Stealth And Disguise Charms

 

Integrated Artifact Transmogrifier

Cost: 1 mote per Charm or 5 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Reflexive

Minimum Appearance: 1

Minimum Essence: 2

Prerequisite Charms: None

As a complex system of artificial flesh patches and other mechanisms, the Integrated Artifact Transmogrifier betrays no outward signs of its presence. More importantly, the Charm physically conceals other visible Charms with its activation. Suppressed devices retract and compress under the Exalt’s skin through compartment panels, while her claylike flesh morphs and spreads to cover the area previously occupied by the Charms. The entire transformation takes only moments, regardless of the number of Charms suppressed. The cost of activating the Integrated Artifact Transmogrifier is 1 mote per individual Charm or 5 motes to suppress as many Charms as desired. Normally, the act of suppressing a Charm automatically deactivates it if already in use. Only permanent-type Charms continue to function while hidden and then only if they could logically do so (Storyteller discretion). Hiding a Charm frees any Essence committed as part of an activation cost but does not free the Essence required to install the device.

Characters may activate hidden Charms normally and may reactivate any permanent-type Charms forced into dormancy as a reflexive action that does not count as a Charm activation. Activating a hidden Charm negates its concealment, causing the Charm to emerge and unfold to its usual configuration. This act also releases the Essence committed to hiding it. If a character hides multiple Charms using the 5 mote option, the activation of one Charm reveals all the Charms concurrently hidden (and ends the effects of the Integrated Artifact Transmogrifier). Hidden Charms cannot be detected with any form of Essence sight or other such magic unless the observer has a permanent Essence two or more dots higher than the Alchemical. Characters need not conceal Charms that lack a visible outward form unless they wish to hide them from Essence sight.

As a final benefit, Alchemicals with Essence 2-5 may use their Integrated Artifact Transmogrifier to appear fully human. Note that those with Essence 4-5 remain at their imposing stature, and a 12-foot-tall mortal is a giant and will attract considerable attention regardless of how human he looks. In Creation, such a character may be mistaken for a Wyld mutant. Alchemicals with Essence 6+ are simply too massive and too alien to hide their nature.

Appearing human requires Alchemical Exalts to suppress all outwardly visible Charms, at which time they may spend 1 Willpower point as a reflexive action to transform and vivify their flesh. A wave of power spreads outward from their soulgems and traces their bodies, adding warmth and mortal pigmentation to their skin. Even the most well-trained and keen-eyed observers perceive the Exalts as human. Only diagnostic magic or Essence sight can pierce the ruse. If cut, such an Exalt bleeds a fluid with the viscosity, color and other basic physical properties as blood (instead of the usual secretion of faintly luminous oil that Alchemicals normally release when injured). This semblance of mortality lasts a single day, after which the enchantment must be renewed with more Willpower.

When adopting a mortal visage, Alchemicals may retract their soulgem if so desired (for instance, to pass themselves off as a native of Creation) or cause the artifact to appear as a soulgem associated with any tier of Autochthonian society. Using a suppressed Charm temporarily breaks the mortal guise until the Charm is retracted once more through the use of Integrated Artifact Transmogrifier.

This Charm may be placed in a Combo despite its noninstant  duration.

 

Essence Dormancy Mode

Cost: 3 motes

Installation Cost: None

Duration: Indefinite

Type: Reflexive

Minimum Appearance: 2

Minimum Essence: 3

Prerequisite Charms: Integrated Artifact Transmogrifier

While an Alchemical may hide specific Charms from physical and magical detection using the Integrated Artifact Transmogrifier, that device cannot mask the Exalt’s true nature from Essence sight and other such magic. This upgrade overcomes that limitation, allowing the Chosen to shield his Essence reservoir behind lead panels and coils of power-draining soulsteel. Upon activating Essence Dormancy Mode, the Exalt may lower his permanent Essence by as many dots as desired for as long as the Charm remains active (to a minimum rating of 1). This does not reduce the Exalt’s size. Characters may not access or activate Charms with minimum Essence requirement higher than their dampened rating. The effects of active Charms temporarily shut down, but any Essence committed to sustain them remains committed for the usual duration. Even permanent-type Charms cease to provide their benefits. Only a prior activation of a disguise-based Charm (such as Integrated Artifact Transmogrifier or Voice Distortion Field) a Biofunction Inhibitor), a Biostasis Field Projector and/or this Charm are exempt from this limitation, allowing a character to masquerade as human (or a dead human through use of the two medical Charms). An Alchemical reduced to Essence 1 shuts down his Essence completely. He has no access to his Essence pools, but neither can he be detected by Charms or powers that detect latent magic. Likewise, his anima deactivates. A character may shut down this Charm by reflexively ending commitment; this immediately reactivates all Charms and powers.

Doing so restores the Exalt’s anima to whatever level it was when it turned off, after which the aura dissipates normally. This Charm may be placed in a Combo despite its noninstant duration.

