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  • #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...

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    • #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?

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

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        • #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, 11:05 AM.


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

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          • #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

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            • #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.

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              • #37
                78)
                Name: The impossible

                Exploit: Show of power (medium merit)

                Trigger / Activation: A simple toggle switch from off to on.

                Effect: While active the gadget maintains the infastructure condition. There is no output or task of this infastructure but it is able to supply one essance per day to applicable beings.

                79)
                Name: The function

                Exploit: Devour infastructure

                Activation: Again a toggle switch.

                Effect: While active this gadget draws in the slow build up of essance in a similar way as an angel would (1 point per day) when in an area with the infastructure condition and converts the essance to Aether.

                78 and 79 are a manor in which demons could make infastructure. Likely using that cryptoflora that blocks aether resonance and other gadgets to mask it's presence.

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                • #38
                  These are a couple of gadgets I've been experimenting with mentally; I'll add the Lambda of the two later on tonight.

                  80)
                  Name: The Wall Maker
                  A policeman's radar gun originally, now a strange, handheld chrome device with blue glowing circuits running across it in the vague shape of a pistol. Though threatening looking, the device is meant purely for defensive purposes, creating barriers out of thin air.
                  Exploit: Stop
                  Trigger and activation: Aim and pull the trigger; this constitutes a Dexterity + Science roll.
                  Effects:
                  Dramatic Failure: The wall forms, but rather than slowing time to a crawl it accellerates anything that moves through it. Increase the weapon modifier of any firearms shot through the wall by 2.
                  Failure: The gun makes an odd fizzing sound, but no wall forms.
                  Success: The air shimmers and gains a mottled filter as time slows to a crawl. The wall either forms up to five yards away from the user or inhabits the materials of any natural walls or obsticals within that space, whatever is closer. If the space is just air, a nearly invisible wall with a durability of 3 appears that prevents physical matter from going through, including air; if there were any materials there, they are held in place and have 3 additional duration. The wall technically has no structure, but can only take three attacks that successfully overcome the durability from either direction before it fails and the gadget must be used again. The wall remains in place for as many turns as the gadget user rolled successes before disolving, but if the Wall Maker is held in place pointed towards it the wall lasts indefinitely (barring any successful attacks against it). The wall is invisible, but when an attack successfully overcomes its Durability it shimmers with a honeycomb pattern.
                  Exceptional Success: The wall and any materials caught in it has a durability of +5 and requires four successful attacks before it breaks down.


                  81) The Equalizer
                  Once a ceiling projector, now an exposed mess of wires and cones that all point a particular direction, with an odd yellow light eminating. Once activated, it makes an odd humming noise.
                  Exploit: Newton's Nightmares
                  Trigger and Activation: Pointing the Equlizer at a wall, and then turning a dial on its underside. This takes the form of an Intelligence + Science roll.
                  Effect:
                  Dramatic Failure: Any faults in the wall come to bear and weaken it, before the gadget sparks and shuts down. Reduce the Structure of the wall by 2.
                  Failure: The lights turn on, but no halo appears.
                  Success: The Equilizer projects a yellow halo of light at the wall, washing out some of its details and darkening the illuminated side. When an object or being would damage a wall, be it by overcoming its Durability or bypassing it with Aggravated damage, it is hit with an equal and opposite force that inflicts as much damage to it as the wall would suffer in spite of the attacker's Durability or Armor. If the object or being survives the damage, the wall is damaged; if not, the attack is considered as having been nullified and thus failed. When the wall breaks, the Equilizer shuts down. So long as the wall stands and the Equilizer has energy, it can continue to function indefinitely.
                  Exceptional Success: The wall radiates a slight pressure against forces and attacks, reducing the damage done to it by 2.

                  Edit: cleared a bit of language, changed the wording of the Equilizer so the damage is done to the object first before the wall suffers it. Let me know if this is overpowered.
                  Last edited by Taidragon; 05-15-2018, 05:19 AM.

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                  • #39
                    Apologies for the double-post, but I wanted it to be clear I'd posted the lambda as promised.

                    82) The Never-Here

                    A tower that constantly hums and cycles air, once a tower fan. Its body is comprised of a dull, black metal with a pattern that looks like light through a water filter, a pattern that constantly shifts. Lights adorn it in a dizzying array, each a different shade of green, all directed in a single direction.

