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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OtherwiseGent</id>
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	<updated>2026-07-29T10:02:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Signal&amp;diff=221597</id>
		<title>Signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Signal&amp;diff=221597"/>
		<updated>2013-01-05T18:58:01Z</updated>

		<summary type="html">&lt;p&gt;OtherwiseGent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Signal&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alarm&#039;&#039;&#039; (•): Send out a distress signal to all Travelers within a set period of years.&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Aion; can be &amp;quot;set up&amp;quot; ahead of time to trigger when the Traveler fulfills certain conditions&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Inertia + Presence&lt;br /&gt;
&lt;br /&gt;
Before rolling, the Traveler gives a message of one or two words- &amp;quot;Help!&amp;quot;, &amp;quot;Attack!&amp;quot;, &amp;quot;He&#039;s coming!&amp;quot;, etc.&lt;br /&gt;
Dramatic Failure: The message is sent, but the currents of the Stream garble it, making the information conveyed completely different. &amp;quot;Help!&amp;quot; could become &amp;quot;Stay away!&amp;quot; and &amp;quot;Don&#039;t come here!&amp;quot; could become &amp;quot;Let&#039;s meet up&amp;quot;. Or &amp;quot;turkey sandwich&amp;quot;. It doesn&#039;t have to make sense.&lt;br /&gt;
&lt;br /&gt;
Failure: The message fails to get through time correctly; the result is garbled beyond comprehension, or just doesn&#039;t arrive.&lt;br /&gt;
&lt;br /&gt;
Success: For every success, the message may move up to 20 years through time, occurring to all Travelers within that range. The message manifests as a temporary vision, becoming superimposed on an object at which the Traveler is looking. This vision fades within two minutes, but while it is present, it&#039;s a bit distracting; the Traveler receiving it also receives a -1 penalty to Perception.&lt;br /&gt;
&lt;br /&gt;
Exceptional Success: The message is well-handled. The result does not cause a Perception penalty in the recipient.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Radio&#039;&#039;&#039; (••): Send a message to any Traveler throughout time.&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Aion initially, + 1 Aion per 10 minutes conversation&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Inertia + Presence or Inertia + Manipulation&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure or Failure: The signal fails to connect; the target&#039;s signature fizzles, and cannot receive a message.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler creates a connection to her target by locking on to their Aionic signature. This manifests to the person to whom the Traveler is speaking as words of light, written on something they can see- walls, for instance, or the backs of their hands or eyelids. If this person is a Traveler with Radio, they may speak back over this connection without spending any Aion; the Aion expenditure goes to the one who initiated the connection. The target may wish to close the communication; to do so, if opposed, is the Traveler&#039;s Inertia + Composure vs. the target&#039;s Presence + Subterfuge.&lt;br /&gt;
&lt;br /&gt;
Exceptional Success: The time-based Aion charge is waived; the connection is maintained until the Traveler or her target wills it closed. In addition, if the target attempts to will the channel closed, the Traveler may automatically shut them down. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Detection&#039;&#039;&#039; (•••): Alter a target&#039;s temporal weight, allowing you to track them nearly anywhere… or avoid detection yourself.&lt;br /&gt;
&lt;br /&gt;
Analysis: Cost: 1 Aion&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Inertia (user&#039;s) + Investigation vs. Composure + Subterfuge - Inertia (target&#039;s)&lt;br /&gt;
The Traveler must be within sensory range of the target- that is, seeing them, smelling, or experiencing some other sensation that the target exhibits. This allows her to memorize the particular vibrations of her target&#039;s temporal weight and track them down through time.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The Traveler completely screws up memorizing the temporal weight of her target. She takes a -1 penalty to all attempts, within the same scene, to try again.&lt;br /&gt;
&lt;br /&gt;
Failure: The Traveler can&#039;t memorize the target&#039;s temporal weight.&lt;br /&gt;
&lt;br /&gt;
Success or Dramatic Success: The Traveler memorizes the temporal weight of the target.&lt;br /&gt;
&lt;br /&gt;
From there, the Traveler has a perfect awareness of where her target is- in time. By rolling Inertia + Investigation again, the Traveler can figure out the temporal location of any target, as well as physical location within the Stream, with a margin of error of 10 years reduced by a degree of time for every success beyond the first. So a roll of two successes means that the margin of error is 1 year; at three successes, it becomes one month, and so on. In the Stream, this doubles as a bonus to locating her target; the Traveler receives all successes on the Inertia + Investigation roll as a bonus to finding the person in the Stream.&lt;br /&gt;
&lt;br /&gt;
Dispersal: Cost: 1 Aion&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + Subterfuge&lt;br /&gt;
&lt;br /&gt;
Conversely, a Traveler can mess with her own temporal weight to prevent its detection.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The Traveler&#039;s tinkering with powerful temporal forces results in backlash. Her Aion is wasted, and she loses a point more as recourse.&lt;br /&gt;
&lt;br /&gt;
