Alchemical Charms StaminaStrain Resistance Modification (See Time of Tumult)Obstinate Flesh MechanismInstallation Cost: 1 Mote Cost: N/A or 3 Motes per dice or 5 Motes per factor Duration: Permanent or One Scene or One Day Type: Simple Minimum Stamina: 2 Minimum Essence: 2 Prerequisite Charms: Strain Resistant Chassis Modification The Obstinate Flesh Mechanism consists of small metal nubbins below the skin. When activated they burst forth and interlock as overlapping circular scales molded to the Alchemicals contours. The
nubbins themselves make the Alchemical more difficult to damage in any significant way and add 1L/+2B to the Alchemicals soak as long as they are installed. When activated they can be use in one of two ways either they can be deployed as a network of nano-machines that speed the healing process, in this case the charm remains active for a day, and each 5 motes adds another healing rate (i.e. with 5 motes the Alchemical heals twice as fast, with 10 three times, with 15 four times, etc) In this configuration they do not additionally aid the Alchemicals Soak. Deployed in their armor configuration the plates are very hard and each 3 motes spent activating them adds +1L/+2B to the Alchemicals Lethal soak for the rest of the scene. No more motes may be spent activating that function than the alchemical has stamina x 3.
Chest Cavity Storage UnitInstallation Cost: 1 Mote Cost: N/A Duration: Permanent Type: Simple Minimum Stamina: 2 Minimum Essence: 1 Prerequisite Charms: None The Alchemical Exalted has a door in their chest made of the magical material of their caste. They may open or close this door at
will, and it is to store objects within themselves. Due to some odd elsewhere geometries they can store objects of seemingly ridiculous sizes and shapes so long as the total mass does not exceed 5 pounds per point of stamina that the Alchemical possesses.
Chest Cavity Processing UnitInstallation Cost: 2 Motes Cost: 3 motes Duration: One Scene Type: Simple Minimum Stamina: 3 Minimum Essence: 2 Prerequisite Charms: Chest Cavity Storage Unit The Alchemicals Chest cavity storage unit is fitted with a variety of specialized and automated tools. Anything stored within the cavity may be worked by the Alchemical at the same time as the alchemical performs other actions. This does not reduce the time between the appropriate crafts rolls, but it does allow them to be made while the Alchemical does other things. It does not increase the capacity of the Storage area. The Alchemical is presumed to have the tools needed to perform whatever crafts they perform. This means that an Alchemical could place thread within the chest cavity and later that day remove a fully made toga so long as they make the necessary rolls to produce it. The motes must remain committed throughout the construction process. Alternatively the cavity can operate for a single scene (about an hour), to refine raw matter (iron ore, cotton plants, etc) into refined materials, (Steel, Cotton, etc). This Charm can only be used in conjunction with the Crafts ability and is therefore incompatible with artifact creation.
Type: Simple Minimum Stamina: 4 Minimum Essence: 3 Prerequisite Charms: Chest Cavity Processing Unit The Alchemicals Chest cavity tools are upgraded to have industrial processes, a tiny mirror of the processes that go on within the Machine God. It can produce mundane items of a common nature (requiring only 2 or 3 success on a crafts roll to make) almost instantly with the proper materials. The alchemical may slide in a mass of steel close their chest cavity, almost instantly open it back up and withdraw a sword or plowshare. Alternatively it can be used to repair a more complex item that is damaged, such as an exceptional sword. So long as the Alchemical has the raw materials needed the repair is instant. Alternatively it can be used to create a perfect counterpart to an object that the Alchemical can see, a blade for an existing sword hilt, or a key to fit a specific lock.
Chest Cavity Facility
Chest Cavity Manufacturing UnitInstallation Cost: 1 Mote Cost: 6 motes, 1 willpower Duration: Instant
Installation Cost: 1 Mote Cost: 3 motes, 1 willpower, 1 Health Level Duration: Until Reclaimed Type: Simple Minimum Stamina: 5 Minimum Essence: 4 Prerequisite Charms: Chest Cavity Manufacturing Unit The Ultimate Chest Cavity upgrade, this allows the Alchemical to produce a complex autonomous unit from their own flesh. The Alchemical need not have any resources available to use this charm. The health level cost of this charm is an out-of order 2 health level at the top of the 2s area. It incurs no penalty unless the Alchemical runs out of 1 health levels normally. If a 2 is not available then the Alchemical pays the cost in the regular order and it is shifted to a 2 when possible. The Health Level does not heal as long as the Charm persists. Activating this Charm
StaminaStrain Resistance Chassis Modification Chest Cavity Storage Unit
Obstinate Flesh Mechanism
Chest Cavity Processing Unit
Chest Cavity Manufacturing Unit
Chest Cavity Automata Construction Facility
requires a number of hours equal to the automatas final essence rating (more powerful automata require longer to make), at the end of this time the chest cavity opens and the automata emerges. It cannot communicate with the Alchemical remotely unless it is given Charms that would allow it to do so, though it can speak. The charm only ends when the Alchemical Exalted recovers the Automata (or its remains) and places them within its chest cavity to be reclaimed by its body, or when the automata is totally annihilated. When the automaton is reclaimed the Alchemical downloads all its memories into its own mind, as if they were his own. The Automata appears to be made of brass and the magical material of the Alchemicals caste. The automatas stats are assigned by the Alchemical Exalted during its creation as follows. It has an attribute spread of 5/4/3, four health levels (0, -1, -2, Destroyed) it has an essence score of 1 and calculates essence pool as follows [Essence x 5 + Willpower] it has no virtues, 10 points to allocate on abilities. Its willpower is 10 No ability or Attribute may exceed that of the alchemical that created it. It can only be fitted with copies of Charms that the Alchemical currently possesses. It has a number of bonus points equal to the Alchemicals Essence x stamina. It may
raise its essence for 10 points, purchase a charm for 5, and raise abilities or attributes at regular cost. Additionally it may buy considerations with bonus points as follows; Flight (5 bonus points); The automata has helicopter like blades, or a gravitational flight array, and may fly at three times its regular movement rate. Armor Plates (3 bonus points); Raise the Automatas Lethal and Bashing soak by 1 each. These are not the only possible considerations, players and storytellers are encouraged to create their own. The automaton is immune to mind affecting effects, and is totally loyal to its creator, fulfilling its mission with mechanical precision.
