Darzoni/AlchemicalCharms

From Exalted - Unofficial Wiki
Jump to: navigation, search

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.

The machine boasts many gifts, including precision of purpose. 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.


Second <Attribute> Excellency- Essence Triumphant

Cost: 2m per success; Installation Cost: 1m; Mins: <Attribute> 1, Essence 1; Type: Reflexive (Steps vary).
Keywords: Array-OK
Duration: Instant
Prerequisite Charms: None.

The People's Champion is granted a boon from his machine side, granted a vision of clarity to see the path before him. This charm functions the same as Second (Ability) Excellency (E:2e pg 184-185), except that the limit is the Attribute as is usual for Alchemical Exalted (and thus the Alchemical could only purchase successes equal to half of his Attribute). This charm must follow the normal timing rules, but can be activated at any time which the relavent Attribute is used (though you may only activate one reflexive charm per tick unless it is part of an array)

This charm is considered to be Transitory Augmentation of <Attribute> for the purposes of meeting prerequisites.

Might change this to be the Difficulty reducer / Success purchasing style charm seen in some of the Alchemical charms (Such as Abstract Abacus Implant). -Darz

Third <Attribute> Excellency- Essence Resurgent

Cost: 4m; Installation Cost: 1m; Mins: <Attribute> 1, Essence 1; Type: Reflexive (Steps vary).
Keywords: Array-OK
Duration: Instant
Prerequisite Charms: None.

The Maker's Chosen draw upon the relentlessness of his machine side. This Charm functions the same as the Third (Ability) Excellency (E:2e pg 185), except that the static value increase is limited to half of the relavent Attribute. You may invoke this charm any time the governing Attribute is used, but must obey the normal charm timing rules as normal (thus only one reflexive charm per tick unless this is in 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 (Speed 3)/ Supplemental
Keywords: Obvious, 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. 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.


Alchemical Arrays

As per the rules outlined in Exalted: The Autochthonians, except that when making actual combos, certain charms cannot be used with each other (The Second and Third Excellencies being a prime example of this). Charms may be tagged with Array-OK or Array-Basic, which mean the same thing for Alchemical Exalted: The charm can be placed into an Array. However, for Eclipse and Moonshadows, the difference is important, since Array-OK becomes the same as Combo-OK and Array-Basic becomes Combo-Basic.

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.
Individually, Alchemical Charms are not overwhelming. It is when they are placed into Arrays that they become formidible, since Alchemicals essentially can create Combos on the fly with an array installed. No other Exalted can do that as far as I know. A subtle reinforcement of the "Cog In The Machine" thematic.
The 'Obvious' keyword only applies to when you actually use the Charm in question... perhaps a Visible keyword is necessary for Alchemical Charms which are externally visible?

Comments

I decided to eliminate clutter on the page... -- Darz