new life as she awoke: bound hand and feet, spread-eagle, naked, completely immersed in corrosive vitriol, until her Machinical body is complete. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Castes ==&lt;br /&gt;
The construction of each caste gives an effect equivalent to a Machinical charm, and counts as an automatic installation thereof. This automatic charm has no prerequisites, does not use up a Charm Slot, and has no installation cost. Each Caste has three Caste Attributes and one Caste Ability.&lt;br /&gt;
&lt;br /&gt;
=== Brass Caste (Ligier) ===&lt;br /&gt;
Strength, Appearance, Perception; Presence&amp;lt;br&amp;gt;&lt;br /&gt;
Sacrosanct Devotion &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personally designed and handcrafted by Ligier himself in his great forge, these holy Paladins are made with flesh of Malfean Brass and skin of Verdigrised Orichalcum. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mirror Caste (Szoreny) ===&lt;br /&gt;
Dexterity, Charisma, Appearance; Integrity&amp;lt;br&amp;gt;&lt;br /&gt;
Transeuclidian Reliquary &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the Mirror Castes, the solid bones of Verdigris and sinewy veins of Vitriol float openly in a fleshy sea of quicksilver, tapped from the mighty trunks of Szoreny's own trees, encased in a pliable skin of Verdigrised Moonsilver. There are few shapes, disguises, or identities a Mirror Caste cannot become. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glass Caste (Cecylene) ===&lt;br /&gt;
Dexterity, Manipulation, Intelligence; Bureaucracy&amp;lt;br&amp;gt;&lt;br /&gt;
(Caste Charm) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keepers of the Laws of Causality, Glass Castes have flesh forged from the smelted silver sands of Cecylene herself, laced with veins of vitriol and plated with skin of Verdigrised Starmetal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ivory Caste (Isidoros) ===&lt;br /&gt;
Strength, Stamina, Charisma; Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
Alloyed Reinforcement of Flesh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With flesh carved from the mighty tusks of Isidoros himself, the Ivory Castes are encased in skin of Verdigrised Jade. Ivory Castes are nearly always made with White Jade, though theoretically any color of Jade could be used. In order from most to least harmonic with Isidoros' Ivory, White is by far the best, followed by Yellow, Green, Red, Black, and finally Blue is by far the worst. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: [http://i.imgur.com/hUDVtyah.jpg Tusk the Unbreakable]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scale Caste (Ebon Dragon) ===&lt;br /&gt;
Stamina, Manipulation, Wits; Larceny&amp;lt;br&amp;gt;&lt;br /&gt;
(Subcutaneous or Exoskeletal) Armor Plating&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Scale Castes invert the pattern upheld by the other Machinical castes; her flesh is Verdigrised Soulsteel, while her skin is constructed of several overlapping layers of scales from the Ebon Dragon himself. Because of this, Scale Castes enter the vat of vitriol without skin, composed only of blood and bone and flesh, so that the Soulsteel may be properly Verdigrised. A Scale Caste always awakens skinless, the corrosive vitriol that envelopes her body flowing over her naked musculature and through her still-open veins. After she is removed from the vat, only then is she — quite painfully — fitted head to toe with individual interlocking scales to serve as her skin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: [http://i.imgur.com/5zwUJOrh.jpg (Scale Caste)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rust Caste (Malfeas) ===&lt;br /&gt;
Strength, Charisma, Intelligence; Performance &amp;lt;br&amp;gt;&lt;br /&gt;
(Caste Charm) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rust Castes do not look anything like their name would suggest. The turquoise tinge of Verdigris coating the bright blue crystals of Adamant that make up her skin give her a vibrant, electric-aqua coloration. If her skin is ever broken, however, her brick-red flesh — carved directly from the rusty walls of Malfeas himself — coupled with her green-black Vitriolic blood, provide stark contrast to her outer appearance, and belie her true nature. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: [http://i.imgur.com/z58TgCqh.jpg (Rust Caste)]&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Machinical Magic ==&lt;br /&gt;
Despite their best efforts, the Yozis are creators, not inventors. They could not hope to match Autochthon's technomantic designs for Alchemical charms and protocol. What Autochthon accomplished through technomancy, the Yozis were forced to do with sorcery. Machinical Charms are still physical items installed on the bodies of the Exalted, but they are arcane sigils and holy relics that tap into the powers of the Yozis through use of the Machinical's Essence. In place of protocol, every Machinical is born with the pre-programmed ability to use Infernal Sorcery. The Yozis opinions were split on this, and even individually many had mixed feelings. They tended to despise their sickly little brother's inventions anyway, seeing his science as beneath their mighty magics, but this comfortable lie is harder to swallow when faced with the reality that, when it came down to it, they did not choose to improve on his science with their magic, but rather they were &amp;lt;i&amp;gt;forced&amp;lt;/i&amp;gt; to use their magic because they were &amp;lt;i&amp;gt;unable&amp;lt;/i&amp;gt; to duplicate his science. The degree to which each Yozi feels one way or the other varies from one to the next, but none would dare speak the latter feeling aloud, for fear of the pride of her compatriots as much as her own. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this disparity in foundation of function, Machinicals cannot install and use Alchemical Charms. When the Apostate was mined for data, information on &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; Alchemical Charms was recovered, and the Yozis designed sorcerous equivalents for most of them, as well as designing some of their own. They did not, however, duplicate &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; Voidtech, and hardwired into the programming of every Machinical a geas that prevents them from designing or even pursuing such an end themselves. They saw in the Apostate and his Voidtech the illness that plagued their brother even from the dawn of time, and there is little they fear more than the possibility of contracting it themselves. Thus Machinicals cannot install Voidtech, cannot contract Gremlin Syndrome, and cannot gain Dissonance. (To contrast, the Neverborn were elated at the discovery of Voidtech and Gremlin Syndrome, and intentionally infect every Obsolescent they create. The Yozis are… uncomfortable with this.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[CallMeCanon/Machinical/Charms|Machinical Charms]] ===&lt;br /&gt;
&amp;lt;i&amp;gt;Machinical Collosi are called Monstrous, and Metropoli are called Sprawl)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Free Will? ==&lt;br /&gt;
When the Yozis captured the 50 Solar Exaltations, they fought amongst themselves for a long time over the possible consequences of giving their Exalted free will. In the end it was decided that the benefits of followers who could be creative and take initiative outweighed the risks of rebellion, in large part because they were confident that they could spot and put down any uprising long before it occurred. In the Great War, Creation's Exalted caught the Primordials off guard; Hell's Exalted will die before they are strong enough to rebel, if not by fate then by force. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what of these Alchemicals, and this Gremlin Syndrome? If such a thing is contagious to Primordials, as they fear, then the Alchemicals' mere existence is &amp;lt;i&amp;gt;already&amp;lt;/i&amp;gt; more threatening than any rebellion they could muster. The Yozis were unilaterally against giving the Machinicals souls and free will. Sadly (for them), the Soulgem is integral to the design and function of the Exalt, and it will not work with anything less than a full human soul inhabiting it. Even the Yozis have not yet found a way to permanently remove free will from a person while leaving their soul completely intact and functional. And so, reluctantly, they allowed Machinicals unbroken use of their souls. Unbroken, but not unbound. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Yozis placed many and sundry geas over the Machinicals, forcing horrible punishments for disobedience and offering great rewards for devotion. The bulk of the geas were set to ensure that no Machinical would &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;ever&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt; seek out Voidtech or attempt to install it, or anything even remotely similar to it. Any amount of Dissonance of any kind, no matter how innocently gleaned, is punishable by &amp;lt;i&amp;gt;immediate obliteration.&amp;lt;/i&amp;gt; To further ensure obedience, only the most devoted, most subservient, most &amp;lt;i&amp;gt;zealous&amp;lt;/i&amp;gt; souls sacrificed are chosen for Exaltation. If they detect in the soul's personality any hint of doubt, any chance of mutiny, the soul is devoured and the wait begins for another sacrifice. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yet despite all of this, the Machinical still has a human soul, with human thoughts and human desires, as much as any other Alchemical. As Piety increases, they become more devoted, more zealous, more detached from their human intimacies, just as the Alchemicals did with Clarity, but at no point does her soul stop being human, at no point is she unable to make her own decisions. There are just incredibly severe punishments if she makes the wrong ones. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Changing Sides ===&lt;br /&gt;
