7
 wanted alchemical over drive to follow a few basic principles: - It should be modular and adaptable, in keeping with the paradigm of alchemical charms - It should leverage the submodule system to accommodate lesser effects at reasona ble cost - It should follow on the non-combat applicability of many other alchemical char ms With those points in mind, I’ve envisioned the whole of alchemical overdrive revolving around three charms, in a simple tree with each other, and each with a larger than average number of submodules which are tightly themed around a particular portion of the mechanic. Overdrive Control Processor Cost: 5m [1m]; Mins: Wits 2, Essence 3 Type: Simple (Speed 5) Keywords:  Obvios, Overdrive Duration:  One Scene Prerequisite Charms: !one "ive rin#s o$ %d%m%nt cr&st%l encircle t'e lc'emic%l s essence reservoir, connected b& %n intric%te mes'*or+ or sil+en str%nds, be%rin# % stri+in# simil%rit& to t'e str%nds o$ $%it *oven b& t'e esi#n We%vers- .otes o$ essence corse %lon# t'ese p%t'*%&s, *'ic' %re c%p%ble o$ rotin# t'em into % nmber o$ tilit%ri%n $nction/p%tterns- W'en %ctiv%ted, t'e lc'emic% l #%ins % 5m Overdrive pool, *'ic' st%rts $illed *it' 5 o$$ensive motes- W'ile t'is c'%rm is %ctive, t'e lc'emic% l m%& spend 3m %s % miscell%neos, non/c'%rm/ %ctiv%tion %ction to %dd 5 more o$$ensive motes to 'is Overdrive pool- Edit0 emoved % mec'%nic restrictin# t'e nmber o$ sbmodles t'%t cold be %cired- Edit0 dded %n *%& to re$ill t'e pool sin# % $lrr& comp%tible non/c'%rm %ction- This most basic of charms is simple, and not all that potent by comparison to eisting !olar "verdrive options. #ike the other charms listed below, it’s designed to give the $lchemical the most  primitive form of the me chanic, which can then be bu ilt out using submod ules. !ubmodule s are designed to modify the way in which the $lchemical can spend his over drive motes. Submodules: Rapid Initialization Method (Wits 5)0 Wit' t'is sbmodle, t'e lc'emic%l m%& elect to %ctiv%te 'is Overdrive Control Processor %t its b%se cost %s % re$leive %ction- 4'e c'%rm m%& onl& be %ctiv%ted t'is *%& once per %ction, drin# t'e lc'emic%ls %ction- %nattractive at first blush, this gives the option of bringing the charm online &uickly , which can be great in combination with later charms in the chain, and this charm’s other submodules. Edit0 epl%ced empt& st%rtin# pool *it' se limit%tion, #iven redced me%nin# o$ t'e non/%ctiv%tion in 2-5 err%t%- Edit0 Cl%ri$ied t'e c'%rms cost *'en sed t'is *%&- Aumentation Proto!ol  (Essence 6)0 W'ile 'is Overdrive Control Processor is %ctive, t'e lc'emic%l m%& spend o$$ensive motes $rom 'is Overdrive pool to %ctiv%te %n& o$ 'is #ment%tions *it' % dr%tion o$ one %ction or less, even i$ t'%t #ment%tion mi#'t be %pplied in % non/o$$ensive c%p%cit&-

Alchemical Overdrive

Embed Size (px)

DESCRIPTION

2.5 Exalted Alchemical Overdrive charms

Citation preview

wanted alchemical overdrive to follow a few basic principles:

- It should be modular and adaptable, in keeping with the paradigm of alchemical charms
- It should leverage the submodule system to accommodate lesser effects at reasonable cost
- It should follow on the non-combat applicability of many other alchemical charms

With those points in mind, Ive envisioned the whole of alchemical overdrive revolving around three charms, in a simple tree with each other, and each with a larger than average number of submodules which are tightly themed around a particular portion of the mechanic.

