Ranged Combat Charms

 

Aim-Calibrating Sensors

Cost: 1+ motes

Installation Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Perception: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm fits into the side of the Exalt’s forehead as a slight metal bulge, with a taut wire running flush across the skin and reentering just before reaching the eye itself. When activated, the device systematically measures and provides compensating trajectories for range, wind, the target’s cover (anything below 100 percent cover) or shield, low light or other suboptimal visual conditions and other similar factors. For every mote spent, the Alchemical may remove one die of environmental or situational penalties from a ranged attack roll. Every 2 motes cancel one point of difficulty increase or prevent an effect from subtracting a single success after the roll. This Charm does not overcome wound penalties or fear-based penalties, nor does it offset the penalty for taking multiple actions or remove any other penalties based on nonenvironmental factors. As always, the Storyteller remains the final arbiter on whether this Charm can offset a particular penalty.

 

Paramagnetic Tether Beam

Cost: 3 motes

Installation Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Strength: 3

Minimum Essence: 2

Prerequisite Charms: Aim-Calibrating Sensors

Coils of Essence-conducting wire entwine the Exalt’s fingers on both hands, just beneath the skin. When fueled with Essence, the Charm generates a shaped field of semi-palpable force visible as a faint distortion in the air. This force extends as a ray with a maximum range of (Strength x 10) yards, congealing over any object it strikes as directed by the Alchemical’s stylized gestures. By design, this device serves a broad range of functions. A single activation provides a single beam that lingers as long as it is consciously used to manipulate its target. Activating a new beam deactivates any currently active.

The beam may be used to crudely manipulate objects with its telekinesis, substituting the character’s Essence for both Dexterity and Strength. The Exalt still applies the finesse of any Abilities as appropriate. For example, feats of strength performed with the beam use Essence + Athletics to determine their effective maximum force. Grabbing a loose weapon or recalling a thrown projectile immediately to hand is a roll of Essence + (appropriate combat Ability), while yanking a weapon out of an opponent’s grasp requires a disarm attack using Essence + (Brawl or Martial Arts) that cannot target attuned magical weapons carried by their owners. Seizing an opponent’s disarmed weapon requires an immediate second roll of Dexterity + (Brawl or Martial Arts), requiring a declaration of multiple actions and appropriate penalties. Other possible feats include hanging suspended by a tether beam and even “winching” up this intangible grapple line.

 

Essence Pulse Cannon

Cost: 2 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Supplemental

Minimum Strength: 4

Minimum Essence: 2

Prerequisite Charms: Aim-Calibrating Sensors

The Exalt has a bank of Essence capacitors and crystalline lenses installed in a bulge beneath his skin, terminating in an actual cannon assembly of reinforced Magical Materials. Depending on the Alchemical’s preference, the Charm’s barrel may emerge from a forearm or pivot on a shoulder mount. Some Exalted even install discrete emitter gems in their palms or eyes, as noted below. In its dormant state, an Essence Pulse Cannon is useless. When armed with Essence as an automatic action for 2 motes (much like readying or drawing any other sheathed weapon), a low electric hum sizzles from the device, and its emitter jewels glow with flickering power. This display interferes with stealth and disguise like an anima banner at the 4-7 mote range.

An active Essence Pulse Cannon is a magical weapon that uses Dexterity + Archery to fire. It has the following statistics: range of (Essence x 50) yards, accuracy of +1, rate of (Essence x the number of times this Charm is installed) and a damage of (2L for every mote spent powering the blast). Alchemicals cannot spend more motes on a single shot than their Strength + Essence. Each shot is considered a supplemental Charm use (augmenting the attack roll by providing an attack). The projectiles fired by this Charm are spheres of burning energy the color of the Alchemical’s anima. They have no physical component but may be dodged or parried normally (although Storytellers may optionally require a stunt from mortals attempting to deflect these bolts with mundane weapons).

