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Alchemical Charms

(Submodules cost 1 Transformation Point unless noted otherwise.)

Ultra-Dense Superstructure
Cost: None
Duration: N/A
Type: Permanent
Minimum Stamina: 6
Minimum Essence: 3
Prerequisite Charms: Strain Resistant Chasis Modification (x3), Sustained Augmentation of Stamina
The Alchemical doubles the soak value gained from Stamina. This charm may only be purchased once.

Multifunction Imprint Apparatus
Cost: 4 motes
Duration: Instant
Type: Supplimental
Minimum Intelligence: 5
Minimum Essence: 4
Prerequisite Charms: None By touching a target (in combat this requires an attack roll, but can be exectued as part of an unnarmed attack, whether damaging or not) and activating this charm, its user may pass one of a selection of images and symbols (with resulting status effects) on to any target. Multiple copies of the same image stack, but may not be applied on the same touch. More than one DIFFERENT image may be applied with the same touch, however. Most symbols with detrimental status effects allow for a resistance roll, with listed effects for both success and failure on that roll. The roll to resist is Stamina+Resistance, with a difficulty of the imprinter's Essence. Imprint symbols are purchased as submodules:

⚠ <i>Sensory Distortion Glyph⚠ </i>
GLYPH: Looks like a tribal mauri tatto right over the face.... with sharp points focusing on the sensory organs.
Failure: target suffers a dice penalty of (imprinter's Essence+Intelligence) to all non-reflexive actions.
Success: dice penalty=imprinter's Intelligence only.
In either case, the penalty fades at the rate of one die/hour.

⚠ <i>Seal of Essence Transfusion⚠ </i>
After paying the cost to activate Multifunction Imprint Apparatus, the imprinter may transfer up to (2xEssence) points of temporary Essence to the subject, or (Essence) points of Essence and 1 temporary Willpower, or 2 Willpower.

⚠ <i>Pattern Augmentation Mark⚠ </i>
The imprinter may grant a universal dice bonus to the subject. The cost (in addition to the original charm activation) is equal to (the number of dice to be added)x(the number of rolls the bonus will apply for). The bonus cannot be higher than (the imprinter's Essence-1), and cannot last for more rolls than (the imprinter's Intelligence+Linguistics). Whether it is used up or not, this effect cannot last more than a scene.

⚠ <i>Sign of Caustic Transubstanciation⚠ </i>
No resistance roll is made. The target suffers [6]L, which may only be soaked with their natural soak from Stamina.

⚠ <i>Paramagnetic Gyre Emblem⚠ </i>
EMBLEM: Looks like a concentric spiral of electricity.
Failure: All ranged attacks against the target gain a 4-die bonus, while all hand-to-hand attacks gain a 2-die bonus. Whenever a ranged attack roll fails within the target's vicinity, the full original attack pool is rerolled against the subject of the emblem, with the 4-die bonus.
Success: All ranged attacks against the target gain a 4-die bonus.
In both cases the effect lasts for one scene or one hour, whichever is greater.

⚠ <i>Probability Degradation Sigil⚠ </i>
Prerequisite: Sensory Distortion Glyph
Purchasing this submodule costs 2 Transformation Points, and activating it carries a 3 mote, 1 Willpower surcharge.
Failure: the target number of all rolls made by the subject increases by two, 10s rolled no longer grant an extra success, and every 1 rolled negates a success.
Success: as with failure, but target numbers are not increased.
In both cases the effect lasts for one scene or one hour, whichever is greater.

⚠ <i>Icon of Isotopic Anathemas⚠ </i>
Prerequisite: Sign of Caustic Transubstanciation
Purchasing this submodule costs 2 Trasformation Points, and activating it carries a surcharge of 26 motes and 2 Willpower. No resistance roll is made. Baseline targets are instantly killed and their bodies utterly destroyed. The imprinter makes an Intelligence+Linguistics roll with a difficulty penalty equal to the target's E/Q/P/I rating. For each net success, the target suffers the imprinter's Essence in levels of Lethal damage, soakable only by the target's natural soak from Stamina.

