01 nubbins themselves make the Alchemical more difficult to damage in any significant way and add 1L/+2B to the Alchemical’s soak as long as they are installed. When activated they can be use in one of two ways either they can be deployed as a network of nano-machines that speed the healing process, in this case the charm remains active for a day, and each 5 motes adds another healing rate (i.e. with 5 motes the Alchemical heals twice as fast, with 10 three times, with 15 four times, etc) In this configuration they do not additionally aid the Alchemical’s Soak. Deployed in their armor configuration the plates are very hard and each 3 motes spent activating them adds +1L/+2B to the Alchemical’s Lethal soak for the rest of the scene. No more motes may be spent activating that function than the alchemical has stamina x 3. Chest Cavity Storage Unit Installation Cost: 1 Mote Cost: N/A Duration: Permanent Type: Simple Minimum Stamina: 2 Minimum Essence: 1 Prerequisite Charms: None The Alchemical Exalted has a door in their chest made of the magical material of their caste. They may open or close this door at Alchemical Charms Stamina Strain Resistance Chassis Modification (See Time of Tumult) Obstinate Flesh Mechanism Installation Cost: 1 Mote Cost: N/A or 3 Motes per dice or 5 Motes per factor Duration: Permanent or One Scene or One Day Type: Simple Minimum Stamina: 2 Minimum Essence: 2 Prerequisite Charms: Strain Resistant Chassis Modification The Obstinate Flesh Mechanism consists of small metal nubbins below the skin. When activated they burst forth and interlock as overlapping circular scales molded to the Alchemical’s contours. The
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nubbins themselves make the Alchemical more difficult to damage in any significant way and add 1L/+2B to the Alchemical’s soak as long as they are installed. When activated they can be use in one of two ways either they can be deployed as a network of nano-machines that speed the healing process, in this case the charm remains active for a day, and each 5 motes adds another healing rate (i.e. with 5 motes the Alchemical heals twice as fast, with 10 three times, with 15 four times, etc) In this configuration they do not additionally aid the Alchemical’s Soak. Deployed in their armor configuration the plates are very hard and each 3 motes spent activating them adds +1L/+2B to the Alchemical’s Lethal soak for the rest of the scene. No more motes may be spent activating that function than the alchemical has stamina x 3.
Chest Cavity Storage Unit Installation Cost: 1 Mote
Chassis Modification The Obstinate Flesh Mechanism consists of small metal nubbins below the skin. When activated they burst forth and interlock as overlapping circular scales molded to the Alchemical’s contours. The
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Type: Simple
Minimum Stamina: 4
Minimum Essence: 3
Prerequisite Charms: Chest Cavity
Processing Unit The Alchemical’s Chest cavity tools are upgraded to have industrial processes, a tiny mirror of the processes that go on within the Machine God. It can produce mundane items of a common nature
(requiring only 2 or 3 success on a crafts roll
to make) almost instantly with the proper
materials. The alchemical may slide in a mass
of steel close their chest cavity, almost
instantly open it back up and withdraw a sword
or plowshare. Alternatively it can be used to
repair a more complex item that is damaged,
such as an exceptional sword. So long as the
Alchemical has the raw materials needed the
repair is instant. Alternatively it can be used
to create a perfect counterpart to an object
that the Alchemical can see, a blade for an
existing sword hilt, or a key to fit a specific
lock.
Chest Cavity Automata Production
Facility Installation Cost: 1 Mote
Cost: 3 motes, 1 willpower, 1 Health Level
Duration: Until Reclaimed
Type: Simple
Minimum Stamina: 5
Minimum Essence: 4
Prerequisite Charms: Chest Cavity
Manufacturing Unit
The Ultimate Chest Cavity upgrade, this allows
the Alchemical to produce a complex
autonomous unit from their own flesh. The Alchemical need not have any resources available to use this charm. The health level cost of this charm is an out-of order –2 health level at the top of the –2’s area. It incurs no penalty unless the Alchemical runs out of –1 health levels normally. If a –2 is not available then the Alchemical pays the cost in the regular order and it is shifted to a –2 when possible. The Health Level does not heal as long as the Charm persists. Activating this Charm
will, and it is to store objects within
themselves. Due to some odd elsewhere
geometries they can store objects of seemingly
ridiculous sizes and shapes so long as the total
mass does not exceed 5 pounds per point of
stamina that the Alchemical possesses.