 

Husk-Sculpting Apparatus

Costs: 10 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Appearance: 3

Minimum Essence: 2

Prerequisite Charms: Integrated Artifact Transmogrifier

This Charm takes the form of hundreds of tiny wire hooks linking pistons to key points under the Exalt’s skin, as well as a bank of Essence-fueled pigment injectors. By activating this Charm, an Exalt may recalibrate his physical appearance. He cannot exactly duplicate anyone else, although he can approximate someone else’s build and coloration sufficiently to add three dice to any mundane impersonation attempt (provided he has seen the person he wishes to emulate). More often, this Charm is used cosmetically to tailor a character’s physique, though spies often use it in conjunction with Integrated Artifact Transmogrifier to give themselves a new look when infiltrating cells of heretics and dissidents. An altered visage may have a temporary Appearance as low as 0 or as high as the character’s permanent rating. Those with Appearance 0 may be freakish or simply terrifying. If the latter, these characters’ players add an extra two dice to all intimidation-based Social rolls. Note that Exalted always base their ability to meet the prerequisites of Charms on permanent Appearance rather than temporary. Characters with Essence 3+ may even use this Charm to swap their gender or to assume a hermaphroditic/genderless body. This feat is not quite as dramatic as it sounds given the irrevocable sterility of all Alchemicals, but it allows them to function sexually insofar as their chosen gender permits. Note that a genderless body is immune to seduction attempts, magical or otherwise. An Exalt’s voice alters to fit current gender as appropriate, unless specifically selected otherwise.

This Charm can increase or decrease a character’s height by as much as six inches, completely alter pigmentation and skin texture in full or partially (adding or removing tattoos or scars and imparting completely unnatural hues) and allows for drastic changes in body composition and apparent musculature. Wounds may be faked and even made to bleed convincingly using the human disguise afforded by Integrated Artifact Transmogrifier. With each activation of this Charm, roll the Exalt’s Appearance + Craft (Body) at standard difficulty. The number of successes determines the number of separate changes that may be made. The Storyteller remains the sole arbiter of what constitutes a separate change. Botching the roll shifts the character into an Appearance 0 horror for one day and prevents any reuse of the Charm during that time. Changes wrought by this Charm are permanent (at least until the Exalt alters himself again) and completely real. Therefore, magic that pierces illusions detects nothing.

Characters cannot use this Charm to change their fundamental shape and may not add or subtract limbs, disguise implanted Charms or otherwise deviate in any extreme ways from their humanoid template. Within these bounds, the range of possible cosmetic changes is subject only to player creativity and Storyteller permission.

Removing this Charm leaves all prior changes intact. The Exalt does not revert back to an earlier form.

 

Voice Distortion Field

Cost: 1 mote

Installation Cost: 1 mote

Duration: Varies

Type: Reflexive

Minimum Manipulation: 3

Minimum Essence: 2

Prerequisite Charms: None

This Charm takes the form of a chrome rivet in the Exalt’s throat and a set of taut wires threaded through his voicebox. Upon activating this device, the Exalt may fine-tune or completely adjust the pitch and modulation of his voice. These changes offer a variety of uses. First, the Exalt may attempt to duplicate someone else’s voice, provided he has heard her speak. This requires a Manipulation + Performance roll (difficulty 2 if the target is a regular associate; difficulty 4 if the Exalt has only heard the target’s voice in passing). Changing to an empty, anonymous voice that lacks all human warmth or identifying intonation is also possible (and requires no roll). Success makes the Exalt’s voice indistinguishable from the target’s own for as long as he commits Essence to the Charm (though this voice is the only one to which he has access). Even close friends of the target will not be able to tell the difference. Similarly, with a successful Manipulation + Performance roll by his player, an Exalt can use this Charm to mimic any other sound he has heard, even if a human voice could not possibly duplicate the sound in question (difficulty 2 for sounds with which he is intimately familiar; difficulty 4 if he has only heard the sound once or twice). Replaying entire auditory memories (such as a conversation) requires two rolls: Wits + Awareness to remember the scene (at a difficulty of 1-5 assigned by the Storyteller based on the memory’s obscurity) and Manipulation + Performance (difficulty 2). Mimicry and playback costs 1 mote per sound cluster, although the same sounds can be played back repeatedly as many times as desired for this cost.

As an alternative to the above, an Exalt may spend 1 mote to layer his voice with subliminal tones that resonate with a particular emotion. Depending on preference, such modulation may be direct (a silky tone of seduction or a coldly synthetic tone that instills fear) or completely hidden beneath the normal range of hearing. Regardless, a character can only attune his voice to one emotion at a time. Whenever an Alchemical’s player makes a Social Attribute roll for the character that involves voice and directly evokes the subliminal emotion (Storyteller discretion), the Exalt’s player adds one extra die. This die is considered a form of artificial specialty that is cumulative with other pertinent specialties for purposes of maximum bonuses. No roll is required to set a tone, and the effect lasts as long as the Exalt commits Essence to the effect.

Finally, this Charm can increase the volume of a character’s voice. This change costs 1 mote and lasts for a turn. During this time, he can be clearly heard out to (Manipulation x 100) yards. Those close to him find his voice uncomfortably and unnaturally loud but do not suffer any actual deafness apart from a slight ringing in their ears. This feature may be used in conjunction with other uses of the Charm, projecting subliminal tones or playing back recorded memories to a crowd.

