Close Combat
Charms
Tactical Analysis
Engrams
Cost: 2 motes
Installation
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Wits: 3
Minimum
Essence: 2
Prerequisite
Charms: Transitory or Sustained
Augmentation of Wits
Externally, this Charm appears as a
cluster of metallic nodules on both sides of the Alchemical’s
face, forming arcs centered at the temples. These nodules actually extend several
inches into the Exalt’s brain as crystal spikes wrapped
in jagged extrusions of wire. Together, these devices store a vast array of
strategic patterns, unit and combatant profiles and interpolative simulation
engines that allow for intuitive conjecture on the capabilities of unknown
opponents.
When activating this Charm, roll the Alchemical’s Wits + Awareness (difficulty 2). Each success
provides one of the following pieces of information as selected by the Exalt’s player. This information is gleaned instantly and may
inform actions or defenses that immediately follow.
• The target’s rating in any one of
the following Traits: any Physical Attribute, Wits, Archery, Athletics, Brawl, Dodge,
Endurance, Martial Arts, Melee, Resistance or Thrown. Players may attempt to
justify other Traits to Storytellers in extreme cases, particularly in cases
where the target evinces overt combat powers not based on any of the above
Traits. In these rare cases, the Exalt learns the rating of the associated
Trait without actually learning what the Trait is.
• All the target’s specialties in any
one of the above listed Traits.
• The target’s base initiative.
• The target’s current wound penalty
rating (if any).
• The core statistics of any one weapon
or attack that the Alchemical has seen the target use; this does not reveal unusual
powers of artifacts, only such traits as damage, accuracy, etc.
• The core statistics of any one object
qualifying as armor/shield the target is wearing.
• The function of any one directly
combative Alchemical Charm installed in the target that is outwardly visible or
that the target has previously used in the scene.
This can also determine the function of
combative spirit Charms used in the Exalt’s presence,
provided these Charms are known in Autochthonia. The
Storyteller remains final arbiter of what constitutes a combative Charm.
Analyzing the observed combat Charms of other beings (Exalted, Fair Folk, etc.)
is only possible after a thorough exposure to such fighting methods as
determined by the Storyteller (generally a month of regular encounters) and
costs 3 experience points for each type of being the Exalt wishes to
familiarize herself with.
Each full minute spent observing the
same target allows the Exalt to activate this Charm once without spending
Essence.
Accelerated Response
System
Cost: 2 motes
Installation
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum
Dexterity: 3
Minimum
Essence: 2
Prerequisite
Charms: Transitory or Sustained
Augmentation of Dexterity
This Charm has two possible
permutations, which must be purchased and installed separately. The first
version fits into the character’s upper arms and shoulders, allowing her to a
parry any single attack directed against her using her full Dexterity + (Brawl,
Martial Arts or Melee) pool on activation.
The second version fits into the hips
and upper thighs and allows the Exalt to dodge one attack against her using her
full pool of Dexterity + Dodge (+ Essence, if using Exalted Power Combat). She
can dodge without giving ground, contorting and blurring away from the attack
with superhuman agility.
Both forms of this Charm require that an
Alchemical be aware of an attack in order to defend against it. Characters with
both variants installed may use both against the same attack.
Dynamic Reaction
Enhancement System
Cost: 1 mote per +2 initiative
Installation
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum
Dexterity: 2
Minimum
Essence: 2
Prerequisite
Charms: Transitory or Sustained
Augmentation of Dexterity
This Charm takes the form of a complex
mechanical assembly in the Alchemical’s spine. When
activated prior to a character’s initiative, the device slows her perception of
the world for the turn, adding +2 initiative for every
mote spent (to a maximum bonus of Dexterity x 2).
Celerity Enabling
Module
Cost: 5 motes, 1 Willpower
Installation
Cost: 1 mote
Duration: Instant/One scene
Type: Extra Action/Reflexive
Minimum
Dexterity: 4
Minimum
Essence: 3
Prerequisite
Charms: Dynamic Reaction
Enhancement System
Implants on the Alchemical’s
joints connect via wires to his Dynamic Reaction Enhancement System, linking
the operation of his body with the accelerated functions of his central nervous
system. This Charm has two modes of operation, but it cannot perform both
functions simultaneously.