Failure: The Traveler&#039;s temporal weight and frequency remains clear.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler distorts her own temporal weight and frequency, distributing it over an area and thus keeping it from indicating her person. The Traveler becomes nearly invisible to detection attempts by Travelers; her Inertia no longer adds to Traveler&#039; attempts to find her in the timeline, and she no longer subtracts her Inertia when resisting Detection&#039;s Analysis function.&lt;br /&gt;
&lt;br /&gt;
Exceptional Success: The Traveler&#039;s Inertia is added, rather than subtracted, to her dice pool when evading Travelers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upload&#039;&#039;&#039; (••••): Speak to all of a specific group of Travelers who have ways to &amp;quot;receive&amp;quot; the information.&lt;br /&gt;
&lt;br /&gt;
Cost: 2 Aion&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Presence + Inertia&lt;br /&gt;
&lt;br /&gt;
The Traveler must designate a condition that the target audience has before she sends the signal. Generally, this involves physical equipment; a target may be given a cell phone number to call or a book with a certain mark to read. Those who are interacting with the equipment in the way that the Traveler deems suitable will receive the message.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The message flaps loose in the Stream; not only do the targets chosen not receive it, but the message can be trapped by anyone with a Inertia + Perception roll, and read themselves. If this does not happen within 24 hours, the message dissolves.&lt;br /&gt;
&lt;br /&gt;
Failure: The message doesn&#039;t transmit correctly. All those who were trying to receive it must roll Wits + Composure to read the message, or else lose it. Furthermore, the text does not remain on the medium to which it was transmitted; it vanishes after the message is read.&lt;br /&gt;
&lt;br /&gt;
Success or Exceptional Success: The message distributes to the medium designated by the Traveler, and remains until the medium is destroyed. Enforcers tend to keep around &amp;quot;little black books&amp;quot;- books marked with a particular insignia, plus a number of complex squiggles and extremely minute ciphers, to which Upload is almost always used among Enforcers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harmonize&#039;&#039;&#039; (•••••): Provide perfect synchronization to a group of Travelers, allowing synchronized actions.&lt;br /&gt;
&lt;br /&gt;
Cost: 2 Aion per participant&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Signal + Composure (Initiator), Signal + Resolve (Participants)&lt;br /&gt;
&lt;br /&gt;
** Initiator:&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The union is dissolved, and any attempt to form another fails.&lt;br /&gt;
&lt;br /&gt;
Failure: The union is dissolved, and any attempt to form another suffers a -1 penalty for the scene.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler successfully creates a support for harmonization.&lt;br /&gt;
&lt;br /&gt;
Dramatic Success: The union is particularly seamless; the Traveler regains a point of Willpower from the affirming mental stimulus.&lt;br /&gt;
&lt;br /&gt;
** Participant:&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The person involved scrambles the union; regardless of the rolls made by the others, the use of Harmonize fails.&lt;br /&gt;
&lt;br /&gt;
Failure: The person involved fails to enter the union and must make another roll to enter, at a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler and all persons involved who successfully make the roll are harmonized. Any person in the group can use the skills of any other person at a -1 penalty, regardless of their own training; any member can also spend the Aion or the Willpower of other members. This also allows communication; regardless of distance, temporal or otherwise, a member of a Harmonized group can send a message to allies for the cost of a point of Willpower. This communication is instantaneous, and costs nothing if the group is within the same time frame. This state lasts a single scene.&lt;br /&gt;
&lt;br /&gt;
There is a drawback, however: the harmonization also spreads negative effects. All those in a Harmonized group suffer from the derangements of all others in the group; when one suffers from wound penalties, the phantom pain afflicts the rest with the same. Worst, if a member of a Harmonized group dies, the psychic shock and pain that spreads throughout the others means that each loses a dot of Willpower and must roll a derangement check.&lt;br /&gt;
&lt;br /&gt;
Dramatic Success: The participant enters the union and gains a point of Willpower from the affirming mental stimulus.&lt;/div&gt;</summary>
		<author><name>OtherwiseGent</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Signal&amp;diff=221596</id>
		<title>Signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Signal&amp;diff=221596"/>
		<updated>2013-01-05T18:55:54Z</updated>

		<summary type="html">&lt;p&gt;OtherwiseGent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Signal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarm&#039;&#039;&#039; (•): Send out a distress signal to all Travelers within a set period of years.&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Aion; can be &amp;quot;set up&amp;quot; ahead of time to trigger when the Traveler fulfills certain conditions&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Inertia + Presence&lt;br /&gt;
&lt;br /&gt;
Before rolling, the Traveler gives a message of one or two words- &amp;quot;Help!&amp;quot;, &amp;quot;Attack!&amp;quot;, &amp;quot;He&#039;s coming!&amp;quot;, etc.&lt;br /&gt;
Dramatic Failure: The message is sent, but the currents of the Stream garble it, making the information conveyed completely different. &amp;quot;Help!&amp;quot; could become &amp;quot;Stay away!&amp;quot; and &amp;quot;Don&#039;t come here!&amp;quot; could become &amp;quot;Let&#039;s meet up&amp;quot;. Or &amp;quot;turkey sandwich&amp;quot;. It doesn&#039;t have to make sense.&lt;br /&gt;
&lt;br /&gt;
Failure: The message fails to get through time correctly; the result is garbled beyond comprehension, or just doesn&#039;t arrive.&lt;br /&gt;
&lt;br /&gt;