Chest Cavity Processing Unit Installation Cost: 2 Motes
Cost: 3 motes
Duration: One Scene
Type: Simple
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: Chest Cavity Storage
Unit The Alchemical’s Chest cavity storage unit is fitted with a variety of specialized and automated tools. Anything stored within the cavity may be worked by the Alchemical at the same time as the alchemical
performs other actions. This does not reduce
the time between the appropriate crafts rolls,
but it does allow them to be made while the
Alchemical does other things. It does not
increase the capacity of the Storage area. The
Alchemical is presumed to have the tools
needed to perform whatever crafts they
perform. This means that an Alchemical could
place thread within the chest cavity and later
that day remove a fully made toga so long as
they make the necessary rolls to produce it.
The motes must remain committed throughout
the construction process. Alternatively the
cavity can operate for a single scene (about an
hour), to refine raw matter (iron ore, cotton
plants, etc) into refined materials, (Steel,
Cotton, etc). This Charm can only be used in
conjunction with the Crafts ability and is
therefore incompatible with artifact creation.
Chest Cavity Manufacturing Unit Installation Cost: 1 Mote
Cost: 6 motes, 1 willpower
Duration: Instant
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raise its essence for 10 points, purchase a
charm for 5, and raise abilities or attributes at
regular cost. Additionally it may buy
considerations with bonus points as follows;
Flight (5 bonus points);
The automata has helicopter like blades, or a
gravitational flight array, and may fly at three
times its regular movement rate.
Armor Plates (3 bonus points); Raise the Automata’s Lethal and Bashing soak by 1 each.
These are not the only possible considerations,
players and storytellers are encouraged to
create their own.
The automaton is immune to mind affecting
effects, and is totally loyal to its creator,
fulfilling its mission with mechanical precision.
Dexterity
Dynamic Reaction Enhancement
requires a number of hours equal to the automata’s final essence rating (more powerful automata
require longer to make), at the end of this time
the chest cavity opens and the automata
emerges. It cannot communicate with the
Alchemical remotely unless it is given Charms
that would allow it to do so, though it can
speak. The charm only ends when the
Alchemical Exalted recovers the Automata (or
its remains) and places them within its chest
cavity to be reclaimed by its body, or when the
automata is totally annihilated. When the
automaton is reclaimed the Alchemical downloads all its memories into its own mind, as if they were his own. The Automata appears to be made of brass and the magical material of the Alchemical’s caste. The automata’s stats are assigned by the Alchemical Exalted during its creation as follows. It has an attribute spread
of 5/4/3, four health levels (0, -1, -2,
Destroyed) it has an essence score of 1 and
calculates essence pool as follows [Essence x
5 + Willpower] it has no virtues, 10 points to
allocate on abilities. Its willpower is 10 No ability or Attribute may exceed that of the alchemical that created it. It can only be fitted with copies of Charms that the Alchemical currently possesses. It has a number of bonus points equal to the Alchemical’s Essence x stamina. It may
Strain Resistance Chassis Modification
Obstinate Flesh
Mechanism
Chest Cavity Storage
Unit
Chest Cavity
Processing Unit
Chest Cavity
Manufacturing Unit
Chest Cavity Automata
Construction Facility
Stamina
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Automatic Counterattack Defensive
Unit Installation Cost: 1 Mote
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Dynamic Reaction
Enhancement System This charm is a small unit implanted below one of the Alchemical’s eyes on its check bone. When
active it projects a small red beam of light that
creates a dot on the target. Allowing the unit
to manager its reflexes and movements the
Alchemical Exalted can make an immediate
counterattack upon any opponent attacking it.
Alternatively it can be used to attempt to
reflexively and aggrievedly outmaneuver the
opponent; when attacked the Alchemical may
take a free movement action to anywhere
within their essence in yards of their current
position, so long as there is no physical reason they could not reach that spot. This can be used in a number of ways, possibly to break a multi-attack action or make the Alchemical’s next attack from behind under the correct circumstances.