In its primary use as an
instant-duration extra action-type Charm, the Celerity Enabling Module allows
for brief bursts of superhuman speed, granting a number of extra actions equal
to the Exalt’s permanent Essence. These actions may
be used for any physical task, and the character may use any of them to declare
a full dodge or a full parry or to refresh either of these defensive pools to
their maximum value.
In its secondary mode, this Charm
attunes the Alchemical’s reflexes to a specific
threat rather than providing immediate general-purpose enhancement. This
function is reflexive and has a duration of one scene.
Upon activating the Celerity Enabling Module, the Exalt must select one target.
For the remainder of the scene, he may dodge or parry every attack directed at
him by the target using his full dice pool (with the type of defense selected
on a per attack basis). He need not be aware of an attack to defend against it,
and the Charm includes safeguards against inapplicable defense modes. For
instance, the Charm automatically provides a parry against undodgeable
attacks and a dodge against unparriable attacks. The
Exalt may parry using Brawl, Martial Arts or Melee according to preference and
available weapons and may parry lethal attacks unarmed without a stunt. If the
Exalt wishes to select a new target or engage the primary mode for extra
actions, he must reactivate the Charm at full cost. This immediately ends all
defenses against the current target in order to perform the desired response.
Anticipatory Simulation
Processor
Cost: Varies
Installation
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Wits: 5
Minimum
Essence: 4
Prerequisite
Charms: Transitory or Sustained
Augmentation of Wits, Accelerated Response System, Celerity Enabling Module
This Charm connects the assorted
components of its many prerequisites with a central cortex of tangled starmetal monofilaments buried in the center of the Exalt’s brain. The design of the arcane mechanism allows
the Alchemical’s consciousness to accelerate and
expand outside the flow of time, preemptively simulating the most likely events
of the next several seconds. The Exalt’s player may
declare the use of this Charm at any point in a turn by spending 5 motes (this
also awards the Alchemical 1 point of temporary Clarity). The rest of the turn
proceeds as normal from this point on, but at any time before the end of the turn,
the player may reflexively spend another 5 motes and 1 Willpower point to
“rewind” the turn back to the initiative count when the Charm was first
activated.
In-game, the character is assumed to
have simulated all of the played-out events since the initial activation of the
Charm, so none of these events have actually happened yet outside of the Exalt’s mind. Unless and until the Alchemical takes a
different action than he did in the simulation, all events take place exactly
as “predicted” by the earlier play of the turn. All rolls and actions are
assumed to have the same results as before. Once the Alchemical deviates from
the simulation, actual play begins again, and no character in the encounter is
bound by the earlier “predictions” of the Charm, except to the degree that
actions have already been declared within the turn. Because the Anticipatory
Simulation Processor relies on intuition and raw mental acumen rather than
actual precognitive capabilities, beings outside of fate may be modeled to a
point. This Charm may not be activated during encounters in which Primordials, Malfeans or unshaped
raksha are present and have directly acted, as the
transcendent and ultimately alien nature of these beings defies all attempts at
simulation by lesser beings.
Polymodal Joint Bearings
Cost: 2 motes
Installation
Cost: 1 mote
Duration: Indefinite
Type: Simple
Minimum
Dexterity: 3
Minimum
Essence: 2
Prerequisite
Charms: Transitory or Sustained
Augmentation of Dexterity
All of the Exalt’s
joints have been surgically enhanced with ball-bearing races and mechanical
assemblies that grant superhuman flexibility. While this Charm is activated,
the character’s player adds three dice to rolls for the Exalt to escape from
manacles or other bindings, to control/escape a clinch, to dodge using extreme
contortion or to perform any other feat in which preternatural flexibility
would prove immediately advantageous. Storytellers may deny or reduce the
benefit in cases of dubious or indirect applicability. The bonus dice provided by
this Charm are a form of artificial specialty cumulative with all other
relevant specialties.
The omnidextrous
submodule for this Charm costs 2 bonus points/6
experience points and requires Wits 3+. Once installed, the Alchemical’s
superior flexibility and coordination enable him to ignore the usual penalty
for offhand actions. In addition, the character can use his feet as hands for
gripping tools or for performing feats of fine dexterity without penalty. The
overall structure of a modified leg remains such that unarmed strikes using a
foot-fist are still considered kicks.
Limb Extension Armatures
Cost: 2 motes
Installation
Cost: None
Duration: Indefinite
Type: Simple
Minimums
Dexterity: 3
Minimum
Essence: 2
Prerequisite
Charms: Transitory or Sustained
Augmentation of Dexterity
Depending on configuration and caste,
the Alchemical features complex telescoping articulation in all limbs or moonsilver implants that actually stretch and warp.
