Toiminnot
Sivusto
Cost: 1500
ML: 18
Availability: Rare
Damage: 5D (Armor-negating, +1 WL)
Reliability: 11
Reach: Medium
Detection: 3D/4D
Skill: Blades
Bulky: No
Crafting: Armory/Arcane Lore
Shimmerblades are made of exotic material unstable on the threshold of material existence. The blade of the weapon flickers in and out of existence in a blurring, shimmering motion very disturbing to the eye. It leaves behind a faint blue/red glow, electric smell and makes Blight detectors go crazy without incurring actual Blight at all. Weapons made of this material cut through anything and everything, making them hideously dangerous.Unfortunately they are useless in defence, as the blade might blink immaterial midblock. In practice, weapon skill grants no DP at all while wielding a Shimmerblade. Defending against them is likewise difficult as the slightest scratch can sever limbs, granting -1D to all attacks. Shimmerblades grant a further -1D for any brute force Intrusion checks or other efforts where their cutting power is an asset.
Like most ancient Techmancery, Shimmerblades contain an identification system. Unless their Reliability check fails, they cause no damage whatsoever against a Techmancer with a functioning Conduit. Instead of cutting the Techmancer the weapon will blink into a mere shadow, simply passing through harmlessly.
Cost: 600
ML: 15
Availability: Rare
Clip: 1
Damage: 5D (Armor-piercing)
Reliability: 11
Range: 5/10/15/25/40
Reloading: -
Detection: 3D/4D
Skill: Throwing
Bulky: No
Crafting: Armory/Spiritcraft
Hunter/killer is a sliver of greenish-gray metal with extremely sharp points at both ends. It is a semi-intelligent, reusable projectile with multiple uses. Hunter/killer is activated by throwing it towards the intended target. If Reliability fails, it functions as an ordinary javelin. Otherwise the sliver activates, homing towards the target and seeking weak points in its anatomy. In practice, the Hunter/killer attacks the target as if in melee with TN 21 untill the target stops moving completely. Once the target is completely still for one round, the hunter/killer drops on the ground, inert. For actively destroying the weapon apply sundering rules.
In general, hunter/killers do not attack Techmancers with an active Conduit. Instead they simply revert to inert state immediately.
Modification: Non-lethal
Cost: +300
A modified hunter/killer can be set to stun the target instead of killing it (takes one action to switch while held). In non-lethal mode, hunter/killer attacks as above, but hits like a shock pistol.
Modification: Returning
Cost: +500
ML: +1
Once the weapon has completed an attack run, it returns to the original thrower if a Reliability check succeeds.
Cost: 1200
ML: 17
Availability: Rare
Clip: 5
Damage: 6D (Armor-piercing)
Reliability: 12
Range: 50/100/150/250/400
Reloading: Action per bullet (5 seconds)
Detection: 3D/4D
Skill: Firearms
Bulky: No
Crafting: Armory/Golemcraft
Swarmguns are carbine-sized weapons firing long, thin but surprisingly heavy bullets. The bullets are simply carriers for an infernal swarm inside, designed to deliver terrifying death at a distance. Few examples of the said weapons remain in the world.
If a target is hit by a swarmgun, he takes the usual damage as listed above. In addition, the bullet shatters, releasing the swarm within. The tiny devils then start to devour the victim from within. This effect is similar to that of a Deathswarm whip and follows the same rules. (Page XX) If the shot is a miss by three, the bullet passes close enough to the target to detect his body heat. In this case, the bullet explodes in a stream of swarmers. Thus, the target is covered with a swarm causing an effect as per Deathswarm whip, but suffers no initial gunshot damage.
If there are multiple targets within close proximity, such swarm spray can affect all of them. A shooter may try to do this in purpose, reversing the effect and scoring a direct hit with a miss by three instead. Ordinary swarm ammo costs 60 omns per bullet.