System
(See Time of Tumult)
Celerity Enhancing Module
(See Time of Tumult)
Precision Targeting System Installation Cost: 2 Motes
Cost: 1 mote per dice
Duration: Instant
Type: Simple
Minimum Dexterity: 2
Minimum Essence: 1
Prerequisite Charms: None
This charm takes the form of an ocular implant surrounding one of the Alchemical’s eyes, and linking it with a fine web-work of threads to their joints. Each mote invested in this charm adds once dice to any dexterity based attack dice pool, to a limit of the Alchemical’s dexterity score.
Alternatively it can be activated to swap a dice
for a reduced difficulty of 1, on any attack roll
that is a trick or called shot, or otherwise calls
Manipulation Apparatus This charm is installed upon one of the Alchemical’s arms, and linked by fibers running
down the back of their body to their Personal
Gravity Manipulation Apparatus on their legs.
It allows the Alchemical Exalted to generate a
pulse of intense gravity and project it up
through the Gravity Pulse Wave Generator, and
project it at a single target. The Alchemical
rolls Strength + Archery or Strength +
Athletics as they prefer to target the shot.
This attack is explicitly compatible with
precision targeting system even though it is
not a Dexterity based dice pool. If the target
successfully dodges the attack, then it has no
effect, however if they parry the attack or if it
hits, then the target must immediately make an
opposed reflexive Strength + Athletics roll
with the Alchemical in question or suffer a
number of yards of knockback equal to the Alchemical’s Essence x their additional successes on the opposed roll. Additionally if the attack hits, it deals Essence + Strength raw lethal damage plus additional attack successes. It has a range of Essence x 10 yards. This charm may be purchased twice, once on each arm, if it is
This charm is a larger unit connected to the side of the Alchemical’s neck, and linked by a short flexible cord to their Automatic Counterattack Defensive Unit. By activating the unit and specifying a single target the Alchemical may project their movements perfectly on their tactical systems, allowing them to make a single attack, that cannot be dodged only parried or soaked. Alternatively they can lock their Battle Algorithm Manager on their opponent’s attacks for the rest of the scene, allowing them to make a free counterattack anytime the opponent launches
Overcharger Device This charm is installed upon the souls of the Alchemical’s feet and produces a faint shimmering
beneath them when activated. It allows the
Alchemical Exalted to repulse/lift themselves
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Wits
Radical Social Alteration Module Installation Cost: 2 Motes
Cost: 5 motes
Duration: One Scene
Type: Supplemental
Minimum Wits: 2
Minimum Essence: 1
Prerequisite Charms: None This charm is installed in the Alchemical’s temple and glows faintly with a pale blue light when activated. It flawlessly determines what the target truly wants at the moment. Not deep-seated long-term desire, but what they want to get out of you or whoever else they're around. You must be in conversation with the target to use this charm on them. The ability of the Fair Folk or other Charms to hide the subject’s true intentions automatically foils this Charm. Alternately, it can be activated to
cloud your own true goals by giving off the
wrong signals, this flawlessly defeats the
regular usage of this charm and raises the
difficulty of any socialize roll to detect your
true motivations by your wits score. If the
target fails the roll then they form a wrong
conclusion of your choice about what it is you
want.
Alchemical must still pay both activation
costs.)
Suggested Combo: Gravity Pulse Wave
Generator, Precision Targeting System, and
battle algorithm management utility
Personal Deflection Shield Generator Installation Cost: 1 Mote
Cost: 6 motes
Duration: One Scene
Type: Simple
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Gravity Pulse Wave
Generator This Charm is installed upon the Alchemical’s chest, and takes the form of a recessed parabolic dish, with a small spike in the center. When activated it creates a field of anti-gravity that repels attacks away from the Alchemical. This field
raises the difficulty of all attacks against the
alchemical by their essence score.