Regardless, this set of devices provides the same benefit when active. The Exalt’s limbs can reach up to (her Essence rating x 2)
additional yards if her permanent Essence is 2-5 or (Essence rating x 4)
additional yards if her Essence is higher. A character may extend or retract
limbs as a reflexive action at will. For every two yards of extra reach this
Charm grants at maximum extension, the Exalt adds 1 to the speed modifier of
all hand-to-hand combat attacks. She may also attack mounted targets without
penalty. Outside of combat, the advantages of added reach are largely situational
and subject to player imagination and Storyteller approval.
Multi-Limb Frame
Cost: 1 mote/None
Installation
Cost: None/1 mote
Duration: Indefinite/N/A
Type: Simple/Permanent
Minimum
Dexterity: 3
Minimum
Essence: 2
Prerequisite
Charms: Sustained
Augmentation of Dexterity
The Exalt has additional limbs
surgically fitted into skeletal hardpoints. In most
cases, these appendages have a blatantly mechanical, insectoid
design, with spindly metal bones, pneumatic joints and delicately articulated
pincer digits. Other limbs replicate humanoid design more closely, including a
“natural” covering of artificial muscle and skin. Most exotically, members of
the Moonsilver Caste grow tendrils of hardened
quicksilver that weave into flexible appendages.
Each installation of this Charm in
simple-type configuration provides one or two extra limbs as desired, anchored
as selected at the time of installation. Without Essence, they remain paralyzed
in a locked or folded position. When activated, the limbs come to life and may
be used with all the utility of normal arms and hands. In addition, the
character reduces multiple action penalties by one die for physical actions
using any of his arms.
Repeated installations stack for the
purposes of penalty reduction, but characters cannot install this Charm more
times than their Dexterity or Wits (whichever is lower).
When not in use, extra limbs fold out of
the way against the body but remain visible. A character with an Integrated
Artifact Transmogrifier installed may opt to retract
the appendages into hidden compartments even without activating that Charm.
Alternatively, Exalted may install this
Charm as a permanent type with an installation cost of 1 mote. This
configuration replaces the character’s arms with overtly artificial limbs
rather than granting extra appendages, but does not count against the maximum
permitted installations as explained above. The effects of replacement
prosthetics are exactly like the activated effects of the simple-type variant,
cumulatively applying to reduce appropriate multiple-action penalties. In
addition, the prosthetics add 1 to the damage of all hand-to-hand combat
attacks using them (or using a weapon held by them).
Alchemicals with any installations of this Charm no
longer apply an offhand penalty to use any of their limbs (including normal
hands as well as appendages provided by Multi-Limb Frame or Hyperdextrous
Tentacle Apparatus), provided they also have Sustained Augmentation of Wits
installed.
Hyperdextrous Tentacle Apparatus
Cost: 8 motes, 1 Willpower
Installation
Cost: 1 mote
Duration: One scene
Type: Simple
Minimum
Dexterity: 5
Minimum
Essence: 3
Prerequisite
Charms: Sustained
Augmentation of Strength, Sustained Augmentation of Wits, Multi-Limb Frame
The Alchemical has a pair of flexible
metal tentacles emerging from her torso, each ending in articulated grasping
claws and stretching a length of (her permanent Essence) yards or twice this
reach for Exalted of Essence 6+. The Limb Extension Armatures Charm can
increase this reach even further. In their un-activated state, these appendages
may be used as arms/hands to perform any tasks the character could manage with
her normal limbs, albeit with greater reach. The character must still
concentrate on each tentacle to use it as she would her own arms but reduces
multiple action penalties for the tentacles exactly as if they were appendages
installed with Multi-Limb Frame (penalty reduction is cumulative for all
installations of the two Charms). As weapons, the tentacles have the following
statistics when used for striking or parrying: speed +(Essence
x 2), accuracy +(Essence), damage +(Dexterity)L, defense +(Essence).
In Exalted Power Combat, rate equals
Wits. Their length allows them to perform a sweep maneuver. Alternatively, one
or more tentacles may be used to seize opponents in a clinch, using the
standard clinch rules and the same weapon statistics as for striking, with the
following exceptions: accuracy and defense +(number of
tentacles performing the grab). Assume rate 1 for Exalted Power Combat. This
Charm may be installed a maximum number of times equal to the Exalt’s Essence.