Alchemical Exaltation works differently than it does for other Exalted. Autochthon's prototypes do not have a perfectly contained Shard that can be easily transferred from one host to the next; each Exaltation is personally and intentionally applied to the soul and body. Because of this, changing Chakras is a significantly more complicated ordeal than it already was. The Logic Chakra exists in the substance of the Gem itself, the Apotheos Chakra is held between both the Soulgem and the physical body, but her third Chakra is located entirely within the physical body, manifest in the pattern and substance of the Magical Materials that compose her corporeal form. To change to a new template, an Alchemical must literally change to a new body. This is not impossible; in fact it works much the same as Exalting in the first place. She must find the group that is capable of constructing and exalting her target template's Alchemical bodies, have them uninstall her Soulgem from her current body and then install it in a new one. Since her primary Chakra remains unmolested, it remains unchanged by the process. However, half of her Apotheos must be surgically removed - as well as the entirety of her Template Chakra - in order to transfer her to a new body. Thus she keeps the same amount of Logic Chi, and her Apotheos is halved (round down) +1 Permanent Apotheos from the new body. Her new Template Chakra, however, always starts at 2, as though newly Exalted. She receives 100*Essence EXP as normal, but uses her &amp;lt;i&amp;gt;old&amp;lt;/i&amp;gt; body's Essence for the calculation, since her new body is now Essence 2 (thanks to her new Template Chakra). Because the Chakras are less solidly bound to one another, this conversion may be made a theoretically infinite number of times, however she must receive a wholly new body every time. The body she leaves behind is now nothing more than a very &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; expensive statue, and cannot be used for Exaltation again without being entirely broken down to its component materials and reforged from scratch. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Why Are We Here? =&lt;br /&gt;
The Alchemicals are the prototypes for Celestial Exaltation; somewhat weaker and somewhat less efficient than the later versions. [http://tvtropes.org/pmwiki/pmwiki.php/Main/SuperPrototype (No, prototype does ''not'' mean &amp;quot;better&amp;quot;.)] They are clunky and unwieldy, need to return to a home base to outfit themselves with Charms, they are a constant reminder of everything that forced the Primordials into their broken state and hellish prison (granted Infernals and Xenomorphics and the like are that as well, but their strength and initiative more than makes up for that), but more than anything else they are contagion waiting to happen. The Yozis did everything they could to ensure that Gremlin Syndrome would not infect their Machinicals, but so they did against insurrection from the Incarnae and look how well that worked. Why are they taking this risk? Why did they accept these weak links into their mighty chain? What purpose could the Machinicals &amp;lt;i&amp;gt;possibly&amp;lt;/i&amp;gt; serve that makes them worth the trouble? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Creation wonders, and Hell responds with silence.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/TheDoctor/Origin&amp;diff=94970</id>
		<title>CallMeCanon/TheDoctor/Origin</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/TheDoctor/Origin&amp;diff=94970"/>
				<updated>2017-02-01T09:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* The Dragon of Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Once there was a maiden...=====&lt;br /&gt;
...whose domain was the ages&amp;lt;br&amp;gt;&lt;br /&gt;
Her wings spanned the changing seasons&amp;lt;br&amp;gt;&lt;br /&gt;
Her fangs dripped the passing seconds&amp;lt;br&amp;gt;&lt;br /&gt;
The day turned to night by the twisting of her tail&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;What became of the Dragon of Time?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
But no one knew to ask.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Dragon of Time=&lt;br /&gt;
When the Primordials built Creation, and gave pieces of themselves to become the Incarnae, [[CallMeCanon/Gaia#Haht.27hek.2C_The_Eternal_Age|Haht'hek]], Gaia's Elemental Dragon of Time, volunteered to oversee the Loom of Fate, which weaves the strands of the future into the tapestry of the past. The Primordials took Haht'hek and divided him up, spreading his power among his seven subsouls, turning them into Incarnae. Mercury, Venus, Mars, Jupiter, and Saturn are well known. Alongside them were Neptune and Pluto. At the moment of their creation, they spun backwards and forwards through time, their true origin wiped from all knowledge (though Jupiter may still remember). In the times before the moment of their birth they were the Fates, and from then on they were the Maidens of Destiny.&lt;br /&gt;
&lt;br /&gt;
=The Sons of Neptune and the Twilight Clock of Ages=&lt;br /&gt;
When the time came to create the Exalted, the first Five Maidens each chose 20 strands of Fate to become the Fivescore Fellowship. Gaia meanwhile was creating her Elemental Dragonblooded. Neptune, having been the Reflecting/Reproductive soul of the Dragon of Time, lent her Elemental Aspect to a host of Dragonblooded: the Sons of Neptune, the Princes of Time. Pluto chose 100 of these souls for Autochthon to forge into Celestial shards, and these became the Chosen of Hours.&lt;br /&gt;
&lt;br /&gt;
Pluto's Chosen were charged with keeping the Loom running smoothly through the ridiculous amounts of reality-breaking essence use that would accompany the Primordial War. The Division of Hours operated out of the Twilight Clock of Ages, a skyscraper the color of the sky at sunset with a clock face at its apex that could be seen from anywhere in Yu Shan. The Chosen of Hours were given power over healing the Loom, smoothing out the places where essence use snarled its fibers. They were both overseers and assistants to Autochthon's Pattern Spiders, easing their workload and accounting for the actions of the Fivescore Fellowship. In fact, each Chosen of Hours was matched to one of the other Chosen, similar to how each Lunar is matched to a Solar, and each Chosen of Hours was responsible for smoothing out her mate's actions in the Loom (in theory; in practice, some Sidereals took far more work to account for than others, and Chosen of Hours often found themselves sharing responsibility).&lt;br /&gt;
&lt;br /&gt;
In Creation, the Sons of Neptune had similar responsibilities, though remotely. Every Solar Circle, every Airship, every Magitech Engine of Primordial Destruction was manned by at least one Son of Neptune, whose charms were designed to mitigate the damage such titanic use of Essence was sure to cause the Loom. By their protection, hopefully the war against those who created reality would manage not to destroy the machine that maintained it.&lt;br /&gt;
&lt;br /&gt;
Neptune herself approached Autochthon, wishing for a ship with which she might sail through the Loom, along its threads of future and past, so that she might better find and correct any flaws in the flow of time. Autochthon obliged her request, though in a tragic misunderstanding he used Neptune herself as a component in its construction, binding her into her home, The Indigo Ark of Continuum. The Timeship was built, and Neptune was both its powering force and its guiding intelligence. Pluto permitted none but herself to pilot it, or in cases of dire emergency six of her Chosen of Hours could cooperatively sail the Timeship through the Loom. With the aid of the rebuilt Indigo Ark of Continuum, many events that would have been too vague for astrological prophecy and thus otherwise could have caught the Exalted off guard were found and prevented.&lt;br /&gt;