DexterityDynamic Reaction Enhancement
System (See Time of Tumult) Celerity Enhancing Module (See Time of Tumult)Precision Targeting SystemInstallation Cost: 2 Motes Cost: 1 mote per dice Duration: Instant Type: Simple Minimum Dexterity: 2 Minimum Essence: 1 Prerequisite Charms: None This charm takes the form of an ocular implant surrounding one of the Alchemicals eyes, and linking it with a fine web-work of threads to their joints. Each mote invested in this charm adds once dice to any dexterity based attack dice pool, to a limit of the Alchemicals dexterity score. Alternatively it can be activated to swap a dice for a reduced difficulty of 1, on any attack roll that is a trick or called shot, or otherwise calls for great precision.
Installation Cost: 1 Mote Cost: 3 motes Duration: Instant Type: Reflexive Minimum Dexterity: 3 Minimum Essence: 2 Prerequisite Charms: Dynamic Reaction Enhancement System This charm is a small unit implanted below one of the Alchemicals eyes on its check bone. When active it projects a small red beam of light that creates a dot on the target. Allowing the unit to manager its reflexes and movements the Alchemical Exalted can make an immediate counterattack upon any opponent attacking it. Alternatively it can be used to attempt to reflexively and aggrievedly outmaneuver the opponent; when attacked the Alchemical may take a free movement action to anywhere within their essence in yards of their current position, so long as there is no physical reason they could not reach that spot. This can be used in a number of ways, possibly to break a multi-attack action or make the Alchemicals next attack from behind under the correct circumstances.
DexterityDynamic Reaction Enhancement System Precision Targeting System
Celerity Enhancing Module
Automatic Counterattack Defensive Unit
Battle Algorithm Management Utility
Battle Algorithm Management UtilityInstallation Cost: 1 Mote Cost: 5 motes, 1 willpower Duration: Instant or One Scene Type: Reflexive Minimum Dexterity: 4 Minimum Essence: 3 Prerequisite Charms: Celerity Enhancing Module, Automatic Counterattack Defensive Unit This charm is a larger unit connected to the side of the Alchemicals neck, and linked by a short flexible cord to their Automatic Counterattack Defensive Unit. By activating the unit and specifying a single target the Alchemical may project their movements perfectly on their tactical systems, allowing them to make a single attack, that cannot be dodged only parried or soaked. Alternatively they can lock their Battle Algorithm Manager on their opponents attacks for the rest of the scene, allowing them to make a free counterattack anytime the opponent launches an attack against them.
off the ground flying at three times their movement rate at heights up to 500 yards per point of essence. Alternatively this charm can be activated in attraction mode, firmly affixing the Alchemical to the ground, this makes them immune to knockback, and knockdown, though it halves their movement rate as their feet are hard to lift and move.
