Sensory And Spiritual Charms

 

Optical Enhancement

Cost: None

Installation Cost: 2 motes

Duration: N/A

Type: Permanent

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Perception

The Alchemical has a set of implants expanding his vision. Most of these devices actually fit into or outright replace one or both of the character’s eyes, except where specifically noted otherwise. Purchase of this Charm awards two of the following modifications. Each additional modification costs 3 bonus points or 6 experience points and requires one hour of refit at the Vats. Players may design new modifications with Storyteller approval.

Flash Shutters: The Exalt’s eyes have been treated with semi-opaque lids that automatically deploy in response to visual overstimulation, blocking the effect. Characters with the thermal vision upgrade apply this resistance when exposed to close heat sources, negating the usual penalties imposed by such.

Light-Intensification Filters: The Alchemical’s eyes have chrome-like plating embedded in the retinas, allowing her to see clearly in extreme low-light conditions. This submodule negates all penalties for anything less than absolute darkness, though intermittent obstructions (such as a forest of pipes or trees) will block open sight as normal. Unfortunately, the character’s eyes are painfully sensitive to bright light, such as from open flames, Essence flares and sunlight. When exposed to bright conditions, the character suffers penalties equal to murky vision and will be distracted by the pain (add -1 to wound penalties).

Alchemicals with flash shutters installed are immune to overstimulation effects from bright light but lose the added range and definition of their vision to probe areas of darkness while so exposed. Also note that the reflective green sheen of this upgrade may be spotted by sharp-eyed onlookers in dim lighting (rather than actual darkness). This requires a successful Perception + Awareness roll (difficulty 4, adjusted by any modifiers deemed appropriate by the Storyteller). Spotting the eyes spots the character, breaking mundane attempts at stealth, though any magical obfuscation hides the eyes completely.

Microscopic Lens: The Exalt’s eyes have the ability to focus on small objects and magnify them in her field of vision. Each refocus requires a diceless action. The maximum power of magnification is times (Perception x 10). This upgrade is primarily narrative in scope. Storytellers should endeavor to provide appropriate details on any scrutinized object appropriate to the magnification. Players may draw whatever conclusions they wish based on this information.

Telescopic Lens: With this upgrade installed, the Exalt can clearly focus his field of vision on distant objects at will or zoom out to pan and refocus. Each refocus requires a diceless action. The maximum magnification possible is a factor of (the character’s Perception x 25). The Storyteller should narrate details as if all scrutinized objects were as many times closer as the factor used. This decreases the field of view accordingly, reducing peripheral vision by a like factor. Given the generally cramped nature of Autochthonia, Alchemicals seldom get the chance to use their lenses at full magnification. Exalted may not simultaneously use microscopic and telescopic lenses.

Ultraperipheral Awareness: The Exalt has a cluster of jeweled receptors set in an arc around his head. These gems do not appear as eyes. Not only can he can see in a full 360 degrees around him at all times, but the implanted scanners are especially sensitive to motion. His player should make a reflexive Perception + Awareness roll at standard difficulty whenever the Exalt is ambushed or attacked from behind by an opponent his enhanced field of vision could conceivably see. Thus, invisible or hidden attackers do not prompt this check. If the roll is successful, the character may defend normally. Note that a character does not receive the usual benefit of a shield against a rear attack unless he has time to reposition or pivot. Of course, his rear-facing vision ensures that he will almost certainly see the attacker coming with plenty of time to turn and face him.

Thermal Vision: Lenses fitted in the character’s eyes allow him to see heat in place of conventional light.