&lt;br /&gt;
=Medicine Man: The Final Chosen of Hours=&lt;br /&gt;
One of the Chosen Heroes of Time had grown tired, of both the war as a whole and of the bureaucratic posturing of his fellow Sidereals. One night, as the war was drawing to a close and the Incarnae and Exalted gathered to accept the remaining Primordials' surrender, he snuck away, back to the Loom, and did the unthinkable: he stole away in the Timeship. He had always loved sailing through the Loom at Neptune's helm; he often felt he knew her, like he could sense her thoughts, and he felt she knew him as well. He had never piloted her alone - only Pluto had ever done so successfully - and he had a very difficult time managing six control stations by himself. For a while, he thought he wouldn't make it, but finally he reached a solid destination. He checked to see where and when he had landed, and was horrified to see not a future age of Creation, but a prophetic vision of total annihilation, crystal fires burning away the fabric of reality all across the sea of time. In that instant he knew. In that one terrible instant he knew in his very bones that there was nowhere left to run, and only one way to save Creation.&lt;br /&gt;
&lt;br /&gt;
Only the Blood of the Dragon of Time could quench these ageless flames.&lt;br /&gt;
&lt;br /&gt;
He agonized over the decision as long as he dared, then returned to Neptune's helm. He sailed her back, back, back along the threads of destiny, back to the moment of the creation of the Maidens. As the core of the Dragon of Time was about to be poured into his Defining Soul, he sailed the Timeship right into Pluto's heart, and detonated it. Neptune and Pluto collapsed into one another at every moment across time, from before the beginning until after the end. Their blood and their tears poured out over the ages and quenched the fires set there by She Who Lives In Her Name, along with the blood and tears of every Son of Neptune and every Chosen of Hours; the Maidens and their Heroes who now would never have been. The Dragon of Time was slain, the Sixth and Seventh Maidens destroyed, and the Final Chosen of Hours sat at the Timeship's helm at the epicenter of this destruction, closed his eyes, and accepted his Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...and then he awoke.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/TheDoctor/Origin&amp;diff=94969</id>
		<title>CallMeCanon/TheDoctor/Origin</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/TheDoctor/Origin&amp;diff=94969"/>
				<updated>2017-02-01T09:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* The Dragon of Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Once there was a maiden...=====&lt;br /&gt;
...whose domain was the ages&amp;lt;br&amp;gt;&lt;br /&gt;
Her wings spanned the changing seasons&amp;lt;br&amp;gt;&lt;br /&gt;
Her fangs dripped the passing seconds&amp;lt;br&amp;gt;&lt;br /&gt;
The day turned to night by the twisting of her tail&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;What became of the Dragon of Time?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
But no one knew to ask.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Dragon of Time=&lt;br /&gt;
When the Primordials built Creation, and gave pieces of themselves to become the Incarnae, [[CallMeCanon/Gaia|Haht'hek]], Gaia's Elemental Dragon of Time, volunteered to oversee the Loom of Fate, which weaves the strands of the future into the tapestry of the past. The Primordials took Haht'hek and divided him up, spreading his power among his seven subsouls, turning them into Incarnae. Mercury, Venus, Mars, Jupiter, and Saturn are well known. Alongside them were Neptune and Pluto. At the moment of their creation, they spun backwards and forwards through time, their true origin wiped from all knowledge (though Jupiter may still remember). In the times before the moment of their birth they were the Fates, and from then on they were the Maidens of Destiny.&lt;br /&gt;
&lt;br /&gt;
=The Sons of Neptune and the Twilight Clock of Ages=&lt;br /&gt;
When the time came to create the Exalted, the first Five Maidens each chose 20 strands of Fate to become the Fivescore Fellowship. Gaia meanwhile was creating her Elemental Dragonblooded. Neptune, having been the Reflecting/Reproductive soul of the Dragon of Time, lent her Elemental Aspect to a host of Dragonblooded: the Sons of Neptune, the Princes of Time. Pluto chose 100 of these souls for Autochthon to forge into Celestial shards, and these became the Chosen of Hours.&lt;br /&gt;
&lt;br /&gt;
Pluto's Chosen were charged with keeping the Loom running smoothly through the ridiculous amounts of reality-breaking essence use that would accompany the Primordial War. The Division of Hours operated out of the Twilight Clock of Ages, a skyscraper the color of the sky at sunset with a clock face at its apex that could be seen from anywhere in Yu Shan. The Chosen of Hours were given power over healing the Loom, smoothing out the places where essence use snarled its fibers. They were both overseers and assistants to Autochthon's Pattern Spiders, easing their workload and accounting for the actions of the Fivescore Fellowship. In fact, each Chosen of Hours was matched to one of the other Chosen, similar to how each Lunar is matched to a Solar, and each Chosen of Hours was responsible for smoothing out her mate's actions in the Loom (in theory; in practice, some Sidereals took far more work to account for than others, and Chosen of Hours often found themselves sharing responsibility).&lt;br /&gt;
&lt;br /&gt;
In Creation, the Sons of Neptune had similar responsibilities, though remotely. Every Solar Circle, every Airship, every Magitech Engine of Primordial Destruction was manned by at least one Son of Neptune, whose charms were designed to mitigate the damage such titanic use of Essence was sure to cause the Loom. By their protection, hopefully the war against those who created reality would manage not to destroy the machine that maintained it.&lt;br /&gt;
&lt;br /&gt;
Neptune herself approached Autochthon, wishing for a ship with which she might sail through the Loom, along its threads of future and past, so that she might better find and correct any flaws in the flow of time. Autochthon obliged her request, though in a tragic misunderstanding he used Neptune herself as a component in its construction, binding her into her home, The Indigo Ark of Continuum. The Timeship was built, and Neptune was both its powering force and its guiding intelligence. Pluto permitted none but herself to pilot it, or in cases of dire emergency six of her Chosen of Hours could cooperatively sail the Timeship through the Loom. With the aid of the rebuilt Indigo Ark of Continuum, many events that would have been too vague for astrological prophecy and thus otherwise could have caught the Exalted off guard were found and prevented.&lt;br /&gt;
&lt;br /&gt;
=Medicine Man: The Final Chosen of Hours=&lt;br /&gt;
One of the Chosen Heroes of Time had grown tired, of both the war as a whole and of the bureaucratic posturing of his fellow Sidereals. One night, as the war was drawing to a close and the Incarnae and Exalted gathered to accept the remaining Primordials' surrender, he snuck away, back to the Loom, and did the unthinkable: he stole away in the Timeship. He had always loved sailing through the Loom at Neptune's helm; he often felt he knew her, like he could sense her thoughts, and he felt she knew him as well. He had never piloted her alone - only Pluto had ever done so successfully - and he had a very difficult time managing six control stations by himself. For a while, he thought he wouldn't make it, but finally he reached a solid destination. He checked to see where and when he had landed, and was horrified to see not a future age of Creation, but a prophetic vision of total annihilation, crystal fires burning away the fabric of reality all across the sea of time. In that instant he knew. In that one terrible instant he knew in his very bones that there was nowhere left to run, and only one way to save Creation.&lt;br /&gt;
&lt;br /&gt;
Only the Blood of the Dragon of Time could quench these ageless flames.&lt;br /&gt;
&lt;br /&gt;
