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  • 1001 Wonders

    Let's fill this thread up with a bunch of Wonders. Artifacts/Inventions, Talismans/Devices, Charms/Gadgets, Periapts/Matrices, Fetishes/Superstitionist bollocks, etc.

    And for this one, I'd like everyone to not only explain why the Wonder is awesome, but why it might be not so awesome. Translation: include any Flaws such an item could have, if you care to. It gives the items personality.


    1) Mundo's Black Velvet (2 pt. Artifact):
    A pair of gloves, first seen on the hands of Mundo, The Magician (also known as Mundo the Amazing, or Mundo the Baffling) during his heyday in the 1920s and 30s. In the light, Mundo was a showman, dazzling audiences with stage magic, and a hypnotic gaze "gained from [his] travels in the Orient". In the shadows, he solved mysteries and fought evil as part of the Euthanatos, alongside a group of other Awakened adventurers. He rode the razor's edge of the Consensus, hiding acts of True Magick behind screens of stagecraft, superstition of the exotic, and regular sleight of hand. A lesson Mundo repeated to his companions - who eventually learned the wisdom, in their own ways - was the singular power of distraction.

    Nowhere is that lesson more evident than with his signature gloves, the Black Velvet set (named for the magician's favorite drink). Like his own duel identity, Mundo's gloves could not be more different. But the true power came when they acted in concert. His right hand glove (affectionately called "The Sparkling" by Mundo) was covered in sequins, so they sparkled brilliantly. His left hand glove ("The Stout"), by contrast, was black silk, which tended to blend it with the arm of his tuxedo. Working in concert, the right hand demanded the attention of onlookers, while the left hand faded from notice; the one kept the eyes busy, while the other worked some sneaky bit of work. On the stage and in a fight, the Black Velvet gloves were invaluable to Mundo over his long career. After his disappearance, the gloves surfaced here and there, letting Mages ply the trade of the sneak, right in plain sight.

    System: Forces 2 bent light in such a way that, when the Effect is activated, the sequins shine brilliantly. Mind 2, meanwhile, shifts the focus of onlookers towards the wearer's right hand, and away from the left. Each success rolled reduces the difficulty of rolls involving sleight of hand, such as Performance, Larceny, Blatancy (Storyteller's discretion), and event Melee (so long as the weapon is suitably small, and the opponent didn't expect the mage to be so armed). However, there is a hitch: Mundo was left-handed. It advantaged him, for his dominant hand to be the one who did the real stealth work, but the right-handed majority will have trouble using the gloves to their full effect. Because this Effect runs off seemingly normal principles of stagecraft, it is Coincidental.

    Flaws: In a surprisingly mundane twist, the gloves must be cleaned and maintained regularly, or the magic doesn't work. The sequins are silver, and must be polished, to prevent tarnishing. And the fabric of the Black Velvet gloves is literal velvet silk. Ergo, Dry Clean Only.
    Last edited by Bluecho; 07-22-2017, 11:00 PM.



  • #2
    2) The Banishing Bell (6 pt. Talisman; Arete 4, 5 Quintessence):
    Bells act as important magical tools for a variety of cultures. Consequently, many magical groups - from the Celestial Chorus and even Order of Hermes, to the Akashayana and Euthanatos - employ them as Instruments. But while hand-held bells and chimes serve many mages as portable tools, the mightiest bells are those that are huge, loud, and difficult to move. Churches have employed bells for centuries, equipping their parishes and cathedrals with them for the purpose of telling (or, in the case of the Cabal of Pure Thought, standardize) the flow of time. There were more spiritual purposes for bell-ringing, however. Smaller bells were used in Transubstantiation and Consubstantiation rituals. Important to this discussion, larger bells were said to scare away demons and unclean spirits, for the sound reminded them of the omnipresence of God.