                    Exploits: Stop, Newton's Nightmares

                    Trigger and Activation: A series of dials are set on its top of the tower, each requiring callibration before use. This constitutes a Wits + Science roll.

                    Effect:
                    Dramatic Failure: Rather than obscuring the affected space, the lights flare on the other side of the material and the user gains the Flagged condition.
                    Failure: The tower jutters side to side, but does not activate.
                    Success: The tower comes to life, humming and sending a gentle breeze throughout the room as each light focuses on the space in front of it. While under this effect, anything that would attempt to gather information from the affected space and anything behind it comes up blank. Radio waves, sound waves, heat and radiation all fail to penetrate it, and even under visual inspection nothing seems amiss. If a supernatural power is used to broadly inspect an area, it likewise fails to note anything odd about the affected space; a power that is directly inspected the affected area, however, can tell something is off, but nothing is definite unless the user gains an exceptional success on the power.
                    Exceptional Success: Just as with mundane methods of inquiry, the affected space remains a constant blank for all supernatural powers. Either it and everything behind it registers as completely normal or it is simply passed over.

                    This lambda and the effects of the two gadgets that comprise it are designed to effectively be a forcefield for a TARDIS-style bolthole I'm going to try crafting in a game. While I hope that this does make for it to be more secure, I'm trying to make a loophole in the forcefield that allows the owner through. Still pondering, may change out this effect for something else that blocks things from passing through a doorway...or maybe make this effect one that allows certain people through.

                    Edit: idea for different effects and name.

                    The Impass Wall

                    Dramatic Failure: Rather than protecting the affected space, the lights weaken it. The effective Durability of the wall is reduced by 2.
                    Failure: The tower jutters side to side, but does not activate.
                    Success: The tower comes to life, humming and sending a gentle breeze throughout the room as each light focuses on the space in front of it. While active, the affected space becomes unnaturally tough to attacks that would normally bypass. Aggravated damage does not bypass Durability, and magical powers that would either errode or damage Structure (such as the Corrupting Aura form power) must first do damage equal to the affected area's Durability before it affects Structure.
                    Exceptional Success: In addition to the normal effects, increase the effective durability of the affected area by 2.

                    Again, let me know if any of the above seems overpowered or could be reworked to a better effect.
                    Last edited by Taidragon; 05-15-2018, 06:00 PM.

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                    • #40
                      83) Hallowed Director
                      The gadget resembles a blue, transparent gear the size of a satsuma, the inside set with a very thin set of crosshairs. Alone it does nothing, but when set on a device that works with coordinates - a GPS, a cellphone or even a digital readout of a map - it generates a thin layer of crystal to anchor itself to the device. This requires a successful Dexterity + Crafts roll to remove without damaging the device.
                      Exploit: Four Minutes Ago
                      Trigger and Activation: The user must have the gear attached to a device that works with coordinates before they turn the gear 90 degrees clockwise, requiring a Wits + Science roll to activate the gadget.
                      Roll Results
                      Dramatic Failure: The user was at precisely the wrong place to find any sort of safety; the gear flashes red and the display it is attached to suddenly displays nonsensical coordinates. The character suffers the Lost condition for the rest of the scene.
                      Failure: The gear was turned just too far or not far enough and fails to activate.
                      Success: The gear turns back counter-clockwise to its original position, letting a series of sonar-like beeps as it does; this process takes a few seconds. Once it completes, the display gives the user a set of coordinates to a place of safety for them within four minutes of travel by their current means. If they succeed in getting to this place, it acts as a Safe Place with dots equal to successes rolled for the rest of the scene.
                      Exceptional Success: The character is directed to a place of safety via unusual passages and coordinates that people wouldn’t think to travel or even look through - a dark alleyway, or a rusted door that moves when pushed at just the right area. Even if they were directly followed, the place remains hidden to their pursuers. The character has access to the Safe Place for the remainder of the chapter, or longer if they purchase it with experiences.

                      Figured I’d revive the channel again with another gadget idea. Not entirely sure the Dramatic Failure effect works here, but if this comes up in a game I can hash it out with the ST.

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