He agonized over the decision as long as he dared, then returned to Neptune's helm. He sailed her back, back, back along the threads of destiny, back to the moment of the creation of the Maidens. As the core of the Dragon of Time was about to be poured into his Defining Soul, he sailed the Timeship right into Pluto's heart, and detonated it. Neptune and Pluto collapsed into one another at every moment across time, from before the beginning until after the end. Their blood and their tears poured out over the ages and quenched the fires set there by She Who Lives In Her Name, along with the blood and tears of every Son of Neptune and every Chosen of Hours; the Maidens and their Heroes who now would never have been. The Dragon of Time was slain, the Sixth and Seventh Maidens destroyed, and the Final Chosen of Hours sat at the Timeship's helm at the epicenter of this destruction, closed his eyes, and accepted his Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...and then he awoke.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94967</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94967"/>
				<updated>2016-11-26T09:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94966</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94966"/>
				<updated>2016-11-26T09:02:20Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals. Work out with your Storyteller the mote cost for Artifact production.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94965</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94965"/>
				<updated>2016-11-26T09:01:07Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Ultra-Deadly Core Housing Labyrinth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;- [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94964</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94964"/>
				<updated>2016-11-26T09:00:33Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Ultra-Deadly Core Housing Labyrinth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94963</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94963"/>
				<updated>2016-11-26T08:58:39Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94962</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94962"/>
				<updated>2016-11-26T08:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal, Core Housing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94961</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94961"/>
				<updated>2016-11-26T08:53:59Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not generate Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Obvious&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal, Core Housing&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94960</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94960"/>
				<updated>2016-11-26T08:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone, does not produce Essence, and cannot be attuned to. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that refer to &amp;quot;the Hearthstone bearer&amp;quot; refer instead to the Patropolis. Traits that refer to &amp;quot;anyone attuned to the Manse&amp;quot; refer instead to anyone with the consent of the Patropolis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Obvious&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal, Core Housing&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94959</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94959"/>
				<updated>2016-11-26T08:50:17Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis). Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword, Fragility 0, and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Obvious&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Ultra-Deadly Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;10xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [12m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10, Intelligence 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: Internal, Core Housing&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;30&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 0: 2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 2: -2 point&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Alternate Locations: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Veil of Shadows: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Tricks and Traps: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Passages: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a massive deadly labyrinth deep in the bowels of the Patropolis, at the center of which is the Alchemical's core, guarded by an automaton equivalent in power to a Second Circle Demon. This labyrinth exists in one of five possible locations in the Patropolis at any given time, always nearly invisible from the outside and completely indestructible barring the consent of the Patropolis. Its inner configuration is constantly changing, relocating its halls and staircases as well as its many trap doors, hidden passages, spike pits, and other inconveniences and deadly traps awaiting anyone trying to find their way to the Core. The guardian automaton is always able to navigate the maze flawlessly, and performs regular maintenance as it patrols.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94958</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94958"/>
				<updated>2016-11-26T08:25:09Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis). Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Core Housing Labyrinth ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94957</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94957"/>
				<updated>2016-11-26T08:24:00Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis). Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Fragility 1: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94956</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94956"/>
				<updated>2016-11-26T08:21:50Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis). Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: -4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Habitability 0: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servitor Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm adds a Factory Cathedral to the Patropolis, plus a Magnitude 5 force of automata and lesser machine gods to operate and maintain its function. See &amp;lt;i&amp;gt;Wonders of the Lost Age&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Oadenol's Codex&amp;lt;/i&amp;gt; for more information on Factory Cathedrals.&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94955</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94955"/>
				<updated>2016-11-26T07:52:39Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Colossi and Me/Patropoli */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
A newborn Patropolis' body is the size of a large building, and over time it grows into a city that can reach up to (Essence*10) miles in diameter. With a body size this expansive, &amp;quot;dodging&amp;quot; becomes irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Municipal charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis). Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 8 || 12 || 16 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94954</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94954"/>
				<updated>2016-11-26T07:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [1-6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent (Varies)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Varies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates a structure similar to a Manse, but instead of using focused essence from dragon lines, it uses the essence of the Patropolis it is installed in. This Charm does not produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis). Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This charm starts with two points of Fragility and two points of Habitability, which must be bought off with construction points to be removed. Construction points, Manse rating, etc. are determined by the following chart:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Installation Cost&lt;br /&gt;
| _1_ || _2_ || _3_ || _4_ || _5_ || _6_&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Construction Points&lt;br /&gt;
| 2 || 4 || 8 || 12 || 16 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Essence Minimum&lt;br /&gt;
| 8 || 8 || 8 || 9 || 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot; | Manse Rating&lt;br /&gt;