Success: For every success, the message may move up to 20 years through time, occurring to all Travelers within that range. The message manifests as a temporary vision, becoming superimposed on an object at which the Traveler is looking. This vision fades within two minutes, but while it is present, it&#039;s a bit distracting; the Traveler receiving it also receives a -1 penalty to Perception.&lt;br /&gt;
&lt;br /&gt;
Exceptional Success: The message is well-handled. The result does not cause a Perception penalty in the recipient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radio&#039;&#039;&#039; (••): Send a message to any Traveler throughout time.&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Aion initially, + 1 Aion per 10 minutes conversation&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Inertia + Presence or Inertia + Manipulation&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure or Failure: The signal fails to connect; the target&#039;s signature fizzles, and cannot receive a message.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler creates a connection to her target by locking on to their Aionic signature. This manifests to the person to whom the Traveler is speaking as words of light, written on something they can see- walls, for instance, or the backs of their hands or eyelids. If this person is a Traveler with Radio, they may speak back over this connection without spending any Aion; the Aion expenditure goes to the one who initiated the connection. The target may wish to close the communication; to do so, if opposed, is the Traveler&#039;s Inertia + Composure vs. the target&#039;s Presence + Subterfuge.&lt;br /&gt;
&lt;br /&gt;
Exceptional Success: The time-based Aion charge is waived; the connection is maintained until the Traveler or her target wills it closed. In addition, if the target attempts to will the channel closed, the Traveler may automatically shut them down. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detection&#039;&#039;&#039; (•••): Alter a target&#039;s temporal weight, allowing you to track them nearly anywhere… or avoid detection yourself.&lt;br /&gt;
&lt;br /&gt;
Analysis: Cost: 1 Aion&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Inertia (user&#039;s) + Investigation vs. Composure + Subterfuge - Inertia (target&#039;s)&lt;br /&gt;
The Traveler must be within sensory range of the target- that is, seeing them, smelling, or experiencing some other sensation that the target exhibits. This allows her to memorize the particular vibrations of her target&#039;s temporal weight and track them down through time.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The Traveler completely screws up memorizing the temporal weight of her target. She takes a -1 penalty to all attempts, within the same scene, to try again.&lt;br /&gt;
&lt;br /&gt;
Failure: The Traveler can&#039;t memorize the target&#039;s temporal weight.&lt;br /&gt;
&lt;br /&gt;
Success or Dramatic Success: The Traveler memorizes the temporal weight of the target.&lt;br /&gt;
&lt;br /&gt;
From there, the Traveler has a perfect awareness of where her target is- in time. By rolling Inertia + Investigation again, the Traveler can figure out the temporal location of any target, as well as physical location within the Stream, with a margin of error of 10 years reduced by a degree of time for every success beyond the first. So a roll of two successes means that the margin of error is 1 year; at three successes, it becomes one month, and so on. In the Stream, this doubles as a bonus to locating her target; the Traveler receives all successes on the Inertia + Investigation roll as a bonus to finding the person in the Stream.&lt;br /&gt;
&lt;br /&gt;
Dispersal: Cost: 1 Aion&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + Subterfuge&lt;br /&gt;
&lt;br /&gt;
Conversely, a Traveler can mess with her own temporal weight to prevent its detection.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The Traveler&#039;s tinkering with powerful temporal forces results in backlash. Her Aion is wasted, and she loses a point more as recourse.&lt;br /&gt;
&lt;br /&gt;
Failure: The Traveler&#039;s temporal weight and frequency remains clear.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler distorts her own temporal weight and frequency, distributing it over an area and thus keeping it from indicating her person. The Traveler becomes nearly invisible to detection attempts by Travelers; her Inertia no longer adds to Traveler&#039; attempts to find her in the timeline, and she no longer subtracts her Inertia when resisting Detection&#039;s Analysis function.&lt;br /&gt;
&lt;br /&gt;
Exceptional Success: The Traveler&#039;s Inertia is added, rather than subtracted, to her dice pool when evading Travelers.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Upload&#039;&#039;&#039; (••••): Speak to all of a specific group of Travelers who have ways to &amp;quot;receive&amp;quot; the information.&lt;br /&gt;
&lt;br /&gt;
Cost: 2 Aion&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Presence + Inertia&lt;br /&gt;
&lt;br /&gt;
The Traveler must designate a condition that the target audience has before she sends the signal. Generally, this involves physical equipment; a target may be given a cell phone number to call or a book with a certain mark to read. Those who are interacting with the equipment in the way that the Traveler deems suitable will receive the message.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The message flaps loose in the Stream; not only do the targets chosen not receive it, but the message can be trapped by anyone with a Inertia + Perception roll, and read themselves. If this does not happen within 24 hours, the message dissolves.&lt;br /&gt;
&lt;br /&gt;
Failure: The message doesn&#039;t transmit correctly. All those who were trying to receive it must roll Wits + Composure to read the message, or else lose it. Furthermore, the text does not remain on the medium to which it was transmitted; it vanishes after the message is read.&lt;br /&gt;
&lt;br /&gt;