 

Pheromone Regulation Systems

Cost: 1 mote

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Charisma: 2

Minimum Essence: 2

Prerequisite Charms: None

The Exalt has a set of micro-pumps and artificial glands implanted beneath her skin. By activating this Charm, she can synthesize and exude a psychoactive biochemical fragrance designed to resonate with a particular emotion. This scent adds one die to all Social rolls based on the designated emotion (such as a seduction roll made for someone perspiring the essence of lust). This die counts as a type of artificial specialty cumulative with all other specialties. Targets must be within the Exalt’s Charisma in yards for this bonus to apply. Only the most wary observers can detect the chemical perfume (Perception + Awareness, difficulty 6) without some form of superhuman sense.

As an alternative to projecting a specific pheromone cocktail, an Alchemical may also use this Charm to mask all scents. Tracking the character by smell with mundane means is impossible, and the difficulty to track her using supernatural means increases by her permanent Essence. Obviously, Pheromone Regulation Systems can only produce one chemical at a time or mask scent, not both.

 

Optical Shroud

Cost: 2 motes

Installation Cost: 2 motes

Duration: Indefinite

Type: Reflexive

Minimum Appearance: 2

Minimum Essence: 2

Prerequisite Charms: None

A lattice of sand-sized crystals studded through the Exalt’s flesh gives her a slightly iridescent sheen when viewed under bright lighting. Charged with Essence, the lattice generates an illusion of camouflage. The Alchemical blurs and wavers momentarily, then vanishes from view.

Only the slightest distortion in the air betrays her presence. Spotting this mirage requires a Perception + Awareness roll (standard difficulty if the observer saw the character disappear; difficulty 4 if the observer has reason to suspect someone is hiding invisibly or is actively alert; difficulty 5 otherwise). The concealment provided by this Charm remains as long as the Exalt stays still. Slight partial movements are acceptable, such as drawing a weapon, turning to look behind and so on, but the character cannot actually move from her location or make any quick movements (like most striking attacks) without shattering the illusion and ending the effects of the Charm. The player of anyone attacking or defending from the attacks of an invisible character subtracts two successes from his roll as normal, even if the Exalt’s attack breaks the camouflage. This Charm provides no concealment from any form of direct Essence sight, although it does block the spirit Charm Measure the Wind and similar magic from pinpointing the Exalt’s exact location. Such Charms only reveal that a source of Essence is somewhere nearby, an impression that may be masked if other visible Essence sources are present.

 

Aura-Dampening Component

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Appearance: 2

Minimum Essence: 2

Prerequisite Charms: Optical Shroud

The cumulative demands of Charm installation costs severely restrict the Personal Essence available to most Alchemicals. This Charm expands upon the technology of the Optical Shroud, diverting Essence through white-jade baffles that dampen the resulting display. With the Aura-Dampening Component installed, characters may spend an additional mote when using any Transitory Augmentation of (Attribute) Charm, an anima power or a Charm used for disguise/concealment purposes. All Peripheral Essence spent powering such an effect is considered Personal, preventing the expenditure from giving away the Exalt’s nature.

 

Dynamic Cloaking Module

Cost: 5 motes, 1 Willpower

Installation Cost: 1 mote

Duration: One hour

Type: Simple

Minimum Appearance: 2

Minimum Essence: 3

Prerequisite Charms: Optical Shroud

The chief limitation of Optical Shroud is its susceptibility to disruption. The Dynamic Cloaking Module overcomes that limitation, generating a sophisticated adaptive camouflage that moves with the Exalt. With this Charm active, an Alchemical appears as a faint silhouette of distortions like heat waves. Noticing him requires a successful Perception + Awareness roll. The difficulty of this check depends on a number of factors. If the Exalt significantly moved earlier in the turn or on the last turn (i.e., changed locations or made any quick motions, such as most attacks), the difficulty is his permanent Essence. This is also the difficulty on the turn the character activates the Charm. If the Exalt spends a full turn nearly motionless, this difficulty increases by 2. Anyone attacking or defending from the attacks of an invisible character subtracts two successes from his roll as normal. Those attacking the invisible character with ranged weapons subtract the Exalt’s Essence in successes from the roll, and opponents with normal human senses cannot even target invisible characters farther than 100 yards without an appropriate Charm or an extremely well-described stunt (three dice). This Charm provides no concealment from any form of direct Essence sight, although it does block the spirit Charm Measure the Wind and similar magic from pinpointing the Exalt’s exact location. Such Charms only reveal that a source of Essence is somewhere nearby, an impression that may be masked if other visible Essence sources are present.

 

Essence Veil

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Appearance: 2

Minimum Essence: 4

Prerequisite Charms: Dynamic Cloaking Module

With this enhancement installed, Alchemicals improve the function of their Optical Shroud and Dynamic Cloaking Module. When using either of these Charms, they are as difficult to spot with Essence sight and other forms of magical detection as they are by visual means. As an added benefit, the dampening field quiets all sounds with the Charms engaged, increasing the difficulty to notice an Exalt by auditory means by his Essence.

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