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Exalted: Dreams of Exaltation - Charm Archive


Krul

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I'm going to use this to indicate the charms available to Alchemicals, including the creation of new Alchemical Charms during play. New charms require Magitech of 3+ and access to a vat's complex to create.

Presently Approved Charms: All in the Alchemical Main Book(of course), I'm also allowing all charms & Submodules found in the Ever-Cascading Torrent of Glory.

And this, as more are created I'll add more:

Efficient Integrated Memory Matrix

Cost: — [1m]; Mins: Intelligence 3, Essence 2; Type: Permanent

Keywords: Internal

Duration: Permanent

Prerequisite Charms: Any Intelligence Excellency

As a primordial Autochithon can remember everything that ever happened to him, with this Charm, his Champions can shore up their own memories in a similar manner. This charm is a glittering star metal web that is layered around and through the Alchemical’s brain, sharpening thier memories, and their sense of personal location. It mimics the effects of the Eidetic Memory merit (Scroll of Heroes pg. 52), and also allows the Alchemical to navigate the reaches within, tapping into the maker’s knowledge of himself, as though they had the Internal Compass merit (Scroll of Heroes pg. 54). As long as the charm is installed, and the Alchemical meets the prerequisites, this effect is constant, and costs no motes to activate.

Submodules:

Creation Navigating Principles(1xp): This submodule extends the effects of the Internal Compass effects to creation as well, allowing a basic understanding of the workings of creation, it is not initially available until after the Alchemical has spent at least a month within creation. [Additionally, there are three other Submodules, that can be bought after this Submodule is purchased. Wyld, Malfean and Underworld Navigating Principles, respectively, and require spending a month or so within those environments, though it need not be all together. Wyld Navigating Principles requires special attention, it essence it allows the Alchemical to know what type of wyld region they are in(tainted, middlemarches, etc.), and what is the quickest rote back to creation proper]

Eidolon Memory Impulse (Int 4, Essence 3): With this sub module, the Alchemical may draw on the experience of previous lives to enhance any intelligence based roll, after making the roll, the Alchemical may spend one of their eidolon activations to instead roll eidolon and add any successes they might make on that roll to the total.

Heroic Memory Recollection (Int 5, Essence 3): Using this submodual, the Alchemical enhances his eidetic memory to involve previous lives, in essence, this sub module will enhance their rating in Eidolon by ½ their essence (rounded down), this can allow it to go over 5. As a training effect, the Alchemical may also spend 3 xp to increase their Eidolon rating permanently, an effect that remains even if this charm is no longer installed.

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On an additional note..

Solar & Lunar Charms found in the following Documents are certainly permitted, with some adjustments regarding a few of those charms: Any Charm in the main books(Of course), The Scroll of Errata(Dreams of the First Age Fix), Hundredfold Facets of Enlightenment (Generally, ignore any charm that is also in Scroll of Errata), Everlasting Torment of Glory, & Any charms created by the Ink Monkey's (A group of freelance writers officially permitted by White Wolf to write new charms and errata).

Edit: The following House Rule applies, the solar charm, Magic-Shattering Strike(found in the Scroll of Errata), the Lunar charm Sorcery Rending Talons, and any other equivalent charms require essence one over that needed for that level sorcery, and must be purchased a another time at each essence level to work. This also applies to any charms that possess the sorcerous keyword. It is much more convenient and easy to learn the countermagic spells, but not every exalt chooses that path. [Meaning essence 4 for Terrestrial/Shadowlands with the first purchase; 5 for Celestial/Labyrinth/Man-Machine Protocols + Second Purchase; 6 for Solar/Void/God-Machine Protocols + Third Purchase].

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  • 1 month later...

Overdrive: Charms with this Keyword create a temporary pool of Peripheral Essence, which can only be filled by terms outlined in the text of the Charm. Motes in these pools may only be used to activate offensive Charms with a duration of One action or less. Charms whose mote cost are paid for entirely from a character’s Overdrive pool do not count as Charm activations. Other restrictions may be present in the text of the Charm. Motes gathered into the pools created by Overdrive Charms dissipate at the end of the scene, barring additional Charms to prolong their existence. Temporary mote pools created by the Overdrive keyword share their motes and stack together to determine the storage capacity of the overall pool. This Overdrive pool may store no more than 25 motes, regardless of the size of the pool generated by individual Charms with the Overdrive keyword.

Lunar

Bright Luna’s Rage

Cost: None

Mins: Stamina 4, Essence 3

Type: Permanent

Keywords: Native, Overdrive

Prerequisite Charms: Relentless Lunar Fury

Lunars are among one of the most deadly and powerful warriors in creation, and their instinctive natural capabilities in battle give them very few equals.  This charm enhances it’s prerequisite by giving the lunar a number of motes equal to their essence that goes instantly into their overdrive pool upon activation, and it slowly grows by 1 mote each action, up to a maximum of 10 motes into the overdrive pool, these motes are instantly lost when Relentless Lunar Fury ends.

Rising Moon’s Wrath

Cost: None

Mins: Dexterity 4, Essence 3

Type: Permanent

Keywords: Native, Overdrive

Prerequisite Charms: Lunar Hero Form

Lunar’s embrace change, survival and challenge, combat is an instinctive art for lunars and this particular charm enhances the Lunars instinctive combat capability, so that the greater the challenge, the more they rise to the challenge. This charm give the Lunar an overdrive pool and a number of motes equal to the highest essence rating of their opponents + 1 for each additional opponent they are fighting, up to a maximum of ten motes. This effect activates whenever the Lunar enters battle, should it be a sudden surprise attack or a regular join battle roll. Additionally, the Lunar gains no additional motes for later foes who join the battle, only for those there when he initially makes his attack.

Alchemical

Essence Targeting Channel Capacitors

Cost: None

Mins: Dexterity 4, Essence 3

Type: Permanent

Keywords: Native, Overdrive

Prerequisite Charms: Optical Enhancement (w/Motion-Tracking Targeting Glance)

Alchemicals are all about efficiency and the following installation involves that, with a series of star metal and soul steel wires along the Alchemical's skeleton that connect to the ocular implants that motes of essence can travel on.  This charm allows the Alchemical to take an aim action, and instead of gaining successes, the Alchemical may chose to fill a Overdrive pool, up to 10 motes maximum, that must be used to enhance attacks made on the targets the Alchemical has taken aim at.  While active, these motes flow along the starmetal and soulsteel wires, but they can not be sustained, unused motes vanish at the end of the scene, as the flow along the wires has no were to go once combat ends. 

Submodules

Aim Essence Infusion (Essence 4): As the Alchemical further develops her essence, she refines the effect of this charm, allowing it to hold more motes of essence that surge within the Alchemical, doubling the total amount of motes available to the overdrive pool. Furthermore, as long as combat continues, any target or group of targets the Alchemical takes a moment to aim at becomes a valid target for any motes in their overdrive pool.

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