Gravity Pulse Wave GeneratorInstallation Cost: 1 Mote Cost: 4 motes Duration: instant Type: Simple Minimum Strength: 3 Minimum Essence: 2 Prerequisite Charms: Personal Gravity Manipulation Apparatus This charm is installed upon one of the Alchemicals arms, and linked by fibers running down the back of their body to their Personal Gravity Manipulation Apparatus on their legs. It allows the Alchemical Exalted to generate a pulse of intense gravity and project it up through the Gravity Pulse Wave Generator, and project it at a single target. The Alchemical rolls Strength + Archery or Strength + Athletics as they prefer to target the shot. This attack is explicitly compatible with precision targeting system even though it is not a Dexterity based dice pool. If the target successfully dodges the attack, then it has no effect, however if they parry the attack or if it hits, then the target must immediately make an opposed reflexive Strength + Athletics roll with the Alchemical in question or suffer a number of yards of knockback equal to the Alchemicals Essence x their additional successes on the opposed roll. Additionally if the attack hits, it deals Essence + Strength raw lethal damage plus additional attack successes. It has a range of Essence x 10 yards. This charm may be purchased twice, once on each arm, if it is purchased a second time, then it may be activated twice in a single round (Though the
StrengthPersonal Gravity Manipulation Apparatus (See Time of Tumult) Parabolic Leap Overcharger Device (See Time of Tumult)
Gravimetric Flight EngineInstallation Cost: 2 Motes Cost: 5 motes Duration: One Scene Type: Simple Minimum Strength: 4 Minimum Essence: 3 Prerequisite Charms: Parabolic Leap Overcharger Device This charm is installed upon the souls of the Alchemicals feet and produces a faint shimmering beneath them when activated. It allows the Alchemical Exalted to repulse/lift themselves
StrengthPersonal Gravity Manipulation Apparatus
Parabolic Leap Overcharger Device
Gravity Pulse Wave Generator
Gravimetric Flight Engine
Personal Deflection Shield Generator
WitsRadical Social Alteration ModuleInstallation Cost: 2 Motes Cost: 5 motes Duration: One Scene Type: Supplemental Minimum Wits: 2 Minimum Essence: 1 Prerequisite Charms: None This charm is installed in the Alchemicals temple and glows faintly with a pale blue light when activated. It flawlessly determines what the target truly wants at the moment. Not deep-seated longterm desire, but what they want to get out of you or whoever else they're around. You must be in conversation with the target to use this charm on them. The ability of the Fair Folk or other Charms to hide the subjects true intentions automatically foils this Charm. Alternately, it can be activated to cloud your own true goals by giving off the wrong signals, this flawlessly defeats the regular usage of this charm and raises the difficulty of any socialize roll to detect your true motivations by your wits score. If the target fails the roll then they form a wrong conclusion of your choice about what it is you want.
Suggested Combo: Gravity Pulse Wave Generator, Precision Targeting System, and battle algorithm management utility
Personal Deflection Shield GeneratorInstallation Cost: 1 Mote Cost: 6 motes Duration: One Scene Type: Simple Minimum Strength: 4 Minimum Essence: 2 Prerequisite Charms: Gravity Pulse Wave Generator This Charm is installed upon the Alchemicals chest, and takes the form of a recessed parabolic dish, with a small spike in the center. When activated it creates a field of anti-gravity that repels attacks away from the Alchemical. This field raises the difficulty of all attacks against the alchemical by their essence score. Alternatively it can be activated as a form of armor. When used in this fashion it creates a skin-tight field of highly intense energy, that provides soak against all attacks even aggravated ones equal to the Alchemicals strength
Hormonal Control VectorInstallation Cost: 2 Motes Cost: 3 motes Duration: Instant Type: Reflexive Minimum Wits: 3 Minimum Essence: 2 Prerequisite Charms: Radical Social Alteration Module This charm consists of two spherical brass components housed deep in the lower torso, roughly where human kidneys would exist. When activated it enables the Alchemical to reduce fear by controlling their hormones, this adds a number of dice equal to their wits score to a single willpower or valor roll to resist fear. Alternatively it can be used to shut down the Alchemicals emotional responses, reducing the number of successes gained on emotion manipulating charms against them by a number of successes equal to that gained on a Wits + Valor roll.
Remote Transmat BeamInstallation Cost: 1 Mote Cost: 5 motes Duration: Instant Type: Reflexive Minimum Wits: 4 Minimum Essence: 2 Prerequisite Charms: Personal TransDimensional Facilitator This Charm allows the Alchemical to remotely transmit matter to elsewhere. It can be used in a variety of ways. It is targeted with a Wits + Thrown roll. It can be used to remove an object from an enemies grasp (Requiring a call shot.) retrieve an object from a place that cannot be reached (Requires a successful Wits + Thrown check) or to gorge a chunk out of an enemy and send it to elsewhere (standard hit roll on Wits + Thrown) if the attack is parried then the parrying weapon is automatically transported into elsewhere, unless it is made of one of the five magical materials. If successful the attack deals the Alchemicals Essence + Wits in levels of lethal damage. It has a maximum range of Essence x 10 yards. Once an object has been sent to Elsewhere this way, the Alchemical can use Personal Trans-Dimensional Facilitator to bring the object from Elsewhere to their own hand. When used as a weapon it deals essence dice of aggravated damage to the target. Alternatively this charm can be used to transfer something the Alchemical has stored in Elsewhere (either with this charm or Personal Trans-Dimensional Facilitator) to a target point. While it cannot be made to materialize inside another object it can still be very useful in poisoning etc
Personal Trans-dimensional FacilitatorInstallation Cost: 3 Motes Cost: 3 motes Duration: Instant Type: Simple Minimum Wits: 3 Minimum Essence: 2 Prerequisite Charms: None This charm allows an alchemical to create a momentary warp between themselves and Elsewhere, enabling them to store and retrieve objects. Objects stored and retrieved by this charm cannot have more mass than 3 x Permanent Essence Pounds. Objects can only be retrieved if the exact charm was used to store them, however if the Alchemical has this charm removed and installed in another, then that Exalted can summon back the objects stored by the other. The Alchemical must be holding the object to store it. This charm appears to be a small patch of silver installed on the back of the Alchemicals hand.
