Announcement

Collapse
No announcement yet.

1001 Gadgets

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Mr.F.I.X. It is actually meant to move the anchor/doorway the interior space is anchored to from within; rather than give it a new door, it basically takes the doorway, moves it through twilight, and plants it elsewhere, leaving a blank space where it once was (since that door never actually led to a normal room).

    This could probably work even if the bolthole had the option of the exit being shifted around, though it may make things tricky if connected to something like a car trunk or something. Probably would simply take the car with it, since that doorway was supposed to lead somewhere. Would be a handy way of kidnapping though.

    As noted, this would be the start for a lambda that would make a more appropriate TARDIS gadget, or at least its console. Figured it would start with moving bolthole interfaces, and cumilate with moving...well, something other. Posting at 1am is getting to be a terrible habit of mine. Always end up being oblique...

    Comment


    • #32
      Originally posted by Basic View Post
      My players used these two gadgets to kill off an agency

      66)
      Name: Order 66
      Embed + Exploit Used: Riot + Muse
      Activation and Trigger: Symbol or Sound
      Effect: This is a software gadget that is an add that infects the viewers mind with a memetic time bomb. This time bomb is activated by a symbol of sound. Upon it become active those infected will
      Will what?

      Comment


      • #33
        I think the gadgets listed after that (67 and 68) are the components, and thus effects.

        Comment


        • #34
          71)
          Name: Stand
          This often takes the form of a Tattoo Gadget, but other stylish fashion items and weird equipment are also common. They often incorporate symbols and Hardware related to art and occultism, but mostly music, Tarot and mythological gods. A few have been made in the form of projectiles intended to forcibly awaken a Stand at great risk to to the target. The one who wears it has an invisible and incorporeal guardian by their side at all times, which may materialize at a moment's notice to defend them.

          Exploits: Terrible Avatar + Stowaway + Fate Entanglement + Inflict Stigmata

          Trigger And Activation: All that is required is simple reflexive concentration to summon or dismiss the Stand, but many Stand Users choose to be over the top (e.g. striking a cool pose, giving a badass one liner or acting in accordance with the symbology of the Stand). Also, when the Stand User is ambushed, the Stand may roll Wits + Composure to notice the danger for the Stand User and activate itself.

          Effect: Once Implanted, this Gadget makes the wearer a Stigmatic, with a Stigmata symbolically related to their Stand. The Stand works like a normal Terrible Avatar, but it does not prevent the Demon who created the Gadget from using their own Demonic Form, and it may use Exploits. Once per scene, the Stand User may spend 1 willpower point or suffer 1 lethal damage and roll Resolve + Composure, with each Success giving 1 Aether to their Stand (one Aether is gained even if the roll fails).

          The Stand has a Maximum Aether/Per Turn determined by the Primum of the Demon who created the Gadget. Stands and their Users are considered to have a Supernatural Tolerance equal to the Primum of the Demon who created the Gadget. Stand Users may spend either their own Willpower or the Aether of their Stand to activate their Supernatural Merits. The Stand regains Aether per day equal to the highest between the Resolve and Composure of the Stand User (although the method for this restoration of Aether may vary depending on the Stand User).

          The Stand exists in the Twilight frequency for the Astral and must remain near the target as per the Fetter Manifestation (but may mimic the Unfetter Manifestation by spending 1 Aether, and mimic the Materialize Manifestation for free). Any damage suffered by either of them is transferred to the other. Rumors exist of Stigmatics who have found ways to make their Stands “evolve” beyond their initial parameters, or even Stigmatics who have different versions of this Gadget as a “natural” part of their transformation, but have not been confirmed. There is also evidence that this Gadget is viral and hereditary in some way, and possibly a side-effect of particularly intense and/or spontaneous transformations into Stigmatics.
          Last edited by GibberingEloquence; 07-11-2017, 10:05 AM.


          "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

          Comment


          • #35
            Originally posted by GibberingEloquence View Post
            71)
            Name: Stand
            This often takes the form of a Tattoo Gadget, but others stylish fashion items and weird equipment are also common. They often incorporate symbols and Hardware related to art and occultism, but mostly music, Tarot and mythological gods. A few have been made in the form of projectiles intended to forcibly awaken a Stand at great risk to to the target. The one who wears it has an invisible and incorporeal guardian by their side at all times, which may materialize at a moment's notice to defend them.

            Exploits: Terrible Avatar + Stowaway + Fate Entanglement + Inflict Stigmata

            Trigger And Activation: All that is required is simple reflexive concentration to summon or dismiss the Stand, but many Stand Users choose to be over the top (e.g. striking a cool pose, giving a badass one liner or acting in accordance with the symbology of the Stand). Also, when the Stand User is ambushed, the Stand may roll Wits + Composure to notice the danger for the Stand User and activate itself.

            Effect: Once Implanted, this Gadget makes the wearer a Stigmatic, with a Stigmata symbolically related to their Stand. The Stand works like a normal Terrible Avatar, but it does not prevent the Demon who created the Gadget from using their own Demonic Form, and it may use Exploits. Once per scene, the Stand user may spend 1 willpower point or suffer 1 lethal damage and roll Resolve + Composure, with each Success giving 1 Aether to their Stand (one Aether is gained even if the roll fails).

            The Stand has a Maximum Aether/Per Turn determined by the Primum of the Demon who created the Gadget. Stands and their Users are considered to have a Supernatural Tolerance equal to the Primum of the Demon who created the Gadget. Stand Users may spend either their own Willpower or the Aether of their Stand to activate their Supernatural Merits. The Stand regains Aether per day equal to the highest between the Resolve and Composure of the Stand User (although the method for this restoration of Aether may vary depending on the Stand User)..

            The Stand exists in the Twilight frequency for the Astral and must remain near the target as per the Fetter Manifestation (but may mimic the Unfetter and Materialize Manifestations by spending Aether instead of Essence). Any damage suffered by either of them is transferred to the other. Rumors exist of Stigmatics who have found ways to make their Stands “evolve” beyond their initial parameters, or even Stigmatics who have different versions of this Gadget as a “natural” part of their transformation, but have not been confirmed. There is also evidence that this Gadget is viral and hereditary in some way, and possibly a side-effect of particularly intense and/or spontaneous transformations into Stigmatics.

            JoJo with Demon! Better than what it sounded like at first.

            And now let me add Stands to my ideas on what the Unchained and their still-loyal kin look like. So surreal, as expected of the God-Machine's creations.


            MtAw Homebrew: Even more Legacies, updated to 2E

            Comment


            • #36
              77)
              Name: Handy Hairpin
              A black hairpin, fairly cheap but surprisingly sturdy.

              Embed: Fulcrum Point

              Trigger and Activation: The user puts the hairpin into a lock as though trying to pick it, whispers "Presto" and turns the hairpin. The user must also make a Dexterity + Larceny roll.

              Effect: The knob on the other side of the door turns, as though someone had just manually unlocked (or locked) the door. This works only on locks that have knobs on the other side; locks that can only be set or opened with a key, such as a padlock, or entirely computer controlled locks cannot be opened or shut with the hairpin.


              A simple gadget, but undoubtedly handy if someone doesn't have the key to a place.

              Comment

              Working...
              X