Switching between normal and thermal vision is a reflexive action that does not count as a Charm activation, but does cost 3 motes. While using this mode, the Exalt cannot perceive or distinguish colors and surface detail, automatically failing any tasks that require such ability (such as reading). However, his vision does provide a number of compensatory benefits. With a successful Perception + Awareness roll at standard difficulty, he can gauge the temperature of an object. More importantly, he can navigate in darkness with a clear vision radius of (Perception x 10) yards and a murky vision radius of (Perception x 20) yards. He can spot flames against a cooler backdrop from a number of miles away equal to Essence, provided he actually has a direct line of sight. All heat sources appears to glow while viewed through thermal vision, so warm-blooded beings stand out against cooler backgrounds (adding one bonus die as an artificial specialty to notice or attack any thermally highlighted target). Whenever the Exalt is within (Essence) yards of an intense heat source with this Charm active, he suffers visibility penalties equal to murky vision and is rendered completely blind within two yards. Note that Charms and effects that provide invisibility or visual camouflage operate normally to prevent detection with thermal vision unless the Storyteller rules otherwise based upon the stated context and scope of the effect. An Alchemical must have Essence 3 to install this submodule.

Mass-Penetrating Scan: By reflexively spending 3 motes (which counts as a Charm activation), the Exalt can selectively see through solid matter for a turn. In this state, the Exalt’s field of vision narrows to a single tunnel a yard wide outside of which everything is blurred darkness. No visual feats involving peripheral awareness are possible. As he stares at an object, he can have that object (or a component thereof) fade and vanish from view, seeing what lies beyond or within as if the obstruction wasn’t there. Since the character cannot know what lies on the other side of a barrier prior to using this enhancement and has such a narrow vision, he must pan across with his gaze to find anything of note. This requires a dice action of Perception + Awareness at standard difficulty. Note that the character’s vision does not perceive details at range any better than usual unless he also has the telescopic lens upgrade. An Alchemical must have Essence 4 to install this submodule.

 

Mobile Sensory Drone

Costs: 5 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Perception: 4

Minimum Essence: 3

Prerequisite Charms: Transitory or Sustained Augmentation of Perception

One of the Exalt’s eyes has been removed and replaced with an orb that perfectly copies the appearance and function of the excised organ. When charged with Essence, however, the artificial eye painlessly detaches itself from its socket and extends eight flexible tendrils that it uses as legs. An obviously mechanical eye extends from the back of the socket to fill up the character’s vacant eye socket so that the Alchemical’s stereoscopic vision is not interrupted. The automaton has all the character’s senses (including currently active enhancements from Charms), albeit reconfigured to the creature’s bizarre anatomy. For example, it tastes with the tip of its tentacle-legs.

More importantly, the drone is telepathically controlled by the character and transmits everything it perceives back to the Exalt’s brain. Note that every action dictated to the drone requires an action from its controller, with multiple-action penalties cumulatively accrued for every action taken (either with the Exalt’s own body or through the drone). Moreover, the experience of looking through a drone while simultaneously using normal senses induces vertigo (a one-die penalty to all non-reflexive actions unless the character is limiting senses to one input feed at a time). A character may install this Charm more than once in order to have multiple drones. Those in excess of the Exalt’s number of eyes are mounted elsewhere on the body and do not appear as eyes so much as spherical metal rivets. Installations after the first do not require an installation cost.

By default, a sensory drone has the following statistics and rules governing its operation:

• Dexterity equals the Alchemical’s Dexterity + Essence.

• Perception and all Abilities equal the Exalt’s own ratings. The automaton is small enough that opponents add 2 to the difficulty of all attacks targeting it, and it can fit through any opening at least an inch in diameter.

• Strength equals 1, and the creature cannot ever perform feats of strength with a rating higher than the Exalt’s Essence (regardless of the drone’s Athletics rating).

• Stamina, soak (L/B) and total number of health levels equal the character’s Essence. For every health level of damage it suffers, the eye loses one dot of Perception. If it loses all health, it dissolves into shattered bits of metal and protoplasm.

The drone also self-destructs in this manner if the commitment of Essence is withdrawn. The socket will manufacture a replacement drone in one day.

Placing the drone back in the eye socket ends the Charm and causes the orb to revert back into an eye.

• The automaton’s tentacles end in needle-thin points. It can attack with these appendages, though not effectively (speed +0, accuracy +0, damage 1L, defense -2). In Exalted Power Combat, it has rate 3.

