Vulcan's Forge (Q Division) Catalog
Red Text contains game mechanics. Assume all other
text is in-game description by the Q Division, while the red text is translated
into non-gamespeak
Etherite Contributions:
Paradox Risk Standards:
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None: Device is completely compatible with mundane scientific theories.
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Minimal: Is unknown to cause Paradox, but has very slight chance of
suffering from in depth mundane analysis.
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Low: Is unknown to cause Paradox, but may not mesh with sleeper theories
and thus is at risk if examined by mundane scientists.
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Moderate: Uses very experimental theories. Is not a danger to the
user due to passive nature, but would not survive mundane examination and
may deteriorate faster in highly Technocratic environment.
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High: Device is as experimental as the previous category, but the
device's active effects make it more obviously unusual. May deteriorate rather
quickly if used in skeptical surroundings.
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Extreme: Device has strong chance of exploding in unsympathetic
environments.
Requisitions Cost Standards: Generally most one
use items will cost from 10 to 50 percent of a point in the Requisitions
background. More broadly effective, longer-lasting, or otherwise expensive
to make items cost more.
Backorder Time Standards: These assume an average level of work time
for Vulcan's Forge. Items may arrive faster or slower depending on the amount
of extra work the cabal has on order and how many individuals are available
to work on the item.
Modular Skintight Bodysuit ("Technomantic Longjohns")
Paradox Risk:
Minimal
Requisitions Cost: Provided to all chantry members at no cost.
Worth 3 for "Consecration" and "Enchant Item"
effects.
Backorder Time: One day minimum
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Custom fitted polymer bodysuit
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Designed and colored to blend with typical method of dress
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Allows full mobility and "breathes" well
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Includes microfibres and weave to easily integrate modular upgrades (below)
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The base suit contains "hard points" which can attach to small equipment
for easy concealment beneath bulkier clothing
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All MSBs undergo adaptive Prime infusion, "Consecration" and "Enchant Item,"
customized to the pattern of the owner, allowing the suit to transform physically
and dimensionally with the owner, as well as providing resistance to damage
from an extra-dimensional source. To mitigate the risk of use as a weapon
with Correspondence proceedures, the suit is designed to rapidly deteriorate
when away from the owner and not kept in a specially designed container.
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Provides 3d armor soak against Spiritual damage, as per
the Prime 2 proceedure
MSB Armor Plating Inserts ("Bulletproof Shorts")
Paradox Risk:
Minimal
Requisitions Cost: 0.5, 1.0, or 1.5 for stable plating. 0.1,
0.2, or 0.3 for plating that deteriorates by one level after every combat
in which significant damage (4+ points) was soaked by the
armor.
Backorder Time: 1-3 days
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Kevlar and steel-alloy plates are worked into the weave of MSB, resting on
the "Hardpoints"
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Allows freedom of movement. Plates are re-colored to match MSB.
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Plates are typically infused with Prime, providing equal protection to spiritual
damage sources just like the basic MSB
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1d armor no modifier to appearance
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2d armor w/slight bulkiness
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3d armor w/-1 penalty and obvious
MSB Energy Dispersal Unit ("Scotch Guard")
Paradox Risk: Low
Requisitions Cost: 0.2 to 1.0 for heavy-dispersal modification, 0.1
to 0.5 for fuses, and 0.1 to 0.5 per battery
Backorder Time: Up to a week for MSB modification, 1 day per fuse,
2-10 hours per battery
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Laces MSB with fine wiring
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Fuses integrate into outfit, automatically soaks 1-5 levels
of electrical damage per attack until fuses burn out (can absorb 1-25
damage)
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With heavy-dispersal modification, 1-5 levels of electrical
damage are turned from Lethal to Bashing (of the remainder that makes it
through the fuses)
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MSBs integrated with the EDU can have batteries included in order to power
other devices by plugging into the "hard points" on the MSB. These batteries
may be partially recharged if the EDU absorbs electrical damage while still
having functional fuses.