Personal Transmat BeamInstallation Cost: 1 Mote Cost: 6 motes, 1 willpower Duration: Instant Type: Reflexive Minimum Wits: 5
Minimum Essence: 3 Prerequisite Charms: Remote Transmat Beam This Charm allows the Alchemical Exalted to take a single step through Elsewhere and appear again in a different position from where they started. They can target this appearance no more than Essence x 30 yards from where they started, but this travel occurs in an instant, often allowing them to flee the scene before help arrives, perform amazing strike and fade operations, or bypass many traps and guards. It also allows some mobility, in the form of disappearing/reappearing castle type way to Alchemicals that have Essence 8 or more.
Transmat Haven FacilitatorInstallation Cost: 1 Mote Cost: 5 motes Duration: Instant Type: Reflexive Minimum Wits: 5 Minimum Essence: 4 Prerequisite Charms: Personal Transmat Beam When this charm is installed, the Alchemical is linked to a specific space in Elsewhere, no
more than 5 yards across per point of permanent essence. This is rather like a Sprits Sanctum, but it is a floating domain moving through Elsewhere with the Alchemical. This Charm allows the Alchemical to send themselves to their private Elsewhere space. They simply vanish, and re-appear in Elsewhere. They can leave Elsewhere reappearing exactly where they left from by activating this charm again. If an object has been placed where they would otherwise reappear they appear in the nearest unoccupied position. Unless an opponent or observer is extremely familiar with Alchemical Magic, it generally appears as though the Alchemical has simply fled the scene by vanishing or turned invisible. This charm can also be used to enter a spirits sanctum in the same was that Dematerializing can.
Elsewhere Conduit StabilizerInstallation Cost: 3 Motes Cost: 1 mote to activate or deactivate Duration: Instant Type: Simple Minimum Wits: 6 Minimum Essence: 8 Prerequisite Charms: Transmat Haven Facilitator
WitsRadical Social Alteration Module Personal Transdimensional Facilitator Remote Transmat Beam
Hormonal Control Vector
Personal Transmat Beam
Elsewhere Conduit Stabilizer
Transmat Haven Facilitator
This Charm allows an Alchemical to create a permanent gateway across elsewhere between Autochtonia and Creation. The Alchemical has the piece installed and when it comes online for the first (They pay the installation cost) time they undergo a dimensional schism that remains until the charm is removed. They gain existence in Creation simultaneous to their existence in Autochthonia, rising out of a rock face or swamp, from the bottom of a lake or up from underneath an abandoned farmhouse. The location of their second existence is random, unless there is a place they have visited in Creation that they wish it to be. Both the body in Autochthonia and in Creation are the real one, charms installed or damage taken at one end is immediately visible at the other, etc. This Charm appears as a large doorway big enough for a wagon to pass through. When inactive it simply appears to be blocked by a huge door (if this door is hacked through while it is in this state only the innards of the Alchemical will be found.) When active it leads to a quarter mile long black metal corridor that emerges through the same charm on the Alchemicals body on the other end. It costs 1 mote to close or open the door and therefore the Conduit.
When activated massive beams of light pour forth from your eyes like spotlights, anything directly in the 45 degree arc before you is brightly illuminated for both yourself and anyone nearby. While this charm is active stealth is impossible for the Alchemical involved. Alternately it can be used to take the smallest amount of light and allows you to see in anything but total darkness, if you prefer to be stealthy. When is this activated if you are suddenly exposed to bright light, you must make a Perception + Resistance check or be blinded for the rest of the scene by the sudden change.
Personal Candescence ModuleInstallation Cost: 2 Motes Cost: 3 motes Duration: One Scene Type: Simple Minimum Perception: 3 Minimum Essence: 2 Prerequisite Charms: Virtuous Illumination Engine This Charm is an upgrade to the Virtuous Illumination Engine and covers that charm with additional machinery and lenses. When activated it allows the alchemical to perceive heat, allowing them to see living creatures in total darkness. It also makes it much harder to hide from them, completely negative mundane stealth attempts and giving the Alchemical Exalted a number of additional dice equal to their essence score in any contested roll vs. magical stealth, unless it is purely mental in nature. It prevents the Alchemical from reading facial expressions etc, and they automatically fail any socialize roll while this charm is enacted. Alternatively it can be activated in gamma vision mode ignoring all organic substances such as people or living creatures and replace the surrounding landscape with a neutral, gray mindscape that allows you to know inherently where things
PerceptionVirtuous Illumination EngineInstallation Cost: 2 Motes Cost: 3 motes Duration: One Scene Type: Simple Minimum Perception: 2 Minimum Essence: 1 Prerequisite Charms: None The Virtuous Illumination Engine covers the eyes with a series of concentric circular metal rings, sort of like shades installed in your head. Human eyes are still behind all this.
actually are. This supercedes normal sight, and allows one to ignore all illusory stuff. Unfortunately stuff that directly affects the mind can still affect you, although you have a better chance of knowing it for what it is, giving you a number of automatic successes equal to your essence score in any opposed roll. Both versions of the charm can be active at the same time or even activated at the same time without a combo, but for double the normal cost.
in a primitive fashion Charms and Sorcery effects. Though they cannot identify what the effect is, they can detect its existence and location.