In addition to the base function of an Essence Pulse Cannon described above, Alchemicals may upgrade the weapon with submodules (some of which have minimum Essence requirements as noted). Each of the following costs 2 bonus points or 6 experience points. Characters may use as many or few of these submodules in conjunction with every shot as desired, provided the upgrades are not expressly barred from combination with one another.

Discreet: With this submodule, the Essence Pulse Cannon is mounted in the eyes or palm, completely hidden from view. Any magical attempts to detect the Charm while it is not active are at +1 difficulty. Even when active, the weapon only betrays its presence like an anima at the 1-3 mote range.

Guidance Ray: This modification takes the form of a crystal nodule on the side of the cannon, and the character may reflexively activate or deactivate the device at any time for no cost. While active, the crystal constantly projects a thin ray of light aimed exactly where the Essence Pulse Cannon will fire. In addition to being fairly intimidating, this beam helps with aiming, increasing the cannon’s accuracy by 3. Unfortunately, the ray also alerts targets to the exact path of incoming blasts (provided they can see the tracer), granting one bonus die to dodge or parry all attacks from the Charm.

Internal Battery: With this modification installed, the Essence Pulse Cannon gains its own reserve of 8 motes of Personal Essence that the Alchemical may draw upon for the sole purpose of firing the Charm. Restoring a single mote to the battery requires a simple action, and the Exalt must spend 2 motes from his Essence reservoir to do so. Characters cannot add more than one battery to the Charm.

Precision Beam: In place of the usual bolt, the Exalt may discharge the energy in a coruscating ray of light. This decreases the raw damage of the attack by two dice, but the ray is considered piercing. This upgrade may not be used in conjunction with the detonation or shockwave modifications.

Shockwave: By spreading the energy of a bolt across a wider area, the resulting pulse can hurl targets who are roughly human-sized or smaller backward. Determine damage normally, and apply the target’s usual soak, but the projectile never inflicts more than one level of damage.

Instead, the target is hurled back one yard for every die of the bolt’s raw damage before soak. If she strikes a solid object before skidding to a halt across the ground, she suffers one die of damage for every yard further she would have traveled. This damage may be lethal if she strikes a wall of spikes or something similarly lethal. Regardless of how far they are driven back, victims suffer knockdown upon landing unless their players make a successful Dexterity + Athletics or Stamina + Resistance roll at difficulty 2.

Stunning Bolt: In place of lethal damage, the Alchemical may choose to fire an incapacitating pulse that inflicts no serious injury. This shot inflicts 3B for every mote spent. Furthermore, if the target is reduced to Incapacitated, all further damage is ignored without “spilling over” as lethal.

Detonation: When using this modification, the pulse only inflicts 1L per mote (or 2B per mote if used in conjunction with Stunning Bolt, above) to any target directly struck by its energy. However, the bolt also releases a spherical blast on impact. All other beings and objects within a one-yard radius of the explosion suffer the base damage of the attack (attack successes are not added). For each full yard that the torrent of plasma travels, it loses one die of damage until it fades entirely. If this modification is used in conjunction with shockwave, the explosion hurls those caught in the area of effect away from the center. This submodule requires Essence 3.

Essence Dampening Bolt: Blasts enhanced by this modification inflict no physical injuries, but instead cause magical beings to hemorrhage Essence. Apply the usual lethal damage roll for the attack plus a bonus equal to the Exalt’s Essence, save that the target only receives a soak equal to her permanent Essence. For every level of “damage” inflicted, the target loses 1 mote of Essence. If the victim is Exalted or otherwise has an anima, every mote drained by this attack adds to her anima banner as if spent from her Peripheral Essence pool (and always drains from Peripheral Essence before tapping Personal Essence). This upgrade may not be used in conjunction with any of the following modifications: shockwave, stunning bolt, precision beam or pattern disruptor. This submodule requires Essence 3.