| 2 || 4 || 5 || 5 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional Construction Points may be gained by adding additional negative traits, but remember it starts with Fragility 2 and Habitability 2, and cannot sacrifice Hearthstone levels as it does not produce a Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits that give Manses Attributes, Abilities, or Consciousness of its own are generally unnecessary, as the Patropolis has Abilities and Consciousness of its own. Work with your Storyteller to determine if a given trait would improve the Patropolis' own Attributes or Abilities, provide general or localized enhancement to her senses or cognition, or be simply useless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this Charm has the Internal Keyword and Habitability 0, it may be used to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [x2m] (4xp) ====&lt;br /&gt;
This submodule adds half again the base number of Construction Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Dexterity 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;4&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Installing this Charm adds 8 dots worth of Artifact weapons up to 4 dots each, which may be installed anywhere in the Patropolis' body.&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94953</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94953"/>
				<updated>2016-11-22T07:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Essence Reservoir */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Dexterity 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Archive: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Stamina 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94952</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94952"/>
				<updated>2016-11-22T07:05:11Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Avatar-Launching Silo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Dexterity 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Archive: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94951</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94951"/>
				<updated>2016-11-22T07:03:34Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Dexterity 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Archive: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94950</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94950"/>
				<updated>2016-11-22T06:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Dexterity 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Intelligence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servitor Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Conveniences: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94949</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94949"/>
				<updated>2016-11-22T06:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Essence Artillery Turret */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9, Dexterity 7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servitor Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Conveniences: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94948</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94948"/>
				<updated>2016-11-22T06:55:48Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Core Puzzle Deathtrap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servitor Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Conveniences: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94947</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94947"/>
				<updated>2016-11-22T06:54:36Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Modular Construction Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For four Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Essence Artillery Turret ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [3m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;6&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Mobility: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servitor Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Conveniences: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Core Puzzle Deathtrap ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [6m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;15&amp;lt;br&amp;gt;&lt;br /&gt;
Core Housing: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
Internal: 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Puzzle Manse: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Ultra-Deadly Traps: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Guardian: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94946</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94946"/>
				<updated>2016-11-22T06:35:13Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For five Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servitor Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Conveniences: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94945</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94945"/>
				<updated>2016-11-22T06:34:12Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For five Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Integrated Essence Artillery ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;6xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
Integrated Essence Artillery: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;14xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Bound Servant Force: 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Conveniences: 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94944</id>
		<title>CallMeCanon/Alchemicals/Colossus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CallMeCanon/Alchemicals/Colossus&amp;diff=94944"/>
				<updated>2016-11-22T03:41:46Z</updated>
		
		<summary type="html">&lt;p&gt;CallMeCal: /* Sample Charm: Factory Cathedral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CallMeCanon]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossi and Me/Patropoli =&lt;br /&gt;
Colossus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility penalty apply, Fatigue value and Attunement cost do not. Instead of the Strength value, for a Common Warstrider double the Alchemical's Strength score for all purposes where the Warstrider's Strength would be used, or for a Scout Warstrider multiply it by 1.5 instead (rounded up). For an Essence 7 Colossus, do the same but with a Colossal or Royal Warstrider, and multiply the Alchemical's Strength score by 2.5 (rounded up) when relevant for a Royal Warstrider, or by 3 for a Colossal Warstrider.&lt;br /&gt;
&lt;br /&gt;
Me/Patropolis bodies are so expansive as to make dodging irrelevant. &amp;quot;The Exalt’s Essence and being diffuses through the whole settlement but remains concentrated at the core. Damage to outlying buildings or a blast that razes several blocks registers as discomfort and physical distress, but it does not actually threaten the Exalt’s life. Only the unlikely destruction of the core itself can kill the Alchemical.&amp;quot; &amp;lt;i&amp;gt;(The Autochthonians, pg. 74, corroborated in The Alchemicals, pg. 92)&amp;lt;/i&amp;gt; The DV, Soak, and Health Levels of the Core are largely determined by the nature of the Municipal Charm used to house it. In absence of a housing charm - such as when being transported to a new location in the city - the Core has no Dodge or Parry DV, and Soak and Health Levels as calculated normally for an Alchemical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Me/Patropoli, charms with the Obvious keyword are only obvious if the Charm itself is within range of whatever senses might perceive it; someone in the southern corner of a Metropolis is not necessarily aware of what is happening in its northern blocks.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Colossus ====&lt;br /&gt;
Charms with this keyword are designed for the massive bodies of Colossal Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, that Exalt’s body must be altered to meet the size requirement on top of meeting all other prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 6 Colossus Charms have a minimum height requirement of 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 7 Colossus Charms have a minimum height requirement of 20 feet.&lt;br /&gt;
&lt;br /&gt;
==== Keyword: Municipal ====&lt;br /&gt;
Municipal Charms are designed for Me/Patropoli, and all have Essence Minimums of 8 or higher. Again, it is theoretically possible for Eclipse or others to install such Charms, but they must somehow have a body the size of a city in order to do so. There will be no set of rules listed here to allow this: it is up to the Storyteller to judge whether a given charm is possible to install.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(As with the Alchemicals book, Submodules cost 6xp unless otherwise noted)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Colossus Charms =&lt;br /&gt;
== Remote Drone-Body Guidance ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] allows [the Alchemical] to grow a replica of her former human-scale body and outfit it with a remote-controlled dummy&lt;br /&gt;
