Might And Mobility Charms

 

Strain Resistant Chassis Modification

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Stamina: 2

Minimum Essence: 2

Prerequisite Charms: None

Through the implantation of armored plates, reinforcing struts and redundant parts, the Alchemical is made more resistant to damage. When the Exalt takes this Charm, he may either add two -1 health levels or three -2 health levels. The choice must be declared when the Charm is installed and cannot be altered without reinstallation. Alchemicals may have this Charm installed as many time as their permanent Essence.

The larger frames of Essence 6-7 Alchemical Exalted can incorporate more extensive reinforcement, allowing a choice of three -1 or four -2 health levels per installation of the Charm. The central cores of Essence 8+ Alchemicals may sustain even more damage, either four -1 levels or five -2 levels per installation.

Eclipse and Moonshadow Caste Exalted may not install this Charm.

 

Pain Suppression Nodes

Cost: 1mote

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Stamina

The Exalt has crystalline amulets inserted into major nerve clusters, designed to regulate and mute pain signals as necessary. He remains fully aware of all injuries without suffering debilitation. When active, this Charm reduces all wound penalties by half the character’s Stamina, rounded up. Alchemicals with Essence 6-7 may install a superior variant of this Charm that subtracts their Stamina from all wound penalties. Essence 8+ Alchemicals only need a single installation of Pain Suppression Nodes to become completely immune to all penalties from any physical pain or discomfort.

 

Subcutaneous/Exoskeletal Armor Plating

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Stamina

Depending on the desired configuration, the Exalt either has a fully articulated mesh of dense plates inserted under his skin or a carapace riveted onto his flesh. In the former case, each installation of this Charm adds +2L/+3B to the character’s natural soak, but this protection remains hidden from notice. External armor adds +3L/+4B per installation, but this soak counts as armor in every respect and is immediately obvious. Characters can wear other armor in conjunction with Exoskeletal Armor Plating installations, and the two forms of protection are cumulative, but Exalted must have all external armor custom-fitted to accommodate their added bulk. Alchemicals may install this Charm a maximum number of times equal to their Essence, regardless of which mode these installations take. Exalted with Essence 6-7 may support heavier layers of protective plating than their younger and smaller counterparts, adding +3L/+4B per subcutaneous installation or +4L/+5B per exoskeletal installation. The bulkheads and reactor walls of Essence 8+ Alchemicals are more durable yet, affording a natural soak increase of +5L/+6B/+5A per installation. If using Exalted Power Combat, Essence 6+ versions of this Charm also provide a cumulative hardness of +1L/+2B for subdermal plates or +2L/+3B for external armor. Essence 8+ bulkheads have Hardness +3L/+4B/+2A per installation.

 

Aegis Integration System

Cost: 5 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Five minutes

Type: Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Stamina

This Charm is built as a set of subdermal ports arranged beside every major joint. When activated by an Alchemical wearing armor, screws extend from every port, pushing against or directly connecting with the protective attire. This process takes 5 minutes to complete. When finished, the armor becomes as a second skin, reducing its mobility penalty and fatigue value by 3 each. In order to remove the armor, the Charm must be activated a second time, causing the screws to retract over another five-minute period.

 

Essence Shield Projector

Cost: Varies

Installation Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: None

When charged with Essence, a crystal lattice arranged across the Alchemical’s skin emits a barrier of pure force like a second skin. This glowing field negates all possibility of stealth, just like an anima banner display at the 8-10 mote range. The effect endures for one scene and has a soak of 1B/1L for every mote spent powering it. Protection afforded by this Charm is considered armor rather than natural soak, but its flexible, semi-tangible form allows it to function cumulatively with any physical armor the Exalt wears (or has installed through Charms). Characters cannot spend more motes providing simultaneous protection with this Charm than their Stamina + Essence and must also spend 1 Willpower point the first time they raise the armor in a scene.

In its secondary mode of operation, this Charm can create a rounded disk of force centered over the back of the Alchemical’s hand. Characters may conjure this disk at the same time they raise full body armor or as a separate activation. The effect acts as an actual physical shield, adding +1 to the difficulty of all attacks against the Exalt for every 2 motes spent, but the sum of all activations cannot add more than the Alchemical’s Essence to the difficulty of attacks. Exalted must spend 1 Willpower point the first time they raise the shield disk in a scene.

 

(Element)-Inured Frame

Cost: 5 motes

Installation Cost: 1 mote

Duration: One day

Type: Simple

Minimum Stamina: 4

Minimum Essence: 3

Prerequisite Charms: Sustained Augmentation of Stamina

The Exalt’s body is highly optimized to endure one of the five natural elements native to the Machine God, with the specific benefits depending on the variation installed (each of which is a separate Charm). In most cases, the character becomes completely immune to certain hostile conditions, unless those conditions are brought about through magic (including magical weapons). Metal and crystal permutations provide other benefits as explained below. However, the Charm expressly defends against the magical extremes of Autochthonia’s poles. Finally, all of these Charms have the side effect of projecting a bubble of stable reality out to a radius of two yards from the character. Within that zone, all beings and objects are immune to the ravages of the Wyld.

