Difference between revisions of "Darzoni/AlchemicalCharms"
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<i><b>First <Attribute> Excellency- Essence Overwhelming</B></I> | <i><b>First <Attribute> Excellency- Essence Overwhelming</B></I> | ||
− | :<b>Cost | + | :<b>Cost</B>: 1m per die; <b>Installation Cost</b>: 1m; <b>Mins </b>: <Attribute> 1, Essence 1; <B>Type:</b> Reflexive (Steps vary.) |
:<B>Keywords:</b> Array-OK | :<B>Keywords:</b> Array-OK | ||
:<B>Duration:</B> Instant | :<B>Duration:</B> Instant | ||
:<b>Prerequisite Charms:</B> None. | :<b>Prerequisite Charms:</B> None. | ||
− | + | This charm functions as per the Solar Charm First <Ability> Excellency (E:2E page 183-184), except that the limitation for Alchemical Dice adders is the Attribute Rating. The steps at which the charm can be activated varies. You must follow the normal timing rules (unless this is part of an Alchemical Array), but the charm can be activated at any step that the governing Attribute is used in (though only once per tick unless part of an Array). | |
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This charm is considered to be Transitory Augmentation of <Attribute> for the purposes of meeting prerequisites. | This charm is considered to be Transitory Augmentation of <Attribute> for the purposes of meeting prerequisites. | ||
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<i><B><Attribute> of the Machine</b></i> | <i><B><Attribute> of the Machine</b></i> | ||
− | :<b>Cost</B>: N | + | :<b>Cost</B>: N/A; <b>Installation Cost</b>: 1m; <b>Mins </b>: <Attribute> 2, Essence 2; <B>Type:</b> Permanent |
:<B>Keywords:</b> Array-OK | :<B>Keywords:</b> Array-OK | ||
:<B>Duration:</B> Until uninstalled | :<B>Duration:</B> Until uninstalled | ||
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For the purposes of charm prerequisites, this charm is considered to be Sustained Augmentation of <Attribute>. | For the purposes of charm prerequisites, this charm is considered to be Sustained Augmentation of <Attribute>. | ||
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<i><b>Clarity of <Attribute></b></i> | <i><b>Clarity of <Attribute></b></i> | ||
− | :<B>Cost</B>: 10m, 1w OR 8m; <b>Installation Cost</B>: 0m; <B>Mins:</B> <Attribute> 5, Essence 6; <b>Type:</B>Simple | + | :<B>Cost</B>: 10m, 1w OR 8m; <b>Installation Cost</B>: 0m; <B>Mins:</B> <Attribute> 5, Essence 6; <b>Type:</B>Simple / Supplemental |
− | :<b>Keywords</B>: | + | :<b>Keywords</B>: Uninstallable |
:<B>Duration:</B> Scene / Instant | :<B>Duration:</B> Scene / Instant | ||
:<B>Prerequisite Charms:</B> All three <Attribute> Excellencies, <Attribute> of the Machine. | :<B>Prerequisite Charms:</B> All three <Attribute> Excellencies, <Attribute> of the Machine. | ||
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There is an additional limitation for the installation of this Charm. It can only be purchased for an Alchemical's Caste Attributes. Therefore an Alchemical may only install this Charm a maximum of three times: one for each Caste Attribute. This charm cannot be uninstalled. | There is an additional limitation for the installation of this Charm. It can only be purchased for an Alchemical's Caste Attributes. Therefore an Alchemical may only install this Charm a maximum of three times: one for each Caste Attribute. This charm cannot be uninstalled. | ||
− | :<BR><i>This charm is to make High Essence Alchemicals scary and alien. This still doesn't give them generalized perfect attacks and perfect defenses, so other Exalt types with less specialization are still able to trump them. I imagine an DB of equivalent Essence would have a difficult time doing so. Imagine what Metropoli and Patropoli can do socially with this charm.-Darz</I> | + | :<BR><i>This charm is to make High Essence Alchemicals scary and alien. This still doesn't give them generalized perfect attacks and perfect defenses, so other Exalt types with less specialization are still able to trump them. Though I imagine an DB of equivalent Essence would have a difficult time doing so. Imagine what Metropoli and Patropoli can do socially with this charm.-Darz</I> |
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<B><I>Charms by Attribute</B></I> | <B><I>Charms by Attribute</B></I> | ||
<BR>Since this is all outdated stuff, I'll be changing them around later. | <BR>Since this is all outdated stuff, I'll be changing them around later. | ||
+ | <BR>If the page is undefined, then I haven't got anything to put under there right now. | ||
---- | ---- | ||
Alchemical Arrays | Alchemical Arrays | ||
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== Charm Design Notes == | == Charm Design Notes == | ||
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:The biggest headache of conversion are going to be the social charms, as they need to be overhauled to the Social Combat System. Strangely, some of them would work for Mass Combat as well. | :The biggest headache of conversion are going to be the social charms, as they need to be overhauled to the Social Combat System. Strangely, some of them would work for Mass Combat as well. | ||
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== Comments == | == Comments == | ||
I decided to eliminate clutter on the page... -- Darz | I decided to eliminate clutter on the page... -- Darz |
Revision as of 18:23, 8 May 2006
Well, since I haven't touched this in ages, and it doesn't look like White Wolf is planning on releasing a supplement for the Autochthonians anytime soon, I guess I'll repurpose this to converting Alchemical Charms to 2e. This is something I could really use help on, guys. - Darzoni 5/8/2006
Alchemical Excellencies and Related Charms
First <Attribute> Excellency- Essence Overwhelming
- Cost: 1m per die; Installation Cost: 1m; Mins : <Attribute> 1, Essence 1; Type: Reflexive (Steps vary.)
