Difference between revisions of "CallMeCanon/Machinical/Charms"

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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 all Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, and non-fetich Devas to use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.<br><br>
 
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 all Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, and non-fetich Devas to use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.<br><br>
  
All Devas, fetich or non-, player- or ST-controlled, count as individual 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.
+
All Devas, fetich or non-, player- or ST-controlled, 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.
  
 
=== Soulbloom ===
 
=== Soulbloom ===

Revision as of 04:05, 2 May 2015

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Back to Machinicals

Machinical Charms

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.
(Didacts are the Machinical equivalent to Alchemical Submodules. As with Submodules, they cost 6xp unless otherwise noted.)

Charisms

Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three are identical; beyond that, things get interesting.

Fourth (Attribute) Charism

Cost: -- [1m, first only]
Minimums: Essence 1, (Attribute) 1
Type: Permanent
Keywords: Obvious, Stackable
Duration: Permanent
Prerequisite Charms: None

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.

Hyperbolic (Attribute) Aleph

Transpuissant (Attribute) Upgrade

Cost: 0m [1m]
Minimums: Essence 31, (Attribute) 5
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any (Atribute) Charism

This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.

STRENGTH

DEXTERITY

STAMINA

CHARISMA

MANIPULATION

APPEARANCE

Transeuclidian Reliquary

Integrated Artifact Transmogrifier

Cost: 5m [1m]
Minimums: Essence 2, Appearance 1
Type: Simple (Speed 3)
Keywords: Combo-OK, Internal
Duration: Indefinite
Prerequisite Charms: None

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.

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.

Didacts

Arcane Leyshadow (Essence 3, 4xp)

Essence-Muting Baffles
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.

Loom-Snarling Deception (Essence 4, 4xp)

Loom Server Migration + Loom-Snarling Deception
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.

Penumbral Cruciger

Trans-Chosen Emulator

Cost: --
Minimums: Essence 3, Appearance 2
Type: Permanent
Keywords: Internal, Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Transeuclidian Reliquary

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.

Didacts

Umbral Totem (Appearance 3, 2xp)

Metatotemic Calbrator

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 even through totemic anima banner flare.

PERCEPTION

The Second Flesh

Flesh-Golem Repository

INTELLIGENCE

Tesseract Cathedral

WITS

WILLPOWER

Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical. Both Charm Cascades start with Tesseract Cathedral
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.

Apocalyptic Charms

Innermost Gateway

Cost:
Minimums: Essence 8, Willpower 7
Type: Permanent
Keywords: Municipal, Internal, Apocalyptic
Duration: Permanent
Prerequisite Charms: Tesseract Cathedral

Carnal Link

Cost:
Minimums: Essence 9, Willpower 8
Type: Permanent
Keywords: Municipal, Internal, Apocalyptic
Duration: Permanent
Prerequisite Charms: Innermost Gateway

The Gaping Maw

Cost:
Minimums: Essence 10, Willpower 9
Type: Permanent
Keywords: Municipal, Internal, Apocalyptic, Obvious
Duration: Permanent
Prerequisite Charms: Carnal Link

Through the Fire and Flames

Cost: 100m, 10wp, 20ahl [10m]
Minimums: Essence 10, Willpower 10
Type: Simple
Keywords: Municipal, Obvious, Apocalyptic
Duration: Instant
Prerequisite Charms: The Gaping Maw

Heretical Charms

Worldbody Seed

Cost:
Minimums: Essence 8, Willpower 8
Type: Permanent
Keywords: Municipal, Internal, Heretical
Duration: Permanent
Prerequisite Charms: Tesseract Cathedral

Sapling Ad Infinitum

Cost:
Minimums: Essence 9, Willpower 9
Type: Permanent
Keywords: Municipal, Internal, Heretical
Duration: Permanent
Prerequisite Charms: Worldbody Seed

Canopy of Roots

Cost:
Minimums: Essence 9, Willpower 10
Type: Permanent
Keywords: Municipal, Heretical, Obvious, Blasphemy
Duration: Permanent
Prerequisite Charms: Sapling Ad Infinitum, Blossoming Deva
The growing Titan turns herself "inside out" 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 what in the name of Creation that means. Where are your borders? How big is your interior? Are the answers to those questions related in the slightest? What does this mean for your Health Levels? Whatever it is you've just done, you can be sure that EVERYONE EVERYWHERE is going to notice. Good luck!

Singularity of Yggdrasil

Cost:
Minimums: Essence 10, Willpower 10
Type: Permanent
Keywords: Municipal, Internal, Heretical, Blasphemy
Duration: Permanent
Prerequisite Charms: Sapling Ad Infinitum, Soulbloom

Budding Jotun

Cost: 20m, 4wp, (3ahl, 1E) [1m]
Minimums: Essence 7, Willpower 5
Type: Simple
Keywords: Colossus, Internal, Obvious, Heretical
Duration: Indefinite
Prerequisite Charms: The Second Flesh
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:
Essence 5
Cost: 20m, 4wp, 3ahl, (1E)
As the Essence 4 version, but both bodies may be fully active at once with no penalties. The Alchemical commits a point of Permanent Essence 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.
Both the Colossus-Body and the Drone-Body may have Dying Health Levels, and they must *both* be killed to kill the Alchemical. If either of them dies, its lifeless body drops through Elsewhere into the nearest compatible Hellforge where it waits to be reunited with the rest of itself.

Drone-Body rules still apply: Under no circumstances may a Colossus have more than one Drone-Body active at a time, even if that Drone-Body is a Jotun.

Didacts:

Jotunheim (Essence 8)

This Didact allows Budding Jotun to be used as a Municipal Charm, halves the Willpower cost, and reduces the Health Level cost to 1ahl(committed).

The Titan's Face (Essence 9, 4xp)

This Didact has Jotunheim as a prerequisite. It reduces the Willpower cost of Budding Jotun to 1 and removes the Permanent Essence cost, but changes the Health Level cost to 3ahl(committed).

Blossoming Deva

Cost:
Minimums: Essence 8, Willpower 8
Type: Simple
Keywords: Municipal, Internal, Obvious, Heretical, Blasphemy
Duration: Permanent
Prerequisite Charms: Budding Jotun, Worldbody Seed, Flesh-Golem Repository 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 were simple flesh golems, aids for scrying or espionage, conduits for perception and power. It never occurred to them what else might that functionality be used for.

This Charm uses Budding Jotun'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 Flesh Golem, 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 imbues it to 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.
... Yet.

The first time the Machinical does this, the Deva she creates is a perfect reflection of herself; it has the exact body she has when she was Essence 3, 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. 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.

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?
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.
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.
(Credit for these examples goes to Jukashi)
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 all Third-Circle Devas are player-controlled characters, is for the Fetich to earn EXP for itself, and non-fetich Devas to use the Oversoul's EXP pool. Work together with your Storyteller to pick or design what works best for both of you.

All Devas, fetich or non-, player- or ST-controlled, 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.

Soulbloom

Cost:
Minimums: Essence 9, Willpower 10
Type: Simple
Keywords: Municipal, Internal, Obvious, Heretical
Duration: Permanent
Prerequisite Charms: Blossoming Deva, Sapling Ad Infinitum