An alternate variant of this modification called energy drain is available to characters with a minimum Essence of 4. This upgrade follows the same rules except that the motes bled by the target fly in a visible arc of power to the Exalt’s cannon (where they are added to his own Essence pool). Energy Drain operates according to the same rules of interaction and mutual upgrade applicability as Essence dampening bolt.

Pattern Disruptor: Augmented with this modification, an Essence Pulse Cannon may fire a devastating sliver of blinding light that tears patterns of energy and matter into glittering motes of Essence. These blasts shriek as they consume the very air they traverse. In place of its usual damage, the attack inflicts 1A per mote spent. Any other bonuses to base damage (such as from the Orichalcum Caste anima power) are halved, rounded down. Anything killed or destroyed by this attack disintegrates as noted above.

Spirits slain with a pattern disruptor are annihilated and do not reform. The upgrade also obliterates the souls of slain mortals and prevents them from rising as ghosts unless the victims are implanted with soulgems, in which case their souls transfer into the artifacts as normal while their bodies burn away. This upgrade cannot be used in conjunction with the detonation, shockwave or stunning bolt modifications. This submodule requires Essence 4.

Siege Devastator: This modification may be activated or deactivated reflexively, but requires a full turn to ready itself for operation or to fold away after the Exalt is done with it. During this time, the Essence Pulse Cannon unfolds and grows until it completely replaces one of the character’s forearms and hands with an oversized version of the weapon. In addition to making one hand unusable for as long as the upgrade is deployed, the augmented cannon’s rate drops to 1 and the bulky mechanism imposes a -2 mobility penalty cumulative with any armor. Furthermore, the constant hum, glowing crystals and sparking components make all forms of stealth impossible like an anima banner at the 8-10 mote range of display. In exchange for these drawbacks, the cannon increases its destructive power (adding one die to the base damage provided by each mote, regardless of applied modifications). Thus, without using other upgrades, the damage is 3L per mote. This submodule requires Essence 5.

 

Interceptor Spark Emitter

Cost: 2 motes or 3 motes

Installation Cost: None

Duration: Instant

Type: Reflexive

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Essence Pulse Cannon

By upgrading an Essence Pulse Cannon with superior targeting protocols and faster strobe lenses, this Charm enables an Alchemical to shoot down other projectiles in flight. He need not have Essence Pulse Cannon active to use this Charm. In the Charm’s first mode of operation, the character reflexively spends 2 at a single missile that approaches within (Essence x 50) yards. He must be aware of the attack in order to target it. Roll the Alchemical’s Dexterity + Archery + Essence as a parry attempt, adding an extra die if the character has the guidance ray upgrade for his Essence Pulse Cannon and wishes to use it. If the projectile targets someone other than the Exalt, he may still attempt to shoot it down, but the difficulty of the parry increases by 3. On a completely successful parry, this Charm destroys physical missiles or dissipates energy-based attacks. The energy only deflects artifact projectiles, sending them clattering harmlessly to the ground. Other objects of extreme durability may also receive this protection at Storyteller discretion, but mortal weapons are generally heat-warped into uselessness. Interceptor Spark Emitter cannot shoot down objects notably larger than a javelin unless the Alchemical is Essence 6+, in which case the Charm suffers no size limitations on targets.

The secondary mode for this Charm costs 3 motes, as the Exalt stands and locks all senses on defense. This counts as a special type of full parry applied against all ranged attacks he perceives and wishes to block, so characters may only use this mode if they have not already acted in the turn. The Exalt parries every missile at his full pool of Dexterity + Archery + Essence, exactly as if using the first mode of this Charm (including the ability to defend others at +3 difficulty). However, the Alchemical cannot abort the defensive trance to protect against hand-to-hand attacks or do anything else.