soulgem, allowing her to carry out operations on a human scale.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Mobile Sensory Drone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Colossus creates a copy of her old human-sized body. This process takes a number of hours based on the Essence rating of the copy. The cost and other effects of this Charm also vary with the Essence rating of the copy. This Charm can make a Drone-Body of up to Essence 3, or 4 with the Core Transplant Submodule. Me/Patropoli cannot use this Charm; instead they must use its Municipal upgrade, Avatar-Launching Silo.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body functions as a human-sized Mobile Sensory Drone, and may benefit from the “Playback” and “Upgraded Senses” Submodules if they are installed for that charm. It is automatically considered to have the Communication Submodule. The Essence 1 version may benefit from the &amp;quot;Autonomous&amp;quot; Submodule, but the others are too complex to be run by automated subroutines, and can only dodge attacks or flee from anti-scrying magic unless given direct instruction as normal. Its mote pools are calculated using its Essence rating and &amp;lt;b&amp;gt;half&amp;lt;/b&amp;gt; the Willpower and Virtue ratings of the Alchemical, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Controlling the Drone-Body requires the Alchemical's entire attention. While she remains fully aware of her own body, she cannot use it and the Drone-Body in the same action, even with a flurry or a Charm. Any time she spends an action controlling the Drone-Body, her own DV becomes 0 until her next action, and cannot be raised except by Charms that are explicit exceptions to this rule. Reintegrating the Drone-Body takes a number of minutes equal to the number of hours it took to construct.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body’s Strength, Dexterity, Stamina, and Appearance start at one dot each, and the Alchemical may distribute a number of dots among them depending on which version of the Charm is used at the time of the Drone-Body’s creation; these dots remain fixed until and unless the Drone-Body is reintegrated and then reconstructed from scratch. For all other Attributes, Abilities, Virtues, and Willpower, it uses the Alchemical’s ratings.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Charm Slots equipped to the Drone-Body may be outfitted with any charms the Alchemical owns and has access to, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; for which the Drone-Body meets all prerequisites. Each version of this Charm transfers a different number of Charm Slots from the Alchemical to the Drone-Body, so long as she has them to spare. At minimum, her Colossus body must keep enough Charm Slots to hold this Charm and all its prerequisites. As part of using this Charm, the Alchemical may use banked Experience points to buy new Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the Alchemical has Perfected Lotus Matrix installed &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; her consciousness is actively controlling the Drone-Body, it may use any Martial Arts Charms the Alchemical knows.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body has its own Health-Levels and damage track, calculated as normal for an Alchemical of its Attributes and Essence Rating. It can never have any Dying Health Levels. If the Drone-Body dies, treat it as this Charm being amputated. If the Alchemical’s consciousness was inhabiting the Drone-Body at the time of its death, she takes one level of Aggravated damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The lethal health levels paid as part of the price to construct the Drone-Body should be considered &amp;quot;committed health levels&amp;quot;, and cannot be healed by any means until the Drone-Body has been fully reintegrated, at which point they are healed automatically. If the Drone-Body dies, the committed health levels do not heal automatically, but may begin to heal normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Under no circumstances may any use of any version of this Charm by a Colossus result in more than one Drone-Body active at a time.&amp;lt;/b&amp;gt; Only Municipal Avatars can act simultaneously to one another.&lt;br /&gt;
&lt;br /&gt;
==== Essence 1: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp, (1lhl), 5 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 4 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to one Dedicated Charm Slot and one General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
Its mote pools are halved, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 2: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2wp, (2lhl), 10 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 6 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to three Dedicated Charm Slots and two General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
==== Essence 3: ====&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 25m, 3wp, (4lhl), 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may distribute 10 dots among the Drone-Body’s physical Attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
It may have up to six Dedicated Charm Slots and four General Charm Slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Long Range Frequency (2xp) ====&lt;br /&gt;
Double the range of the Drone-Body.&lt;br /&gt;
==== Heavy Equipment (4xp) ====&lt;br /&gt;
Double the Drone-Body’s number of allowed Charm Slots.&lt;br /&gt;
&lt;br /&gt;
==== Core Transplant ====&lt;br /&gt;
The Alchemical may transfer her own Core into the Drone-Body, making it the semi-permanent home for her consciousness, removing the distance limitation and making it immune to any attempt to force her consciousness back to her “true body” such as protection against scrying; for most intents and purposes, the Drone-Body &amp;lt;b&amp;gt;becomes&amp;lt;/b&amp;gt; her true body for the duration of its use. This submodule adds a fourth version of the base Charm:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Essence 4:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp, (10m, 4lhl), 25 hours&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body uses the Alchemical’s ratings for all Attributes, though any with base rating 6 or greater are treated as though they are base rating 5. She may transfer any number of Charm Slots from her Colossus body to the Drone-Body, with the exception of the ones holding this Charm and all its prerequisites. If she wishes to perform Martial Arts Charms, she must bring Perfected Lotus Matrix with her to the Drone-Body.&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone-Body may now have Dying Health-Levels, but the Colossus Body loses any it had for the duration of the Charm. If the Colossus is destroyed, the Drone-Body is treated as the Alchemical’s true and only body until she can get to a Vats complex and regrow her Colossus body, which requires half the time, effort, and materials that it took to ascend to Colossus form in the first place. If the Drone-Body dies, the Alchemical dies.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical brings her full mote pool with her in the Drone-Body. This version of the Charm costs 20m to activate, and the Alchemical must keep another 10m committed to the Colossus Body for the duration of the Charm, in addition to the committed motes for all Charms equipped to each body. She may not willingly decommit these 10 motes, and if they are ever forcibly decommitted for any reason, the Colossus body begins taking unsoakable Aggravated damage at a rate of 1 level per 5 hours. Damage taken this way cannot be healed by any means until she can both reunite her two bodies &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; recommit the motes, at which point the damage stops accruing. Once her bodies are fully reintegrated, she may freely decommit the motes.&lt;br /&gt;
&lt;br /&gt;
== Automated Proximity Alarm ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [1m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 6, Perception 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms: &amp;lt;/b&amp;gt;Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm consists of various sensors placed around the Alchemical's body, wired into her nervous system and musculature. She keeps half her DV during actions where she controls her Drone-Body, the sensors activating muscles to dodge or parry automatically. Her consciousness is alerted to any attack the sensors can perceive, and she has the option to keep her focus on the Drone-Body, allowing her Colossus-body to defend itself with its half-DV until her next action, &amp;lt;b&amp;gt;or&amp;lt;/b&amp;gt; she may reflexively pull her consciousness back to the Colossus body, allowing her to apply her full DV to the attack and to use its Charms. However, doing so sets the Drone-Body's DV to zero until &amp;lt;b&amp;gt;the next action she uses on controlling the Drone-Body&amp;lt;/b&amp;gt;, its automated subroutines shorted out by the unexpected removal of her consciousness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: This Charm has limited compatibility with the Core Transplant Submodule.&amp;lt;/b&amp;gt; When using the Essence 4 version, the Alchemical does not have the option of reflexively returning her consciousness to the Colossus body. She is alerted to the attack, but must physically return to the Colossus body before she can do anything about it. The Colossus body is able to apply its halved DV as normal, but cannot otherwise react to stimuli.&lt;br /&gt;