Essence Detecting Warning SystemInstallation Cost: 1 Mote Cost: 5 motes Duration: One Scene Type: Simple Minimum Perception: 4 Minimum Essence: 3 Prerequisite Charms: Essence Detection Array This charm appears to be a line connecting the Essence Detection Array, to the base of the Alchemicals skull. Allowing them to reflexively register essence patterns before they are even consciously aware of them the Alchemical treats all essence enhanced attacks, or attacks by spirits, demons, elementals or the undead as though aware of them, and cannot be caught off guard by such attacks while this charm is activated.
Essence Detection ArrayInstallation Cost: 1 Mote Cost: 4 motes Duration: One Scene Type: Simple Minimum Perception: 4 Minimum Essence: 2 Prerequisite Charms: Personal Candescence Module This charm adds a small radar like array to the edges of the Virtuous Illumination Engine, when activated, it detects nearby emanations of Essence and relays them visually to the Alchemical. This allows the Alchemical Exalted to detect even immaterial spirits, and
Alternate Phase Attunement SensorInstallation Cost: 1 Mote Cost: 2 motes
PerceptionVirtuous Illumination Engine
Personal Candescence Module
Essence Detection Array
Essence Detecting Warning System
Alternate Phase Attunement Sensor
Phase disrupting Projector
Duration: Instant Type: Supplemental Minimum Perception: 4 Minimum Essence: 3 Prerequisite Charms: Essence Detection Array This charm adds looks like a small projection array on the Virtuous Illumination Engine, when activated, attunes the mass of the Alchemical Exalted with the pattern of nearby Essence emanations, allowing them to momentarily interact even with dematerialized beings such as sprits etc. It is often used in conjunction with an attack.
Phase Disrupting ProjectorInstallation Cost: 2 Mote Cost: 7 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Perception: 5 Minimum Essence: 3 Prerequisite Charms: Alternate Phase Attunement Sensor This charm adds looks like a small projector on the Alchemicals wrist linked by a tightly bound cable to the Alternate Phase Attunement Sensor. When activated it generates a terrible pulse of disruptive energy across the Alchemicals body and possessions. This pulse causes an attack made in conjunction with it, to cause aggravated damage to spirits, and if they are slain with it, permanently destroys them.
This charm allows the Alchemical to perform mathematical calculations with super-human speed and efficiency. Any intelligence roll that requires mathematical input (Calculating the Geomancy for a structure, Aligning the perfect catapult shot, allocating resources for an army etc) may be supplemented by the use of this charm, 1 mote adds a number of automatic successes equal to the Alchemicals intelligence score to the roll. Alternatly it can be activated, in a scene long configuration to aid in the rapid accumulation and usage of mathematical data, trend analysis, etc. Any situation that it might apply to (Playing Card Games, Looking for an anomaly in a large amount of text, etc) they may add a number of dice to their dice poll equal to their intelligence score. This Charm is located upon the crown of the head, and contains a small crystal screen that constantly scrolls esoteric symbols when active.
Supra-Cranial BoosterInstallation Cost: 1 Mote Cost: 3 motes, 1 willpower Duration: instant or one scene. Type: Extra Action Minimum Intelligence: 3 Minimum Essence: 2 Prerequisite Charms: Esoteric Calculator This charm allows the Alchemical Exalted to take several mental actions simultaneously. When activated in this way, it allows the Alchemical to make several rolls based on mental attributes at the same time. For example, the Alchemical might spend a scene at the forge, rolling intelligence + occult to work on the artifact they are creating, while also rolling wits + socialize to review mentally review the events of last nights dinner in order to look for weaknesses in the Tripartite Councils members, and rolling Perception + Awareness to keep their eyes open for intruders. They may make a number of mental rolls in the scene, equal to their Intelligence score. In its second configuration it lasts for only a single instant, but it allows the activation of a number of
IntelligenceEsoteric CalculatorInstallation Cost: 2 Motes Cost: 2 motes Duration: instant Type: Supplemental Minimum Intelligence: 2 Minimum Essence: 1 Prerequisite Charms: None
other Intelligence based charms of instant duration in the same turn equal to their essence score, without a combo.
