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2.5 Exalted Alchemical Overdrive charms
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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.