Paralyzing swarm is a modified payload that, instead of disassembling the victim, spreads to temporarily disable his nervous system. Direct hit causes 4D damage, while the swarm effect requires a 4D Vigor check every round. Duration is as with Deathswarm whip. If the check fails,the victim is paralyzed but conscious for the swarm duration. For armor-piercing purposes, the swarm does 4D damage per round, but inflicts no real harm to the target. These non-lethal bullets cost 80 omns per projectile.
Healing swarm is a toned down version of the Miracle Injection intended for battlefield first aid. These bullets can never score a direct hit; they automatically explode into a swarm spray when close to applicable target. Once the swarm gets into contact with skin, it stabilizes the target, staunching all bleeding. The swarm penetrates armor like a paralyzing swarm and costs 80 omns per bullet.
Swarms fired by swarmguns contain an identification system responding to Techmancer Conduits. As a result, harmful swarm effects do not activate against Techmancers with functioning Conduits. Roll a separate Reliability for each Techmancer possibly targeted; if it fails, the safety procedure fails and the Techmancer is hit as usual. This safety procedure does not affect the initial bullet impact, only the swarm effects.
Cost: 30
ML: 13
Availability Uncommon
Crafting: Armory/Spiritcraft
Homing bullets alter their course to hit the target, giving -1D to the shooting check. They always miss Techmancers.
Cost: 40
ML: 14
Availability Uncommon
Crafting: Armory/Spiritcraft
As homing bullets, but for needle weapons.
Cost: 50
ML: 15
Availability Rare
Crafting: Armory/Arcane Lore
Hyperdense needles are made of Techmantic material that, when fired, turns into a lance of unstoppable energy. They are effectively armor-negating, ignoring PV up to 200. This allows firing through walls and possibly hitting multiple targets with a single shot.
Cost: 100
ML: 15
Availability Uncommon
Crafting: Armory/Arcane Lore
Tranq needles are covered with theoretically non-lethal nerve poison. If the basic damage of 2D AP penetrates armor, the target is dealt further 6D damage. This damage is non-lethal and heals on its own in an hour. Instead it paralyzes the victim. However, should the nerve agent inflict Lethal+ damage, the victim dies of a massive heart failure.
Cost: 500
ML: 18
Availability Rare
Crafting: Armory/Arcane Lore
These needles contain a tiny amount of hellfire inside them. When the needle hits something hard enough, the hellfire detonates, inflicting 8D AN explosion with a width of 30 meters.
Cost: 5000
ML: 15
Availability: Uncommon
Protection: 8 (Whole body)
Bulk: +4
Crafting: Armory/Golemcraft
Demon cage is a roughly skeletal frame worn over regular clothing, with a hissing and churning Omnium reactor at the back. The frame is very tough, but as it doesn't cover the wearer completely, it grants only a poor PV. When worn, demon cage grants the user inhuman strength, granting +10 Vigor regarding strenous tasks and carrying capacity but no increases to Wound Levels. It as well bestows -1D to all Athletics checks due to assisted movement and reduced fatigue when moving. Demon cage consumes pure Omnium as fuel, requiring Omnium worth 30 omns inside the reactor. For every hour of use, make a Reliability check to see if it has run out of fuel. The wearer must further make a 3D Blight check for every two hours spent while wearing the frame. Every two extra hours add +1D to the check, capping at 6D. Unarmed attacks do 5D damage while wearing the demon cage.
Modification: Weapon rigging Cost: +500
Some simple modifications can turn demon cage into a heavy weapons platform. This allows the wearer to use heavy weapons one-handed and without bracing.
Modification: Gloomwork Cost: +650
Demon cage has been modified to be worn over bulky Gloomsuits and fitted with maneuvering thrusters. This grants -1D to Gloom Movement in addition to the usual effects and allows wearing the frame with Gloomsuits. While in the Gloom, only the worst Bulk penalty is applied (that of the suit or the demon cage) instead of the usual stacking Bulk rules regarding armor.