    The Banishing Bell is a particular bell, cast in the Renaissance by an Awakened priest of the Cabal of Pure Thought (though reportedly, an Artificer performed the actual casting). Its purpose was exactly as stated: drive away demons and unclean spirits from wherever the bell happened to be installed. This was useful, as the bell needed to be moved to a sleepy, out-of-the-way town in Bavaria. A town tormented by demons. As a stopgap measure, the bell was used to repel the demons, until a proper contingent of exorcists could be brought in to deal with the scourge. Due to political upheaval at the time, these reinforcements never came; the ones in charge of the relief effort met a variety of horrible fates, and the dust settled with no one remembering the town's plight (or else thought the mattered settled). So for 100 years - long after the Talisman's creator died - the priests and deacons within the small parish dutifully rang the bell (thankfully it had its own Enlightenment to function from) every night, to beat back the persistent horde. It was only on the eve of the century anniversary of the bell's installation that an exorcist - this time from the Choir Celeste - arrived at the town and provided aid. With a great deal of work, this exorcist destroyed the infernal altar, abandoned in a basement of a vacant home, that allowed the demons to persist in the area, and banished them for good. Which was lucky, as the supports holding the bell in place gave out sometime during the event, making the whole save a close call.

    Eventually, the Banishing Bell was taken by the exorcist (given by a grateful parish, in return for his bravery), and passed around the world for centuries. Through mishap, the bell fell into the hands of Sabbat vampires, of their internal Inquisition. It currently sits in a small but strategically important town in Mexico, which is a major stopping ground for Sabbat packs on their way to the sect's capital. The Inquisition uses it to root out Infernalists amid the travelers, though it makes low-Humanity and Path vampires uneasy to hear as well (probably a bit of True Faith clinging to the relic), and Koldunic sorcerers find their Ways work poorly in the hours after a bell-ringing (probably because their Ways deal with unclean spirits).

    System: Spirit 3 deals pain and damage to demons and evil spirits (such as Banes), while Correspondence 3 makes that Effect cover a wide area, as well as add a Warding property to it. Each success causes the Effect to travel 1 mile out from the source, but all demons, unclean spirits, and undead feel disquiet when they hear the sound, regardless of the range of the spell.

    Flaw: The Banishing Bell acts at reduced effectiveness during the nights of All Hallows Eve and Walpurgisnacht. The concentrated presence of the supernatural (and the thinning of the Gauntlet) offers evil things a measure of protection from the bell's effects. However, the Banishing Bell is all the more effective if rung at dawn the next day, as it reaffirms the primacy of the Lord on this earth.
    Last edited by Bluecho; 07-23-2017, 12:03 AM.


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    • #3
      3) The Copper Scarab (6 pt. Talisman; Arete 3, 10 Quintessence):
      A scarab beetle the size of the palm of a human hand, forged from copper, hailing from ancient Egypt. Where once it was likely a warm yellowish pink, time has corroded the metal to a soft seafoam (though some would consider this beautiful in its own way). Despite the discoloration, it has held up well over the millennia, owing either to effective Matter enchantments, or loving (if sporadic) polishing.

      This item was crafted by a mage in ancient Egypt, on behalf of the mage's friend, a Mummy. This is known because the mummy, naturally, is still around, and has commented upon it in the past. A powerful Talisman, the beetle was created to assist the mummy in gathering the Ba energy (read: Quintessence) needed to restore himself to life, after death. Capable of flight, the beetle zeroes in on sources of Quintessence. Since the mummy's Ba must make such gathering attempts in the Umbra, the beetle is also endowed with the ability to Step Sideways, which it will do automatically upon the mummy's physical death, so as to follow it and make its services available. By this method, the mummy has been able to cut down on the time needed to gather energy over the thousands of years of existence.

      However, the Copper Beetle can be - and has been - used by mortals to seek magical energy. It will fly about the material world just as it does the Umbral, though the former is a Vulgar act. Because of its size and tendency to avoid sight, the beetle can usually slip back and forth to the Umbra in a coincidental manner, as observers assume the item was dropped somewhere.

      System: Spirit 3 allows the beetle (and, indeed, a passenger, where applicable) to Step Sideways. Forces 3 + Matter 3 + Prime 2 allows the beetle to shift its shape, turning it from a solid copper lump into an articulated insect, and to fly around. Correspondence 2 + Prime 1 finds sources of free Quintessence. How the user harvests the Quintessence once found is up to them.

      Flaw: Over the millennia, the Copper Beetle has acquired a mind of its own, albeit a simple one. While it might allow itself to be used by anyone, its loyalties lie with only two individuals: the mummy it was created for, and the (reincarnated) mage that created it. Wanting always to be helpful to them, it often flies off once the mummy has come back to life, in order to locate the mage's current incarnation; when the mummy dies, the Talisman is somehow aware of that fact, and will depart to the Umbra to look for them. For this reason, anyone who found or stole the Copper Beetle may find it cooperate for a while, until it decides to fly back to its beloved masters. If the thief somehow prevents it from escaping outright (like with a piece of string acting as a leash), it may attempt to lead its new "owner" into danger. Especially if either of its true masters were killed to obtain it.
      Last edited by Bluecho; 07-23-2017, 08:40 PM.