Emerald Essence ActuatorInstallation Cost: 4 Motes Cost: 1 Willpower Duration: instant Type: Simple Minimum Intelligence: 3 Minimum Essence: 3 Prerequisite Charms: None Acting as a living conduit for the energies of the machine god Autochthon, an Alchemical Exalted using this Charm is capable of channeling that power into the Sorcery of the Terrestrial Circle, as per the Terrestrial Circle Sorcery Charm (Exalted, p. 191). This Charm is visible as a large emerald installed in the solar plexus area, surrounded by a complex setting wrought from the Alchemical's Caste Material. Spells are installed via emeralds etched with the proper pattern to allow the energy to be channeled in a particular method, and a brave Alchemical could attempt to create new spells by building on the principles of
known etchings. There is no Installation Cost for spells, beyond the standard Experience Point cost (or taking up a starting Charm slot). These spell emeralds are absorbed into the larger emerald, and float eerily inside as if suspended in a viscous emerald fluid. It takes a week for a data crystal containing a spell to be fully integrated and ready for use.
Sapphire Essence ActuatorInstallation Cost: 3 Motes Cost: 2 Willpower Duration: instant Type: Simple Minimum Intelligence: 4 Minimum Essence: 4 Prerequisite Charms: Emerald Essence Actuator As with Emerald Essence Actuator, an Alchemical Exalted Using Sapphire Essence Actuator acts as a living conduit of Autochthon's power, but this Charm allows an even greater Amount of power to be accessed. This Charm allows the use of Celestial Circle Sorcery, as per the Charm of the same name (Exalted, p. 191). Sapphire Essence Actuator functions similarly to Emerald Essence Actuator, with spells stored in etchings on
IntelligenceEsoteric Calculator Emerald Essence Actuator
Sapphire Essence Actuator
Autothonic Artifact Production Facility
specially-prepared sapphires, which operate identically to the emeralds of the previous Charm, except that It takes two weeks for a data crystal containing a spell to be fully integrated and ready for use. This Charm is installed in the area of the Alchemical's sternum, visible as a large sapphire surrounded by a setting made of the Alchemical's Caste Material and flecked with streaks of the other four Magical Materials.
Installation Cost: 2 Motes Cost: 2 willpower Duration: Instant Type: Simple Minimum Intelligence: 5 Minimum Essence: 5 Prerequisite Charms: Sapphire Essence Actuator This Charm is installed in the area of the Alchemical's sternum, visible as a large diamond surrounded by a setting made of the Alchemical's Caste Material and flecked with streaks of the other four Magical Materials. It allows the Alchemical to double the number of successes scored on an Intelligence + Occult roll for purposes of artifact creation only. The use of this charm allows the Alchemical Exalted a mastery of artifact creation that is unmatched by other Exalts.
Cost: 10 motes or 1 Health Level Duration: Varies Type: Reflexive Minimum Manipulation: 3 Minimum Essence: 3 Prerequisite Charms: Auxiliary Essence Storage Unit This Charm appears as a small pump system attached to the Auxiliary Essence Storage Unit. It whirrs and clicks when activated, but quickly settles into a quiet rhythm. (Engendering a -2 penalty on all Stealth Dice pools in the round that it is activated.) It remains active for a number of hours equal to the Alchemicals Essence + Manipulation, during this period of time they recover essence at three times the base rate per hour (0 if they are active, 12 if they are resting, and 24 if they are sleeping.) Alternatively they can kick the mechanism into overdrive, such overdrive is dangerous and deals 1 level of aggravated damage upon them that cannot be soaked or redirected in any way. However the mechanism immediately squeezes 10 motes out of its system. This is referred to by some Alchemicals as Running on fumes.
Alternate Essence Attunement ModuleInstallation Cost: 1 Mote Cost: N/A Duration: Permanent Type: Special Minimum Manipulation: 4 Minimum Essence: 2 Prerequisite Charms: Secondary Essence Pasteurization Tank This charm appears to be a small nodule of magical material of a type other than the Alchemicals own caste, affixed to a special slot on the Secondary Essence Pasteurization Tank. While attached it modulates the Alchemicals essence, allowing it to harmonize with magical materials that are not of its own caste freely.
ManipulationAuxiliary Essence Storage Unit (See Time of Tumult)Secondary Tank Essence Pasteurization
Installation Cost: 3 Motes
Hearthsocket SystemInstallation Cost: 2 Motes
ManipulationAuxiliary Essence Storage Unit
Secondary Essence Pasteurization Tank
Alternate Essence Attunement Module
Essence Disruption Contact
Cost: N/A Duration: Permanent Type: Special Minimum Manipulation: 3 Minimum Essence: 2 Prerequisite Charms: Auxiliary Essence Storage Unit This charm is a small array of sockets linked to the Auxiliary Essence Storage Unit, made of the same material as the Alchemicals caste. It contains a number of slots equal to the Alchemicals Essence score, and must be upgraded during the process of increasing their essence. Each slot can hold a single hearthstone, and while they are socketed they are considered fully attuned and their powers are used normally.
Alchemicals hands. It can only be activated if the alchemical is in contact with another being capable of using Charms or an artifact that is currently attuned. In either case when activated the Alchemical enters a reflexive opposed Essence + Willpower check with the target or the attuned user of the item. If the target loses then one of the charms that is currently in effect on her (Chosen by the Alchemical) instantly ceases or the artifact is instantly unattuned and becomes unusable until reattuned.