Overdrive Control Processor
Cost: 5m [1m]; Mins: Wits 2, Essence 3
Type: Simple (Speed 5)
Keywords: Obvious, Overdrive
Duration: One Scene
Prerequisite Charms: None

Five rings of adamant crystal encircle the Alchemicals essence reservoir, connected by an intricate meshwork or silken strands, bearing a striking similarity to the strands of fait woven by the Design Weavers. Motes of essence course along these pathways, which are capable of routing them into a number of utilitarian function-patterns.

When activated, the Alchemical gains a 5m Overdrive pool, which starts filled with 5 offensive motes. While this charm is active, the Alchemical may spend 3m as a miscellaneous, non-charm-activation action to add 5 more offensive motes to his Overdrive pool.

Edit: Removed a mechanic restricting the number of submodules that could be acquired.
Edit: Added an way to refill the pool using a flurry compatible non-charm action.

This most basic of charms is simple, and not all that potent by comparison to existing Solar Overdrive options. Like the other charms listed below, its designed to give the Alchemical the most primitive form of the mechanic, which can then be built out using submodules. Submodules are designed to modify the way in which the Alchemical can spend his overdrive motes.

Submodules:

Rapid Initialization Method (Wits 5): With this submodule, the Alchemical may elect to activate his Overdrive Control Processor at its base cost as a reflexive action. The charm may only be activated this way once per action, during the Alchemical's action.

Unattractive at first blush, this gives the option of bringing the charm online quickly, which can be great in combination with later charms in the chain, and this charms other submodules.

Edit: Replaced empty starting pool with use limitation, given reduced meaning of the non-activation in 2.5 errata.
Edit: Clarified the charm's cost when used this way.

Augmentation Protocol (Essence 4): While his Overdrive Control Processor is active, the Alchemical may spend offensive motes from his Overdrive pool to activate any of his Augmentations with a duration of one action or less, even if that Augmentation might be applied in a non-offensive capacity.

Its essentially harmless to let the player burn his overdrive motes on die rolls in general, given the exchange rates involved. This most likely wont make fights stretch too long or stalemate.

Phased Release Algorithm (3xp, Appearance 2): While his Overdrive Control Processor is active, motes spent from the Overdrive pool do not contribute to his anima banner. He may elect to forgo this benefit for any given expenditure if he so chooses.

This is a nod to stealth, for the most part, although it has applications in a variety of other situations where subtly is to be preferred. Simple and useful.

Hardware Synchronizing Adapter (4xp, Intelligence 3): While his Overdrive Control Processor is active, the Alchemical may spend motes from his Overdrive pool to activate the powers of artifacts. This cannot be used to attune an artifact, or for any other application requiring the motes to be committed.

Alchemicals and artifacts go hand in hand, and it seems only fitting that some of their Overdrive mechanics should reward them for having and using the tools at their disposal.

Asynchronous Event Handler (Wits 5, Essence 5, [2m]): While Overdrive Control Processor is active, the cost of activating a charm activated entirely using Overdrive motes is decreased by one for each charm previously activated using only Overdrive motes during the Alchemicals current action, to a minimum of one.

Probably the strongest single upgrade available to this charm, this is meant to be the efficiency powerhouse of the design, that everyone looks forward to getting.

Edit: Clarified wording to specify each previous charm, rather than each other charm.
Edit: Limited cost reduction to a minimum cost of one mote.

Social Applications Interface (2xp, Manipulation or Charisma 3): While Overdrive Control Processor is active, the Alchemical may spend motes from his Overdrive pool to activate offensive social charms, in addition to offensive charms applicable to physical combat.

A simple upgrade to expand the use of Overdrive into a whole new arena. I really like the idea of making this something that Alchemicals have figured out how to get the most out of in any situation.

Strategic Optimization Service (2xp, Wits or Intelligence 3): While Overdrive Control Processor is active, the Alchemical may spend motes from his Overdrive pool to activate offensive charms applicable to mass combat situations, as well as charms applicable to physical combat.