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      • #4
        4) Vitality Needle (4 pt. Device; Arete 3, 5 Quintessence):
        A common Device among 19th century Progenitors, the Convention can still be found using modern variants to this day. The original models were long hypodermic needles that fed into large glass syringes, with rather complicated plungers and an esoteric filter attached. A rather grisly tool of medicine, Enlightened doctors could plunge the needle into the chest cavity of recently dead (or sometimes still alive) bodies, extracting vital fluids from the heart. Naturally, this almost certainly killed living subjects, however (because of the care needed in finding the right place to insert, the Device cannot be used during combat). Cycling through the attached filter with a hand-pump concentrated vital properties within the blood and other chest fluids, creating a thick syrup replete with Primal Energy (read: Tass). Grim business, but the fight against superstition requires all advantages and creates many bodies.

        Modern versions employ smaller syringes, have electric pumps and filters, and some even possess targeting computers that indicate the exact location to insert. In any case, the Device is Coincidental.

        System: Prime 3 extracts Quintessence from the body, before combining with Matter 3 to convert the absorbed fluids into Tass.

        Flaws: The excess bio-waste must be emptied from the Vitality Needle after each use, and sterilization is highly recommended as well. Moreover, Tass produced with this method has a sinister Resonance, owing to the ghoulish manner of its extraction.
        Last edited by Bluecho; 07-13-2018, 08:51 PM.


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        • #5
          5) Mrs. Hoover's Hoover (6 pt. Invention):
          In the 1950s, the Hoovers looked like model middle class suburbanites. Mrs. Hoover herself looked like the model American housewife, down to her trendy hairdo and floral print dress, and her kitchen stocked with the latest appliances. Her local coven, of course, knew she was anything but ordinary beneath the surface; she danced skyclad in the forest outside of town on full moons like the rest of them. But it took even them a while to grasp her approach to modern technology; at first, they thought she had sold out. In truth, though, Mrs. Hoover didn't take these modern conveniences at face value. Mr. Hoover was a mechanical engineer, and with his help, she learned how to take her new toys apart, put them back together, and slip in a little magic between those two steps. Aside from merely keeping up appearances in public, Mrs. Hoover wanted to undermine the Technocracy's influence, by bending the new tech towards serving the Old Ways. In that respect, she was ahead of her time, as far as the Verbana was concerned. (It helped that making the appliances work better and last longer was a load off the family budget. Stupid Technocracy and its planned obsolescence.)

          Enter her vacuum, a Hoover deluxe package with extra sucking power, and a separate nozzle for precision work. Naturally, she immediately saw it for what it was: the Union's attempts to supplant the flying broomstick. So she put in the extra work and elbow grease, and made a vacuum cleaner that could both fly, AND blow gusts of wind around. Mrs. Hoover caused more than a few groans when she arrived at a coven meeting riding the contraption, but the coven's matriarch found the display hilarious, so it slid by unmolested. When Mrs. Hoover brought it to a regional meeting, a number of more inventive witches were fascinated, and she got to give them pointers with their own modern household devices.

          Tragically, Mrs. Hoover had to part with her beloved vacuum cleaner. Her daughter received a black cat as a familiar - a gift from a powerful relative - and boy, did the cat and the vacuum not get along. The cat hated and feared the infernal device. Deciding that her daughter's dear kitten was more important than a machine - even a magical one - Mrs. Hoover traded it to another Verbana for a self-sweeping magic broom. At least switching the home carpet to tile was made a little easier. Currently, Mrs. Hoover's Hoover sits in the storeroom of a Verbana chantry in Salt Lake City, where the witches keep all their magical swag in reserve. It is brought out occasionally, when they don't have enough brooms on hand, or when spring cleaning needs to be done.

          System: Forces 3 + Prime 2 allows the Hoover to fly, in the same manner as a broom. It can support two adults, with effort. Those same Spheres also allow it to produce powerful gusts of wind, with a knob switching functions between suck and blow. The winds can come from either the hole at the bottom, or from the nozzle attached to the end of a tube. Both Effects are Vulgar.

          Flaws: As illustrated above, Familiars HATE this Invention when it's operating. The machine instills the Fear into any that are present.
          Last edited by Bluecho; 07-24-2017, 04:53 PM.