Crystal-Inured Frame: Any injurious contact with a crystal or stone object is converted to bashing damage before applying soak; any such attacks that have a raw damage less than the Exalt’s natural bashing soak are ignored.

Lightning-Inured Frame: Fire, lightning and other raw discharges of energy.

Oil-Inured Frame: Acid and other chemicals.

Metal-Inured Frame: As crystal, but applied versus injurious contact with metal.

Steam-Inured Frame: Extremes of temperature or pressure.

 

Insectile Locomotion Upgrade

Costs: 2 mote

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Dexterity: 3

Minimum Essence: 3

Prerequisite Charms: Sustained Augmentation of Dexterity

The Alchemical’s humanoid legs have been surgically removed and replaced with a spider-like thorax, from which large metallic legs extend (Essence x 2 total number of legs). These must be activated if the character is to move, but remain powered as long as he commits the required Essence. If the Charm is later removed, the Exalt may have his organic legs restored through Vat grafting. Installing this Charm gives an Alchemical a point of permanent Clarity, and Insectile Locomotion Upgrade cannot be hidden with an Integrated Artifact Transmogrifier.

Although frighteningly inhuman, the appendages provided by this Charm carry a number of advantages. First, the character’s player adds one automatic success to all rolls involving climbing, maintaining balance or resisting any forms of knockback or knockdown. Second, the powerful limbs end in claws that can be used as weapons in conjunction with Brawl, Martial Arts or Melee (as desired), provided that the character keeps at least three legs on the ground at all times for support (speed +3, accuracy +1, damage +4L, defense +0). In Exalted Power Combat, the claws have rate 3. The claws have no fingers and cannot grasp anything but may be used to pin someone against the floor with a clinch (requiring the same rolls and concentration as any other clinch). Third, the legs are extremely strong, adding 2 to the Exalt’s Strength + Athletics total for the purposes of feats of strength using the limbs. Fourth, the waist connecting the Charm to the character’s upper torso can spin freely, allowing for abrupt changes in facing or pivoting to follow circling attackers. No rules govern this ability, although players may certainly exploit the feature for stunts. Finally, the Exalt increases his ground speed by an additional 25 percent of normal. Fortunately, the limbs granted by this Charm are very dexterous and able to swivel forward and rear, allowing the Exalt to scuttle through passageways as narrow as he normally could with a humanoid lower body.

 

Alloyed Reinforcement Of Flesh

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Strength: 3

Minimum Essence: 2

Prerequisite Charms: Sustained or Transitory Augmentation of Strength

The character’s bones are plated in metal, with reinforcing wires threaded through every muscle for added power. This adds +1L/+1B to the character’s natural soak. In addition, whenever the character uses an anima power or Charm to temporarily increase his Strength rating and performs a feat of strength, all bonus dice/dots are doubled.

 

Personal Gravity Manipulation Apparatus

Cost: 2 motes

Installation Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Strength: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm is housed as a set of reinforcing components and Essence capacitors in the lower legs. When activated, the device allows the Alchemical to twist gravity’s pull on his body in one of two ways. Each mode of the Charm must be activated separately if the two are to function concurrently.

In the primary mode, the Exalt control the orientation of “down” in relation to himself. This effect allows the character to walk or run along any slope as if it were flat ground, including walls and ceilings (but does not strengthen such surfaces in any way, so they must be capable of bearing his weight). The realignment of down only extends a number of feet equal to the Alchemical’s Essence from the sole’s of the character’s feet. If he jumps too high or is pulled far enough away from a surface, his gravitational orientation shifts to the default configuration of the world around him (possibly resulting in falls and injury). Breaking contact does not end the Charm, however, so acrobatic Exalted can perform all manner of stunts, such as leaping from a wall and somersaulting to land safely on the ceiling.

The secondary function of this Charm allows the Alchemical to reduce his weight to as little as 15 percent of normal. The character’s movement speed increases by half when he weighs between 50 and 75 percent of normal, and his speed doubles when he weighs 50 percent of normal or less. Obviously, a lightened Exalt will have difficulty running in certain circumstances, and Storytellers may require Dexterity + Athletics rolls when faced with a strong crosswind or other force. Apply the Charm’s speed multiplier to any knockback distance or similar effect.

