Cognitive Charms

 

Imprinted Data Cluster

Cost: 1 mote per dot

Installation Cost: 2 motes

Duration: Indefinite

Type: Reflexive

Minimum Intelligence: 3

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Intelligence

The Alchemical has an ornate set of adamant polyhedral memory crystals implanted in the frontal lobe of her brain. A complicated network of neural wires connects these nodes and links the entire assembly to the prongs of her soulgem. This Charm stores dedicated application of skills and knowledge rather than broad archetypes of proficiency. For every mote spent activating this Charm (which must be done while resting in a Vats Complex), the character downloads one single Ability specialty from databases in the facility and adds this Trait to her own capabilities. Specialties obtained with this Charm are considered natural specialties for the purposes of dice-boosting limits, and therefore, a character may not possess the same specialty more than three times for the same Ability and may never apply more than three natural specialty dice to the same roll. Unlike normal specialties obtained with experience points, characters may use this Charm to store as many different specialties for the same Ability as desired. If an Exalt ever withdraws the mote committed to a particular specialty, that Trait immediately and irrevocably vanishes from her memory and must be downloaded anew with reapplication of this Charm at the Vats. Players may spend 3 experience points as an instantaneous reflexive action to release the commitment of Essence for one downloaded specialty and add it permanently to the Alchemical’s capabilities.

 

Clarified Data Assimilator

Cost: 3 motes

Installation Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Intelligence: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Intelligence

Unlike most Alchemical Charms, the Clarified Data Assimilator lacks any outwardly visible components. Instead, the device takes the form of thousands of microscopic automata scuttling through the Exalt’s entire nervous system. When powered with Essence, the creatures link their spindly legs in artificial neural chains that vastly upgrade the interconnectivity of thought and memory. As they combine, the automata resonate in perfect synchronicity with the psychic emanations of the Machine God.

With each activation, this Charm replaces the rating of any single Ability with the Exalt’s total Clarity for the purposes of one roll. All pertinent specialties for the replaced Ability still apply and add dice as normal. The cost of this Charm is 3 motes by default. However, each subsequent activation adds a cumulative mote to the cost. This surcharge decreases at the rate of 1 mote for every full day that passes since the character last activated the Charm. Characters may not channel a Virtue to aid a roll augmented by this Charm.

Alchemicals gain 1 dot of permanent Clarity when they install this Charm and add 1 point of temporary Clarity whenever they use it.

 

Abstract Abacus Implant

Cost: 2 mote per success/difficulty point

Installation Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Intelligence: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Intelligence

Artificial synapse webs installed in the Alchemical’s brain allow her to perform logic-based cognitive tasks with uncanny ease. The character’s player may reduce the difficulty of a Mental Attribute roll by one for every 2 motes spent. Once the difficulty reaches 1, each additional 2 motes adds one automatic success to the roll (to a maximum number of successes added equal to the Exalt’s permanent Essence). This Charm can only aid rolls based on logical or deductive reasoning, such as mathematical computation, navigation and cartography, solving enigmas and the like. The Storyteller remains the final arbiter as to whether a specific action falls under this Charm’s purview. This Charm also acts as a perfect mental clock and timer at no cost.

Finally, this Charm may be used to unravel the enigma of languages through the interpolative syntax emulator submodule (2 bonus points or 4 experience points; requires Essence 3). After spending an hour studying a text written in an unfamiliar language or listening to someone speak the tongue or devoting a single turn to study a victim’s linguistic knowledge with Mind Ripping Probe, the Exalt may immediately spend 3 motes and 3 experience points to learn that tongue (or 3 motes and 1 experience point for a tribal language). This does not increase the Alchemical’s Linguistics rating, nor is any experience expenditure required to learn the writing for a known spoken language or vice versa.

 

Technological Analysis Engrams

Cost: 3 motes

Installation Cost: 1 motes

Duration: Instant

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Perception, Abstract Abacus Implant

This Charm adds a metallic sub-lobe to the top of the Alchemical’s brain, providing an intuitive database of mechanical and magical engineering principles. Using this device, the character may spend a turn analyzing any machine or artifact to discern its function. This process only requires visual scrutiny if most of the object’s components are immediately visible. If the device is designed so that its operational parts remain hidden behind panels or an outer shell, the character must spend the turn holding it (or running his hands over its surface if it is too large or heavy to lift). At the end of the turn, roll the Alchemical’s Perception + Lore. The difficulty is 1 or 2 for non-magical devices, with 2 reserved for the most complicated and strange machines. For artifacts, the difficulty is the rating of the device (difficulty 6 for N/A artifacts). With a single success, the character gains a general understanding of what the object is supposed to do. Two successes also reveal whether it is damaged or in need of maintenance and to what degree. Three successes provide a precise understanding of all capabilities and every pertinent detail regarding the object’s current condition. A failure provides no information, while a botch provides erroneous details supplied by the Storyteller. This Charm may be used repeatedly to study the same object, but the scans are not cumulative.

An Alchemical who obtains two or more successes studying an object adds one automatic success on his next roll to repair it during the scene. Alternately, the character may study the flaws of a device with the intent of demolishing it. This doubles the raw damage of his next attack against the item. A character can only have one automatic success or damage bonus “banked” at any given time, regardless of the number of times he uses this Charm.