• The creature is twice as fast as the Exalt’s running speed and can scuttle on any surface (walls, ceilings, etc.) like an insect.

• Wards that block scrying also block the creature from transmitting images or receiving commands. If it crosses into such an area, it will rapidly backtrack with single-minded dedication toward the last known location of its owner in order to reestablish contact. The drone cannot transmit or receive beyond a range of its creator’s Essence in miles and will similarly retreat back inside that range if it moves too far, infallibly guided toward his current location at all times unless blocked by a ward (in which case it orients on his last known location). Note that the connection between an Alchemical and a drone serves as an arcane link.

The following submodules cost 2 bonus points or 6 experience points.

Autonomous: As an alternative to controlling it directly, the Exalt can give the drone simple orders that it carries out on its own even when he is not paying attention to it. It has an Intelligence of 1, plus one dot in any Ability that the Exalt has. It does not have access to the character’s Abilities when not directly controlled, but its statistics are otherwise the same. Unless ordered to do otherwise, it will flee if attacked.

Communication: The drone can receive and transmit the Alchemical’s voice, although it speaks with noticeable distortion.

Hovering: As an alternative to scuttling, the drone can actually float or fly on currents of Essence at its usual running speed. While hovering, it can either retract its legs or let them hang loose to use as arms/fingers.

Injection Needle: The drone has a retractable needle in one of its limbs and an internal reservoir storing one dose of a drug. This enhancement requires that the Alchemical have the Charm Multifunction Hypodermic Apparatus installed, and the Exalt must activate it to fill the drone’s tank. Injection of the stored drug is handled as per that Charm using the drone’s Dexterity + the character’s Medicine rating as the attack pool. The drug stored in the drone must be one of those whose template is stored in the Multifunction Hypodermic Apparatus. A dose administered through a drone’s injection needle may have a delay added to the base effect through the time release drug or triggered activation drug formulas.

Playback: The drone records everything it experiences in a memory crystal. When returned to its socket, the drone’s memories are immediately added to the Alchemical’s own mind.

Stealth: The drone is veiled by a sophisticated adaptive camouflage. Whenever it is still for a full turn, it receives the same benefits as those provided by the Optical Shroud Charm. If it moves at all, the protection vanishes, and it must spend a full turn motionless to reestablish concealment. A drone that is anchored to a surface or object with its tentacles remains invisible even if its perch moves, provided it does nothing but ride passively.

Flesh-Burrowing: This particularly gruesome enhancement allows the drone to surgically slice open a victim and dig in, drawing the wound closed behind it. This requires an attack roll of the drone’s tentacles using a roll of Dexterity + the Alchemical’s Medicine (difficulty 2). If the attack inflicts at least one level of damage, the drone slithers inside and inserts a tendril into the largest nerve cluster near the entry point (usually the spine on a mortal victim). From there on, the drone has none of its own senses, but instead, taps the senses of the person it is riding.

The drone can extricate itself at any time using the same burrowing attack to exit. Otherwise, the automaton must be removed surgically (Dexterity + Medicine at difficulty 3; regardless of success or failure, the victim suffers one level of lethal damage). Despite this enhancement’s name, it can be used to place a drone inside a larger automaton or other being that lacks flesh. An Alchemical must possess Essence 3 to install this submodule.

 

Chemical Analysis System

Costs: 1 mote

Installation Cost: 1 mote

Duration: One hour

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Perception

The Exalt has a coiled apparatus screwed out of sight into his nostrils and a small device that looks like a ball bearing in the center of his tongue. Using these devices, his sense of taste and smell extend to superhuman ranges and sensitivities. For the most part, this Charm is a matter of Storyteller narration. The character can be assumed to be aware of trace quantities of chemicals in the air, scenting the sour whiff of acid, the tang of iron, the taste of poison hidden in food or the musk of subtle pheromones when others sense nothing at all. In general, assume that the character’s sensitivity is roughly (Perception x 10) times better than normal with regard to how far away he can detect something or in what concentrations. This is not an exact science by any stretch, and Storytellers should probably just assume that the character smells and tastes anything and everything he is exposed to unless there is a compelling reason to suggest otherwise.