Cost: 1500
ML: 10
Availability: Common
Protection: 16 (Whole body except face)
Bulk: +3
Crafting: Armory
Scavenger suit abstracts the great variety of protective gear made and used by Techdabblers and scavengers. Most of them are not bought, but made by the user. A common set up would be a hardened leather armor entwined with Gloomsuit parts and Techmantic armor plates. Every available surface is covered with pockets, pouches and equipment webbing for carrying necessary tools. The suit is commonly combined with a Gloom mask for environmental protection. If combined with a functioning mask, the suit provides some protection from Blight, granting -1D to all Blight checks. (Where a proper Gloomsuit would remove the need for such checks entirely.)
Cost: 12000
ML: 18
Availability: Rare
Protection: 25 (Whole body)
Bulk: -
Crafting: Armory/Arcane lore
Shimmersuit is an overall made of exotic material unstable on the threshold of material existence. It flickers in and out of existence in a blurring motion, while the material qualities change seemingly at random. While not obvious to a naked eye, there is a pattern to the changes - the suit keeps optimizing itself to best respond to the surroundings. This allows it to grant great protection without any bulk. The suit likewise protects against fire, chemicals and Gloom effects for up to five minutes of constant exposure. Normal enviromental effects - such as rain, cold or heat - are completely negated. Terrain effects on physical checks are likewise ignored. Attackers find it hard to see (or otherwise sense) the wearer accurately, bestowing +1D on all attack rolls. While the Shimmersuit blurs and disguises the wearer, it doesn't make his presence harder to detect. Thus the suit grants no bonus to Stealth.
Techmancers with a functioning Conduit can see through the Shimmersuit, negating the attack penalty and possibly identifying the wearer.
Cost: 3000
ML: 15
Availability: Uncommon
Reliability: 13
Protection: 6
Bulk: -
Crafting: Armory/Fleshcraft
Survival Skin is a skintight, slimy fabric covered with mechanical parts on the outside. It must be worn on a naked body to function. When worn, the suit slides into tight contacts and various tendrils, pipes and wires burrow into the flesh. Once worn, it can only be removed surgically or after the skin expires on its own. Survival Skin functions for ten days or more. After the tenth day, a Reliability roll is required every evening, with -1 to Reliability per day. Once the Reliability roll fails, the suit breaks down. It then automatically detaches and can be removed, though leaving behind bruises and scratches sufficient to cause a Light Wound.
When the Survival Skin is active, it protects the wearer from all adverse enviromental effects. This includes all extreme enviroments (such as the atmosphere of Denkhatar or underwater) save naked Gloom. Protection in the Gloom is limited, requiring a Reliability check for every minute of exposure as if after ten days of usage. When the suit is working correctly, it even feeds and hydrates the user, removing the need for food and drink. Removing the Survival Skin before its natural expiration requires a 5D Fleshcraft check. If the check fails, the suit is still removed, but inflicts a Serious Wound.
Cost: 4000
ML: 13
Reliability: 11
Availability: Common
Bulky: Yes
Crafting: Clockworks/Spiritcraft
A portable, bulky machine, the printer can produce clockwork parts from base metals. They can be used to produce, repair and modify Techmantic devices. It can produce simple tools like daggers and hammers or improvised quality ammunition. Each use consumes 10 omns worth Omnium as fuel.
Cost: 600
ML: 14
Reliability: 11
Availability: Uncommon
Bulky: Yes
Crafting: Arcane lore/Fleshcraft
Fleshknitter is a complicated chemi-mechanical device the size of a large purse. It must be worn against bare skin and is usually strapped on thigh, back or arm. When the wearer is harmed with a wound inflicting at least a Serious Wound, the fleshknitter activates, injecting various agents into his bloodstream. This immediately closes the wound, preventing any bleeding. Fleshknitters have five charges; each charge costs 20 omns to fill. The device can be further fitted with a Miracle Injection that activates with a Lethal Wound - it must be bought separately.