 

Parabolic Leap Overcharger Device

Cost: 2 motes per turn or 1 mote

Installation Cost: None

Duration: Varies

Type: Reflexive

Minimum Strength: 3

Minimum Essence: 2

Prerequisite Charms: Personal Gravity Manipulation Apparatus

Expanding the function and design of the Personal Gravity Manipulation Apparatus with components behind each knee, the Alchemical gains the ability to defy gravity more spectacularly. Depending on which mode the Exalt uses, she may levitate or leap great distances in a single bound.

In the first mode of operation, the character’s anima trails from the base of her feet in a brilliant contrail that colors the air behind her. Each turn, she can move up to her Strength in yards vertically and as much as (Strength x 2) yards horizontally without regard for gravity. While in midair, she can perform any actions she could do normally and may adjust her trajectory at will, rising as high as her reserves of Essence allow. Levitation costs 2 motes per turn of effect and the character may purchase as many turns of effect as desired with every use of the Charm. If the duration runs out, the Exalt must immediately renew the effect, or she falls. Alchemicals with this Charm installed may safely descend from any height simply by activating the Parabolic Leap Overcharger Device immediately before impact.

The secondary mode of this Charm costs 1 mote and has an instant duration, but the character can only use the effect once per turn. The Exalt crouches and springs, momentarily dampening gravity in order to catapult himself extra distance. Such a leap can carry the Exalt up to (Strength x Essence) yards vertically and as much as five times that distance horizontally. The Exalt can attack in the same turn as he leaps but receives no special bonuses for doing so apart from the possible element of surprise. A common technique for Exalted wishing to levitate from substantial height is to leap with the secondary mode of the Charm and then activate the primary mode to begin hovering mid-jump.

 

Plasma Thruster Assembly

Costs: 2 motes or 4 motes, 1 Willpower or 10 motes/hour

Installation Cost: 1 mote

Duration: Instant or one hour

Type: Reflexive

Minimum Strength: 4

Minimum Essence: 3

Prerequisite Charms: Parabolic Leap Overcharger Device

The Exalt has a pair of heavily shielded nozzles mounted in the soles of his feet or in a retractable mechanism on his back. Regardless of their placement, the Charm has the same effect, propelling the Alchemical through the air at great speed on jets of glowing force. In its most basic use, the Plasma Thruster Assembly allows the Exalt to cover great distances in a single burst of acceleration costing 2 motes. The Alchemical may travel up to (Strength x 50) yards in a straight line as a single movement but cannot engage this burst more than once per turn.

As an alternative to mere motion, the Exalt may precisely aim a thruster burst so as to reach and strike an opponent up to (Strength x 30) yards away in hand-to-hand combat. This use of the Charm costs 4 motes and 1 point of Willpower, but the force of impact doubles the raw damage of a single Brawl, Martial Arts or Melee-based attack. If the attack hits (whether or not it inflicts damage), the victim also suffers immediate knockdown or knockback unless her player makes a successful reflexive Dexterity + Athletics roll (difficulty 2).

The final use of this Charm facilitates long-distance travel, costing 10 motes per hour of flight. The character travels at speeds up to (Strength x 15) miles per hour and may slow to a speed as low as (Strength x 10) miles per hour. All maneuvers require a Dexterity + Athletics roll, with a difficulty set by the Storyteller based on the complexity of the task. A failure may or may not have catastrophic results depending on the obstacles that lie in the character’s path, but a botch invariably leads to painful crash or stalls the Charm for an hour (inflicting at least 15L damage from impact or subsequent falling damage as appropriate). Characters must concentrate while flying and cannot fight or perform any other complex actions without automatically crashing.

Everything one yard beneath or behind the Exalt at the time he engages any mode of this Charm suffers 5L from the heat and force of the thrust, and this energy will set flammable objects afire. The Plasma Thruster Assembly works underwater but leaves a trail of steam bubbles and an intense pressure wake that can be heard and tracked for miles.

 

Fluidic Impeller Drive

Costs: 2 motes

Installation Cost: 1 mote

Duration: One day

Type: Simple

Minimum Strength: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm takes the form of retractable jet modules set in various points on the Alchemical’s body. When powered, the device sucks ambient fluids through intake valves and pumps it out of thrust nozzles at high velocity to aid swimming. As long as this Charm is active, the Exalt has neutral buoyancy regardless of his actual weight or the density of the fluid around him. More importantly, he can swim at his normal running speed and can otherwise act without penalty when under water or other fluids up to the viscosity of heavy oil.

 

Electroneural Control Spurs

Cost: 6 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Charisma: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Charisma

The Exalt has two pairs of retractable tendrils coiled in ports mounted in his forearms and inner calves. When activated, the most appropriate pair of these needle-tipped tentacles extend, plugging into any form of mount the character could direct with the Ride Ability. Although living mounts are not found in Autochthonia, the technology of this Charm eerily integrates with beasts of Creation. When bonding with a living creature, the Electroneural Control Spurs penetrate the steed’s flanks (inflicting one level of unsoakable bashing damage) and extend myriad threads into the creature’s nervous system.