 

Pulseweb Entanglement Burst

Cost: 6 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Strength: 5

Minimum Essence: 3

Prerequisite Charms: Essence Pulse Cannon

With this Charm installed, an Alchemical’s Essence Pulse Cannon gains the option to fire compressed nets of Essence in place of its usual energy blasts. Nets are launched using the character’s Dexterity + Archery and, by default, lack an accuracy bonus. An Exalt with the guidance ray submodule installed for his Essence Pulse Cannon may use that device to increase accuracy as described. An Alchemical may also use his Essence Pulse Cannon’s internal battery to power this Charm if he has that upgrade installed and wishes to do so. No other modification for the cannon may be used. Nets have a range increment of (Essence x 20) yards. If a Pulseweb Entanglement Burst strikes an animate target, make an opposed roll of Strength + Essence for the Alchemical and the victim. If the Alchemical wins, the target is paralyzed for the rest of the turn inside a glowing crystalline aura (treat as if held immobile in a clinch), and the motes spent on this Charm remain committed until the aura breaks. If the victim wins, the field shatters with no effect.

At the beginning of each new turn, make a new contested roll of Strength + Essence for both Alchemical and victim. This roll is reflexive and does not use the action of either character but continues regardless of whether either party is conscious. If the Alchemical wins, the victim remains held fast in the clinch and suffers one level of unsoakable bashing damage. Victims reduced to Incapacitated stop taking damage but remain held in place by the aura. If the target wins, the aura shatters, and she is free to act normally that turn (provided she is conscious). Alchemicals may voluntarily dissipate an active web at any time.

Nets created with Pulseweb Entanglement Burst do provide two small benefits to victims trapped within. The crystalline auras dampen any external force applied to them, reducing the raw damage of any attack against the victim by the Alchemical’s Essence rating (this can reduce an attack to zero damage). In addition, the electrified field inflicts the Exalt’s Essence in dice of piercing bashing damage to anyone making a hand-to-hand strike against the entrapped victim.

 

Protosynthetic Ammunition Replicator

Cost: 1 mote

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Dexterity: 2

Minimum Essence: 2

Prerequisite Charms: Aim-Calibrating Sensors

This Charm takes the form of a slight bulbous plate on the Exalt’s inner forearm. When charged with Essence, a compartment near the wrist opens, extending a missile manufactured out of raw Essence. The matter composing these missiles is highly unstable, dissipating back into wisps of light after a number of turns equal to their creator’s Essence. Until then, however, the missiles are quite solid and real and may be thrown or fired with typically deadly effect. With each activation of this Charm, an Exalt may choose whether to create any one of the following projectiles: arrow (may be target, frog crotch, fowling or broadhead), throwing dagger, throwing baton or chakram (interlocking blades unfold into a blade that loosely resembles a buzz saw). In the case of arrows, a slender tendril slides the projectile out of its factory quiver and automatically feeds or notches the shaft into a carried bow as appropriate (enabling instant firing). Alchemicals produce ammunition sized appropriately to their build, so Chosen of Essence 6+ generate missiles scaled for warstrider use.

 

Repeating Pneumatic Bow

Cost: 2 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Reflexive

Minimum Strength: 3

Minimum Essence: 3

Prerequisite Charms: Protosynthetic Ammunition Replicator

When powered down, this Charm simply adds additional mass and girth to one of the Alchemical’s forearms.

Upon activation, panels split aside, and a heavy, tube-shaped mechanism folds out and extends its telescoping barrel just over his wrist. Tubes and wires connect this machine to the underlying supports and bulbous Essence capacitors housed inside the arm itself, carrying power and high-pressure steam.

An activated Repeating Pneumatic Bow hisses from venting pressure valves and thrums ominously as it charges, making it extremely obvious to all onlookers that it is a highly dangerous magical weapon. This Charm has a base damage of Strength (as modified by its ammunition), accuracy equal to Essence, a range increment of (100 x Essence) yards and an unlimited rate. However, the character must generate all arrows using the internal clip of his Protosynthetic Ammunition Replicator. Firing a Repeating Pneumatic Bow does not count as a Charm activation.