Cost: 1500
ML: 14
Reliability: 11
Availability: Rare
Bulky: Yes
Crafting: Arcane lore/Fleshcraft
Fleshpot is a large, heavy sphere filled with an arcane machinery. It can be fed with any organic material. The inserted material is converted into a bubbling, squirming mass of fleshlike substance in six hours. The produced "meat" can feed up to four people. Eating the produce incurs a 3D Blight check.
The fleshpot can be manipulated into producing material useful in treating grievous injuries. This requires a 5D Spiritcraft check. If succesful, the resulting material provides +2 TN when providing long-term care. The device can't be used to produce food while being used for medical operations. Patients must make 3D Blight checks per aid received.
Cost: 800
ML: 12
Reliability: 11
Availability: Uncommon
Bulky: Yes
Crafting: Clockworks/Spiritcraft
Gunnery mekanima is a clockwork contraption that can be fitted with any Techmantic ranged weapon. (Not included in the price.) The device can be set to guard a certain area and fire upon it when detected. It can shoot autonomously (TN 13, Momentum 2) or be used with a remote link by a Techmancer. If attacked, the device can be disabled as per sundering rules.
Modification: Darkseer Cost: +1000
ML: 13
Availability: Uncommon
Crafting: Spiritcraft
The device ignores all darkness penalties.
Modification: Precise Targeting Cost: +1500
ML: 14
Availability: Rare
Crafting: Spiritcraft
The gunnery mekanima is extremely capable. This provides TN 15, Momentum 5 and Veteran Blessing.
Cost: 8000
ML: 19
Reliability: 11
Availability: Rare
Bulky: Yes
Crafting: Arcane lore/Spiritcraft
Hellfire shield is a small device commonly attached on belt, shoulder or helmet. When activated, the device protects the user by vaporizing projectiles and even blasting away melee attackers. In practice, hellfire shield shoots flashes of blue-greenish energy towards projectiles shot towards the user. These blasts automatically negate up to three projectile attacks per combat turn. Roll Reliability for each intercept; if the roll fails, the intercept misses.
Should the wearer be attacked in melee while the device is active, it shoots a reactive blast inflicting 6D explosive, armor-negating damage. It can react to up to one attacker per turn. If the shield has intercepted any projectiles, it can't shoot at attackers. Roll Reliability for each melee intercept; if the roll fails, the device fails to react to the attack. Note that, when active, the shield can interpret any sudden movement towards the wearer as an attack.
Hellfire shield uses a miniature Omnium reactor to power the protection. Every shot fired consumes 50 omns worth pure Omnium, while the reactor can contain a maximum of 500 omns worth Omnium (ten shots). Turning the shield on and off takes one action. It is possible to wear multiple shields at the same time, though if all are active, they might react to the same threats.
Cost: 2000
ML: 15
Reliability: 10
Availability: Rare
Bulky: No
Crafting: Clockworks
This small golden tablet becomes a builder swarm when placed on the ground and broken. The swarm builds a small, dome-shaped shelter from the nearby materials in 15 minutes. Clay is turned into bricks, wood into logs etc. (A truly disturbed individual could use corpses to build a gruesome shelter.) Witnessing the instant construction inflicts a 5D Techmancery check.
The shelter, once complete, can comfortably house three people or up to six in cramped conditions. It contains an air conditioning unit that remains operational for at least 48 hours. After the 48 hours is up, check reliability every 12 hours. When the check fails, the unit breaks down. As long as the unit is active, it purifies the air inside and distills enough water for two people if air humidity is available.
Modification: Instant Fortress Cost: +2000
Bulky: Yes
Crafting: Clockworks
A militarized version of the builder tablet seems similar, but is extremely heavy (and thus bulky). When activated, the swarm inside converts the surroundings into a small bunker. Construction takes one hour. The bunker functions as the shelter above. The walls are reinforced with Techmantic armor providing PV 50 that negates armor-piercing. The material is fire resistant and the door can be barred from the inside.
