Difference between revisions of "AlchemicalSensoryandSpiritual"

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----<b><i>Immaterial Transfusion Matrix</b></i> by OhJames
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Charms by contributor
  <b>Cost:</b>  10 motes
 
  <b>Installation Cost:</b>  2 motes
 
  <b>Duration:</b>  Indefinite
 
  <b>Type:</b>  Simple
 
  <b>Minimum Wits:</b>  4
 
  <b>Minimum Essence:</b>  4
 
  <b>Prerequisite Charms:</b>  Transphase Engine
 
  
This charm takes the form of a tangled netting of starmetal wire that covers the Alchemical’s torso and connects with the Transphase Engine. When activated, these wires pulse with divine Essence, gathering power for a full three turns. At the end of this period, the Alchemical’s body dematerializes in a flash of light as luminous as the 8-10 level of her anima banner. To regain material form, the Alchemical must spend 10 more motes, but the transfer is instantaneous and has no visual effect.
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** /OhJames -- [[OhJames|UserPage]]
 
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** /DeathBySurfeit -- [[DeathBySurfeit|UserPage]]
The Alchemical may remain immaterial for as long as she wishes, with a few restrictions. Firstly, she cannot regain Essence by any means while dematerialized. Secondly, she becomes vulnerable to both spirit <i>and</i> ghost wards, taking into account the human soul that guides her magical body. Thirdly, she actually bleeds Essence into the aether, due to tiny imperfections in the Essence reservoir that cannot be compensated for while immaterial. No penalties accrue for the first week, then she begins to lose one mote per day until she is reduced ten motes, at which point the Matrix activates reflexively, expending those motes and returning the Alchemical to material form, regardless of current position. The Matrix sounds an alarm five minutes before this critical point arrives, allowing the Alchemical to make sure she is in a safe position (not inside a solid object, for example).
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** /IsawaBrian -- [[IsawaBrian|UserPage]]
 
 
Motes of Peripheral Essence are lost first to this effect, and they do not add to the Alchemical’s anima banner. Upon the installation of this Charm, the Alchemical gains one point of permanent Clarity.
 
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----<b><i>Material-Dematerial Alternator Engine</b></i> by OhJames
 
  <b>Cost:</b>  10 motes, 1 Willpower
 
  <b>Cost:</b>  2 motes
 
  <b>Duration:</b>  One Scene
 
  <b>Type:</b>  Simple
 
  <b>Minimum Wits:</b>  5
 
  <b>Minimum Essence:</b>  5
 
  <b>Prerequisite Charms:</b>  Sustained Augmentation of Wits, Immaterial Transfusion Matrix
 
 
 
The Exalt has a pair of intricate, starmetal gears implanted on his temple, connected by sub-dermal wires to the Immaterial Transfusion Matrix. When activated, they begin to spin counter-clockwise, channeling divine Essence throughout the Alchemical’s body. On her initiative tick the next turn, she dematerializes. However, for the reflexive cost of 1 mote, she may command the gears to reverse direction and spin clockwise, at which point she may materialize an arm, leg, or weapon to strike any opponent. If the opponent cannot perceive immaterial beings, they count as surprised for the purposes of resolving this attack. Otherwise, the attack may be dodged or parried normally.
 
 
 
In addition to materializing for the purposes of making an attack, the Alchemical can instead spend 2 motes to fully materialize for one turn, allowing her to perform any actions she could under normal circumstances, such as pick a lock, place false evidence, etc. For the additional cost of 2 motes, the exalt can bring a single item back with her when she dematerializes. The item can be no larger than what the Alchemical could hold in two hands.
 
 
 
Note: an Alchemical may explicitly regain Essence while under the effects of this Charm, such as the bonuses from stunts, etc.
 