In addition to the base function of a Repeating Pneumatic Bow described above, Alchemicals may upgrade the weapon with submodules costing 2 bonus points or 6 experience points. Characters may simultaneously use as many of these augmentations as desired, provided they are not barred from interactions. Players may design additional upgrades of comparable power with Storyteller permission.

Guidance Ray: This integrated targeting beam duplicates the submodule of the same name for Essence Pulse Cannon.

Internal Magazine: With this upgrade installed, the Repeating Pneumatic Bow has its own helical magazine, receiving and storing up to 6 arrows through successive activation of the Protosynthetic Ammunition Replicator. As an added bonus, the magazine preserves its arrows in a stasis field so they won’t disintegrate until the end of the turn in which they are fired. When firing the weapon, characters may choose to feed it directly from the replicator or the magazine.

 

Subluminous Onslaught Missile

Cost: 10 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Strength: 5

Minimum Essence: 4

Prerequisite Charms: Repeating Pneumatic Bow

This Charm upgrades an Alchemical’s Repeating Pneumatic Bow, allowing the weapon to fire a needle-thin spike of crystallized Essence at incredible speeds. As usual, the accuracy equals Essence (and uses the Exalt’s full Dexterity + Archery to hit). However, the range increment of the spike is one mile (whether the Exalt can even spot possible targets that far away is another matter altogether).

Furthermore, the crystal’s base damage is [Strength + (Essence x 2)]L, and it cannot be parried without a stunt or Charm. Not only does the attack inflict piercing damage, but if the missile successfully damages anything it hits, it loses one die of raw damage and continues flying in a straight line until it fails to inflict damage. Finally, a wave of displaced air and thunderous, concussive force follows the projectile, knocking victims of human size or smaller back by one foot for every die of damage the projectile inflicts after soak. If any such victims strike a solid surface rather than skidding to a halt across the ground, they suffer 1B damage for each yard further they would have otherwise traveled. This damage may be lethal if the shockwave blasts the victim into a sharp or otherwise deadly surface.

 

Hundredfold Strafing Methodology

Cost: 8 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Instant

Type: Extra Action

Minimum Dexterity: 5

Minimum Essence: 4

Prerequisite Charms: Repeating Pneumatic Bow

This Charm upgrades an Alchemical’s Repeating Pneumatic Bow, allowing the weapon to fire a spray of heavy darts across an arc instead of a single, larger projectile. Hundredfold Strafing Methodology generates its own projectiles and does not depend upon prior activation of Protosynthetic Ammunition Replicator, but this Charm cannot be activated unless the Alchemical has already deployed his Repeating Pneumatic Bow.

When firing, the Exalt specifies the width of the arc to be covered by the strafe in terms of degrees (up to a maximum of 90°). The Alchemical begins firing in the starting direction, rapidly sweeping his arm to cover the arc. For the full length and duration of this swath, his Repeating Pneumatic Bow fires a constant stream of Essence darts that remain in existence until the end of the turn. Hundreds or even thousands of the barbed metal bolts cut through every possible target in the firing path, friend or foe. The Alchemical’s player rolls Dexterity + Archery once and applies the results of this roll to all targets once. The darts have a range increment of 100 yards and inflict a base lethal damage of Essence. Out of combat, this Charm can generally cut down an entire patch of jungle, sawing through a copse of ancient trees in the blink of eye.

 

Transmodal Rapid Targeting System

Cost: 3 motes per target

Installation Cost: 2 motes

Duration: Instant

Type: Extra Action

Minimum Dexterity: 5

Minimum Essence: 3

Prerequisite Charms: Aim-Calibrating Sensors

This Charm takes the form of an advanced lattice of synthetic neural clusters and psychokinetic vector modulators painstakingly wired into an Alchemical’s arms, spine and brain. Externally, this nerve-lattice appears as a set of geometric tattoos and filigree that glows when powered with Peripheral Essence. When activating this Charm, the Exalt may direct a single projectile to strike multiple targets in succession, or he may fire/throw a near-simultaneous volley of separate missiles.