Cost: 1200
ML: 14
Reliability: 11
Availability: Rare
Bulky: No
Crafting: Spiritcraft/Fleshcraft
Painspike is a fiendish device used for controlling and torturing high value prisoners without leaving notable damage. In its inert form, the device seems like a Techmantic nail. When driven in the spine of the intended victim, the device expands filaments along the nerves. It can then be activated with a remote controller to inflict pain. Installing the painspike requires rudimentary anatomical knowledge (2D Fleshcraft / 4D Leechcraft check). When activated, the Painspike can be used to cause pain equal to a Light Wound, Serious Wound or Lethal Wound (including stun checks and other pain-related effects). The fourth and final effect overburns the device, destroying it and sending a lethal pulse of electricity into the victim. This pulse inflicts 10D exploding, armor-negating damage. Removing the device requires surgery (5D Fleshcraft check). A failure may result in nerve damage.
Cost: 1000
ML: 13
Reliability: 11
Availability: Uncommon
Bulky: Yes
Crafting: Spiritcraft
Perimeter guardian is a nearly invisible wire that can be drawn up to 30 meters long. It is very hard to spot (5D Perception when near). The guardian reacts to any sudden movement, triggering a loud alarm or an inaudible message to a nearby Farspeaker. If the guardian is spotted, it can be avoided with a slow, irregular movement (5D Stealth). Several guardians can be attached together to cover a larger area.
Modification: Gunnery link Cost: +500
The guardian is linked to a gunnery mekanima. When the guardian is activated, the gunnery mekanima activates and attacks the detected intruder.
Cost: 4000
ML: 18
Reliability: 12
Availability: Rare
Bulky: No
Crafting: Arcane lore/Armory
Shimmergloves are a set of gauntlets made of exotic material unstable on the threshold of material existence. They move and transform in a blurring motion, changing shape and material as needed by the user. In practice, the wearer of Shimmergloves counts as having Toolkits for all physical skills. The gloves protect the hands from all harm, but do nothing for the rest of the body. Thus a character wearing Shimmergloves could handle lava, but the rest of his body would still be burned by the heat.
Cost: 25000
ML: 19
Reliability: 13
Availability: Very Rare
Bulky: Yes
Crafting: Arcane lore/Spiritcraft
Shimmerseer is a thin, flexible helmet inlaid with wires and set with small, but heavy goggles at the front. Seemingly opaque, the goggles contain a variety of Shimmermaterial lenses shifting on the doorstep of existence. Rest of the helmet contains a specialized calculation matrix used by a powerful Mekanima to translate the sensations to the wearer. The resulting sight provides clear vision through the very space-time itself.
As a result, the wearer is constantly bombarded with information on shifting, weaving possibilities regarding the immediate future. This grants him five levels of Lucky, over and beyond usual limits of the Blessing. That is, they stack with any level of existing trait. The character has further -3D to all Alertness checks, gains +5 Momentum and can spend one extra Momentum token per round, even after using Defence Pool. All checks benefiting from instant processing of information or spatial awareness gain -1D. Finally, every time the character uses an AP, there is a 50% chance of the effect happening without the point being spent due to his insight in possible futures.
Unfortunately, using a Shimmerseer is an addictive and maddening experience. The possibilities sensed overload human mind and often allow glimpses into things too strange to comprehend. Wearing a Shimmerseer inflicts a 7D Corruption check and a 9D Techmancery check per hour of use. A critical failure in either has the character fall into a psychosis, where he is plunged into an alternative if-world.
Cost: 500
ML: 12
Reliability: 11
Availability: Common
Bulky: Yes
Crafting: Clockworks
The smart rope is a squirming Techmantic thing with a limited intelligence. It adjusts automatically when climbing, attachs to surfaces when thrown and so forth. It can be commanded verbally in Ancient Ameracho. The result is -1D to all checks where the rope is an advantage.
Cost: 500
ML: 11
Reliability: 11
Availability: Common
Bulky: Yes
Crafting: Clockworks
Techmantic shelter is a tent capable of protecting those inside even from the worst weather. The tent fits two people comfortable or four very tightly. It removes adverse climate effects when inside.