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          • #6
            6) Escape Cigs (3 or 5 pt. Charm):
            Variations of this Charm are common throughout the Awakened world, but especially among those who lead "exciting" lifestyles. These slim cigarettes aid in effecting the user's escape from tight situations. The most basic and common variant is lit and inhaled, which makes the user exhale a huge cloud of thick, dark smoke. Many mages and non-mages held at gunpoint have managed to retreat after convincing their assailant to "let [them] light up one smoke". And while a smoke cloud isn't the most inconspicuous cover, low visibility can be useful for stealth. Rarer, more expensive variants of the basic Cig can use the smoke to hide teleportation, or even a Stepping Sideways effect.

            Due to the proliferation of small smoke-producing devices in tactical and urban warfare, any version of this Charm is probably coincidental.

            System: Matter 3 + Prime 2 creates a huge volume of dark, acrid smoke. Correspondence 3 teleports the user to a location determined at the item's creation. A mage who creates their own Escape Cigs will usually pick their Sanctum (if any), while a purchased cig will leave the user at the whims of its creator. Spirit 3 shifts the user across the Gauntlet, which might be hazardous if the Avatar Storm is active. Sometimes, though, a person needs to take their chances.

            Flaws: Charms vary greatly in quality, and said quality can be difficult to determine on the magical black market. Aside from the dangers of expiration reducing the effect to a pitiful puff of smoke, Escape Cigs often cause choking fits in the user. Experienced smokers can handle such things better, and the smoke tends to make everyone in the area start coughing. But it can still compromise the user's stealth if they aren't careful. The acrid smell also tends to cling to the user long after the item's use, which can be problematic.


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            • #7
              Mage has had several item creation systems over the years. If we want to contribute, what rules are being used for calculating item costs?

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              • #8
                Originally posted by baakyocalder View Post
                Mage has had several item creation systems over the years. If we want to contribute, what rules are being used for calculating item costs?
                I'm using the ones in Forged By Dragon's Fire. You use whatever you're most comfortable with. Readers of the thread can use their judgment, based on the Effects, how much a Wonder should cost in terms of points.


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                • #9
                  The Three Heads Of Cerberus (Special Fetish):
                  Not actually a single Fetish, but three Fetishes that work together: The Right Head, The Left Head, and The Center Head.

                  Once, in the not too distant past, a member of the Pomigranite Deme braved the winds of the Avatar Storm, looking for a spirit that could be convinced to inhabit a Fetish. Instead of one spirit, though, the Euthanatos found three. A trio of hound spirits, hovering on the border between the Spirit Wilds and the Underworld. One white, one red, and one black, their alpha. After a great deal of negotiation, the magus figured out what these spirit dogs wanted: to gain such increase in power, that they would fuse into a single tri-part Umbrood. A cerberus. So the mage made his offer: they would each inhabit Fetishes that would function as a set. With enough time, the increase in prestige from serving as a renowned magical item, and the spiritual connection that would come from being that set of equipment, would further the pack's goals of upgrading themselves into a three-headed hound from hell.

                  The dogs were won over to this idea in the end, and the pact was struck. Three Fetishes were created: two arm bracers and a mask. The Heads of Cerberus. They are as follows:

                  7) The Right Head:
                  A right-handed combat bracer, made from the fur, bones, claws, and teeth of a red dog. Metal claws were affixed to the back of the hand, as fist-extension weapons. Drawing upon the spirit's ties to hellfire, it can wreath the user's fist with flame, for a more potent strike.

                  8) The Left Head:
                  A left-handed combat bracer, and mirror to the Right Hand, save that its materials come from a white dog. This bracer's bark is just as bad as its bite, emitting an unearthly howl that strikes fear into the hearts of beings, material or spirit.

                  9) The Center Head:
                  A face mask made from the fur, bones, and teeth of a black dog, which covers the mouth in a manner reminiscent of a muzzle. Drawing upon supernatural senses of smell and hearing, it allows the user to track individuals and items across world, so long as they possess a token that shares a sympathetic connection to the target.

                  All three parts possess an additional, identical ability: the Phantom Bite. When this power is employed, a target within two meters of the user is struck by invisible jaws. Bite marks appear on the target, made by unseen teeth. Those with spiritual senses (like Spirit 1) will see the head of the spirit dog appear from the Fetish in question and snap at the target, and will hear their bestial snarl. Like with all Fetish powers, the strength of this attack is determined by the item's Gnosis roll.