Alternatively it can be activated as a form of
armor. When used in this fashion it creates a
skin-tight field of highly intense energy, that
provides soak against all attacks even aggravated ones equal to the Alchemical’s strength
Personal Gravity Manipulation Apparatus
Strength
Parabolic Leap Overcharger Device
Gravimetric Flight Engine
Gravity Pulse Wave Generator
Personal Deflection Shield Generator
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Remote Transmat Beam Installation Cost: 1 Mote
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Wits: 4
Minimum Essence: 2
Prerequisite Charms: Personal Trans-
Dimensional Facilitator
This Charm allows the Alchemical to remotely
transmit matter to elsewhere. It can be used in
a variety of ways. It is targeted with a Wits +
Thrown roll. It can be used to remove an
object from an enemies grasp (Requiring a call
shot.) retrieve an object from a place that
cannot be reached (Requires a successful Wits
+ Thrown check) or to gorge a chunk out of an
enemy and send it to elsewhere (standard hit roll on Wits + Thrown) if the attack is parried then the parrying weapon is automatically transported into elsewhere, unless it is made of one of the five magical materials. If successful the attack deals the Alchemical’s Essence + Wits in levels of lethal
damage. It has a maximum range of Essence x
10 yards. Once an object has been sent to
Elsewhere this way, the Alchemical can use
Personal Trans-Dimensional Facilitator to
bring the object from Elsewhere to their own
hand. When used as a weapon it deals essence
dice of aggravated damage to the target.
Alternatively this charm can be used to
transfer something the Alchemical has stored
in Elsewhere (either with this charm or
Personal Trans-Dimensional Facilitator) to a
target point. While it cannot be made to materialize inside another object it can still be very useful in poisoning etc…
Personal Transmat Beam Installation Cost: 1 Mote
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Wits: 5
Hormonal Control Vector Installation Cost: 2 Motes
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Wits: 3
Minimum Essence: 2
Prerequisite Charms: Radical Social
Alteration Module
This charm consists of two spherical brass
components housed deep in the lower torso,
roughly where human kidneys would exist.
When activated it enables the Alchemical to
reduce fear by controlling their hormones, this adds a number of dice equal to their wits score to a single willpower or valor roll to resist fear. Alternatively it can be used to shut down the Alchemical’s emotional responses, reducing the number of successes gained on emotion manipulating charms against them by a number
of successes equal to that gained on a Wits +
Valor roll.
Personal Trans-dimensional Facilitator Installation Cost: 3 Motes
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Wits: 3
Minimum Essence: 2
Prerequisite Charms: None
This charm allows an alchemical to create a
momentary warp between themselves and
Elsewhere, enabling them to store and retrieve
objects. Objects stored and retrieved by this
charm cannot have more mass than 3 x
Permanent Essence Pounds. Objects can only
be retrieved if the exact charm was used to
store them, however if the Alchemical has this
charm removed and installed in another, then
that Exalted can summon back the objects
stored by the other. The Alchemical must be holding the object to store it. This charm appears to be a small patch of silver installed on the back of the Alchemical’s hand.
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more than 5 yards across per point of
permanent essence. This is rather like a
Sprits Sanctum, but it is a ‘floating domain’ moving through Elsewhere with the Alchemical. This Charm allows the Alchemical to send themselves to their private Elsewhere space. They simply vanish, and re-appear in Elsewhere. They can leave Elsewhere reappearing exactly where they left from by activating this charm again. If
Essence Detecting Warning System Installation Cost: 1 Mote
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Perception: 4
Minimum Essence: 3
Prerequisite Charms: Essence Detection
Array
This charm appears to be a line connecting the Essence Detection Array, to the base of the Alchemical’s skull. Allowing them to reflexively register essence patterns before they are even consciously aware of them the Alchemical treats all essence enhanced attacks, or attacks by spirits,
requires mathematical input (Calculating the Geomancy for a structure, Aligning the perfect catapult shot, allocating resources for an army etc) may be supplemented by the use of this charm, 1 mote adds a number of automatic successes equal to the Alchemical’s intelligence score to the roll. Alternatly it can be activated, in a scene long
configuration to aid in the rapid accumulation
and usage of mathematical data, trend analysis,
etc. Any situation that it might apply to
(Playing Card Games, Looking for an anomaly
in a large amount of text, etc) they may add a
number of dice to their dice poll equal to their
intelligence score. This Charm is located upon
the crown of the head, and contains a small
crystal screen that constantly scrolls esoteric
symbols when active.
Supra-Cranial Booster Installation Cost: 1 Mote
Cost: 3 motes, 1 willpower
Duration: instant or one scene.
Type: Extra Action
Minimum Intelligence: 3
Minimum Essence: 2
Prerequisite Charms: Esoteric Calculator
This charm allows the Alchemical Exalted to
take several mental actions simultaneously.