Cost: 300
ML: 13
Reliability: 10
Availability: Rare
Bulky: Yes
Crafting: Spiritcraft/Farseeing
Invisibility cloak is a heavy cloak inscribed with mysterious, shifting symbols. Unlike its name implies, the cloak doesn't make the wearer invisible but orders mekanima not to see them. This makes all golems, farseeing devices and Techmantic machinery unable to perceive the wearer of the cloak. Every time the wearer is seen by a mekanima, make a reliability check. If the reliability succeeds, the character is invisible to the mekanima. The effect lasts for the duration of the scene or untill the line of sight/detection is broken.
Modifications: Uncertainity matrix
Cost: +200
ML: +2
Reliability: -1
Availability: Very Rare
A second layer of inscriptions is added to the cloak, making its very fabric shfit and weave in a way that disrupts the eye. As a result, the character becomes harder to spot for any Techmantic devices, even those operated by humans. Targeting the character with Techmantic weapons and devices (including Techmantic sights in ordinary weapons) suffers +1D. Techmancers suffer the penalty to all skills and effects targeting the wearer, unless their Conduit is turned off.
Cost: 1500
ML: 15
Reliability: 11
Availability: Very Rare
Bulky: No
Crafting: Spiritcraft/Farseeing
Shimmermask is a mask made of shimmermaterial - an endlessly shifting, dancing matter on the very edge of existence. Person wearing such mask has their features obfuscated and instead replaced with what the other person wishes to see. This makes the wearer appear very charismatic, attractive or even holy without showing their actual face. The effect grants -2D to all Social Skill checks. Affected people can try to resist with a 7D Willpower check. Ordinary success resists the effect, but still obfuscates the wearer, making their features impossible to remember later. Critical failure makes the character a willing slave to the wearer, while a critical success allows the character see the mask itself.
Techmancers can see through the effect if their Conduit is active. Seeing through the mask is subject to the Unreliable Conduit curse.
Wearing the mask for longer periods of times is disorientating and subjects the wearer to dissociation, inflicting 6D Self Checks if Madness Meter is in use. Further, the mask sometimes shifts the vision giving blinks of...something, incurring a 4D Revelation Check per hour of use. Using the mask for long periods of time is addicting and maddening. Rumors claim people so inclined have a tendency to disappear in strange circumstances, as if losing their way into one of the many possibilities the mask portrays.
Modification: Demonic visage
Cost: +500
ML: +1
An added function to the mask allows the visage to be changed into a terrifying, demonic visage. This inflicts a 7D Terror check on everyone seeing the wearer, following the same rules as the social effect above. Changing the mask's effect takes one action.
Cost: 50000
ML: 19
Reliability: 10
Availability: Very Rare
Crafting: Clockworks/Spiritcraft
Clockwork Cornucopia is a fabled legend of old, an entire wondrous factory portable in a single carriage. They all look different, usually covered with moving contraptions or disguised as other machines. Hidden underneath is the true machine - a large black case with strange interface and large, gaping maws. Inside the case dwell ancient and terrible forces. Golden swarms without number roll around each other in an eternal dance. In the heart of their tunnels is a large amount of Shimmermatter, providing endless power.
A properly handled Cornucopia can produce literally anything, with the exception of Omnium. It can only produce items up to its own size, but can make large things in parts which the user must then attach together. Raw materials are needed for the construction swarms to work on - these cost 10% of the listed price for the produced items. Making an item takes roughly half of the price listed in minutes.
Cornucopias contain thousands of different designs. Getting a production underway requires a 2D Spiritcraft check when using one of the designs. Ordering the device to produce something completely new requires a 4D+ Spiritcraft check, depending on the complexity of the production order.