By spending 8 motes and 1 Willpower, an
Alchemical can simultaneously empower all tentacles granted by every
installation of this Charm. In this state, localized neural clusters give
independent life to every appendage. The character may take multiple actions
normally at standard (and possibly reduced) penalties. In addition, each
tentacle can take its first action in every turn at the Alchemical’s
full dice pool. For every empowered tentacle gripping a victim in a clinch
after the first, the Alchemical may carry out multiple constriction attempts
every turn.
The first installation of this Charm
gives an Alchemical 1 point of permanent Clarity.
Integrated Arsenal
Upgrade
Cost: None
Installation
Cost: None
Duration: N/A
Type: Permanent
Minimum
Dexterity: 3
Minimum
Essence: 2
Prerequisite
Charms: Multi-Limb Frame
The Exalt has an array of hand-to-hand
combat weapons built directly into his body (two per installation of the
Charm). Each of these weapons fits into one of the character’s extra or
replaced appendages provided by installations of Multi-Limb Frame. As a
reflexive action, the Exalt may fold and retract as many of these weapons into
compartments within their respective appendages as desired, while another
reflexive action allows the reverse function, readying as much of the arsenal
for immediate use as available limbs permit. Multiple weapons may be placed
into a single arm if so desired, but the character can only have one weapon
actually deployed per limb at a time.
Permutations of this Charm can take any
form, from sword blades to lances to fighting chains and so on, but all weapons
are normal (if nigh indestructible) versions of their type. Exotic weapons or
tools with martial capabilities should use statistics approved by the
Storyteller or the weapon type most closely analogous to the design (e.g., a
rapidly spinning drill bit might use the statistics of a knife but inflict
piercing damage). In order to make a particular weapon exceptional, the Charm
must receive an hour of upgrade at the Vats as a submodule
(costing 1 bonus point or 2 experience points). Exceptional weapons may be
refitted as perfect weapons for the same cost. Two-handed weapons fold away
into a single limb but often require two limbs to operate. Particularly mighty Alchemicals (i.e., those whose Strength is twice the
required rating for the weapon in question or higher) may choose to wield such
weapons without the aid of a supporting limb at -1 to accuracy and defense. As
a final benefit, Exalted with this Charm cannot be disarmed of their built-in
weapons, even with the aid of Charms or other magic. If an effect somehow
destroys a weapon, it grows back over the course of a week.
(Material)
Synthesis Wave Emitter
Cost: 2 motes
Installation
Cost: None
Duration: Instant
Type: Supplemental
Minimum
Strength: 3
Minimum
Essence: 2
Prerequisite
Charms: Transitory
Augmentation of Strength
This Charm is actually six distinct
Charms that must be purchased separately, one for each of the Five Magical
Materials and one based on adamant. Alchemicals
automatically consider the Charm associated with their caste as Favored,
regardless of whether or not Strength is a Favored/Caste Attribute. In all six
permutations, the device takes the form of a reactor assembly set in the Exalt’s torso, with branching wires threaded through all
limbs.
When activated in conjunction with a
hand-to-hand combat attack, the device conducts and transmutes the Exalt’s anima through the strike. The attacking weapon or
limb glows and trails glittering dust of the appropriate material. For the Five
Magical Materials, apply the respective Material bonus for melee weapons to the
strike. The adamant version of this Charm makes bladed weapons extremely sharp
or lends shattering force to blunt attacks, reducing the target’s armored soak
by 4 if the strike connects.
Exalted can use this Charm when striking
with a magical weapon of the same Material, in which case the identical bonuses
stack. Alchemicals with multiple versions of this
Charm installed may choose to apply different bonuses to different attacks
during the same turn but cannot stack multiple forms of the Charm onto the same
attack without a Combo.
Transcendent Multimodal
Weapon Matrix
Cost: Varies
Installation
Cost: None
Duration: Indefinite
Type: Simple
Minimum
Dexterity: 4
Minimum
Essence: 3
Prerequisite
Charms: Transitory or Sustained
Augmentation of Dexterity, (Caste Material) Synthesis Wave Emitter
The Alchemical has a complex assembly of
her caste’s Magical Material fitted into one or more of her hands, allowing her
to grow close-combat artifact weapons in her grip as desired. The device has a
number of weapon templates equal to the number of times the Exalt installs the
Charm, none of which can have an Artifact rating above 3. All weapons must be
simple magical expansions of mundane weapons, such as daiklaves,
goremauls and the like. Shock pikes, fire lances and
other sophisticated melee/energy weapon variants are not permitted, nor are
artifacts with secondary magical functions unrelated to close combat.
