There's no Alchemical charm option on submission system, so I'll put the transformer charms I came up with here insetad. Form Faciliation Protocal Pre-requsite: Sustained Dexterity Dexterity: 4 Essence: 3 Cost: 10 Motes and 1WP, adds 1 point of temporary clarity. Installation. 1 mote and adds 1 point to permanent clarity. Duration: [2 x Essence] hours. [After time runs out, a further 10motes and 1 point of Clarity can be spent to prevent from changing back. Type: Simple Description: The Alchemical's body is hidden with numerous hidden compartemtns and reversable joints. Upon activating this charm, he effectively dissasembles and reassembles himself in a pre-defined form. Moonsilver exalts can literaly melt and reform. It takes one turn to transform. When in this form, the exalt is effectively a machine, and acts as though it has clarity 8. He cannot reduce temporary clarity in this form. The Exalt can choose 2 subroutines below, and purchase others for 4bp/8xp. An exalt cannot have more subroutines than his personal essence +1 if he has essence less than 6. For essence 6+, there is no limit. Sample Subroutines: Transport Compartment: This allows the exalt to carry supplies or people. For essence 3, he can carry 2 people. Essence 4 can carry 4, essence 5 can carry 10, Essence 6 can carry 15 and essence 7 can carry 30. The Storyteller must decide rules for supplies, high essence alchemicals or anyone with the large-size merit. For an extra 1bp/2xp, the compartment is covered, adding cover and protection against airborne posions. Another 1bp/2xp will make the compartment airtight. Increased land Mobility: When the exalt transforms, tracks, insect legs or another device replaces his legs, allowing him to travel 40mph for Essence 3; 60 mph for essence 4; 100 mph for essence 5; 150 mph for essence 6 and 250 mph for essence 7. For 1bp/4xp, the exalt hovers up to his essence in feet above the ground. Water Mobility: As above, but the exalt can move on or underwater. Plasma Thruster Assembly: As charm. Essence Pulse Cannon: As charm. Subroutines listed for this in the rule book can be purcahse at 1bp/4xp and do not count towards the maximum amount of subroutines. Other charms in the book may be purchased as subroutines for the transformed exalt, but the storyteller has final say over what can be used. Â Some charms may be unusable when transformed, as a general rule, multiframe limbs and melee charms are useless when transformed. Also, the exalt cannot use any objects that require hands or fingers. The transformed exalt cannot melee attack, but may ram enemies. I have no idea how to resolved ramming attacks at this time... City defence protocal Pre-Requsite: None Min Essence: 8 Cost: 40 motes and 4WP Installation: 5 motes. Duration: [Essence] Days Type: Simple This charm causes an elder exalt to transform into a combat form to defend itself from attack, or a faster transport form for it to move incase it's current location is too dangerous. It can be assumed that all residents can be transported safely, and city life can contiune as normal while the exalt is in this form. Unlike the above charm, no subroutines exist for this charm, any charms the exalt wants to use in this form muct be installed before transformation. Transformaing takes 10 minutes. Increased land Mobility: Pre-Requsite: Sustained Dex. Min Essence: 2 Cost: 1mote/Hour Installation: 1 mote. 1 permanent clarity Type: Reflexive The exalts legs are replaced with wheels, tracks or another device allowing it to move faster on land. Can move [Essence/4] times fatser on land for a cost of 1 mote per hour. Can be added to insectisile legs as a subroutine for 3bp/6xp. Hovering: This subroutine is purchased for 3bp/6xp and adds 1 point to the installation cost. It allows the exalt to hover up to his essence in feet above the ground. His legs are literaly removed, so the exalt's body mass and size can be smaller than normal, as decided by the storyteller. The installation cost covers being able to hover, extra motes are only spent when moving faster. Yes, I shall be designing an Optimus Prime alchemical exalt. As for questions about hybrids. In the description in the book, the cost for a Hybrid to install a general charm slot is given as "Un-Favoured charm +2." But, alchemical charm costs are given as a flat 12xp. Does this mean that Alchemical Charm costs for a hybrid scale with minimum attribute?