Success or Exceptional Success: The message distributes to the medium designated by the Traveler, and remains until the medium is destroyed. Enforcers tend to keep around &amp;quot;little black books&amp;quot;- books marked with a particular insignia, plus a number of complex squiggles and extremely minute ciphers, to which Upload is almost always used among Enforcers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harmonize&#039;&#039;&#039; (•••••): Provide perfect synchronization to a group of Travelers, allowing synchronized actions.&lt;br /&gt;
&lt;br /&gt;
Cost: 2 Aion per participant&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Signal + Composure (Initiator), Signal + Resolve (Participants)&lt;br /&gt;
&lt;br /&gt;
Initiator:&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The union is dissolved, and any attempt to form another fails.&lt;br /&gt;
&lt;br /&gt;
Failure: The union is dissolved, and any attempt to form another suffers a -1 penalty for the scene.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler successfully creates a support for harmonization.&lt;br /&gt;
&lt;br /&gt;
Dramatic Success: The union is particularly seamless; the Traveler regains a point of Willpower from the affirming mental stimulus.&lt;br /&gt;
&lt;br /&gt;
Participant:&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The person involved scrambles the union; regardless of the rolls made by the others, the use of Harmonize fails.&lt;br /&gt;
&lt;br /&gt;
Failure: The person involved fails to enter the union and must make another roll to enter, at a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
Success: The Traveler and all persons involved who successfully make the roll are harmonized. Any person in the group can use the skills of any other person at a -1 penalty, regardless of their own training; any member can also spend the Aion or the Willpower of other members. This also allows communication; regardless of distance, temporal or otherwise, a member of a Harmonized group can send a message to allies for the cost of a point of Willpower. This communication is instantaneous, and costs nothing if the group is within the same time frame. This state lasts a single scene.&lt;br /&gt;
&lt;br /&gt;
There is a drawback, however: the harmonization also spreads negative effects. All those in a Harmonized group suffer from the derangements of all others in the group; when one suffers from wound penalties, the phantom pain afflicts the rest with the same. Worst, if a member of a Harmonized group dies, the psychic shock and pain that spreads throughout the others means that each loses a dot of Willpower and must roll a derangement check.&lt;br /&gt;
&lt;br /&gt;
Dramatic Success: The participant enters the union and gains a point of Willpower from the affirming mental stimulus.&lt;/div&gt;</summary>
		<author><name>OtherwiseGent</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Signal&amp;diff=221595</id>
		<title>Signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Signal&amp;diff=221595"/>
		<updated>2013-01-05T18:51:03Z</updated>

		<summary type="html">&lt;p&gt;OtherwiseGent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Signal&lt;br /&gt;
Alarm (•): Send out a distress signal to all Travelers within a set period of years.&lt;br /&gt;
Cost: 1 Aion; can be &amp;quot;set up&amp;quot; ahead of time to trigger when the Traveler fulfills certain conditions&lt;br /&gt;
Dice Pool: Inertia + Presence&lt;br /&gt;
Before rolling, the Traveler gives a message of one or two words- &amp;quot;Help!&amp;quot;, &amp;quot;Attack!&amp;quot;, &amp;quot;He&#039;s coming!&amp;quot;, etc.&lt;br /&gt;
Dramatic Failure: The message is sent, but the currents of the Stream garble it, making the information conveyed completely different. &amp;quot;Help!&amp;quot; could become &amp;quot;Stay away!&amp;quot; and &amp;quot;Don&#039;t come here!&amp;quot; could become &amp;quot;Let&#039;s meet up&amp;quot;. Or &amp;quot;turkey sandwich&amp;quot;. It doesn&#039;t have to make sense.&lt;br /&gt;
Failure: The message fails to get through time correctly; the result is garbled beyond comprehension, or just doesn&#039;t arrive.&lt;br /&gt;
Success: For every success, the message may move up to 20 years through time, occurring to all Travelers within that range. The message manifests as a temporary vision, becoming superimposed on an object at which the Traveler is looking. This vision fades within two minutes, but while it is present, it&#039;s a bit distracting; the Traveler receiving it also receives a -1 penalty to Perception.&lt;br /&gt;
Exceptional Success: The message is well-handled. The result does not cause a Perception penalty in the recipient.&lt;br /&gt;
&lt;br /&gt;
Radio (••): Send a message to any Traveler throughout time.&lt;br /&gt;
Cost: 1 Aion initially, + 1 Aion per 10 minutes conversation&lt;br /&gt;
Dice Pool: Inertia + Presence or Inertia + Manipulation&lt;br /&gt;
Dramatic Failure or Failure: The signal fails to connect; the target&#039;s signature fizzles, and cannot receive a message.&lt;br /&gt;
Success: The Traveler creates a connection to her target by locking on to their Aionic signature. This manifests to the person to whom the Traveler is speaking as words of light, written on something they can see- walls, for instance, or the backs of their hands or eyelids. If this person is a Traveler with Radio, they may speak back over this connection without spending any Aion; the Aion expenditure goes to the one who initiated the connection. The target may wish to close the communication; to do so, if opposed, is the Traveler&#039;s Inertia + Composure vs. the target&#039;s Presence + Subterfuge.&lt;br /&gt;
Exceptional Success: The time-based Aion charge is waived; the connection is maintained until the Traveler or her target wills it closed. In addition, if the target attempts to will the channel closed, the Traveler may automatically shut them down. &lt;br /&gt;
&lt;br /&gt;
Detection (•••): Alter a target&#039;s temporal weight, allowing you to track them nearly anywhere… or avoid detection yourself.&lt;br /&gt;