 

Tympanal Receptor Upgrade

Cost: 3 motes

Installation Cost: 1 mote

Duration: One hour

Type: Simple

Minimum Perception: 3,

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Perception

This Charm fits into the character’s ears as invasive cochlear implants covered in hundreds of flexible needles. When activated, the device vastly improves the range and sensitivity of the character’s hearing. She can detect ultrasonic and subsonic vibrations and differentiate the slightest modulation of pitches. For the most part, this enhancement is a matter for sensory narration, controlled and used by the Storyteller when relating the scene. In addition, the character adds her permanent Essence to the dice pool of all Perception rolls based on sound (including most ambush checks). This bonus is considered an artificial specialty and may exceed +3, but it is not cumulative with any other applicable specialties. The character’s hearing and spatial awareness is so keen in this state that he only suffers the penalty for low-light vision while blind, although he is no more able to see colors or perform other purely visual feats. The filters built into this Charm prevent a character from being deafened as a result of heightened sensitivity but cannot counter effects that induce hyperstimulation.

 

Deception Recognition Module

Cost: 2 motes

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Perception: 4

Minimum Essence: 2

Prerequisite Charms: Chemical Analysis System or Tympanal Receptor Upgrade

This Charm takes the form of a paired set of metal nodules in front of each ear, just above the jawbone. Depending on configuration (and the prerequisite Charm selected to build upon), subdermal wires link the devices to the ears or across the cheeks to the nose. Based on design, the Exalt can either hear the telltale vibrations and distortions when a scrutinized target speaks a lie or else scent the biochemical signature produced by willful deception. In either case, roll the Alchemical’s Perception + (Awareness or Investigation, whichever is higher) against a difficulty of the target’s Essence. On a success, the Exalt knows whether the target believes that a particular statement is true or false. If a target speaks a deliberately deceptive half-truth (leaving out major details, such that any listener would almost certainly draw erroneous conclusions), the statement registers as false. If a statement contains multiple points and any are false, the entire statement registers as false.

Alchemicals with the microscopic lens upgrade for their Optical Enhancement Charm may also use this Charm to scrutinize written text for deception, rolling the dice pool described above against a difficulty of the author’s Manipulation rating at the time the text was written.

Characters may only scrutinize text written in languages they understand.

 

Interpolative Situational Analysis Processor

Cost: 4 motes

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Wits: 4

Minimum Essence: 3

Prerequisite Charms: Transitory and Sustained Augmentation of Wits

The Exalt has a webbing of internal cables linking all his sensory organs to an artificial cognitive cluster embedded in the brain. By activating this Charm, the Alchemical gathers all sensory data and runs it through a logic filter to identify pertinent details. Roll the character’s Wits + (Awareness or Investigation, whichever is higher) at standard difficulty. Each success reveals or recalls one detail about the environment that is most likely relative to a single line of query. Successes may also recall details and observations remembered from earlier scenes. This information is combined with speculative hints as to the connection between the various details.

For example, an Exalt at a murder scene could use this Charm with the intention of reconstructing the events of the crime. Successes on the activation roll might reveal the blood spatter on the wall, the position of the body and the exact nature of the wounds on the body (three successes).

In addition to noticing these details and noting that they are most likely important, the Charm (i.e., the Storyteller) would provide hints such as “The victim was killed with a single blow to the neck from the front and never raised her arms to defend herself, suggesting that the killer was highly skilled or highly lucky. More importantly, the victim’s lack of resistance implies she knew and trusted the perpetrator or perhaps that the attacker was invisible.”