⚠ <i>Wisdom-Inscribing Capacity⚠ </i> For 1 mote, the Alchemical may cover up to [Essence x Linguistics] square feet of any surface (skin, paper, stone, etc) with indelible markings in any color and any design (inscription occurs at a rate of [Essence + Linguistics] square feet per turn). The Alchemical must run its hands over the surface in order to inscribe upon it. This submodule also allows the Alchemical to extrude sufficiently long scrolls of plastic-feeling "paper" to meet its per turn scribing capacity if no other materials are available/desireable.

Modified Charms:

Celerity Enabling Module
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Minimum Dexterity: 6
Minimum Essence: 3
Prerequisite Chamrs: Sustained Augmentation of Dexterity
This charm grants 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.

Integrated Artifact Transmogrifier
Cost: 5 motes, 1 Willpower
Duration: Indefinite
Type: Reflexive
Minimum Appearance: 1
Minimum Essence: 2
Prerequisite Charms: None
Allows an Alchemical to mask its physical machine nature, appearing completely human, with life-like skin and no outward hint of its metal and mineral composition.

Polymodal Joint Bearings
Cost: None
Duration: N/A
Type: Permanent
Minimum Dexterity: 6
Minimum Essence: 2
Prerequisite Charms: Sustained Augmentation of Dexterity
The Alchemical's joints contain ball-bearing races and mechanical assemblies that grant super-human flexibility. The Exalt is considered to be not only ambidextrous but omnidextrous, able to perform minute and complex actions with any hand or foot without penalty. Alchemicals benefiting from this charm gain a 3 die bonus on any roll in which preternatural flexibility would prove immediately advantageous. This specifically includes any dodge stunt involving extreme contortion, and any roll to escape from restraints or to control/escape a clinch.

Limb Extentsion Armatures
Cost: None
Duration:N/A
Type: Permanent
Minimum Dexterity: 6
Minimum Essence: 2
Prerequisite Charms: Polymodal Joint Bearings
The Alchemicals limbs feature moonsilver implants that actually stretch and warp. The Exalt's limbs can reach up to (Essence rating x 2) additional yards. The Alchemical also gains a speed bonus to all hand-to-hand attacks equal to its Essence rating, and may attack opponents with a high ground advantage (such as mounted combatants) without penalty.

Planetary Archive-Latice Accessor
Cost: None or 2 motes
Duration: N/A or One Turn
Type: Permanent or Reflexive
Minimum Perception: 4
Minimum Essence: 2
Prerequisite Charms: None
The Alchemical now has a constant, direct connection between its mind and the Op Net?. It can browse webpages, use voice over internet protocol, and otherwise make use of the information superhighway without need of outside equipment or a land line. The connection mantained through the sub-A Etheric? resonance between two matched crystals - one a componant of the charm installed in the Alchemical's body, and the other built into an Op Net? hub set up by or on behalf of the Alchemical. In theory, this should allow the connection to function undisturbed across any distance, through any material, and across even transdimensional barriers (in theory).
The secondary function of this charm can be activated for 2 motes. Using a nest of data-mining program spiders, the Alchemical poses some factual question to which they would like to know the answer, such as "Were any large-scale piranha thefts reported in the Pacific North West in the past three months?" or "What's George Michael's real name?". Assuming that information related to the query can be found on the Op Net?, the program spiders will return with the information within one round.

⚠ <i>Mnemonic Malediction Rune⚠ </i>
Prerequisite: any other Imprint submodule
Failure: the target passes out for one minute (awakening prematurely if any damage is suffered). Upon awakening, the target does not remember any of the events of the past hour or scene (whichever is longer).
Success: the target remains conscious, but its memory of recent events is scrambled. It's player must make a reflexive Wits roll at standard difficulty for the character to remember each distinct event from the past half hour.

⚠ <i>Essence Ossification Symbol⚠ </i>
Prerequisite: Seal of Essence Transfusion
Purchasing this submodule costs 2 Transformation Points, and activating it carries a surcharge of 3 motes. Its effects are only applicable to beings who can channel Telluric energy.
Failure: all Essence/Quantum/Psi/Inspiration costs are doubled, and the subject cannot regain E/Q/P/I naturally. This effect persists until the target accumulates 6 successes on an extended Stamina+Resistance roll, rolling once every 24 hours. Supernatural healing/restorative effects can also remove the condition.
Success: all Essence/Quantum/Psi/Inspiration costs are doubled. This effect persists until the target accumulates 3 successes on an extended Stamina+Resistance roll, rolling once every scene.