AppearanceDeific Remolding ProcessorInstallation Cost: 3 Motes Cost: 5 motes Duration: One Scene Type: Simple Minimum Appearance: 2 Minimum Essence: 1 Prerequisite Charms: none This charm takes the form of nano-filaments that are spread throughout the Alchemicals body manifesting as dark horizontal lines across her entire body. It can be activated in one of two
Essence Disrupting ContactInstallation Cost: 1 Mote Cost: 5 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Manipulation: 5 Minimum Essence: 3 Prerequisite Charms: Hearthsocket System, Alternate Essence Attunement Module This charm appears as a small plate upon the
configurations. The primary function is to restructure the Alchemicals head and face region entirely either making them look like someone else (Add a number of automatic successes to a disguise roll equal to the Alchemicals essence rating.) or increasing their attractiveness (add a number of dots to the Alchemicals appearance score equal to half their essence, raising it no higher than 5.) The Secondary function is to restructure the Alchemicals body to make it more efficient for specific tasks, the filaments sprout mechanical boosters, and enhancers all over the Alchemicals body; allowing them to move a number of dots between their physical attributes and appearance equal to their essence score.
Toolkit Modifying ArrayInstallation Cost: 1 Mote Cost: 1 mote Duration: One Scene Type: Reflexive Minimum Appearance: 4 Minimum Essence: 2 Prerequisite Charms: Deific Remolding Processor This charm appears as a small band of bronze looping one of the Alchemicals wrists. When activated it covers the Alchemicals hand and converts it into any mundane piece of equipment or tool desired. Anything of a reasonable size from a lock pick to a sword blade can be produced. This allows the Alchemical Exalted great flexibility in a number of situations. The tool produced is always considered to be of exceptional quality and if used as a weapon enjoys the bonuses as if it were made of the Alchemicals Caste material.
meets the backbone. It allows the Alchemical to expand the functions of the Deific Remolding Processor in a number of ways. First the nano-machines can withdraw all the Alchemicals charms within her, and alter her flesh tone to that of a normal human. This does not in anyway effect the Alchemicals use of charms, however nor does it effect the flaring of their anima. Activating the charm in this configuration costs 5 motes. The second function allows the alchemical to sprout additional cybernetic limbs and generally convert themselves into a large battle machine. When in battle mode this charm adds three feet to their height. It costs 10 motes to activate the charm in this configuration. They loose all appearance immediately, however they may allocate a number of dots equal to their Appearance + Essence when in this form. Each dot can either be used to add a dot to strength or stamina, two points can be used to add one to the Alchemicals Dexterity. One point can also be sacrificed to purchase an additional consideration, such as a pair of extra limbs, or a hand converted into a weapon made of the magical material of the Alchemicals type. Some example considerations are listed below. Extra Hands; The Alchemical deploys a pair of Extra limbs. They are fully functional and reduce all dice pool penalties for multiple actions by 1 to a minimum of 1, in addition to providing additional ability to hold objects etc. Tracks; The Alchemicals legs transform into robust tracks, allowing them to move across even the roughest terrain, at three times their regular movement rate. They may not climb or jump however while their legs are in this form. Blade-Arm; One of the Alchemicals limbs becomes a bladed weapon similar to a Daiklave made of the magical material associated with their caste. It has the following weapon statistics +4 Spd +2 Acc +8L Dmg +2 Def, plus the appropriate material
Corporeal Espionage AlternatorInstallation Cost: 2 Motes Cost: 5 motes or 10 motes Duration: One Scene Type: Simple Minimum Appearance: 3 Minimum Essence: 2 Prerequisite Charms: Deific Remolding Processor This charm takes the form of a small control center for the Deific Remolding Processor, located at the base of the neck, where the skill
AppearanceDietetic Remolding Processor
Toolkit Modifying Array
Corporeal Espionage Alternator
Alchemical Battle Crab Upgrade
bonus. These are not the only possible considerations, players and storytellers are encouraged to create their own. When the alchemical buys this charm they decide the parameters of the alteration program for their battle form, and once decided on it cannot be changed. However for a cost equal to half the xp needed to buy this charm a new program can be added giving, the Alchemical an additional battle form mode. As many different modes may be possessed as the Alchemical has points of essence. Upgrading an existing mode occurs when the Alchemical raises their permanent appearance score or essence, and costs no xp.
Alchemical Battle Crab UpgradeInstallation Cost: 1 Motes Cost: 5 motes Duration: One Scene Type: Simple Minimum Appearance: 4 Minimum Essence: 3 Prerequisite Charms: Corporeal Espionage Alternator Unlike most charms that the Alchemicals possess
this one becomes more specialized rather than more general as it becomes more powerful. A program and enhanced transformation unit for the Corporeal Espionage Alternator, it allows the Alchemical to assume a specific preprogrammed combat form called the Battle Crab. Activating this Charm immediately overrides the effects of any active use of the Corporeal Espionage Alternator. When activated this charm causes the Alchemical to undergo a radical transformation. They grow as large as a Warstrider, and can wield weapons of that scale. Their strength and stamina scores are tripled, and they add their appearance to their dexterity. Their legs transform into six mechanical style crab legs, and their movement rate is multiplied by 10. They add their Essence score to their bashing; lethal and even aggravated soak scores as armor appears all over their body. This charm is fully compatible with armor, as thousands of tiny tools alter it to suit the new form.