- Keywords: Array-OK
- Duration: Instant
- Prerequisite Charms: None.
This charm functions as per the Solar Charm First <Ability> Excellency (E:2E page 183-184), except that the limitation for Alchemical Dice adders is the Attribute Rating. The steps at which the charm can be activated varies. You must follow the normal timing rules (unless this is part of an Alchemical Array), but the charm can be activated at any step that the governing Attribute is used in (though only once per tick unless part of an Array).
This charm is considered to be Transitory Augmentation of <Attribute> for the purposes of meeting prerequisites.
<Attribute> of the Machine
- Cost: N/A; Installation Cost: 1m; Mins : <Attribute> 2, Essence 2; Type: Permanent
- Keywords: Array-OK
- Duration: Until uninstalled
- Prerequisite Charms: None.
Alchemicals are capable of artificially boosting their attributes permanently with this class of charm. When an <Attribute> of the Machine is installed, the Alchemical's rating in that attribute increases by 1, and the maximum for that Attribute increases by one (thus an Alchemical with Str 4 and Essence 6 with Strength of the Machine installed would have Str 5 and be able to increase his Str with XP up to 7.)
For the purposes of charm prerequisites, this charm is considered to be Sustained Augmentation of <Attribute>.
Clarity of <Attribute>
- Cost: 10m, 1w OR 8m; Installation Cost: 0m; Mins: <Attribute> 5, Essence 6; Type:Simple / Supplemental
- Keywords: Uninstallable
- Duration: Scene / Instant
- Prerequisite Charms: All three <Attribute> Excellencies, <Attribute> of the Machine.
This charm takes the form of crystaline circuitry interlaced with a magical material, radiating outward from the soulgem of the Alchemical. Basically, attuned to the electric thrum of clarity, the Alchemical Exalted takes on some aspect of the perfection of Autochthon's crystal mind. It has two functions.
The first function is as follows: For a cost of 10 motes and 1 willpoer, the Alchemical Exalted adds his permanent Clarity to dice pools and for the Attribute this charm was purchased for for the rest of the scene. Static values which are derived from the Attribute add half the Alchemical's permanent Clarity (Rounded up as usual). These do not count towards the normal limitations for dice adding. Only one version of Clarity of <Attribute> may be active this way during a scene.
The second function costs 8m and is a supplemental charm. It adds the Alchemical's permanent Clarity to any one dice pool using the Attribute the charm was purchased for. This does not count towards the normal limits of dice adding for Alchemicals. If the scene-length function of any version of Clarity of <Attribute> is active, this function cannot be used.
An Alchemical recieves 1 point of permanent Clarity when this charm is installed and one point of temporary Clarity each time it is used. The Alchemical's mannerisms take on a mechanical aspect while this charm is in use, perceiving everything as though her total Clarity was 10 for the duration of the charm, automatically failing any Compassion rolls and suffering the social penalties as outlined in Exalted: The Autochthonians. For the purposes of Arrays, this Charm is always considered to be a part of any Array installed, but only one version of Clarity of <Attribute> may be activated at any given time.
Eclipse and Moonshadow Caste cannot install this charm, as it requires attunement to the crystalline thrum of the Machine God.
There is an additional limitation for the installation of this Charm. It can only be purchased for an Alchemical's Caste Attributes. Therefore an Alchemical may only install this Charm a maximum of three times: one for each Caste Attribute. This charm cannot be uninstalled.
This charm is to make High Essence Alchemicals scary and alien. This still doesn't give them generalized perfect attacks and perfect defenses, so other Exalt types with less specialization are still able to trump them. Though I imagine an DB of equivalent Essence would have a difficult time doing so. Imagine what Metropoli and Patropoli can do socially with this charm.-Darz
Charms by Attribute</B>
Since this is all outdated stuff, I'll be changing them around later.
If the page is undefined, then I haven't got anything to put under there right now.
Alchemical Arrays
Charm Design Notes
- Municipal Charms might be equivalent to the Dominion-scale charms mentioned in the 2nd Ed ST's Companion? Limited scale, likely to a city-state area or equivalent.
- The biggest headache of conversion are going to be the social charms, as they need to be overhauled to the Social Combat System. Strangely, some of them would work for Mass Combat as well.
Comments
I decided to eliminate clutter on the page... -- Darz