Two-handed weapons follow the same usage rules as explained in Integrated
Arsenal Upgrade. Activating a weapon costs a number of motes equal to the
standard attunement cost of the weapon. Artifacts grown with this Charm are
always formed of the same Material as the Alchemical’s
caste, providing the appropriate Magical Material bonus.
Since weapons created with this Charm
are actually extensions of the Exalt, she cannot be disarmed by mundane or
magical means without amputation. Even in the case of such maiming injury, the
severed weapon immediately shatters into fragments of its Magical Material (so
this Charm cannot be used to mass produce artifacts through deliberate
amputation). Unfortunately, the weapon’s nature also prevents the Exalt from
using the hand wielding it for any other task. Deactivating this Charm is a
reflexive action, causing the weapon to fold away back into the Charm. If so
desired, Alchemicals may purchase separate
installations of this Charm, allowing different hands (or Multi-Limb Frame
appendages) to grow different weapons simultaneously. Limbs can only grow
the weapons whose templates are anchored in them. In order to change the
arrangement, the Exalt must have the Charm removed and reinstalled.
Electrification
Onslaught Dynamo
Cost: Varies
Installation
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum
Strength: 3
Minimum
Essence: 2
Prerequisite
Charms: Transitory
Augmentation of Strength
This Charm fits into the Alchemical’s chest or back, with metallic conductor nodes
riveted at chakra points along his body. When activated, the Charm electrifies
as few or as many of these nodes as desired, which may be used in a variety of
ways:
• The Exalt may release a deadly jolt in
conjunction with a hand-to-hand combat strike that successfully hits a target.
After resolving the normal damage of the blow, the victim additionally suffers
1L or 2B damage for every mote spent (to a maximum expenditure of the
character’s Strength rating). This shock is soaked separately from the attack
that delivers it, but only the victim’s natural soak applies.
• The Exalt may release a retaliatory
jolt (using the same rules and damage as listed for the first use of the Charm)
whenever an opponent successfully strikes him with a metallic weapon or unarmed
attack — even if the attack does no damage. This jolt may also be activated if
the Alchemical parries such an attack, using the blocking weapon or limb as the
conductor, but the intermediary effect of the parry reduces the cap on Essence
expenditure to half the Exalt’s Strength, rounded up.
Used in this manner, the shock is a form of counterattack that cannot be evaded
without a perfect defense or responded to with another counterattack effect.
• The Alchemical may release a jolt
against an opponent as noted above immediately after making a clinch roll. If
the opponent’s player wins the roll, this shock takes effect before her
character has time to break the hold.
• The Exalt may deliver the
aforementioned shock with any casual or nonviolent contact (such as a
handshake), whether or not he initiated the touch.
Chemical Fog Generator
Cost: Varies
Installation
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum
Manipulation: 3
Minimum
Essence: 2
Prerequisite
Charms: None
This bulky Charm fits snugly into the Alchemical’s torso, with an assortment of vent tubes of
varying sizes branching out to exhaust ports in the Exalt’s
skin and throat. When activated, the device churns out thick streamers of black
smoke from as many of the vents as desired. The smoke billows into heavy
clouds, rapidly filling a roughly spherical volume with a radius of (Essence)
yards per mote spent. An Alchemical cannot spend more motes powering this Charm
than her Manipulation rating per turn. If a character adds more smoke from a
new point within an existing cloud or emits clouds while moving, the smoke
assumes a more complicated geometry appropriate to the deployment. In the
absence of wind and within an enclosed area, clouds linger for approximately 20
minutes before dissipating. Enclosed areas with mild breeze drop the duration
to 10 minutes. A heavy breeze clears the smoke from an enclosed area within
five turns. In an open area, the duration is five minutes for still air, one
minute in a light breeze and three turns with heavy wind.
The smoke created with this Charm has a
broad range of uses. First, it obscures vision, imposing murky vision penalties
out to 10 yards for those attempting to see through it and inflicting complete
blindness beyond that distance. In dim lighting, the murky radius drops to
three yards. People outside the cloud can only see into the smoke as far as its
murky vision distance, with everything deeper in the smoke completely shrouded
from view.