&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Springloaded Defensive Mechanism (Dexterity 5, 2xp) ====&lt;br /&gt;
This submodule improves the musculature connected to the sensors such that the Alchemical keeps her full DV while operating the Drone-Body. She must still return her consciousness to the Colossus-Body to use any of its other Charms, though.&lt;br /&gt;
&lt;br /&gt;
== Integrated Mobile Sanctum ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;[This Charm] folds space within the Alchemical’s body, creating a large staging area carved out of Elsewhere that allows&lt;br /&gt;
the Exalt to act as a mobile troop transport or even to outfit her body with a fully staffed factory-cathedral.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m+[2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 7, Intelligence 4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type: &amp;lt;/b&amp;gt;Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Colossus, Internal, (Obvious)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Technomorphic Integration Engine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm creates within the Alchemical a small foreshadowing of the Me/Patropolis she will one day become. The aesthetics of the Sanctum reflect this; it exists as a large building or small neighborhood in a shape and style that represents a microcosm of her eventual Municipal self. As such, she may install &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (so long as it has the Internal keyword &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; she meets all other prerequisites). She may also store an amount of people and objects within the Sanctum as could reasonably be stored in a large building or small neighborhood. Bringing something or someone into or out of the Sanctum is a Reflexive action with the Obvious keyword and a cost of 1m. The Storyteller may change the type and length of action required, and even increase the mote cost, based on the item in question.&amp;lt;br&amp;gt;&lt;br /&gt;
Any number of Charm Slots may be relocated to within the Sanctum, and any Charms with the Internal keyword may be installed there. Such Charms lose the Obvious Keyword for observers outside the Sanctum, however their effects occur where they are installed. Common sense and Storyteller ruling apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm does not have Remote Drone-Body Guidance as a prerequisite, but if that Charm is installed, this one changes it in some important ways. Firstly, that Charm and its Charm Slot are relocated to within the Sanctum, and lose the Obvious keyword. Secondly, the Health Levels spent on creating Drone-Bodies are no longer committed, but may be healed as normal (this means reintegrating a Drone-Body no longer heals Health Levels). Thirdly, a total Essence rating of Drone-Bodies of up to the Alchemical's Essence x2 may be stored in the Sanctum indefinitely, though only one may be out and active at a time.&lt;br /&gt;
&lt;br /&gt;
=== Submodules: ===&lt;br /&gt;
==== Civil Engineering ====&lt;br /&gt;
This submodule allows the Alchemical to install &amp;lt;b&amp;gt;one more&amp;lt;/b&amp;gt; Essence 8 Municipal Charm inside the Sanctum as though it were an Essence 7 Colossus Charm (again, so long as it has the Internal keyword and she meets all other prerequisites).&lt;br /&gt;
&lt;br /&gt;
= Municipal Charms =&lt;br /&gt;
== Modular Construction Unit ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Construction of Municipal Charms involves vast city projects with hundreds of workers, comparable to building a manse.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 233&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specific examples of Municipal Charms are provided below, but this system may be used to more easily build custom Municipal Charms, using the rules for constructing a Manse presented in Chapter 2 of Oadenol's Codex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2-4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8-10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, (Internal)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base version of this Charm creates a structure equivalent to a level 1 Manse. This is minimum Essence 8, installation cost 2. It can also be used to create a level 2 or 3 Manse, with Essence minimums 9 and 10 and installation cost 3 and 4, respectively. Follow the &amp;quot;Manses Point-by-Point&amp;quot; instructions in Oadenol's Codex, starting on page 63, to design this Municipal Charm. This Charm automatically sacrifices all Hearthstone levels for Construction Points, and may never under any circumstances produce a Hearthstone. It also does not produce Essence and cannot be attuned to (any effects that require attunement instead simply require the approval of the Patropolis the Charm is installed in). Negative traits may be added, but no additional construction points are gained from them. Positive traits may be added to charms of a Manse Level equal to or greater than (Trait Level -2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the flavor of these structures is not that of geomancy, but of Autochthonian Magitech. Effects that in manses are produced by harmonizing Dragon Lines, in Municipal Charms are performed by gears and wires and machines and electrical essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to consult your Storyteller in the process of this design; depending on the features, she may impose Attribute minimums or Charm prerequisites or add Keywords (such as &amp;quot;Obvious&amp;quot;). The Storyteller should at the very least judge what Attribute this particular Unit is aspected to, to determine whether it can go in a Dedicated Charm Slot or if it requires a General Charm Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For two Construction Points, the Unit gains the Internal Keyword (requires Storyteller Approval).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For five Construction Points, the Unit is able to house the Patropolis' Core.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Enhanced Construction [1m] (4xp) ====&lt;br /&gt;
This submodule raises the Manse level of the base Charm by 1. This submodule may only be installed twice per Unit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample Charm: Factory Cathedral ===&lt;br /&gt;
&amp;lt;b&amp;gt;Total Exp Cost: &amp;lt;/b&amp;gt;16xp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mote Cost: &amp;lt;/b&amp;gt;Varies [4m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Submodules: &amp;lt;/b&amp;gt;Enhanced Construction x2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Manse Rating: &amp;lt;/b&amp;gt;3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Points: &amp;lt;/b&amp;gt;9&amp;lt;br&amp;gt;&lt;br /&gt;
Factory Cathedral: 5 points&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance 4: 0 points&amp;lt;br&amp;gt;&lt;br /&gt;