MSB Environmental Control System ("Thermal Underwear")
Paradox Risk: Low
Requisitions Cost: 0.1 to 0.5
Backorder Time: Up to a week
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Allows wearer to function in above or below average temperatures
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Cold-weather control raises by 10%-50% the effective difference between room
temperature (70 degrees F) and actual temperature (30 degrees F feels like
34-50 degrees)
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Hot-weather control reduces by 10%-50% the effective difference between room
temperature and actual temperature (120 degrees F feels like 115-95 degrees)
MSB Infrared Dampener ("Stealth Suit")
Paradox Risk: Moderate
Requisitions Cost: 0.2 to 1.0
Backorder Time: Up to two weeks
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Modification of ECS and EDU
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Requires use of additional gloves/head covering for full effect
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Disperses emitted body heat, reducing clarity to IR by 15%-75%
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Especially effective when combined with meditation or Life proceedures to
reduce metabolism
Consciousness Disrupting Pulse Emitter ("Phaser")
Paradox Risk: High
Requisitions Cost: 0.3 to 1.5 for CDPE, 0.1 to 0.5 per battery, +0.1
to integrate to MSB (+cost of EDU)
Backorder Time: Up to a week for CDPE, one day to integrate into MSB
(plus time for EDU integration, if applicable), 2-10 hours per battery
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Fires non-lethal electrical pulse which disrupts biological or computerized
systems
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Works like Bashing-dealing firearm, save that any damage
not soaked translates to turns of immobility; if unsoaked damage exceeds
Stamina, subject must spend a WP to remain conscious.
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Weapon deals 1-5 base damage plus attack successes.
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Each battery contains enough power for 1-5 shots.
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Normally works as a hard to conceal firearm. However, with MSB-EDU, device
can be integrated into a forearm-based unit that draws power from EDU batteries,
becoming far more concealable, hard to disarm, and able to be fired as a
blast or delivered with a punch.
Detection Wavelength Jammer ("Closed Circuit Crasher")
Paradox Risk: Moderate
Requisitions Cost: 0.2 to 1.0, 0.1 to 0.5 per
battery
Backorder Time: Up to two weeks for DWJ, 2-10 hours per battery
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Emits EMP and Static that jams local radio and closed circuit communication
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Disrupts mundane Cell Phone use, radio use, closed circuit cameras, video
cameras, digital cameras, radio-wave bugs, and motion sensors
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Works in a radius of 2-10 yards
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Can be specially configured to exempt particular channels or communication
devices
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Can be specially configured to include Technocracy equipment with a sample
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Each battery powers the device for 1-5 minutes
Electrostatic Conversation Protector ("Cone of Silence")
Paradox Risk: High
Requisitions Cost: 0.1 to 0.5
Backorder Time: Up to a week
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Emits Ur-tongue ("Enochian") modulated white noise in 3' radius
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Verbal conversation within the area of noise is perfectly understandable,
but is broken down as it leaves the "bubble." Very close listeners will hear
garbled words and those further away will only hear meaningless, undecipherable
noise.
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Uses DWJ technology to jam all radio frequency emissions within a 5' radius,
in order to account for technological spying. Includes Ur-tongue specific
counterwaves that will also distort those using mystical or psychic sensing
via Correspondence-related effects.
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Users are reminded that visual recognition is not impaired, so other precautions
should be taken against lip-readers
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Burns out after 1-5 minutes of use
Small Yield Explosives ("Penbombs")
Paradox Risk: Moderate
Requisitions Cost: 0.1 to 0.5
Backorder Time: 2-10 hours per explosive, up to one day extra depending
on complexity of custom packing
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Custom Packed C-4 variant explosive weighing roughly 1/2 oz
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Can be compressed into a wide variety of small objects
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Explodes on timed or remote detonation
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Makes a loud noise, perfect for distraction or diversion
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Deals damage in a one foot radius, leaving nearby objects only slightly shaken
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Does 1 to 5 dice of lethal damage to everything in the
radius, multiplied by two or three if held or carefully placed so bomb's
energy has nowhere else to escape.
City-Range Tracking Device ("Micro Bugs")
Paradox Risk: Moderate
Requisitions Cost: 0.1 to 0.5
Backorder Time: 2-10 hours
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Fingernail sized microchip
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On activation begins emitting a Correspondence-proceedure pulse that can
be detected anywhere in London
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Lasts for 1-5 hours after activation
Hermetic Contributions
Paradox Risk: All Hermetic items are prone to disbelief if used under
heavy sleeper observation, but should typically work in most situations.