Analysis: Cost: 1 Aion&lt;br /&gt;
Dice Pool: Inertia (user&#039;s) + Investigation vs. Composure + Subterfuge - Inertia (target&#039;s)&lt;br /&gt;
The Traveler must be within sensory range of the target- that is, seeing them, smelling, or experiencing some other sensation that the target exhibits. This allows her to memorize the particular vibrations of her target&#039;s temporal weight and track them down through time.&lt;br /&gt;
Dramatic Failure: The Traveler completely screws up memorizing the temporal weight of her target. She takes a -1 penalty to all attempts, within the same scene, to try again.&lt;br /&gt;
Failure: The Traveler can&#039;t memorize the target&#039;s temporal weight.&lt;br /&gt;
Success or Dramatic Success: The Traveler memorizes the temporal weight of the target.&lt;br /&gt;
&lt;br /&gt;
From there, the Traveler has a perfect awareness of where her target is- in time. By rolling Inertia + Investigation again, the Traveler can figure out the temporal location of any target, as well as physical location within the Stream, with a margin of error of 10 years reduced by a degree of time for every success beyond the first. So a roll of two successes means that the margin of error is 1 year; at three successes, it becomes one month, and so on. In the Stream, this doubles as a bonus to locating her target; the Traveler receives all successes on the Inertia + Investigation roll as a bonus to finding the person in the Stream.&lt;br /&gt;
&lt;br /&gt;
Dispersal: Cost: 1 Aion&lt;br /&gt;
Dice Pool: Wits + Subterfuge&lt;br /&gt;
Conversely, a Traveler can mess with her own temporal weight to prevent its detection.&lt;br /&gt;
Dramatic Failure: The Traveler&#039;s tinkering with powerful temporal forces results in backlash. Her Aion is wasted, and she loses a point more as recourse.&lt;br /&gt;
Failure: The Traveler&#039;s temporal weight and frequency remains clear.&lt;br /&gt;
Success: The Traveler distorts her own temporal weight and frequency, distributing it over an area and thus keeping it from indicating her person. The Traveler becomes nearly invisible to detection attempts by Travelers; her Inertia no longer adds to Traveler&#039; attempts to find her in the timeline, and she adds, rather than subtracts, her Inertia when resisting Detection&#039;s Analysis function.&lt;br /&gt;
&lt;br /&gt;
Upload (••••): Speak to all of a specific group of Travelers who have ways to &amp;quot;receive&amp;quot; the information.&lt;br /&gt;
Cost: 2 Aion&lt;br /&gt;
Dice Pool: Presence + Inertia&lt;br /&gt;
The Traveler must designate a condition that the target audience has before she sends the signal. Generally, this involves physical equipment; a target may be given a cell phone number to call or a book with a certain mark to read. Those who are interacting with the equipment in the way that the Traveler deems suitable will receive the message.&lt;br /&gt;
Dramatic Failure: The message flaps loose in the Stream; not only do the targets chosen not receive it, but the message can be trapped by anyone with a Inertia + Perception roll, and read themselves. If this does not happen within 24 hours, the message dissolves.&lt;br /&gt;
Failure: The message doesn&#039;t transmit correctly. All those who were trying to receive it must roll Wits + Composure to read the message, or else lose it. Furthermore, the text does not remain on the medium to which it was transmitted; it vanishes after the message is read.&lt;br /&gt;
Success or Exceptional Success: The message distributes to the medium designated by the Traveler, and remains until the medium is destroyed. Enforcers tend to keep around &amp;quot;little black books&amp;quot;- books marked with a particular insignia, plus a number of complex squiggles and extremely minute ciphers, to which Upload is almost always used among Enforcers.&lt;br /&gt;
&lt;br /&gt;
Harmonize (•••••): Provide perfect synchronization to a group of Travelers, allowing synchronized actions.&lt;br /&gt;
Cost: 2 Aion per participant&lt;br /&gt;
Dice Pool: Signal + Composure (Initiator), Signal + Resolve (Participators)&lt;br /&gt;
Initiator:&lt;br /&gt;
Dramatic Failure: The union is dissolved, and any attempt to form another fails.&lt;br /&gt;
Failure: The union is dissolved, and any attempt to form another suffers a -1 penalty for the scene.&lt;br /&gt;
Success: The Traveler successfully creates a support for harmonization.&lt;br /&gt;
Dramatic Success: The union is particularly seamless; the Traveler regains a point of Willpower from the affirming mental stimulus.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The person involved scrambles the union; regardless of the rolls made by the others, the use of Harmonize fails.&lt;br /&gt;
Failure: The person involved fails to enter the union and must make another roll to enter, at a -1 penalty.&lt;br /&gt;
Success: The Traveler and all persons involved who successfully make the roll are harmonized. Any person in the group can use the skills of any other person at a -1 penalty, regardless of their own training; any member can also spend the Aion or the Willpower of other members. This also allows communication; regardless of distance, temporal or otherwise, a member of a Harmonized group can send a message to allies for the cost of a point of Willpower. This communication is instantaneous, and costs nothing if the group is within the same time frame. This state lasts a single scene.&lt;br /&gt;
&lt;br /&gt;
There is a drawback, however: the harmonization also spreads negative effects. All those in a Harmonized group suffer from the derangements of all others in the group; when one suffers from wound penalties, the phantom pain afflicts the rest with the same. Worst, if a member of a Harmonized group dies, the psychic shock and pain that spreads throughout the others means that each loses a dot of Willpower and must roll a derangement check.&lt;br /&gt;
Dramatic Success: The participant enters the union and gains a point of Willpower from the affirming mental stimulus.&lt;/div&gt;</summary>