In keeping with the upgrade before it, but even easier to justify. It might even be argued that no charm is needed for this, but at 2xp its almost worth it just to make the point clear.

Structured Development Paradigm (4xp, Essence 4, [1m]): While Overdrive Control Processor is active, the Alchemical may spend motes form his Overdrive pool to activate any charm of any type applied to a non-combat (including social and mass combat) extended action.

The ultimate extension of the cross-applicability concept, the idea here is that an Alchemical might employ his Overdrive mechanics to facilitate applying multiple charms to non-combat actions.

Edit: This is rendered useless by the new combo rules in 2.5, and has been removed.

Heterodox Transformation Matrix (Essence 4, Dissonance 4): While Overdrive Control Processor is active, the Voidbringer may expend a virtue channel in order to allow him to activate a single non-offensive charm using offensive motes from his Overdrive pool.

A little something for the Voidbringers in the house, I mostly really liked the name, but I also like the notion that such twisted beings might even subvert the nature of their own essences (and the rules).

Overdrive Capacitance Array
Cost: -- [1m]; Mins: Stamina 2, Essence 3
Type: Permanent
Keywords: Overdrive, Stackable
Duration: Permanent
Prerequisite Charms: Overdrive Control Processor

Orichalcum capacitance caps are placed over either end of the Alchemicals essence reservoir, interfacing with his Overdrive Control Processor, but distinct from it.

The capacity of the Alchemicals Overdrive pool is expanded by 10 motes.

Edit: Removed a mechanic restricting the number of submodules that could be acquired.

Part two of the charm chain, this one isnt amazing in its base form either. Like its predecessor, its designed to provide some useful baseline functionality, while primarily acting as a vehicle for the submodules that will attach to it. Its submodules are themed, not surprisingly, around the capacity and contents of the Overdrive pool.

Submodules:

Overcharge Capacitor (Stamina 4, [1m]): When the Alchemical gains overdrive motes but his overdrive pool is already full, he can attempt to fill it beyond its normal capacity. To do so, he must succeed at a (Stamina + Resistance) roll at difficulty equal to (2 x Total Motes Over Normal Capacity). If he fails, all motes above the cap are lost, and he suffers an unsoakable point of aggravated damage.

Overcharging capacity at the risk of physical damage seems like an interesting mechanic to apply to Overdrive, and reasonably appropriate for Alchemicals thematically.

Edit: Clarified that this doesn't give you overdrive motes on its own.
Edit: Clarified that the roll's difficulty should be twice the total overage.
Edit: Added a reset of the pool to normal cap if the roll is failed.

Conservation Circuit (Essence 4): If the Alchemicals Overdrive pool contains any number of motes at the end of a scene, he may choose to retain up to five of them indefinitely for future use by committing 2m from his standard essence pools.

Keeping a small buffer of Overdrive motes is an attractive high-end option, even if it does come at the price of a small reduction in available standard motes.

Ground State Rectifier (Intelligence 3, 4xp): At the end of each scene, when the Alchemicals Overdrive pool contains one or more motes that would normally be lost, he recovers half that many motes as normal essence recovery. Each mote converted this way adds to his anima display before it fades.

Recycling is a good theme for Alchemicals, and the idea of grounding out those excess Overdrive motes to some useful purpose at the end of the scene seems useful and cool, especially with special effects.

Edit: Reduced the exchange rate to prevent using this for out of combat regen.

Autonomic Reactor Control (Wits 3, 2xp): Whenever the Alchemical would gain offensive motes for his Overdrive pool, he may opt instead take them as Attunement Motes as described for Surging Essence Reactor (Scroll of Errata, Page 187).

Basically this is thinking along the lines of the 2.5 treatment of other splats old reactor type charms. It seems safe to add, given those other charms as examples.

Edit: Cut due to its interaction with the revised Overdrive Control Processor.
Edit: Strike that, conversion numbers have been adjusted instead.
Edit: Converted to attunement mote generator, as similar charms in 2.5.