In addition to blocking sight, smoke
released by this Charm induces coughing and choking. Any being requiring air to
breathe suffers one unsoakable level of bashing
damage for every minute spent breathing the toxic fumes, although characters
can hold their breath to delay this damage or breathe through a filter (such as
a wet scarf) to slow the damage interval to five minutes.
In addition to the base effects of
smoke, Alchemicals may upgrade their Chemical Fog
Generators with additional formulas as submodules,
costing 2 bonus points or 6 experience points each. Players may design their
own formulas of comparable power with Storyteller permission. Only one submodule may be deployed with each use of this Charm.
Knockout Gas: The purple-tinged fog induces
unconsciousness. Roll Stamina + Resistance for any mortal who breathes the
fumes (difficulty 2). Those whose rolls fail immediately pass out for 30 -
(Stamina + Resistance) minutes. Exalted and other beings with superhuman
constitutions reduce the difficulty of resistance to 1 and reduce the interval
of exposure checks from turns to minutes.
Every full turn or minute spent
breathing the fumes requires a new resistance check. Breathing through a filter
provides complete protection against the gas.
Tear Gas: Anyone who breathes the faintly
yellowish smoke feels burning pain in his lungs and becomes dizzy. Exposure is
handled as a poison with the following statistics (Difficulty: 2, Success: No
Damage, Failure: 1B, Duration/Penalty: One Hour/-3). The interval of exposure
is per turn, with damage accruing until the victim passes out. Note that the
dice penalty is a one-time effect of the first failed resistance check;
successive failures simply reset the duration of debilitation. Mortals receive
a normal roll to resist tear gas. Breathing through a filter reduces the
difficulty to resist exposure by 1.
Nerve Gas: Instead of its usual black, the
bilious green smoke is a deadly toxin with the same statistics as arrow frog
venom. New exposure checks must be made after every five-minute period spent
breathing the gas. Mortals who breathe nerve gas convulse and die in a number
of turns equal to their Stamina unless their players make a successful Stamina
+ Resistance roll at difficulty 6, in which case they suffer the effects of a
failed roll for Exalted. Extras die automatically. Breathing through a filter
reduces the difficulty to resist exposure by 2. Alchemicals
must have Essence 3 to install this formula.
Soul Gas: This bloody-hued vapor induces
soul-numbing horror. Roll the victim’s Stamina + Resistance (difficulty 1 for
Exalted and other magical beings, difficulty 4 for mortals). On a success,
nothing happens. On a failure, they temporarily lose a dot from every Virtue
except Compassion and must roll their new Valor rating (difficulty 2). If this
roll succeeds, the victim suffers no other effects. On a failure, the victim
flees the cloud at best possible speed and suffers a one-die penalty to all
non-reflexive actions for the next hour as a result of paralyzing fear. After
one hour, all effects of the smoke pass. New exposure checks must be made for
every minute spent breathing the gas, but only for those who have managed to
avoid succumbing to the effects. Breathing through a filter reduces the difficulty
to resist exposure by 1.
Alchemicals must have Essence 3 to install this
formula.
Perfected Lotus
Matrix
Cost: None
Installation
Cost: 2 motes
Duration: N/A
Type: Permanent
Minimum
Martial Arts: 2
Minimum
Essence: 2
Prerequisite
Charms: None
The Perfected Lotus Matrix fits as a
circular port on the base and rear of the Exalt’s
skull, with modular memory crystals set in a wheel around the circumference of
the device. Because this Charm is not based on an Attribute, it is never considered
Favored or Caste for any Alchemical character and must be placed in a General
Charm Slot.
Once installed, this Charm enables an
Alchemical to comprehend and learn Martial Arts Charms of the Terrestrial or
Celestial level in the same manner as any other Celestial Exalted type. Such
Charms cost 6 bonus points or 11 experience points each and do not require or
use Charm Slots. Instead, these Charms are stored as submodule-like
programs inside the memory crystals of the Perfected Lotus Matrix. Master sifus may even develop new styles
as if they were Solar Exalted. If an Alchemical removes her Perfected Lotus
Matrix, she also loses access to all the Martial Arts Charms stored in it but
regains full access to her combat arts upon replacing the Charm. Alchemical
martial artists may also develop standard Combos of their Charms at the usual
cost and difficulty, accessible whenever they have those Charms available. They
cannot incorporate any of their Attribute-based Charms into such Combos.