		<author><name>OtherwiseGent</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Signal&amp;diff=221594</id>
		<title>Signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Signal&amp;diff=221594"/>
		<updated>2013-01-05T18:49:38Z</updated>

		<summary type="html">&lt;p&gt;OtherwiseGent: Created page with &amp;quot;Signal Alarm (•): Send out a distress signal to all Travelers within a set period of years. Cost: 1 Aion; can be &amp;quot;set up&amp;quot; ahead of time to trigger when the Traveler fulfills ce...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Signal&lt;br /&gt;
Alarm (•): Send out a distress signal to all Travelers within a set period of years.&lt;br /&gt;
Cost: 1 Aion; can be &amp;quot;set up&amp;quot; ahead of time to trigger when the Traveler fulfills certain conditions&lt;br /&gt;
Dice Pool: Inertia + Presence&lt;br /&gt;
Before rolling, the Traveler gives a message of one or two words- &amp;quot;Help!&amp;quot;, &amp;quot;Attack!&amp;quot;, &amp;quot;He&#039;s coming!&amp;quot;, etc.&lt;br /&gt;
Dramatic Failure: The message is sent, but the currents of the Stream garble it, making the information conveyed completely different. &amp;quot;Help!&amp;quot; could become &amp;quot;Stay away!&amp;quot; and &amp;quot;Don&#039;t come here!&amp;quot; could become &amp;quot;Let&#039;s meet up&amp;quot;. Or &amp;quot;turkey sandwich&amp;quot;. It doesn&#039;t have to make sense.&lt;br /&gt;
Failure: The message fails to get through time correctly; the result is garbled beyond comprehension, or just doesn&#039;t arrive.&lt;br /&gt;
Success: For every success, the message may move up to 20 years through time, occurring to all Travelers within that range. The message manifests as a temporary vision, becoming superimposed on an object at which the Traveler is looking. This vision fades within two minutes, but while it is present, it&#039;s a bit distracting; the Traveler receiving it also receives a -1 penalty to Perception.&lt;br /&gt;
&lt;br /&gt;
Radio (••): Send a message to any Traveler throughout time.&lt;br /&gt;
Cost: 1 Aion initially, + 1 Aion per 10 minutes conversation&lt;br /&gt;
Dice Pool: Inertia + Presence or Inertia + Manipulation&lt;br /&gt;
Dramatic Failure or Failure: The signal fails to connect; the target&#039;s signature fizzles, and cannot receive a message.&lt;br /&gt;
Success: The Traveler creates a connection to her target by locking on to their Aionic signature. This manifests to the person to whom the Traveler is speaking as words of light, written on something they can see- walls, for instance, or the backs of their hands or eyelids. If this person is a Traveler with Radio, they may speak back over this connection without spending any Aion; the Aion expenditure goes to the one who initiated the connection. The target may wish to close the communication; to do so, if opposed, is the Traveler&#039;s Inertia + Composure vs. the target&#039;s Presence + Subterfuge.&lt;br /&gt;
Exceptional Success: The time-based Aion charge is waived; the connection is maintained until the Traveler or her target wills it closed. In addition, if the target attempts to will the channel closed, the Traveler may automatically shut them down. &lt;br /&gt;
&lt;br /&gt;
Detection (•••): Alter a target&#039;s temporal weight, allowing you to track them nearly anywhere… or avoid detection yourself.&lt;br /&gt;
Analysis: Cost: 1 Aion&lt;br /&gt;
Dice Pool: Inertia (user&#039;s) + Investigation vs. Composure + Subterfuge - Inertia (target&#039;s)&lt;br /&gt;
The Traveler must be within sensory range of the target- that is, seeing them, smelling, or experiencing some other sensation that the target exhibits. This allows her to memorize the particular vibrations of her target&#039;s temporal weight and track them down through time.&lt;br /&gt;
Dramatic Failure: The Traveler completely screws up memorizing the temporal weight of her target. She takes a -1 penalty to all attempts, within the same scene, to try again.&lt;br /&gt;
Failure: The Traveler can&#039;t memorize the target&#039;s temporal weight.&lt;br /&gt;
Success or Dramatic Success: The Traveler memorizes the temporal weight of the target.&lt;br /&gt;
&lt;br /&gt;
From there, the Traveler has a perfect awareness of where her target is- in time. By rolling Inertia + Investigation again, the Traveler can figure out the temporal location of any target, as well as physical location within the Stream, with a margin of error of 10 years reduced by a degree of time for every success beyond the first. So a roll of two successes means that the margin of error is 1 year; at three successes, it becomes one month, and so on. In the Stream, this doubles as a bonus to locating her target; the Traveler receives all successes on the Inertia + Investigation roll as a bonus to finding the person in the Stream.&lt;br /&gt;
&lt;br /&gt;
Dispersal: Cost: 1 Aion&lt;br /&gt;
Dice Pool: Wits + Subterfuge&lt;br /&gt;
Conversely, a Traveler can mess with her own temporal weight to prevent its detection.&lt;br /&gt;
Dramatic Failure: The Traveler&#039;s tinkering with powerful temporal forces results in backlash. Her Aion is wasted, and she loses a point more as recourse.&lt;br /&gt;
Failure: The Traveler&#039;s temporal weight and frequency remains clear.&lt;br /&gt;
Success: The Traveler distorts her own temporal weight and frequency, distributing it over an area and thus keeping it from indicating her person. The Traveler becomes nearly invisible to detection attempts by Travelers; her Inertia no longer adds to Traveler&#039; attempts to find her in the timeline, and she adds, rather than subtracts, her Inertia when resisting Detection&#039;s Analysis function.&lt;br /&gt;
&lt;br /&gt;
Upload (••••): Speak to all of a specific group of Travelers who have ways to &amp;quot;receive&amp;quot; the information.&lt;br /&gt;
Cost: 2 Aion&lt;br /&gt;
Dice Pool: Presence + Inertia&lt;br /&gt;