Regenerative Reactor Engine: (Stamina 3, 4xp): When the Alchemical's Overdrive pool would empty at the end of a scene, he may elect to spend the remaining motes to heal himself, at the cost of 4m per point of bashing damage, or 8m per point of lethal damage. Aggravated damage cannot be repaired in this way.

Another option for things to do with excess Overdrive at the end of the scene, producing the option to conserve if it seems useful, without supplying in-combat defensive powers.

Edit: Replaced Autonomic Reactor Control with the above submodule.
Edit: Adjusted rate of return to reduce potency somewhat.

Stasis Filaments (Intelligence 5, [2m]): At any time, as a reflexive action, the Alchemical may spend 1wp to freeze his Overdrive pool for (5 x Essence) hours, or until he reflexively pays another 1wp to unfreeze it. While frozen, it cannot gain or lose motes in any way, but those motes also cannot be spent.

Putting your Overdrive pool on hold seems interesting and potentially useful. The cost of toggling in and out of that state is meant to prevent it from being abused to always keep a full pool on hand.

Edit: Clarified the wording and just made it a bit more graceful.
Edit: Placed a time-limit on holding the frozen pool and reduced willpower cost.

Dynamic Charge Conduit (Wits 5, [1m]): Whenever the Alchemcial would recover motes to his personal or peripheral pools from a stunt or whatever other means he may instead add twice that many motes to his Overdrive pool if he passes a reflexive (Wits + Occult) roll at difficulty equal to the number of motes recovered.

The logical flip side of Autonomic Reactor Control, the greater requirements and the need to make a roll are meant to reflect the greater potential value of Overdrive motes.

Edit: Increased returns in keeping with changes to Overdrive Control Processor.

Orthodox Essence Partition (Clarity 3, Exemplar 2, [1m]): The Alchemicals Overdrive pool capacity is expanded by a number of motes equal to his Clarity. This can cause his total to exceed the normal 25m cap on the size of Overdrive pools, but does not stack, giving an absolute maximum of 35m capacity.

Rules are made to be broken, and this seems pretty safe, given how rarely a character will manage to fill even a normally capped 25m pool in normal circumstances.

Integration Engine (Stamina 3): For each artifact explicitly not including Charms the Alchemical has attuned, the total capacity of his Overdrive pool is increased by a number of motes equal to half its dot rating, rounded up as normal for Exalted. Multiple installations of this submodule do not stack.

More playing with the idea of artifacts and Alchemicals going hand in hand here. Pool expanders are par for the course, this just hooks one up to an unconventional scaling mechanic.

Overdrive Accumulation Nodes
Cost: 4m [1m]; Mins: Perception 2, Essence 3
Type: Reflexive
Keywords: Overdrive, Combo-OK
Duration: Indefinite
Prerequisite Charms: Overdrive Capacitance Array

Starmetal nodes placed at key chakra points throughout the Alchemicals body harness the natural currents of his essence, and harvest the surging waves of essence that surround him in the heat of battle, given off by his own charms and those of his allies and opponents.

While active, the Alchemical gains a mote drip of one offensive mote each action. This charm does not increase the capacity of his Overdrive pool.

Edit: Removed a mechanic restricting the number of submodules that could be acquired.

The concept here is simple enough start off with a basic mote drip, stripped down to the bare essentials, and given the versatile Alchemical approach. Like its predecessor charms, its comparatively week, but its upgrades all of which are themed around ways of gaining Overdrive motes make it well worth the Alchemicals time.

Submodules:

Synergistic Amplifier (Perception 5, [2m]): While his Overdrive Accumulation Nodes are active, the Alchemical gains an Overdrive mote whenever an ally in the scene activates a charm, or 2m when an ally completes a spell or protocol. No more than (Essence) motes can be gained this way during each of the Alchemical's actions.

A core power up effect, designed to be along the same lines as Essence Gathering Temper in terms of overall rate of income, and similar in theme as its triggered by other peoples actions.