When activated in this way, it allows the
Alchemical to make several rolls based on
mental attributes at the same time. For
example, the Alchemical might spend a scene
at the forge, rolling intelligence + occult to work on the artifact they are creating, while also rolling wits + socialize to review mentally review the events of last nights dinner in order to look for weaknesses in the Tripartite Council’s members, and rolling Perception + Awareness to keep their
This charm adds looks like a small projector on the Alchemical’s wrist linked by a tightly bound cable to the Alternate Phase Attunement Sensor. When activated it generates a terrible pulse of disruptive energy across the Alchemical’s body and possessions. This pulse causes an attack made in conjunction with it, to cause aggravated
damage to spirits, and if they are slain with it,
permanently destroys them.
Intelligence
Esoteric Calculator Installation Cost: 2 Motes
Cost: 2 motes
Duration: instant
Type: Supplemental
Minimum Intelligence: 2
Minimum Essence: 1
Prerequisite Charms: None
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known etchings. There is no Installation Cost
for spells, beyond the standard Experience Point cost (or taking up a starting Charm slot). These spell emeralds are absorbed into the larger emerald, and float eerily inside as if suspended in a viscous emerald fluid. It takes a week for a ‘data crystal’ containing a spell to be fully integrated and
quickly settles into a quiet rhythm. (Engendering a -2 penalty on all Stealth Dice pools in the round that it is activated.) It remains active for a number of hours equal to the Alchemical’s Essence + Manipulation, during this period of time they recover essence at three times the base rate per
hour (0 if they are active, 12 if they are
resting, and 24 if they are sleeping.)
Alternatively they can kick the mechanism into
overdrive, such overdrive is dangerous and
deals 1 level of aggravated damage upon them
that cannot be soaked or redirected in any way. However the mechanism immediately squeezes 10 motes out of its system. This is referred to by some Alchemicals as ‘Running on fumes.’
Alchemical’s own caste, affixed to a special slot on the Secondary Essence Pasteurization Tank. While attached it modulates the Alchemical’s essence, allowing it to harmonize with magical materials that are not of its own caste freely.
Hearthsocket System Installation Cost: 2 Motes
specially-prepared sapphires, which operate
identically to the emeralds of the previous
Charm, except that It takes two weeks for a ‘data crystal’ containing a spell to be fully integrated and ready for use. This Charm is installed in the area of the Alchemical's sternum, visible as a large sapphire surrounded by a setting made of the Alchemical's Caste Material and flecked with
streaks of the other four Magical Materials.
Autochthonic Artifact Production
Facility Installation Cost: 2 Motes
Cost: 2 willpower
Duration: Instant
Type: Simple
Minimum Intelligence: 5
Minimum Essence: 5
Prerequisite Charms: Sapphire Essence
Actuator
This Charm is installed in the area of the
Alchemical's sternum, visible as a large
diamond surrounded by a setting made of the
Alchemical's Caste Material and flecked with
streaks of the other four Magical Materials. It
allows the Alchemical to double the number of
successes scored on an Intelligence + Occult
roll for purposes of artifact creation only. The
use of this charm allows the Alchemical
Exalted a mastery of artifact creation that is
unmatched by other Exalts.
Manipulation
Auxiliary Essence Storage Unit
(See Time of Tumult)
Secondary Essence Pasteurization
Tank Installation Cost: 3 Motes
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Alchemical’s hands. It can only be activated if the alchemical is in contact with another being
Prerequisite Charms: none This charm takes the form of nano-filaments that are spread throughout the Alchemical’s body manifesting as dark horizontal lines across her entire body. It can be activated in one of two
Cost: N/A
Duration: Permanent
Type: Special
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms: Auxiliary Essence
Storage Unit
This charm is a small array of sockets linked
to the Auxiliary Essence Storage Unit, made of the same material as the Alchemical’s caste. It contains a number of slots equal to the Alchemical’s Essence score, and must be upgraded during the process of increasing their essence. Each slot can hold a single
Alternate Essence Attunement Module This charm appears as a small plate upon the
Auxiliary Essence Storage Unit
Manipulation
Secondary Essence Pasteurization Tank
Alternate Essence Attunement Module
Hearthsocket System
Essence Disruption Contact
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meets the backbone. It allows the Alchemical
to expand the functions of the Deific
Remolding Processor in a number of ways. First the nano-machines can withdraw all the Alchemical’s charms within her, and alter her flesh tone to that of a normal human. This does not in anyway effect the Alchemical’s use of charms, however nor does it effect the flaring of their anima.