                  However, when the three items are together - and ONLY when all three are there - the user may employ them all at the same time, in one action. The three invisible heads erupt from the Fetishes and bite their target. All three items contribute the damage of their Gnosis rolls to this effect.

                  Unfortunately, the original creator of the Three Heads was felled in a battle, and the items scattered. Loyal to their pack, they refuse to depart the Fetishes (should they even be able to do so), but rather desiring to be reunited and put to good use. If they do, they might achieve their dream.

                  Flaws: The Three Heads are loyal to whomever possesses them, so long as they are strong. A strong master is the alpha of the pack, and will lead them well. If the owner is not strong - if they are a weak, indecisive and unassertive master - the Head or Heads may become slower to respond. Bribing them with meat offerings and Quintessence can placate them for a time, but will also teach them to expect such rewards every time they're used. They are, after all, dogs. They are also loyal to their pack, and seek to have that pack reunited. If two mortals come into conflict over the possession of their respective Heads, one of them may decide to stop working entirely, in the hopes that their owner will die and they'll be added to the winner's collection, along with their sibling. It is usually the one perceived to be weaker that will suffer this betrayal. Lastly, a Werewolf is always considered the strongest and most worthy master in a room. Of course, not all "dogs" are part of the pack, so mutiny is not assured in these cases. But if the werewolf has another Head, that betrayal is inevitable.


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                  • #10
                    [These four "Gadgets" are lifted lovingly from Dean Motter's Mister X, a comic series that everyone should track down and read.]

                    The Pharmacopeists - the drug-producing wing of the Progenitors - have produced a number of fascinating products over the years, in their adherence to that classic adage: "Better Living Through Chemistry". These are merely four of them.


                    10) Insomnalin (2 pt. Gadget):
                    "So much to do, so little time to do it". Technocrats lead hectic lives, protecting the world from Reality Deviance and its own folly. Between policing the Consensus, battling recalcitrant superstitionists, and eradicating Nephandi and Marauder infestations, there's just not enough time in the day for good old fashioned Science. In the Technocratic Union, it's a wonder anyone gets sleep at all. As such, it would be great to just be rid of the need for slumber entirely.

                    Enter Insomnalin, a drug that allows the body to go without sleep for days at a time. One injection, and the agent can stop nodding off, and put their nighttime hours to more productive use. It's unfortunate about the drug's addictive nature and side effects. The Technocracy might have destroyed all comers by now, if everyone in it didn't need to snooze.

                    System: Life 3 + Mind 3 tweak the body and brain chemistry, nullifying the user's need for sleep. Weaker, "safer" versions buy the user a night of full wakefulness. This is often abused by teams in all Conventions, to pull all-nighter research sessions, or to make dangerous operations more productive when they stretch beyond a few hours. A stronger, chancier version exists that works for a week straight, and some Technocrats have employed it to live an entirely sleep-free lifestyle. Unfortunately, aside from the obvious greater expense, there are costs for such indulgence...

                    Flaws: The weak version results in the user crashing into deep sleep after the drug wears off. More time on the drug consecutively makes the crash take longer to come out of, but many Technocrats consider it worth it in some situations, when wakefulness is greatly needed in the short term. The stronger drug, however, is dangerous. The user becomes addicted to the drug, and for good reason: if the user goes too long without another dose of strong Insomnalin, they will fall into a coma, which can last anywhere from several weeks to...forever. Certain Traditionalists in the know chuckle, saying that such willful denial of their body's needs brings down critical Paradox on their users, and that they had it coming. Technocrats shrug this off as mere superstitionist twaddle, but they acknowledge that turning to the drug can be a grave choice, as the user is agreeing to submit themselves to the drug for life. Moreover, while the Mind powers can stave off symptoms of sleep deprivation in the short term, there simply is no avoiding the psychological toll that can arise from months of uninterrupted consciousness. While remaining functional, most Insomnalin addicts eventually develop some kind of Derangement or Quiet.


                    [To be continued...]
                    Last edited by Bluecho; 07-26-2017, 09:48 PM.


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                    • #11
                      [...cont.]

