Darloth/TranspositionalReflexOverrideLink

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Transpositional Reflex Override Link Alchemical charm Costs 3m, simple, Combo-OK, Crippling, kinda obvious. needs: Personality override spike Fire a specialized dart tipped cable from the end of the slightly modified override spike, with a pool of (Dex? Perception? Archery? Thrown? Athletics? Highest?). When fired with a cable, the self-motile dart ignores cover and shields as it strikes like a biting serpent, attaching to the nearest major nerve cluster. Range of Essence * 2 yards.

Once successfully attached, the Alchemical may control the gross physical motions of the target by sending specially modulated pulses of electricity directly into their musclegroups. Simply taking a diceless miscellaneous action (automatic on first hit), the alchemical may force the target into an Inactive state (as if they were grappled, but without the downsides of a grapple to the initiating alchemical as long as they stay within range) for one turn. Such an action is required every round to keep the target suppressed. This suppression is treated as a Crippling effect. However, that is not the end of the utility of this charm. If, after successfully suppressing a target with this charm, the alchemical spends further actions, then they can dictate the physical actions of that target. These actions follow the mobility penalty as usual, use the target's physical attributes and the alchemical's ability scores, and suffer an internal penalty equal to the target's willpower. The minimum pool of the alchemical's Essence applies to these actions, but remember if the pool would be 0 or less due to multiple action penalties then the action cannot be attempted. Charms may not be used on these actions.

If the target moves, the alchemical must remain within range or automatically retract the cable, ending the effects as soon as the most recent turn of paralysis wears off.

If the target has access to actions while inactive, or another entity tries to help them, there are two options. First, they may try and remove the darthead, which has a difficulty of 3 on a Dex + Medicine roll. Failure still removes the cable, but inflicts one unsoakable level of lethal damage and a -2 internal penalty to all actions for the rest of the scene, as neural feedback racks the target with pain. (If for some reason the target or their friend has lots of time to slowly work out the dart, this difficulty drops to 1)

Alternatively, they may cut the cable, which requires a reflexive difficulty 3 Perception + Awareness check to see the wire thin and translucent thread of cable. If this succeeds an unrolled attack action will cut the cable, but the neural feedback will still impose a -2 penalty to the target until the dart is removed as above.

The alchemical may at any time will the dart to harmlessly detach.

In addition to the obvious combat uses, this may be used for various purposes out of combat on willing targets, for example, to benefit from an alchemical's higher ability score when performing some action. Also, if used repeatedly on a target for training purposes to train a physical attribute or ability which the alchemical has a higher rating in, the act of doing something 'better' over and over again ingrains muscle memory more quickly, halving the time required for a target to learn some physical trait.

Stimulating certain muscle groups also makes a good medicine stunt, and could in some cases grant an extra bonus to a medicine check as a form of exotic treatment, especially for treating atrophied or wasted muscles.

Submodules: Standard (4xp?) cost to buy

Micro-Drone Deployment Upgrade - ess * 20 yards range, +1 mote cost, cable can't be cut as it isn't there.

Hyperstimulatory Seizure Pulsar - pay 3m(4m if used with micro-drone), cause seizure in target for Ess + (target's Strength) in unsoakable(almost unsoakable?) physical damage dice?