Such an animal must be large enough to bear the Exalt and, if sentient, must consent to the effect or the threads cannot lock in place. This temporary fusion provides numerous advantages. First, the steed becomes far more tractable, reducing its control rating by the Exalt’s Charisma. It will not and cannot throw the Exalt off, but it won’t automatically follow every order with perfect obedience unless this Charm reduces the control rating to zero (in which case no rolls are necessary to control it under stressful conditions such as battle). Second, the bond of neural synergy heightens the level of coordination possible between mount and rider, so the Alchemical adds his permanent Essence to his Ride rating for the purpose of all rolls related the steed. This bonus also raises the cap on the use of other Abilities while mounted. Third, the physical connection of the spurs makes the Alchemical virtually impossible to forcibly dismount. In general, no amount of damage or knockback pushes the Alchemical from the saddle if it does not also kill the steed.

This connection can prove a liability if the steed is pushed into a roll or founders. In such cases, the Alchemical must terminate the Charm and rapidly withdraw the spurs, or else, he risks being crushed beneath the beast, dragged off a cliff or otherwise subject to whatever unpleasant fate is appropriate to the circumstance. Also, the Alchemical must end the Charm if he wishes to dismount for any reason.

If the Alchemical uses his Electroneural Control Spurs to link with an artificial mount, the effects change slightly. The spurs still plug in but do so through designated ports or by carefully sliding microfilaments through cracks and joints rather than damaging the object. Second, artificial steeds are generally fearless and placid, lacking a control rating. In the unusual case that the mount somehow has a control rating (such as from possession by a willful spirit), this rating decreases as noted above. The Alchemical still receives the bonus to his Ride rating from the link and may actually pilot the steed or vehicle through the spurs without operating any controls or exerting any of the normally required movements. Lastly, the physical connection provides the same strong tether as with a living mount, removing the need for straps or harnesses in the case of vehicles that normally require them for safe operation (such as warbirds and other small models of skycraft).

This Charm also facilitates a superior connection to warstriders for Exalted small enough to fit inside the colossal war machines (rather than fighting as warstriders like elder Alchemicals do). In this case, all four spurs extend into the armor, replacing the need for familiarization or conventional harnesses. This bonding allows the Exalt to strap in and attune with only a single turn of concentration rather than the usual five minutes. The cost of attunement also decreases by 5 motes. Most impressively, the Exalt reduces the mobility penalty and fatigue value of the armor by his Essence rating.

 

Universal Pilot Key

Cost: 14 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Charisma: 4

Minimum Essence: 3

Prerequisite Charms: Electroneural Control Spurs

With this Charm, the Alchemical’s Electroneural Control Spurs receive a substantial increase in their degree and range of power. The Exalt can extend a single tendril and plug it into a larger vehicle or vessel (i.e., one that requires the Sail Ability to operate). This link allows him to pilot and control the functions of the craft as if it were an extension of his own body. This Charm is of no use in piloting actual sailing vessels of the sort used in Creation during the Second Age, since these ships are purely and primitively mechanical, lacking any Essence-driven systems with which to bond.

If the Alchemical bonds with a First Age naval vessel, skycraft or other large vessel powered by Essence (such as the pneumatic trams that connect the nations of Autochthonia), his body falls into a nearly catatonic state. He can still perceive the world around him and can speak with difficulty, but more substantial movement is impossible without ending the Charm. For the duration of the attunement afforded by the Universal Pilot Key, the ship is his body. All systems respond to his telepathic control, allowing him to open or close doors, to switch glow panels on or off, to communicate through any speaker devices and to perform other basic feats automatically (to a maximum number of minor actions equal to his Wits rating per turn without devoting any dice actions to the task). If the vessel normally requires a commitment of Essence to pilot, that requirement decreases by 10 motes. The Alchemical can pilot the vessel with thought alone, his player adding the Exalt’s Essence to all Sail rolls. Finally, the Exalt extends his senses throughout the ship and is able to see from any vantage point within or facing out of the hull. He can only see from one vantage point at a time, however, so he cannot monitor the interior without being blind to what lies ahead or vice versa.

Alchemicals cannot use this Charm to bond with vessels larger on their widest dimension than (their Charisma x 20) yards. In the case of particularly long pneumatic trains, the Exalt only needs to control the lead or rear car and relays extend the control to the rest of the train.

Vessels bigger than this limit require a team of Alchemicals to operate, with one of the group designated the captain. Anyone in the crew can operate components of the ship or perform piloting tasks, but the captain retains primary interface and can reflexively veto any command from the other crewmates.

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