                      11) Metamorphine (1 or 2 pt. Gadget):
                      In a profession heavily reliant on secrecy and infiltration, the ability to change one's appearance is vital. For this reason, many New World Order and Syndicate mages employ Metamorphine as an emergency method of changing their face, when more coincidental means are unavailable. A single use of a hand-held injector, and their face (and possibly whole body) will reconfigure itself by the time the user has finished changing into a more appropriate set of clothes.

                      The stronger variant of Metamorphine reorganizes the user's whole body, making them, for a time, a different race, body type, and sex. Naturally, some Technocrats employ Metamorphine for purposes outside official Union business. Agents struggling with gender identity often use the drug to "try on" an alternate sex, before they commit to a permanent surgical reassignment. Others are just perverts, who temporarily change their sex for...recreational reasons. The Union considers the former use acceptable (and will even grant requisitions for the drug as rewards for productive and loyal service), and the latter use as an unacceptable waste of Union resources (and thus subject to disciplinary action).

                      System: Life 2 is used for minor cosmetic changes, shifting the color of hair, skin, and eyes, while altering the shape of the face. The stronger version uses Life 3 to completely alter the user's body, within the normal limits of the Sphere level. The exact changes, in either case, must be determined at Charm creation.

                      Flaws: The radical reorganization of one's body can have a similar effect on the mind. In a Jekyll and Hyde type manner, a user might find suppressed urges and behaviors coming to the forefront while in the altered state. Other times, a dissociation forms in the user's mind; repeated use of the drug may have a habit of splitting the persona assumed while in disguise into a full alternate personality.


                      [...]


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                      • #12
                        [...cont.]

                        12) Zombicyllin (3 pt. Gadget):
                        It is occasionally necessary for a Technocratic agent to fake his or her death. To disappear for extended periods of time. Since there are Enlightened methods whereby a disappeared person can be found, no matter where they might be hiding, it is sometimes helpful for the agent to appear, for all intents and purposes, to be a corpse. Enter Zombicyllin, a tablet that, once consumed, rapidly induces a death-like state. Many agents keep this fake death pill in a false tooth, to be employed on a moment's notice. The drug can even be individually tailored to mimic the hallmarks of normal death by poison, or to make the user seem to have expired from a heart attack.

                        The death-like state is so deep, with such a low metabolism, they can essentially be placed in suspended animation for months, if needed. Many an agent has faked their death, been interred in a coffin, then woken up and risen from their own grave (employing the Technocracy's version of the One Inch Punch to bust through their coffins). For this apparent Night of the Living Dead situation, the drug gained its popular name (the drug is actually a series of different medicines, produced independently over the decades, that perform similar functions; "Zombicyllin" is merely what most Technocrats affectionately call this class of drug). It is helpful for either the user or the Union to arrange their speedy burial, and for them not to receive an autopsy (or to have Union personnel "perform" it, and doctor the coroner's report).

                        System: Life 3 brings the person's body down into an extremely low metabollic state, while making life signs impossible to sense (save with Life 1 magick; user must beat the successes rolled at the drug's creation). It usually also alters the body so that it appears to exhibit symptoms of natural death, in order to sell the illusion. Finally, Time 3 slows the user's biological clock down, allowing them to survive for up to a number of months without food, water, or air. The user then has precious minutes, if buried, to either make their own escape, or to signal a retrieval team using a transceiver planted on their person. The Technocracy may have already arranged the coffin to have a means of supplying air, though.

                        Flaw: True to the drug's popular name, Zombicyllin has a habit of making the user look and smell...well, dead, when they finally come out of the coma. Skin can become discolored after months in suspended animation, and gain a waxy texture. Even with minimal time under this death-like state, the user may smell strongly of wet earth and mold, a smell which persists for hours or days after reviving.

                        [...]
                        Last edited by Bluecho; 07-26-2017, 09:48 PM.


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                        • #13
                          [Last one, I swear.]

                          13) Poltercane (4 pt. Gadget):
                          A rather esoteric drug, and one not employed that often by the Union. Sometimes, though, agents just need to be able to ghost. Poltercane was developed in the interests of providing the Union with flying, invisible, incorporeal agents in the field. Another injected drug, Poltercane causes the user to become ephemeral, making out of sync with normal reality and its rules. Shifting the user partially (but not entirely) into the Umbra, they are able to pass through physical barriers and fly unseen by anyone on this side of the Gauntlet. The drug fell out of use during the Avatar Storm, as straddling the line between the material and spirit worlds became suicidal. With the Dimensional Anomaly's passing, however, it became safer to employ Poltercane. Whether as a means of escape or a tool of espionage, Poltercane has its uses. Obviously, shifting out of normative reality is Vulgar.