Unfortunately all Clockwork Cornucopias are very old and their Mekanimas are both powerful and completely insane. The prolonged exposure to the Shimmermaterial core has driven them into a state no human mind can ever comprehend. Communication with them is cumbersome, infuriating and extremely dangerous. On a failed Reliability check the Mekanima subverts the production order on its own, making something else instead. Roll on the following chart:
11: A self-assembling vehicle that drives away on its own
12: A self-assembling vehicle that tries to drive over the characters
13: A self-assembling vehicle that bursts into flames
14: A self-assembling golem that is hostile to the characters
15: A self-assembling golem that immediately disassembles itself
16: A perfect human who runs laughing into the resource insertion maw
21: Toy versions of the required item
22: Volatile, self-destructing versions of the required item
23: Extremely Blighted versions of the required item
24: Clockwork animals camouflaged as the required item
25: Projected image of the required item
26: Active mines looking like the required item
31: A hostile Deathswarm
32: Illusionary Deathswarm
33: A Deathswarm that immediately scuttles somewhere
34: A swarm imitating one of the characters, copying all actions
35: A pack of Miracle Injections
36: A pack of Mindmelds
41: Mocking figurines of the characters
42: Mocking paintings of the characters
43: Mocking projections of the characters
44: Thousands of pictures of a character
45: A sarcophagus for a character
46: A creepy love letter for a character
51: Burst of extreme Blight
52: Burst of noxious smoke
53: Burst of nerve gas
54: Burst of hallucinogenic gas
55: Burst of flames
56: Burst of healing swarm fog
61: A random Masterwork item
62: A book describing terrible future crimes committed by a character
63: A random Masterwork golem
64: Thousands of inferior copies of the required item
65: Thousands of naked corpses identical to a character
66: Shimmercore collapses, causing a huge Hellfire blast
Cost: 30000
ML: 13
Reliability: 11
Availability: Very Rare
Crafting: Arcane lore/Fleshcraft
Fleshvats are huge chambers filled with bubbling, squirming flesh-like porridge. Vast versions of the vats feed ancient cities on the Old World. Smaller fleshvats are sometimes found even from large Gloomships. They are equal to a hundred Fleshpots in function.
Cost: 25000
ML: 15
Reliability: 11
Availability: Very Rare
Crafting: Spiritcraft
Voluptas sensate chamber is a small, luxurious room with the walls filled with projection screens. A huge chair dominates the room. When a person sits on it, various wires, needles and other contraptions sink into him. While in the chamber, the person can live through recorded experiences as if being there. This is very addictive and potentially mentally damaging. One session in a chamber usually lasts about three hours, but can subjectively feel like several days.
Sensate archives usually contain experiences that can be useful and educative for the daring. In game terms, each extreme experience provides three experience points. First such session inflicts a 3D Madness Meter check in the meter with least Hardened notches. Each session afterwards is +1D harder. A critical failure in the check inflict a Corruption point. A critical success provides 1 AP. On a failed reliability roll, the chamber provides horrible experiences causing a Madness Meter check with no benefit.
Cost: 18000
ML: 17
Reliability: 12
Availability: Very Rare
Crafting: Spiritcraft
Tranquility Shrines are lavishly decorated booths, their symbology usually pointings towards Ordo Voluptas. As a person enters the booth, he may be seated comfortably and is presented with images of natural beauty. Soothing music plays and the air is inserted with various substances. Hidden generators within the walls then bathe the person with mind-altering energies. As a result, the person falls into a pleasant, peaceful trance. The trance takes an hour, which he spends in a pleasant, dream-like haze. This leaves a lasting feeling of inner peace for several days.
Using a Transquility Shrine removes all Penalties due to emotional effects. They further give -3D to all Willpower checks for 2D days afterwards. A Corrupted character has a chance to lose a point of Corruption after a session in a shrine. Make a 7D Willpower check - if it is succesful, the character loses a point of Corruption. If a character with 7+ Corruption uses a Shrine, he is instead attacked by a paralyzing swarm (see swarmgun), Once paralyzed, the character is imprisoned in an Eversleep Coffin hidden in the base of the shrine.
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