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Campaign:Autobot Game/Interminably
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== Charms == '''General Charm Slots:''' *'''Sustained Augmentation of Wits:''' - (Install 1m), Permanent, Permanent. Adds 1 dot to Wits that is considered natural. *'''Tactical Analysis Engrams:''' 2m (Install 1m), Reflexive, Instant. May activate this charm once without essence expenditure for each full minute spent observing a single target. Roll (Wits + Awareness) at difficulty 2, each success provides one of the following pieces of information: -The target’s rating in any one of the following Traits: any Physical Attribute, Wits, Archery, Athletics, Brawl, Dodge, Martial Arts, Melee, Resistance or Thrown. Players may attempt to justify other Traits to Storytellers in extreme cases, particularly in cases where the target evinces overt combat powers not based on any of the above Traits. In these rare cases, the Exalt learns the rating of the associated Trait without actually learning what the Trait is. -All the target’s specialties in any one of the above listed Traits. -The target's Join Battle pool. -The target’s current wound penalty rating (if any). -The core statistics of any one weapon or attack that the Alchemical has seen the target use; this does not reveal unusual powers of artifacts, only such traits as damage, accuracy, etc. -The core statistics of any one object qualifying as armor/shield the target is wearing. -The function of any one directly combative Alchemical Charm installed in the target that is outwardly visible or that the target has previously used in the scene. This can also determine the function of combative spirit Charms used in the Exalt’s presence, provided these Charms are known in Autochthonia. May determine other charms (such as solar or fair Folk) after ~1 month of regular exposure to their use and the expenditure of 3 experience. Current other charm types known: None. *'''Sustained Augmentation of Perception:''' - (Install 1m), Permanent, Permanent. Adds 1 dot to Perception that is considered natural. *'''Protosynthetic Ammunition Replicator:''' 1m (Install 1m), Reflexive, Instant. Produces one projectile/ammunition of the Exalt's choice which last for (Essence) Actions. Instantly loads ammunition. '''Dedicated Charm Slots:''' *'''Transitory Augmentation of Dexterity:''' 1m/die (Install 1m), Reflexive, Instant. Add 1 die to any dexterity-based roll per 1 mote spent (up to base (Dexterity) motes may be spent). May add to static values such as DVs, each die purchased counts as raising Dex by one for purpose of determining the DV. *'''Aim-Calibrating Sensors:''' 1+m (Install 2m), Supplemental, Instant. May remove one point of internal penalty per 1 mote spent or one point of external penalty per 2 motes spent from a ranged attack. Can only negate penalties due to Situational (such as an opponent with cover <100%) or Environmental (such as rain, wind, etc.) causes. *'''Essence Pulse Cannon:''' 2m (Install 1m), Supplemental, Indefinite. Must reflexively arm with 2 motes before use, acts like a 4-7 mote anima banner when armed. Essence Cannon has the following statistics (Accuracy +1, Damage 2L/1m spent (up to (Strength + Essence) motes may be spent), Rate (Essence * Number of times this charm is installed), Range (Essence * 50) yards). *'''Paramagnetic Tether Beam:''' 3m (Install 2m), Reflexive, Instant. Creates a telekinetic grapple beam of up to (Strength * 10) yards in length. The beam will last for as long as it is actively used, activating a new beam will deactivate any old one. For purpose of crude telekinesis, Strength and Dexterity are equal to (Essence). === Arrays === '''Array of Size 4 (total Install:5, reduced Install:4):''' *Transitory Augmentation of Dexterity *Essence Pulse Cannon *Aim-Calibrating Sensors *Tactical Analysis Engrams
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