                          Many agents who fake their deaths with Zombicyllin are provided a dose of Poltercane when buried, allowing them to simply phase through the intervening ground and coffin, and fly back to the nearest Construct (if they make it back to a Technocrat-friendly lab, the use of Poltercane can even be Coincidental). They leave no evidence that their grave was disturbed, leaving it the perfect crime.

                          System: Dimensional Science 3 shifts the user into a state halfway into the Umbra, while Forces 2 disguises the last vestiges of their visual presence from view. Meanwhile, Forces 3 + Prime 2 allows the user to defy gravity, making them a floating specter that can go anywhere (so long as no significant spiritual objects block their passage).

                          Flaw: One downside to the drug is that it makes it difficult to communicate while in the ghostly state. The user can produce no audible sound, and can manipulate no material objects. They can, however, be sensed with Dimensional Science...which is often a mixed blessing. Technocrats whose instruments detect a noncorporeal presence in their labs have a habit of jumping to the conclusion that it's a EDE. And advanced imaging to see what it is doesn't necessarily help, as those wily EDEs have been known to shapeshift into familiar forms, and thus cannot be trusted. More than one agent who tried the Zombicyllin + Poltercane gambit were attacked by their own allies when they showed up at a Technocracy Construct, and no one was told to expect them. This is also why Poltercane is not used too often, a fact which ironically makes the mistaken impression happen all the more often when the drug IS used. Some Technocrats have learned to just wait to become physical outside, eat the Paradox, and walk through the front door like a normal person.
                          Last edited by Bluecho; 07-26-2017, 10:25 PM.


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                          • #14
                            14) Cloak of Winter (2 pt. Trinket or 5 pt. Artifact):
                            A common magical item in Europe from the middle ages and Renaissance. Most magical groups on the continent during these periods produced the most basic of these cloaks, which protect against the chill of winter. Modern mages of all kinds have also been known to produce these Trinkets, substituting the cloak for more current cold-weather wear, like overcoats, hoodies, or knitted sweaters. A Hollow One in Boston, for instance, wears a white sweater with a pattern of blue snowflakes and bands of jagged icicles; a gift from her grandmother, the magical utility that came with it was too great to afford to cast it off, despite how it clashed with the goth's style. Even Technocrats employ such items, using advanced polymers and intricate textile weaving techniques to better trap heat, and allowing them to survive in colder weather with less bulky clothing.

                            A more advanced Artifact version layers an additional, offensive capability onto the item's cold protection. Made usually by Verbana, Hermetics, or European Dreamspeakers, this cloak carries a bit of winter with it. When the wearer flaps or sweeps the cloak at a target, it produces a bitter winter wind that chills the target to the very bone. Ice forms in the air, and frost covers the target, damaging them with terrible cold. This Effect is Vulgar, outside of chilly and windy weather conditions.

                            System: A permanent Forces 2 effect, weaved into the material's Pattern, makes a Trinket that provides resistance to the effects of environments. In the Artifact version, Forces 3 + Prime 2 are employed to generate gusts of wind and damaging cold, inflicting bashing damage.

                            Flaw: The Artifact version, imbued with the winter season, will often develop a coating of frost on the outside, regardless of temperature. Indeed, such an item must be kept from high temperature; it is best stored in a cold, dark place, lest the cloak's magic begin to melt away. Moreover, it is dangerous to wear in warm weather, as the heat-trapping effects go into overdrive. Wearers risk heat stroke, in addition to seeing their valuable magic item lose its efficacy.
                            Last edited by Bluecho; 07-29-2017, 12:10 PM.


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                            • #15
                              Originally posted by Bluecho View Post
                              14) Cloak of Winter (2 pt. Trinket or 5 pt. Artifact):

                              A more advanced Artifact version layers an additional, offensive capability onto the item's cold protection. Made usually by Verbana, Hermetics, or European Dreamspeakers, this cloak carries a bit of winter with it.
                              Hollow Ones have this type of Hollow One group called Elemental Cliques; the Hollow Ones book does not mention them taking ice, frost or cold as an element, but it seems like a given. Thus I'd say that Hollow Ones would also be usually making the Artifact versions of the Cloak of Winter.
                              Last edited by Muad'Dib; 07-29-2017, 01:11 PM.

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