The Traveler must designate a condition that the target audience has before she sends the signal. Generally, this involves physical equipment; a target may be given a cell phone number to call or a book with a certain mark to read. Those who are interacting with the equipment in the way that the Traveler deems suitable will receive the message.&lt;br /&gt;
Dramatic Failure: The message flaps loose in the Stream; not only do the targets chosen not receive it, but the message can be trapped by anyone with a Inertia + Perception roll, and read themselves. If this does not happen within 24 hours, the message dissolves.&lt;br /&gt;
Failure: The message doesn&#039;t transmit correctly. All those who were trying to receive it must roll Wits + Composure to read the message, or else lose it. Furthermore, the text does not remain on the medium to which it was transmitted; it vanishes after the message is read.&lt;br /&gt;
Success or Exceptional Success: The message distributes to the medium designated by the Traveler, and remains until the medium is destroyed. Enforcers tend to keep around &amp;quot;little black books&amp;quot;- books marked with a particular insignia, plus a number of complex squiggles and extremely minute ciphers, to which Upload is almost always used among Enforcers.&lt;br /&gt;
&lt;br /&gt;
Harmonize (•••••): Provide perfect synchronization to a group of Travelers, allowing synchronized actions.&lt;br /&gt;
Cost: 2 Aion per participant&lt;br /&gt;
Dice Pool: Signal + Composure (Initiator), Signal + Resolve (Participators)&lt;br /&gt;
Initiator:&lt;br /&gt;
Dramatic Failure: The union is dissolved, and any attempt to form another fails.&lt;br /&gt;
Failure: The union is dissolved, and any attempt to form another suffers a -1 penalty for the scene.&lt;br /&gt;
Success: The Traveler successfully creates a support for harmonization.&lt;br /&gt;
Dramatic Success: The union is particularly seamless; the Traveler regains a point of Willpower from the affirming mental stimulus.&lt;br /&gt;
&lt;br /&gt;
Dramatic Failure: The person involved scrambles the union; regardless of the rolls made by the others, the use of Harmonize fails.&lt;br /&gt;
Failure: The person involved fails to enter the union and must make another roll to enter, at a -1 penalty.&lt;br /&gt;
Success: The Traveler and all persons involved who successfully make the roll are harmonized. Any person in the group can use the skills of any other person at a -1 penalty, regardless of their own training; any member can also spend the Aion or the Willpower of other members. This also allows communication; regardless of distance, temporal or otherwise, a member of a Harmonized group can send a message to allies for the cost of a point of Willpower. This communication is instantaneous, and costs nothing if the group is within the same time frame. This state lasts a single scene.&lt;br /&gt;
&lt;br /&gt;
There is a drawback, however: the harmonization also spreads negative effects. All those in a Harmonized group suffer from the derangements of all others in the group; when one suffers from wound penalties, the phantom pain afflicts the rest with the same. Worst, if a member of a Harmonized group dies, the psychic shock and pain that spreads throughout the others means that each loses a dot of Willpower and must roll a derangement check.&lt;br /&gt;
Dramatic Success: The participant enters the union and gains a point of Willpower from the affirming mental stimulus.&lt;/div&gt;</summary>
		<author><name>OtherwiseGent</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Chronologia&amp;diff=221593</id>
		<title>Chronologia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Chronologia&amp;diff=221593"/>
		<updated>2013-01-05T18:49:15Z</updated>

		<summary type="html">&lt;p&gt;OtherwiseGent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHRONOLOGIA=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entropy&#039;&#039;&#039;&lt;br /&gt;
*Discord (•): Success adds power to an attack roll.&lt;br /&gt;
*Atrophy (••): Use the force of temporal decay to turn bashing damage lethal.&lt;br /&gt;
*Delete (•••): Directly deal lethal damage, or use Atrophy at a distance.&lt;br /&gt;
*Fifty Year Sword (••••): Consume the Aion of other Travelers or Anankes.&lt;br /&gt;
*Severance (•••••): Attempt to induce Disjunction in a target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anachronism&#039;&#039;&#039;&lt;br /&gt;
*Circa (•): Disguise your Distortion or Crux as that of another Zeitgeist.&lt;br /&gt;
*Visionary (••): Direct Distortion to cloak someone as a person from your Zeitgeist.&lt;br /&gt;
*Nostalgia (•••): Warp an object to alter its appearance and functionality.&lt;br /&gt;
*Superimposed (••••): Use Distortion to warp the thoughts of a subject.&lt;br /&gt;
*Reprise (•••••): Make a change caused by Anachronism semi-permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linkage&#039;&#039;&#039;&lt;br /&gt;
*Hook (•): Create a binding thread of time between people, allowing them to share Aion when Jumping.&lt;br /&gt;
*Latch (••): Bind Aion to an object, creating a Time Bottle.&lt;br /&gt;
*Chain (•••): Channel the Crux&#039;s Aion through an object, combatting Disjunction and allowing distance operation. &lt;br /&gt;
*Cable (••••): Use Aion bound in Time Bottles to use more Aion than your per-turn limit or capacity.&lt;br /&gt;
*Lifeline (•••••): Attempts to temporarily &amp;quot;catch&amp;quot; Castaways and those Jumping, tying them to a single place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cognition&#039;&#039;&#039;&lt;br /&gt;
*Pierced Veil (•): Expand Understanding to improve perceptions of an area or situation.&lt;br /&gt;
*Preview (••): Catch a glimpse of the place that you&#039;re Jumping to before you arrive.&lt;br /&gt;
*Common Knowledge (•••): Understand a wide range of professions, removing the penalty for untrained skill checks.&lt;br /&gt;
*Eyes of Time (••••): Understand an event in the future or the past.&lt;br /&gt;
*All-Seeing Eye (•••••): Completely Understand a wide area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continuum&#039;&#039;&#039;&lt;br /&gt;