Activating the charm in this configuration costs
5 motes. The second function allows the
alchemical to sprout additional cybernetic
limbs and generally convert themselves into a
large battle machine. When in battle mode this
charm adds three feet to their height. It costs
10 motes to activate the charm in this
configuration. They loose all appearance
immediately, however they may allocate a
number of dots equal to their Appearance +
Essence when in this form. Each dot can
either be used to add a dot to strength or stamina, two points can be used to add one to the Alchemical’s Dexterity. One point can also be sacrificed to purchase an additional consideration, such as a pair of extra limbs, or a hand converted into a weapon made of the magical material of the Alchemical’s type. Some example considerations are listed below.
Extra Hands;
The Alchemical deploys a pair of Extra limbs.
They are fully functional and reduce all dice
pool penalties for multiple actions by 1 to a
minimum of 1, in addition to providing
additional ability to hold objects etc.
Tracks; The Alchemical’s legs transform into robust tracks, allowing them to move across even the roughest terrain, at three times their regular movement rate. They may not climb or jump however while their
legs are in this form.
Blade-Arm; One of the Alchemical’s limbs becomes a bladed weapon similar to a Daiklave made of the magical material associated with their caste. It has the following weapon statistics +4 Spd +2 Acc +8L Dmg +2 Def, plus the appropriate material
configurations. The primary function is to restructure the Alchemical’s head and face region entirely either making them look like someone else (Add a number of automatic successes to a disguise roll equal to the Alchemical’s essence rating.) or increasing their attractiveness (add a number of dots to the Alchemical’s appearance score equal to half their essence, raising it no higher than 5.) The Secondary function is to restructure the Alchemical’s body to make it more efficient for specific tasks, the filaments sprout mechanical boosters, and enhancers all over the Alchemical’s body; allowing them to move a number of dots between their physical attributes and appearance equal to their essence score.
Toolkit Modifying Array Installation Cost: 1 Mote
Cost: 1 mote
Duration: One Scene
Type: Reflexive
Minimum Appearance: 4
Minimum Essence: 2
Prerequisite Charms: Deific Remolding
Processor
This charm appears as a small band of bronze looping one of the Alchemical’s wrists. When activated it covers the Alchemical’s hand and converts it into any mundane piece of equipment or tool desired. Anything of a reasonable size from a lock pick to a sword blade can be produced. This allows the Alchemical Exalted great flexibility in a number of situations. The tool produced is always considered to be of exceptional quality and if used as a weapon enjoys the bonuses as if it were made of the Alchemical’s Caste material.
etiquette allowing the Alchemical to ‘Fake’ the correct approach. As such the Alchemical may find herself assuming a strange posture or talking with an odd cadence to her voice. When used in this fashion it adds a number of dice equal to the Alchemical’s Charisma to any roll to negotiate or
means. This is not a particularly sophisticated form of communication and cannot be used to perform great epics or the like, but it is sufficient for ‘Two gold coins for your daughter’, ‘Look out’ or ‘Back off’. Alternatively this Charm can be activated in such a way as to communicate soothing (or riling) thoughts into the primitive
Alchemical’s with the Sub-Harmonic Dialogue Augmentation have large, pointed ears wrapped tightly with copper wire to receive signals, while speech directed out diverts through the Idiomatic Cohesion Instrument. When activated the Alchemical can communicate with any other Alchemical Exalted who has this charm within their Essence x 5 miles. The other Alchemical’s need not have the Charm activated to hear, but must activate it to reply. The Alchemical can speak to a particular target or targets, or to anyone within range. Unless the target replies there is no way to know if they received the transmission. Alternatively it can be used to lock onto the ‘brain-wave patterns’ of a target to which the Alchemical has line of sight, allowing them to transmit their
Dialogue Augmentation This device is attached to one of the Alchemical’s temples, and is a crystal in a setting made of their caste material. When focuses on a single target,