CharismaIdiomatic Cohesion Instrument
Installation Cost: 2 Motes Cost: 3 motes Duration: One Scene Type: Simple Minimum Charisma: 2 Minimum Essence: 1 Prerequisite Charms: None An Idiomatic Cohesion Instrument is a tiny nodule of burnished silver at the base of the throat; it allows the Alchemical to bypass spoken language entirely by creating a series of sounds that directly stimulate the communications portion of the brains of those around them. This sounds like an odd humming sound to the ear, by somehow those in the area, simply know what the Alchemical means. This is not a particularly sophisticated form of communication and cannot be used to perform great epics or the like, but it is sufficient for Two gold coins for your daughter, Look out or Back off. Alternatively this Charm can be activated in such a way as to communicate soothing (or riling) thoughts into the primitive minds of animals, allowing the Alchemical to take a number of automatic successes equal to their charisma score on any roll to control or manipulate an animal, including ride rolls. This Charm can only be used on regular living targets in either mode, the Fae, undead, etc are immune.
much the same way that the Idiomatic Cohesion Instrument allows the Alchemical to communicate with living beings. Alternatively it can be activated to assess the targets cultural and personal code of politeness and etiquette allowing the Alchemical to Fake the correct approach. As such the Alchemical may find herself assuming a strange posture or talking with an odd cadence to her voice. When used in this fashion it adds a number of dice equal to the Alchemicals Charisma to any roll to negotiate or deal with such creatures.
Mesmerizing Sub-Harmonic ArrayInstallation Cost: 1 Mote Cost: 5 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Charisma: 4 Minimum Essence: 3 Prerequisite Charms: Dogmatic Calibration Governor This charm is a circular implant just left of the Idiomatic Cohesion Instrument and linked to it by a fine wire. When activated it produces sub-harmonic tones that induce feelings of acceptance and pleasure in those listening. The alchemical Exalted may add their Charisma in automatic successes to any roll that is based on performance, presence, socialize or Bureaucracy (if it is person to person). This charm only function on living targets. Spirits, Fair Folk and the Undead are immune.
Dogmatic Calibration GovernorInstallation Cost: 1 Mote Cost: 5 motes Duration: One Scene or Instant Type: Simple Minimum Charisma: 3 Minimum Essence: 2 Prerequisite Charms: Idiomatic Cohesion Instrument This appears as a tiny nacelle like protrusion on the Idiomatic Cohesion Instrument, it allows the device to calibrate itself to the Essence patterns of exoteric creatures such as Fae, Undead, and Spirits allowing communication in
Sub-Harmonic Dialogue AugmentationInstallation Cost: 1 Mote Cost: 4 motes Duration: One Scene Type: Reflexive Minimum Charisma: 3 Minimum Essence: 2 Prerequisite Charms: Idiomatic Cohesion Instrument
Alchemicals with the Sub-Harmonic Dialogue Augmentation have large, pointed ears wrapped tightly with copper wire to receive signals, while speech directed out diverts through the Idiomatic Cohesion Instrument. When activated the Alchemical can communicate with any other Alchemical Exalted who has this charm within their Essence x 5 miles. The other Alchemicals need not have the Charm activated to hear, but must activate it to reply. The Alchemical can speak to a particular target or targets, or to anyone within range. Unless the target replies there is no way to know if they received the transmission. Alternatively it can be used to lock onto the brainwave patterns of a target to which the Alchemical has line of sight, allowing them to transmit their voice telepathically to that target. The target cannot respond.
and this charm activated, the Alchemical attunes itself with that targets thoughts, rolling charisma + socialize, if successful they may read the targets mind for a number of turns equal to their essence rating. Alternatively the Alchemical may attune themselves with the lower parts of the targets brain allowing them to tap into their nervous system, making them aware of the targets movements before they have even made them. This is a tremendous advantage in combat, and ensures that any dodge or parry made against a non-charm enhanced attack during the period that this charm is active is automatically successful (Though it does not provide such a dodge or block).
Mental Pattern Sensing ArrayInstallation Cost: 2 Mote Cost: 5 motes Duration: Essence in Turns Type: Simple Minimum Charisma: 5 Minimum Essence: 3 Prerequisite Charms: Sub-Harmonic Dialogue Augmentation This device is attached to one of the Alchemicals temples, and is a crystal in a setting made of their caste material. When focuses on a single target,
CharismaIdiomatic Cohesion Instrument
Dogmatic Calibration Governor
Sub-harmonic Dialog Augmentation
Mesmerizing SubHarmonic Array
Mental Pattern Sensing Array