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----<b><i>Elsewhere-Penetrating Mechanism</b></i> by OhJames
 
  <b>Cost:</b>  15 motes
 
  <b>Installation Cost:</b> 4 motes
 
  <b>Duration:</b>  Indefinite
 
  <b>Type:</b>  Simple
 
  <b>Minimum Stamina:</b>  5
 
  <b>Minimum Essence:</b>  6
 
  <b>Prerequisite Charms:</b>  Sustained Augmentation of Stamina, Material-Dematerial Alternator Engine
 
 
 
The Alchemical’s body is plated with carefully magnetized soulsteel scutes, while a foot-wide disc of orichalcum is fused to one of her appendages. In addition to this, a spike of soulsteel tangled in starmetal wire is drilled into the Exalt’s Transphase Engine.
 
 
 
This Charm allows the Alchemical to step into the cold void of Elsewhere. When activated, the orichalcum disc detaches from its appendage and wires itself into the ground, as the Exalt’s body blurs, distorts, and vanishes. She is placed into suspended animation, hanging Elsewhere, unaware of all activity around her. The orichalcum disc, however, can be programmed to pull its owner back to reality under certain circumstances. It can be programmed to wait for a certain amount of time (up to the Alchemical’s Essence x 3 weeks), for a specified substance within (the Alchemical’s Essence x 5) yards to clear, for a specific person or persons to enter within this same radius, or for any movement within said radius, or for any other circumstance the Storyteller deems appropriate.
 
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----<b><i>Void-Travelling Jump Apparatus</b></i> by OhJames
 
  <b>Cost:</b>  10 motes or 20 motes, 1 Willpower
 
  <b>Installation Cost:</b> 4 motes
 
  <b>Duration:</b>  Instant
 
  <b>Type:</b>  Simple
 
  <b>Minimum Stamina:</b>  6
 
  <b>Minimum Essence:</b>  6
 
  <b>Prerequisite Charms:</b>  Elsewhere-Penetrating Mechanism
 
 
 
The scutes on the Alchemical’s body are widened into full plates and carefully bathed in a chemical bath consisting of arcane reagents and powdered jade. In addition, four soulsteel fins are installed into the Exalt’s back, connected to the Transphase Engine via more starmetal wiring.
 
 
 
This dangerous Charm improves on its predecessor, now allowing the Alchemical to travel through Elsewhere at the speed of thought. Upon activation, the soulsteel fins on the Alchemical’s back are wracked with Essence lightning before she vanishes with a mighty rush of air. The Charm has two modes of use.
 
 
 
For the first mode, roll the Exalt’s Stamina + Endurance, at Difficulty 5. Upon success, she may appear anywhere she desires within (Essence x 5) miles. She must have at least a description of the place she wishes to enter. On a failure, she is dumped at random within 200 yards of her starting spot and suffers a number of levels of Aggravated damage equal to the number of successes she failed by. On a botch, the fins crack and warp, dealing 5 levels of aggravated damage and requiring them to be reinstalled at no experience cost.
 
 
 
In the second, and safer, mode, the Alchemical may attempt to travel long-distance via the freezing void of Elsewhere. Roll Stamina + Endurance, with the difficulty being determined by the projected distance. The Alchemical must have visited the place she wishes to jump to. 1 mile is difficulty 1, 10 is difficulty 2, and so on, up to 10,000 miles being difficulty 5. The penalties for failure are exactly as listed above.
 
 
 
 
 
 
 
 
 
===== Comments =====
 
Is there any downside to using the 2nd mode of the Void Travelling Jump Apparatus, other than the increased cost (you should explicitly state is costs the 2nd amount) and the willpower? Flavour-text currently almost implies it takes longer(at least to me), although I would imagine still not very long at all. <br> -- [[Darloth]]
 
 
 
The other advantage that the first mode has is that the Alchemical can jump somewhere that she hasn't been to before. Immaterial Transfusion Matrix - it seems like it needs a requirement that the Alchemical cannot use it unless she has at least 20 motes available, or else there is no way for her to re-materialize. Certainly, if the safety protocols require rematerialization before it would otherwise permanently strand the Exalt, they would also prevent a suicidal jump. <br> -- HeridFel
 

Revision as of 00:21, 2 March 2006

Alchemical Sensory and Spiritual Charms

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