Misc. Traits: 4 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vats Complex ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;More primitive equivalents existed in Ages past, but today’s standard vats complex is an Essence 8 Municipal Charm. Every patropolis has at least one, and some as many as five.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 92&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;-- [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One instance of this Charm is produced automatically in the process of becoming an Essence 8 Metropolis, and does not take up a Charm Slot. Additional instances must be built and installed as normal. An Essence 8 Metropolis may have up to 3 total instances of this Charm, Essence 9 may have 4, and Essence 10 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar-Launching Silo ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;This Municipal Charm is a staging bay containing one or more replicas of the Alchemical’s former Colossus and human-scale bodies. Because patropoli and metropoli cannot afford to divert their full consciousness away from maintaining the cities they have become, they spin off one full subsidiary memory-facet of their former lives to guide each Avatar-body they choose to empower. While an Avatar is still fundamentally the Alchemical—it has all of her skills, memories, Motivation and Intimacies—it is more strongly colored by the past life imbuing it than the Alchemical’s normal personality is, making Avatars notoriously eccentric and difficult to anticipate.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Manual of Exalted Power: The Alchemicals, pg. 176&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Reflexive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Remote Drone-Body Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm upgrades its prerequisite for Municipal use, and functions mostly the same way, with one major difference: Instead of a temporary Drone-Body, this Charm creates a &amp;lt;b&amp;gt;permanent&amp;lt;/b&amp;gt; Avatar. She cannot shift her consciousness into or out of it; rather, she creates a permanent and separate consciousness for the Avatar.&amp;lt;br&amp;gt;&lt;br /&gt;
The Alchemical may not create an Avatar whose Essence rating is greater than her own minus three. Using this Charm to create an Avatar costs an amount of Temporary Willpower equal to half the Avatar's Essence rating rounded up, and a number of motes equal to (Avatar's Essence x5)+5. The process of creating an Avatar takes a number of hours equal to (Avatar's Essence x3). Once an Avatar has been created, it may be stored in this Charm indefinitely, and deployed as a Reflexive action.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules for creating an Avatar are similar to creating a new Alchemical character, with the following differences:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Avatar's Caste, its marked Caste and Favored Attributes, the base ratings of its Social and Mental Attributes (except Appearance), its base Ability ratings and Specialties, and its base Virtue and Willpower ratings, use the base ratings of the Metropolis character. Note that Abilities and Attributes are capped at the Avatar's Essence Rating or 5, whichever is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
For the Avatar's Physical Attributes and Appearance, distribute a number of dots among them equal to (Avatar's Essence x2)+2&amp;lt;br&amp;gt;&lt;br /&gt;
For its Charm Slots, the Alchemical may transfer up to (Avatar's Essence x2) General Charm Slots and (Avatar's Essence x3) Dedicated Charm Slots from herself to the Avatar. If the Heavy Equipment Submodule is installed for  Remote Drone-Body Guidance, it also applies here. These Charm Slots may be outfitted with any Charms the Alchemical owns and has access to. (An Avatar may never install Remote Drone-Body Guidance.)&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar starts with the Background &amp;quot;Patron•••••&amp;quot; (as Scroll of Heroes, pg129), with available Backgrounds limited to (and capped at) the Alchemical's Backgrounds (and ratings), but useable any number of times per session so long as she might reasonably have access to them. Other than that, she does not start with any Backgrounds of her own.&amp;lt;br&amp;gt;&lt;br /&gt;
The Avatar does not get any Bonus Points, however the Alchemical may spend banked Experience Points on the Avatar during the process of its creation (though in general it would be more efficient to spend them on herself before creating the Avatar; the most notable exception to this is if she wants to buy more Physical Attribute dots for the Avatar than allotted by the creation process).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note that the Avatar has its own Mote Pools, Health Levels, and Damage track, calculated normally.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this point the Avatar's traits are no longer linked to the Alchemical's traits, and they do not increase together. The Alchemical may spend Experience Points on the Avatar as though it were an Alchemical in its own right, however Avatars may not increase in Essence level; if a higher Essence Avatar is desired, it must be built separately. The Alchemical may not own more than her Essence rating Avatars, and the total Essence ratings among them may not exceed her own Essence rating x3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essence Reservoir ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;1m [5m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Internal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(Instant)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm acts as a battery for storing and retrieving motes of essence. Its pool is calculated as the Alchemical's Peripheral Essence pool is. Motes stored in this pool may be committed, but may not be used as part of an action. Any number of motes may be transferred between the Reservoir and the Alchemical's Personal mote pool as a Simple action, Speed 5, with a one mote surcharge for the transfer (this surcharge must be paid with Peripheral essence). Essence 8 and 9 Metropoli may only have one of this Charm installed; at Essence 10, a second installation is permitted.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Essence Generator ====&lt;br /&gt;
The Essence Reservoir regains essence as though it were itself an Exalt. Transferring motes counts as activity, but it is otherwise always considered to be at full rest.&lt;br /&gt;
==== Heavy Reserves ====&lt;br /&gt;
Double the size of the Reservoir's mote pool.&lt;br /&gt;
==== Material Stockpile ====&lt;br /&gt;
The Reservoir gains the ability to store 5 points of Temporary Willpower, 5 Health Levels, and Resources••••• worth of assorted Magical Materials. These pools may be filled and withdrawn from in any combination or amount for the standard 1m surcharge per deposit or withdrawal (paid separately for each pool accessed, though all four may be accessed as part of the same Simple action). If the Essence Generator Submodule is installed, these pools fill themselves at a rate of one point per day. If the Heavy Reserves Submodule is installed, the Willpower and Health Level pools each increase to 7, and a second pool of Resources••••• is added.&lt;br /&gt;
&lt;br /&gt;
== Perpetulite Highway System ==&lt;br /&gt;
&amp;lt;i&amp;gt;(Credit for this name and idea go to Jasper Fforde.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost: &amp;lt;/b&amp;gt;Varies [2m]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums: &amp;lt;/b&amp;gt;Essence 8, Perception 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent(Simple)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords: &amp;lt;/b&amp;gt;Municipal, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration: &amp;lt;/b&amp;gt;Permanent(One Scene)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Charm covers the entire patropolis' road system with a self-repairing organoplastoid that has various effects and abilities. Passively, it gives anyone traveling on it a 1.5x speed boost, and any type of travel on it other than a sustained sprint causes no fatigue, and even a sustained sprint incurs half the fatigue it normally would.&lt;br /&gt;
&lt;br /&gt;
For one mote, the metropolis can cause colored lines to appear on the roads for a scene, starting and ending wherever she chooses. This is most useful for directing travelers to various destinations within the city, but can be used for any purpose the Alchemical desires.&lt;br /&gt;
&lt;br /&gt;
For two motes, the patropolis can increase the speed boost to 2x for a scene.&lt;br /&gt;
&lt;br /&gt;
For five motes, the patropolis can cause the Perpetulite to lash out for a scene, the organoplastoid attacking any who set foot on it. The roads become difficult terrain, movement speed is halved, and each round spent on the Perpetulite inflicts one point of unsoakable Bashing damage. Any round spent on the Perpetulite in the same place as the previous round inflicts Lethal instead of Bashing damage.&lt;br /&gt;
=== Submodules ===&lt;br /&gt;
==== Public Interface Terminals (2xp) ====&lt;br /&gt;
At each road intersection is a kiosk terminal where anyone authorized by the Alchemical may activate any of the three Perpetulite abilities. Such activations require the user to spend the necessary motes, and only affect an area in a one block radius of the terminal used to do so.&lt;br /&gt;
==== Localized Activation (4xp) ====&lt;br /&gt;
For an additional mote, the patropolis can activate the Perpetulite's second or third abilities in specific locations in the city, rather than everywhere at once.&lt;/div&gt;</summary>
		<author><name>CallMeCal</name></author>	</entry>

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