Love this update, particularly how you handled Legend and Dragon getting the reveal. The meditation on charms was also well done.
Unfortunately, the Cross-Phase Scanner sub-module is still disappointingly useless in the Nowhere Universe; with Earth a multiverse instead of a single concrete Creation, if the sub-module yielded anything it would be a blinding mess of all possible Earths laid on top of each other…
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The resulting 'charm' - is wholly unique, unreproducible, and likely cannot be uninstalled without mentally crippling its wielder. While the charm is active by default, it requires an expenditure of [Clarity] points of Willpower to deactivate.
I think that this is far too prohibitive a cost, particularly at high Clarity. Spending a lot of WP is a big fuckin' deal, for example the threshold for spending 5 WP is on the order of, "I would only spend this much WP if the alternative was dying horribly." Having to spend 5+ WP to deactivate a charm is far too extreme. I think that at the very least a much more sound level of WP cost would be to scale it by
the same tiers that Clarity already has:
Clarity 0-2: 0 WP
Clarity 3-4: 1 WP
Clarity 5-7: 2 WP
Clarity 8-9: 3 WP
Clarity 10: 4 WP
If you feel that it's important for Taylor to always have to spend WP to deactivate SoPA, have the cost start at 1 instead of 0 WP.
A more simple way of handling it would be to have either a flat 1~3 WP cost, or, if you feel that having it scale by Clarity is important, going with [Clarity/2] or [Clarity/3] WP.
I am, again, going to stress that you are going to want to err or having it cost less
WP since any WP expenditure at all is rather significant.
Furthermore, every 24 hours (or the first time it is enabled in a 24-hour period) the charm generates a point of temporary Clarity. At Clarity 5, the charm's mental influence over the wielder grows, instilling an additional -1 external penalty to all social rolls that do not involve administration, but yields a +1 to all mental and Conviction rolls that do. This penalty/bonus increases to -/+2 at Clarity 8 and -/+3 at Clarity 10.
Should be an Internal Penalty, not External. As a quick rule of thumb: Internal Penalties take dice out of your pool, External Penalties increase the Difficulty of the action in question; this means that a -2 Internal Penalty is equivalent to a -1 External Penalty since increasing the Difficulty by one has the same mechanical effect as reducing the dice pool by two.
Since you're talking about +/-[#] to a roll, I'm assuming that you're talking about adding/removing dice, not altering the Difficulty.
As a final suggestion, I suggest buffing the bonus dice so that it applies to all rolls involving administration, not just Mental and Conviction rolls. The most elegant solution would be to have it convert the Clarity penalty into bonus dice (that count as coming from a charm) for all rolls involving Administration - analogous to charms that allow you to turn wound penalties into a bonus. Which would make Taylor actually pretty good in very specific social situations, such as managing her Assembly, finding out if a person is an acceptable candidate for Conversion/convincing them that Conversion is the proper thing to do. Highly situational and powerful but comes with the drawback that it could be construed as Taylor treating them as pieces on a chessboard.
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Actually, one more suggestion: Drop the whole, "adds a point of temp. Clarity every 24hrs" bit. This has some really nasty side effects - for one, it means that you can't ever reduce clarity without channeling Virtues, since the Clarity we'd lose from human interaction is being canceled out by the gain from SoPA. Furthermore, it alters the daily change of Clarity from being a downward trend towards Clarity gain since there's always the possibility of failing or botching the Compassion roll. Finally, it puts a hard cap on the amount of Clarity that we can lose per story arc equal to our Virtue channels.
If you want the charm to cause Clarity gain, a much simpler solution that completely eliminates these issues would be to just include a line at the end of the charm text saying, "This charm confers Exemplar 1 while active."