Arcanowave Devices



Those nasty Architects of the Flesh have a lot more dirty tricks up their sleeve then at first glance. Below is a short list of a few more devices they use to not only keep the consumers in line, but also wage an ongoing struggle in the secret war.
Helix Chewer

This large handgun (Concealment rating: 4) emits a beam of arcanowave energy that freezes and disrupts a portion the victim's DNA makeup, temporarily causing pain to their cellular structure. For a number of shots equal to the Outcome of the attack, the victim cannot use any creature powers, sorcery, or transformed animal schticks.
v1.0

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Intellect Scrambler

This small grenade-type device contains an ARB microwave unit fueled by a small cell of demon brain fluid. As a 3-shot cost action, plug it into an AI/O port and make an Arcanowave Device check against a Difficulty of 10. Once this is done, you must throw it before the end of the sequence or else it loses it's charge. Use a Strength check to throw the Scrambler, as per the normal throwing rules. When it hits the ground, it emits arcane energy over an area with a radius equal to your Magic attribute. The radius is centered on the Scrambler. All within the affected area must make a Willpower check against a Difficulty equal to the Outcome of your Arcanowave Device check. Should they fail, they lose a number of Mind points equal to the amount they failed the check by. An Intellect Scrambler cannot drop someone's Mind attribute below 1. This effect lasts for a number of sequences equal to your Magic attribute, after which victims regain their lost Mind points at the rate of 1 per sequence.

If you take this schtick, you have an essentially unlimited supply of Scramblers but you can only charge one at a time. Of course, you can always be separated from your bag of things under the right, or wrong, circumstances.
v1.2

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Spatial Relocator

This skin-tight suit is made from a combination of demon skin and coiling ARB power connectors. It can be worn underneath armor and clothing comfortably. When it is plugged in however, the suit writhes and squirms eerily to life, causing the wearer a -1 penalty to her Reflexes. When active, the suit may be programmed by a tiny control panel (usually mounted on the wrist) to bend real space, allowing the wearer to seemingly teleport a great distance away from her previous location. As a normal 3-shot cost action, determine in advance how far you wish to teleport, and make an Arcanowave Device task check, using the distance in meters as the Difficulty. If successful, the user may take one step forward, simply vanish, and instantly reappear in the location of their choice. If the check is not successful, the device fails to function properly and you remain where you are.
v1.0

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Spectral Refractor

This brilliant gem is encased inside a large ARB housing unit which is strapped to any part of the body capable of supporting it (usually the chest). When active, the gem vibrates exceptionally fast, deflecting all photons in the immediate vicinity, thus forcing light rays to bend around it. The housing unit amplifies this effect to a man-sized area. When plugged in, the wearer will become effectively invisible. All Perception checks to notice you suffer a -8 penalty you remain stationary, -4 if moving. Should anyone notice you, they will only see a faint shimmering outline of your body, and they will suffer a -2 penalty in combat with you.
v1.0

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