*Ride (•): Allow Jumps of up to your Inertia in days without spending Aion.&lt;br /&gt;
*Saint&#039;s Shoes (••): Jump immediately, as an instantaneous rather than an extended action. &lt;br /&gt;
*Step (•••): Jump through physical space as well as time.&lt;br /&gt;
*World Tree (••••): Attempt to Jump without use of a Crux.&lt;br /&gt;
*Into the Abyss (•••••): Jump larger objects, conducting the Jump through the Crux. (Usually, you can only Jump with up to your Size in equipment; this allows you to add your Inertia to this carry limit.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surge&#039;&#039;&#039;&lt;br /&gt;
*Reaction (•): Increase or decrease the speed of time in a single localized area; outside, time passes slower or faster.&lt;br /&gt;
*Fleet-footed (••): Move at higher speeds by spending Aion.&lt;br /&gt;
*Stilling (•••): Slow down time around oneself to a near-dead crawl.&lt;br /&gt;
*Van Winkle (••••): Slow down your own organic systems enough to exist in a suspended animation-equivalent.&lt;br /&gt;
*Purgatory (•••••): Completely freeze time over an area by damming the Stream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disruption&#039;&#039;&#039;&lt;br /&gt;
*Ripple (•): Sense the occurrence of a Jump or use of Chronologia.&lt;br /&gt;
*Enigma (••): An Ananke can masquerade as a Traveler, and vice-versa.&lt;br /&gt;
*Page of Dust (•••): Force an Ananke to obey a command.&lt;br /&gt;
*Vas Domum Temporis (••••): Direct the Stream to disable a Solace temporarily.&lt;br /&gt;
*Butterfly Eater (•••••): Assimilate a target&#039;s detached Crux to steal its powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;&lt;br /&gt;
*Protection (•): Use Aion to boost your Armor rating by rewinding damages.&lt;br /&gt;
*Prevention (••): Catch onto a target and prevent a Jump.&lt;br /&gt;
*Binding Venom (•••): Infuse the target with a force that prevents the use of Chronologia.&lt;br /&gt;
*Coiling Staff (••••): Use a Crux to prevent Disjunction in a target.&lt;br /&gt;
*Stillness (•••••): Completely seal all usage of Chronologia and Jumps within an area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork&#039;&#039;&#039;&lt;br /&gt;
*Multitool (•): Rework your Crux into a common tool, such as a screwdriver or hammer.&lt;br /&gt;
*Sickle (••): Rework your Crux into a melee or ranged weapon.&lt;br /&gt;
*Reconstruct (•••): Reconstruct your Crux to heal its Structure and add Durability.&lt;br /&gt;
*Serpentine Bone (••••): Make your Crux denser and harder to damage, in combat and out, by spending Aion.&lt;br /&gt;
*Seal the Doors of Infinity (•••••): Transform an ordinary object into a Crux, temporarily.&lt;br /&gt;
&lt;br /&gt;
==OUTPOST CHRONOLOGIA==&lt;br /&gt;
&#039;&#039;&#039;[[Signal]]&#039;&#039;&#039;&lt;br /&gt;
*Alarm (•): Send out a distress signal to all Travelers within 100 years.&lt;br /&gt;
*Radio (••): Send a message to any Traveler throughout time.&lt;br /&gt;
*Detection (•••): Memorize a target&#039;s temporal weight, allowing you to track them nearly anywhere.&lt;br /&gt;
*Upload (••••): Speak to all of a specific group of Travelers who have ways to &amp;quot;receive&amp;quot; the information.&lt;br /&gt;
*Harmonize (•••••): Set a &amp;quot;telepathic network&amp;quot; between a number of Travelers, allowing perfectly synchronized actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reversion&#039;&#039;&#039;&lt;br /&gt;
*Stitch (•): Heal the wounds of a given target by reversing them to their natural, undamaged state.&lt;br /&gt;
*Redo (••): Spend Aion to reroll failed dice.&lt;br /&gt;
*Regression (•••): Transform a physical object into an earlier version of itself, repairing damages and changing appearances.&lt;br /&gt;
*Undo (••••): &amp;quot;Redact&amp;quot; a dice roll you recently made, returning things to before you did as if it never happened.&lt;br /&gt;
*Burning Wheel (•••••): Choose a scene and a condition; until this condition is fulfilled, you choose or someone works out a way out, the scene loops at the end and returns to the beginning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Liberation]]&#039;&#039;&#039;&lt;br /&gt;
*Freeroam (•): Allow an instantaneous, semi-random Jump for a flat Aion cost.&lt;br /&gt;
*Forgettable Face (••): Make your appearance, countenance and actions vaguely forgettable and neutral.&lt;br /&gt;
*Eye of Stars (•••): Read the past of a target, allowing you to understand them better.&lt;br /&gt;
*Lethe&#039;s Wine (••••): Become completely forgettable; once you have left, nobody will ever remember you were there.&lt;br /&gt;
*Masque of the Red Death (•••••): Occupy the temporal space of a dead person, giving you access to their resources, knowledge and face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redaction&#039;&#039;&#039;&lt;br /&gt;
*Shift (•): Alter one certain minor detail of the past without needing to roll for alteration or memory retention.&lt;br /&gt;
*Mnemosyne (••): Use a temporally grounded mnemonic to permanently memorize an event, no matter how it&#039;s altered.&lt;br /&gt;
*All You Zombies (•••): Utilize a slightly deranged hypnotic state to prevent the Causality issue from meeting one&#039;s past self.&lt;br /&gt;
*Martyrdom (••••): A killed target has their influence on the timeline removed, with lesser historic damages.&lt;br /&gt;
*Undoing (•••••): Completely alter the past of a target, temporarily, to give them different characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horology&#039;&#039;&#039;&lt;br /&gt;
*Liber Temporis (•): Spend Aion to read information from the Archive, giving 9-again on most intellectual rolls.&lt;br /&gt;
*Breeze (••): Introduce the gale of the Stream into reality, eroding physical objects and blowing inexorably in a given direction.&lt;br /&gt;
*??? (•••): Probably does something.&lt;br /&gt;
*???? (••••): Boy, this will do a cool thing.&lt;br /&gt;
*????? (•••••): Wow, that is such a cool thing that this does.&lt;/div&gt;</summary>
		<author><name>OtherwiseGent</name></author>
	</entry>
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