Storytellers should endeavor to provide a range of reasonable explanations and clues with each use of this Charm (including a mix of truths and plausible red herrings), but the clues alone should not answer the player’s questions outright without further deduction outside the scope of the Interpolative Situational Analysis Processor. Note that this Charm deals with speculation and plausibility. Unless the player specifies that the character is brainstorming outlandish and off-the-wall theories and suggests a general direction of speculation, the Storyteller need only provide clues and ideas that the character would deem likely. If the actual answer is completely unexpected and hidden by misdirection and false evidence, this Charm may well provide false suppositions.

 

Soulgem Detector

Cost: 3 motes

Installation Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Perception: 2

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Perception

This Charm is a small stud at the top of the Exalt’s forehead, with subdermal wires threaded down through the prongs of her soulgem. When activated, the character becomes instantly aware of the location of every soulgem within (Perception x 10) yards. She can automatically determine whether any gem has a soul stored in it or not and whether the gem is set into a mortal, an Exalt or not currently implanted in anyone. She cannot evaluate all of this information concurrently for every gem in range, but must instead focus on a specific gem to gauge its Essence pattern as a diceless action. Capping a soulgem in lead makes it invisible to this Charm, but the procedure is highly illegal.

A number of more powerful variants of this Charm exist. One that requires Perception 3 and Essence 5 increases the range to (Perception x 100) yards. More powerfully still, a greater variant requiring Perception 6 and Essence 8 increases the range to (Perception) miles.

 

Cross-Phase Scanner

Cost: 2 motes per sense

Installation Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Perception

Receptor nodules in the Exalt’s face attune his senses to immaterial energies. For every 2 motes spent, the character may perceive spirits, sanctum entrances and other incorporeal beings and effects as if they were solid with one sense. All such phenomena have a faint but distinctive tone, color or other distortion that identify them for what they are. The Exalt never mistakes immaterial for material, and vice versa.

 

Transphase Engine

Cost: 4 motes

Installation Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Wits: 3

Minimum Essence: 3

Prerequisite Charms: Cross-Phase Scanner

This Charm takes the form of a starmetal sphere adjoining the Alchemical’s Essence reservoir. When activated for cost of 4 motes, the mechanism spreads an aura of divine Essence through the character. She remains visible as a translucent phantom as he is shifted into an incorporeal state for a split second. This must be done in conjunction with a dice action of instant duration, whether an attack (in which case the character may strike a dematerialized being), a dodge (converting the evasion into a limited form of “perfect” defense against a material attack, provided the attack cannot affect dematerialized beings), a parry (against immaterial beings only and, therefore, of extremely limited utility), an athletics maneuver (phasing through a door, dropping through a floor, etc.) or anything else approved by the Storyteller.

This Charm has integrated mass sensors as a safety mechanism, preventing it from engaging in the event that the character would pass through a heavy obstruction (wall, floor, ceiling, etc.) and fail to fully cross the matter in the split-second interval. Consequently, a character who performs a running dash at a thick wall will find the experience embarrassing or outright painful.

 

God-Ward Projector

Cost: 30 mote, 2 Willpower

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Charisma: 5

Minimum Essence: 3

Prerequisite Charms: Cross-Phase Scanner

This complex mechanism of spinning dynamos and crystals fits into the center of the Exalt’s spine. When activated, the Charm emits a spherical shockwave of intangible glowing Essence that expands to a maximum radius of (the Alchemical’s Charisma x 5) yards. At its desired width, the bubble crystallizes and fades from view, remaining visible to dematerialized beings as translucent energy that is completely impenetrable. In addition to barring passage (regardless of the spirit’s power), the barrier also blocks spirits on the outside from using their Charms to affect anyone or anything on the inside unless those beings have a permanent Essence higher than the Alchemical’s Charisma. Spirits inside the defined barrier when it hardens can use their magic and remain in the area normally. If they leave, they experience a slight tingle as they traverse the perimeter and may not reenter. Materialized spirits can cross into the sphere without any difficulty, as may any spirit possessing a host. The ward remains in existence and fixed in its location until the Alchemical dies or moves outside of it, at which time the field immediately collapses.

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