Edit: Limited returns in the presence of large numbers of allies with cheep charms.
Edit: Replaced perception requirement with clearer 'in the scene' wording.

Harmonic Resonator (4xp): While Overdrive Accumulation Nodes is active, the Alchemicals mote drip from that charm is increased from 1m to 2m (non-stacking) whenever he is working with an allied exalt associated with his own magical material, be it another Alchemical or one of Creations Exalted.

I like the idea of playing of the established material type based synergies for the Alchemicals, in this context and others as well, so this situationally useful submodule sounds like fun to me.

Totemic Reclamation System (Perception 3, 3xp, [1m]): While Overdrive Accumulation Nodes is active, the Alchemical gains two overdrive motes whenever someone else in the scene increases their anima banner to a new level (glittering caste mark to burning caste mark, burning mark to coruscating aura, and so on).

Baby brother to the Synergistic Amplifier, using increasing anima display to fuel Overdrive has the attractive quality of making it ramp up in close step with the intensity of the situation.

Edit: Replaced perception requirement with clearer 'in the scene' wording.
Edit: Clarified when this triggers and changed how many motes it gives.

Field Power Module (Essence 4, 4xp): While Overdrive Accumulation Nodes is active, the Alchemicals mote drip from that charm is increased from 1m to 2m (non-stacking) whenever he is operating within the precincts of an Alchemical Metropolis (other than his own, if the user is a Metropolis himself).

Home field advantage, in the form of a charm. This is pretty situational, like Harmonic Resonator, but can be very useful for certain characters, and helps Champions synergize with their elder cousins.

Power Tapping Siphon (Essence 4, [1m]): While Overdrive Accumulation Nodes is active, whenever the Alchemical makes a physical or social attack against a being with awakened essence, he gains 2 Overdrive motes if he has not used a charm yet during the action in question.

The idea here is to encourage players to try out some non-super-powered attacks from time to time, by rewarding them for mixing them in with their usual assortment of essence fueled wrecking balls.

Edit: Clarified to exclude activation when using charms entirely with overdrive motes.

Aegis Response System (Essence 4, Perception 4, [1m]): While Overdrive Accumulation Nodes is active, whenever an attack is made against an ally in the scene with lower essence than his own, he gains 1 Overdrive mote. Attacks on the unit scale in mass combat and abilities which effect more than one such ally with a single attack generate 3m instead, regardless of the number of targets effected.

This is a slight variation on the Essence Gathering Temper concept, designed to favor Alchemicals fighting alongside mortals and lesser spirits, since a group of exalts are usually at the same Essence.

Edit: Clarified intended mote generation of multi-target attacks.
Edit: Replaced perception trigger with clearer 'in the scene' wording.

Social Response Countermeasures (Manipulation 3, 3xp, [1m]): While Overdrive Accumulation Nodes is active, whenever the Alchemical spends willpower to resist an Unnatural Mental Influence effect, he gains a number of offensive motes equal to three times the willpower expended.

Taking Overdrive into the social arena, as mentioned earlier, seems interesting and workable. Even without that though, this has powerful if very situational value.

Forecast Capitalization Unit (Intelligence 3, [2m]): Whenever the Alchemical takes multiple consecutive non-combat extended actions while Overdrive Accumulation Nodes is active, he gains 2 Overdrive motes at the start of each action for each action previously taken without interruption.

This is another submodule designed to bridge Overdrive into the realm of the non-confrontational. It will only be useful with something like Structured Development Paradigm in play a well though, of course.

Edit: This effect has been invalidated by the combo system changes in the 2.5 errata.

Amplification Matrix (Essence 5, [2m]): If the Alchemicals Overdrive Accumulation Nodes are active, whenever he gains offensive motes from a source other than a mote drip effect, the number of motes gained is increased by one.

Straight up meta-mechanics are dangerous of course, but this is additive and restricted, so it seems safe enough, and such meta-mechanics seems somehow in character for Alchemicals.