Difference between revisions of "Darzoni/AlchemicalCharmsAppearance"

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<i><b>Countenance Altering Nodes</B></I>
 
<i><b>Countenance Altering Nodes</B></I>
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An expansion upon creating illusions, this Charm allows the Alchemical to create illusions that fool all five senses, independent of himself.  For 6 motes, the Alchemical can create an illusion that covers an area of (Essence x 3) cubic inches.  For 10 motes and 1 willpower, the Alchemical may create an illusion that covers an area of (Essence x 3) cubic feet.  For 14 motes and 1 willpower, the Alchemical may create an illusion that covers an area of (Essence x 3) cubic yards.  These are the maximum sizes.  Those seeing the illusion may make a  Perception + Wits roll at a difficulty equal to the Alchemical's Essence rating to disbelieve.  Otherwise they will believe it is real and react accordingly. Any damage taken from the illusion is converted to bashing, with those who are reduced to incapacitated through illusionary damage simply being rendered unconscious but not otherwise harmed.  This Charm may be activated multiple times per scene, but the motes and willpower spent to activate the charm are considered committed.
 
An expansion upon creating illusions, this Charm allows the Alchemical to create illusions that fool all five senses, independent of himself.  For 6 motes, the Alchemical can create an illusion that covers an area of (Essence x 3) cubic inches.  For 10 motes and 1 willpower, the Alchemical may create an illusion that covers an area of (Essence x 3) cubic feet.  For 14 motes and 1 willpower, the Alchemical may create an illusion that covers an area of (Essence x 3) cubic yards.  These are the maximum sizes.  Those seeing the illusion may make a  Perception + Wits roll at a difficulty equal to the Alchemical's Essence rating to disbelieve.  Otherwise they will believe it is real and react accordingly. Any damage taken from the illusion is converted to bashing, with those who are reduced to incapacitated through illusionary damage simply being rendered unconscious but not otherwise harmed.  This Charm may be activated multiple times per scene, but the motes and willpower spent to activate the charm are considered committed.
 
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Revision as of 09:02, 3 April 2010

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Countenance Altering Nodes

Author: Darzoni
Cost: 4 motes, 1 willpower
Installation Cost: 1 mote
Duration: One Scene
Type: Simple
Minimum Appearance: 2
Minimum Essence: 2
Prerequisite Charms: Appearance Enhancement Device

This Charm allows the Alchemical to add or subtract up to (Essence x 2) to his Appearance for the purposes of making rolls based on Appearance. It literally reshapes how the Alchemical looks, so illusion piercing effects do not work except to reveal that the Alchemical is not human. The Alchemical cannot reduce his Appearance below 0 in this manner.


Size Altering Feedback Loop

Author: Darzoni
Cost: 10 motes, 1 willpower, 1+ committed motes
Installation Cost: 1 mote
Duration: Indefinite
Type: Simple
Minimum Appearance: 2
Minimum Essence: 2
Prerequisite Charms: Countenance Altering Nodes

The Alchemical may alter his physical size, committing 1 mote per foot of height reduced or increased. The Alchemical may not commit more motes to this charm than his Appearance rating. The effect ends when the Alchemical decides to withdraw the committed motes. The change in size is proportional, and affects everything on the Alchemical's person except magical items that the Alchemical is not attuned to. Alternatively, the Alchemical may extend or retract his limbs for a cost of 5 motes and 1 willpower, though the commitment cost is the same. This adds +1 or -1 Speed to all melee and unarmed attacks made by the Alchemical per foot of change, based on whether he extended or shortened his limbs, respectively.


Form Analysis Algorithm

Author: Darzoni
Cost: 1 mote per die
Installation Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Appearance: 2
Minimum Essence: 3
Prerequisite Charms: Countenance Altering Nodes

An analysis of any object's appearance reveals clues to its purpose, as any Autochthonian well knows. This Charm allows the Alchemical to run standard algorithms that assist in determining what an object does and how to operate it, adding 1 die per mote spent to any roll to determine or use such things.


Personal Visual Sensory Override Protocol

Author: Darzoni
Cost: 5 commited motes
Installation Cost: 1 mote
Duration: Indefinite
Type: Simple
Minimum Appearance: 2
Minimum Essence: 3
Prerequisite Charms: Appearance Enhancement Device

The Alchemical casts an illusionary disguise on himself, making him appear as something he is not. This adds the Alchemical's Essence rating to the difficulty of piercing the illusion he has cast around himself, though beings with a higher Essence than the Alchemical automatically see through the disguise. The extent of the changes are mostly cosmetic, making the Alchemical appear more or less human. This Charm can also be used to render the Alchemical nearly invisible, again increasing the difficulty by his Essence rating. The Charm lasts until the Alchemical withdraws his committed motes.


Anima Disguising Field

Author: Darzoni
Cost: 1 willpower
Installation Cost: 1 mote
Duration: One scene
Type: Reflexive
Minimum Appearance: 3
Minimum Essence: 3
Prerequisite Charms: Personal Visual Sensory Override Protocol

This charm allows the Alchemical to surpress his Anima banner, reducing the effective display level by one for each activation of this charm. The Alchemical may not spend more Willpower on this charm in one scene than his Appearance rating.


Anima Shifting Apparatus

Author: Darzoni
Cost: 5 motes
Installation Cost: 1 mote
Duration: One scene
Type: Simple
Minimum Appearance: 4
Minimum Essence: 3
Prerequisite Charms: Anima Disguising Field

For the purposes of Anima flare, caste mark, and anima appearance, the Alchemical appears as an Exalted of a different caste and type. The Alchemical may falsely appear as a Solar, Lunar, Sidereal, or Terrestrial Exalted, but does not replicate the other effects of the Exalted's Anima. The type of Exalted and specific caste/aspect are chosen when the Charm is activated, the anima and caste marks fluctuate based on the Alchemical's own anima flare, but do not produce the same effects as the anima of the Exalt the Alchemical is pretending to be, only the appearance. Activating this charm again in the same scene allows the Alchemical to end the illusion of one kind of Exalt's anima and choose another. Anyone may make a Perception roll (difficulty is the Alchemical's Essence) to see through the illusion, though beings with a higher Essence than the Alchemical will automatically see right through the illusion.


Sensory Decieving Apparatus

Author: Darzoni
Cost: Varies
Installation Cost: 1 mote
Duration: One scene
Type: Simple
Minimum Appearance: 3
Minimum Essence: 4
Prerequisite Charms: Personal Visual Sensory Override Protocol

An expansion upon creating illusions, this Charm allows the Alchemical to create illusions that fool all five senses, independent of himself. For 6 motes, the Alchemical can create an illusion that covers an area of (Essence x 3) cubic inches. For 10 motes and 1 willpower, the Alchemical may create an illusion that covers an area of (Essence x 3) cubic feet. For 14 motes and 1 willpower, the Alchemical may create an illusion that covers an area of (Essence x 3) cubic yards. These are the maximum sizes. Those seeing the illusion may make a Perception + Wits roll at a difficulty equal to the Alchemical's Essence rating to disbelieve. Otherwise they will believe it is real and react accordingly. Any damage taken from the illusion is converted to bashing, with those who are reduced to incapacitated through illusionary damage simply being rendered unconscious but not otherwise harmed. This Charm may be activated multiple times per scene, but the motes and willpower spent to activate the charm are considered committed.


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