In its first mode, this Charm surrounds a single projectile with a distinctive aura for a cost of 3 motes. The character fires or hurls the missile as normal at the first target. Depending on the nature of the projectile and the damage inflicted, it may slash the victim as it grazes past or punch entirely through her. Whether the attack hits or misses, the player then selects a new target and rolls again with the character’s full pool. After resolving this attack, the Exalt may pay another 3 motes to choose a new target, repeating this process as desired until the projectile has made a number of total attacks equal to (the Exalt’s Essence + 1). No target may be struck more than once. At this point (or following any attack in the sequence), the Alchemical may opt to spend 1 mote to have the projectile return to his hand.

Otherwise, the missile remains lodged in the final target. All targets in a cascade must be in range of the attack as traced from the Exalt, and range penalties accrue or remove at usual intervals if a projectile moves between range categories. For weapons such as firewands, which have a maximum range and no increments, every target must be within a radius of that distance from the Exalt. Obviously, instant effects such as the blast of a firewand cannot return to the character’s hand.

If the retargeting mode of this Charm is used in a Combo with Essence Pulse Cannon, any upgrades aiding the shot stay consistent as the energy arcs from target to target. The Exalt need only pay the Essence to form the bolt once. If the detonation modification is used, the effect is ignored until the bolt attacks the final target, whereupon it explodes as described for the upgrade.

Firing a Repeating Pneumatic Bow with this mode of the Transmodal Rapid Targeting System requires a Combo with Protosynthetic Ammunition Replicator as expected, but the cost of the latter need only be paid once. The retargeting function of this Charm cannot be placed in a Combo with Paramagnetic Tether Beam, Pulseweb Entanglement Burst, Subluminous Onslaught Missile or any other Charm that the Storyteller determines would not make logical sense.

The second mode of this Charm allows the character to release a number of different missiles with superhuman speed. This follows all the same rules and costs as for the first mode, save that the Exalt must have separate ammunition for each attack, cannot recall projectiles back to his hand and may attack the same target multiple times.

If an Alchemical places the volley mode of this Charm in a Combo with Essence Pulse Cannon, he must pay Essence to form each bolt separately but can change the selection of modifications used with each shot.

Protosynthetic Ammunition Replicator must likewise be activated for each shot in a Combo, whether feeding arrows to a Repeating Pneumatic Bow or used for any other reason. The volley mode of this Charm may be used in a Combo with any of the Charms explicitly banned from interacting with the retargeting mode.

 

Dedicated Harmonic Targeting

Cost: 3 motes

Installation Cost: None

Duration: Instant

Type: Supplemental

Minimum Perception: 3

Minimum Essence: 3

Prerequisite Charms: Transmodal Rapid Targeting System

The Alchemical locks sensors onto a single target that he can currently perceive, noting the unique Essence signature of the pattern she wishes to destroy. Through the internal nodes of this Charm, she imprints an echo of that signature on a single projectile as she fires/throws it. The projectile shimmers and becomes translucent as it dematerializes, but the unique nature of this dematerialization prevents it from being able to touch anything at all (even incorporeal spirits). The projectile physically ignores all intervening cover (including shields) and other obstacles, removing such penalties. As part of this effect, the missile cannot hit an unintended bystander even on the worst botch. The projectile rematerializes as it is about to strike its intended target, so worn armor still applies its usual protection against the missile. If at the end of the turn the projectile has not struck its intended target, it either disintegrates (for most objects) or teleports back to its master’s hand (if an artifact attuned to its owner’s Essence). Missiles that strike their intended target remain lodged accordingly and must be retrieved by other means. The Alchemical may use this Charm to launch a surprise attack through a wall at a target on the other side but must have some way of penetrating the barrier with her senses in order to perceive the victim.

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