 

Omnitool Implant

Cost: 4 motes

Installation Cost: 1 mote

Duration: One hour

Type: Simple

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Wits

This Charm fits into all of an Alchemicals hands. Upon activation, the character can unfold and transform any of her fingers into tools. If she runs out of fingers or needs full use of her hands, she may opt to extend a tool on an articulated metal stalk from a wrist compartment. Regardless of how it appears, this Charm can create any form of tool imaginable, from simple hammers and screwdrivers to powered gadgets such as drills or welding torches. The character can generate any simple tool or anything required to use an Ability in which he has at least one dot.

For example, chefs with Craft (Culinary) may extrude a vast array of cutlery and whisks, while those with Craft (First Age Weapons) manifest Essence calibration sensors and circuit welders, etc. Creating lockpicks requires dots of Larceny or Craft (Locksmithing).

Each activation of this Charm provides as many tools as needed for the rest of the scene, allowing the character to freely exchange gadgets as needed for her work. Storytellers should monitor all use of this Charm to prevent abuse, vetoing as necessary. An Omnitool Implant is designed to create tools for constructive or utilitarian purposes and to lend narrative flavor, not to provide an arsenal. Blunt tools may be used as crude clubs while sharp instruments make unwieldy daggers (-1 accuracy from usual), but this is the limit of the Charm’s offensive power. Trained interrogators can do horrible things with their tools, but this requires time and a restrained victim, so even this macabre usage has no bearing on combat.

As a final benefit, tools grown by this Charm are of particularly high quality, adding one die to any roll involving their use. This bonus is considered an artificial specialty, cumulative with all other pertinent specialties.

If a character uses this Charm in a purely cosmetic manner without gaining any real benefit (i.e., lighting a pipe with a sparking fingertip or buffing fingernails with an extruded file), the Storyteller may allow the display even if the Alchemical has not spent Essence activating the Charm.

 

Synaptic Acceleration Node

Cost: 2 motes per hour

Installation Cost: 1 mote

Duration: Varies

Type: Reflexive

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Wits

Relay crystals implanted throughout the Exalt’s nervous system vastly speed her thought processes. For a number of hours equal to the motes spent activating the Charm, the Alchemical multiplies her cognition rate by her permanent Essence. In practice, divide the time required to complete a Mental Attribute-based action by the character’s Essence. In the case of extended actions, apply this modifier to the required interval of time between each roll. When performing a series of quick mental tasks (i.e., those with a required duration of one turn or less), the Exalt may spend each turn performing a number of these up to her Wits rating per turn, reducing the multiple-action penalty on each by her permanent Essence. This Charm is most often used for planning agendas or designing the blueprints for new devices.

 

Incomparable Efficiency Upgrade

Cost: 6 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Wits: 5

Minimum Essence: 3

Prerequisite Charms: Synaptic Acceleration Node

From simply accelerating her mind, an Alchemical with this Charm may speed mind and body in unison for a specific utilitarian goal. Upon activating the Incomparable Efficiency Upgrade, the player declares a predominantly physical extended action with an estimated duration greater than one turn. This task can be almost anything not related to combat, from writing a letter to digging a ditch to crafting an artifact to reading a book. This Charm cannot be used to shorten the time necessary to learn an Ability or to advance Traits, since the act of learning still requires the usual period of reflection. An Alchemical who speed-reads through a training manual knows what the book says on the subject but cannot put any of the lessons to use without practice.

The Storyteller remains the final arbiter of whether a task may be aided by this Charm. For as long as the Exalt commits the required Essence and works at the task without any interruptions or breaks longer than five cumulative minutes per hour, he multiplies the speed at which he can perform the action by his permanent Essence. While under the effects of this Charm, a character’s movements become clipped and mechanical, lacking any organic grace.

 

Logic Engineering Lobe

Cost: 3 motes per difficulty point

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Wits: 5

Minimum Essence: 3

Prerequisite Charms: Abstract Abacus Implant, Synaptic Acceleration Node

This Charm allows an Alchemical to plan difficult actions in advance, devoting sub-clusters of his consciousness to compute likely outcomes and to determine solutions for anticipated problems. The player declares an action to the Storyteller that the Exalt intends to take on the following turn, and the Storyteller informs him of the most likely difficulty number of that roll (as best the Storyteller can determine given that she does not know what modifiers may end up applying). For every 3 motes spent, the Alchemical reduces the final difficulty of the task by 1. This Charm can only be activated once per turn.

On the turn after using this Charm, the character is not bound to follow his plan. If he does not do so, he wastes the Essence spent on the computation. If he carries through, the difficulty of the roll decreases according to the Essence spent. If the character spends more Essence to reduce the difficulty than is needed to obtain difficulty 1, the excess motes are wasted.

Storytellers should consider awarding stunt dice to players who actually declare their intentions in advance to incredulous opponents.

 

Eidetic Processing Core

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Wits

The Alchemical’s brain houses a nest of microscopic automata spirits designed to scuttle through his synapses, cross-referencing and indexing stored memories. At any time, the Exalt can perfectly remember anything he ever experienced while he had an Eidetic Processing Core installed.

Remembering memories from times when the Charm was not installed requires a reflexive Wits + Awareness roll (difficulty 1). Only one roll can be made each turn to call upon the same memory. On a failure, the mind-wisps have difficulty locating the imperfectly filed memory. On a botch, a spirit accidentally moves the memory into another synaptic cluster, making it inaccessible for the rest of the scene. If this Charm is pitted against an effect that tampers with or erases memory, make an opposed roll of the Alchemical’s Wits + Awareness against the aggressor’s Manipulation + Performance.

If the Alchemical wins, the Eidetic Processing Core discovers the truth. If the aggressor wins, the Charm glosses over the changes, reporting erased segments as blank patches and reporting false memories as real.

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