Vulgar charms may backlash with witnesses, and may begin to build Paradox
on the user if several are used in a short period. Sleepers examining the
charm will generally have no effect unless it is seen in action.
Backorder Time: All Hermetic charms tend to take
around one day per point of requisition cost. As usual, this time may increase
or decrease based on the circumstances.
Halt Vulcan's Arrow (Bullet Charm)
Requisitions Cost: 0.1 to 0.5
-
This charm, typically an amulet, will attract and attempt to deflect the
next bullet that hits the wearer. It provides 1 to 5 extra
automatic armor soak against one bullet that hits the character (applied
after special maneuvers or dodges, but before any other armor or special
abilities that allow lethal soak).
Borrow Mercury's Cloak (Stealth Charm)
Requisitions Cost: 0.1 to 0.5
-
This charm, typically a cowl, cape, or hooded sweatshirt increases the wearer's
ability to be stealthy. The character gains 1 to 5 extra
dice on any stealth roll made when wearing the cloak. The magic only
works once, and the object has no powers the second time it is put on.
Doorway of Janus (Door Charm)
Requisitions Cost: 0.1 to 0.5
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This charm, typically a small icon of a door, allows temporary passage through
a solid obstacle of up to three feet in thickness. The portal stays open
for 1-5 passings or 1-5 minutes, whichever is shorter. Using
the charm will blow through 1-5 levels of Correspondence warding, and may
have passages left over should the ward successes have been less than the
charm level. The effect produces a slightly hazy look to the barrier
through which subjects may pass, but does not open an obvious doorway. If
placed on an already extant doorway, it will just cause the doorway to become
unlocked and/or unstuck (even a high-tech lock will be disabled for the duration
of the effect).
Curse of Vulcan (Destruction Charm)
Requisitions Cost: 0.1
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This charm takes the form of a dark black paste sealed in a rune-etched vial.
When exposed to air and applied to anything inanimate made of stone, non-precious
metal, or wood the paste begins to bubble and sink into the object. This
process non-visibly damages the quality of the item, making it far more prone
to break under strain. Typically the subject becomes twice as likely to break
with each application, making it half as resistant to harm. One vial can
suffuse about five cubic feet of wood, two cubic feet of stone, or a cubic
half-foot of metal. For comparison, count each vial as
applying one success of Matter manipulation to the target.
Charon's Silver Dollars (Forget Charm)
Requisitions Cost: 0.1 per coin
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These charms, typically pound coins, have the phrase "In exchange for memories
bartered" finely inscribed in Enochian around the rim. Any individual accepting
the coins (by physically taking them) as a "gift" loses one minute of memory,
working backwards from the present, for each coin accepted. If accepted freely
(though not necessarily with knowledge of the charm), the effect cannot be
resisted by anything short of direct countermagick. Should
the coins be forcibly given to the target or deposited by stealth the target
gets a Willpower roll as normal to resist a Mind effect, with each coin counting
as a success. In either case, the magick only works once and the words
disappear on use, leaving behind an ordinary coin. If intended for use by
other mages, the coins are typically coated in special wax around the rim,
which must be scratched off before use (the coin counts the person removing
the wax as its first "owner").
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There are rumours that at least one of these coins was mutated by Paradox
and has no expiration date on its effect. They say that it is in circulation
in London causing no end of minor chaos as it changes from hand to hand.
Divine Incense (Spirit Sight Charm)
Requisitions Cost: 0.1 to 0.5
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This charm, typically incense sticks or cones, is permeated with spiritual
essences. There are multiple kinds of the charm, depending on which type
of Umbra is to be viewed. The smoke of the incense clings
to spirits through the gauntlet, allowing those in the area with Awareness
to merely roll Perception+Awareness (difficulty of the Gauntlet) to make
out the spirits so affected. This lasts for 5 to 25 minutes, and typically
takes about 10 minutes to properly suffuse the area before the time begins.
Bolt of Jove (Lightning Charm)
Requisitions Cost: 0.3 to 0.5
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This charm, typically a small aerodynamic object scribed with runes and lightning
designs, explodes in an electric surge when it hits a target.
Treat this as a Forces 3/Prime 2 generation of electricity
with 1-3 successes applied to damage which affects the target of the thrown
object (throwing successes do not add to damage). This is vulgar as all hell,
and inflicts 1-3 paradox on the user (+1 for witnesses).