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INSTRUMENTS

 

The Instruments are split up into different sections with each one having their own XP cost. More instruments may be added through role-play.

 

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                                        ARMORY                                        

 

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Name: Etheric Rounds

DESCRIPTION: Allows to do damage to ghosts and astral bodies that are ona same existence plane as you are. 

EFFECT: Deals lethal damage to astral bodies.

COST: 30 XP

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Name: Etheric Googles

DESCRIPTION: night vision googles that also allow to see astral bodies. 

EFFECT: +3 Perception rolls. 

COST: 40 XP

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Name: Bleeder

DESCRIPTION: A hand held drill looking gun that has a dish in place of a drill. It shoots a frequency that instead of causing damage instead makes target bleed. The blood escapes the body in form of a rest mist spray through eyes, ears, and even mouth. 

EFFECT: +3 bonus to your usual Composure + Firearms roll. Instead of damage the successes dictate how much blood did the target lose. 

AMMO: 3 shots before it takes a day to recharge. RANGE: 30 meters

COST: 50 XP

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Name: Gleipnir Restraints

DESCRIPTION: Shackles that are not as easy to break for the supernaturals.

EFFECT: Once placed on a supernatural, they need to rolls 3+ Successes on Strength + Athletics, Difficulty 20 to break them. 

COST: 30 XP

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Name: Equalizer Grenade

DESCRIPTION: A flash grenade that produces lights that affect shifters of any kind. 

EFFECT: Throw with Strength + Athletics +5, Difficulty 10 for maximum of 10 meters + STRENGTH + ATHLETICS.. Then everyone in 10 meter radius of where it landed roll Dexterity + Athletics, Difficulty 10. Attacker's Successes - Defender's Successes = for how many turns victim must revert to their true form.

AMMO: You may have just 1 on you 

COST: 40 XP

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Name: Pulse Grenade

DESCRIPTION: A grenade that releases a high-pitched noise that affects the heightened senses of the supernatural. This only works on those with heightened senses powers or in beast like forms. 

EFFECT: Throw with Strength + Athletics +5, Difficulty 10 for maximum of 10 meters + STRENGTH + ATHLETICS.. Then everyone in 10 meter radius of where it landed roll Dexterity + Athletics, Difficulty 10. Anyone that failed to dodge the pulse loses their action and then suffers -3 penalty to all physical rolls for next 2 turns. 

AMMO: You may have just 1 on you 

COST: 40 XP

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Name: VDSB

DESCRIPTION: A grenade that flashes with sunlight, rather deadly to vampires, mildly annoying to others. 

EFFECT: Throw with Strength + Athletics +5, Difficulty 10 for maximum of 10 meters + STRENGTH + ATHLETICS​. Then everyone in 10 meter radius of where it landed roll Dexterity + Athletics, Difficulty 10. Attacker's Successes - Defender's Successes = how much aggravated damage vampire sustains. 

AMMO: You may have just 1 on you 

COST: 40 XP

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Name: Munin Serum

DESCRIPTION: A compound that erases up to 24 hours of someone's memory

COST: 20 XP

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Name: Screamer Pistol

DESCRIPTION: A gun that generates an ultra-low pitch, disrupting concentration in living beings.

EFFECT: +3 bonus to your usual Composure + Firearms roll. The affected target has -3 penalty to all Magic or Mind involving power castings for equal amount of turns to successes scored over them. 

AMMO: 3 shots before it takes a day to recharge, RANGE: 30 meters

COST: 40 XP

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Name: Redeemer

DESCRIPTION: A heavy hand pistol that is designed to hunt supernaturals. 

EFFECT: +8 attack bonus, CONCEAL: jacket, AMMO: 6, RANGE: 50 meters

COST: 50 XP

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Name: Huginn Visor

DESCRIPTION: A shade changing glasses that are designed to help resisting mind control. 

EFFECT: +2 to all resist rolls against mind altering and mind reading rolls. 

COST: 40 XP

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                                          AUGMENTS                                         

 

Name: Quick Step

DESCRIPTION: Implanted ligaments and tissue from vampires and werewolves that grants the agent extra speed.

EFFECT: +1 Dexterity

COST: 40 XP

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Name: Twitcher

DESCRIPTION: A spinal implant that improves the agent's reaction time.

EFFECT: +1 Wits

COST: 40 XP

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Name: Berserkers Splice

DESCRIPTION:  A graft from the medulla oblongata of a werewolf.

EFFECT: +1 Strength

COST: 40 XP

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                                          RELICS                                         

 

Name: Skeleton Key

DESCRIPTION: A rusty looking old key that works like a lock-pick, mythically imbuing the skills of the larcenist.

EFFECT: +2 Larceny 

COST: 30 XP

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Name: Ringsel

DESCRIPTION: Stones from the remains of a Buddhist master that allow the agent to heal themselves.

EFFECT: Once a day use item that heals 2 HP instantaneously. 

COST: 40 XP

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Name: Dead Man's Face

DESCRIPTION:  A mask that can briefly allow a corpse to speak for a few minutes.

EFFECT: By putting this mask on a corpse that still has enough flesh on it and tongue, it may speak for 5 turns before falling forever silent again. 

COST: 40 XP

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Name: Alchemy Potion I

DESCRIPTION:  This is a base Alchemy where the concoction will affect 1 stat. One downside of the potion is that it can't be taken in mix with other potions, so only one stat may be raised at the time. 

EFFECT: +1 to either Strength or Dexterity or Stamina or Perception for a scene. May not stack with other potions. 

COST: 30 XP

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                                   CAN BE RESEARCHED                                   

Both Science and Librarians department may research items listed below so they can be added to the Instruments list. 

  • Department may only work on one item at the time.

  • Those that work on research must have a respectable stat on level 4+, be it Medicine for Research Department or Occult for Librarians.

 

 

Name: Mjolnir Cannon. 

DESCRIPTION: A large two handed gun that ignites the air and turns the shot into laser beam.

EFFECT: +8 attack bonus, CONCEAL: jacket, AMMO: 10 shots before it takes day to recharge, RANGE: 30 meters, DAMAGE: Aggravated

RESEARCH: Has to be done by Research Department. Mystery for now. 

COST UPON UNLOCKING: 80 XP

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Name: Gateskeeper Suit

DESCRIPTION: A black armored suit that allows to step into Shadowlands as well as provides protection and stealth (has camoflage effect). 

EFFECT: +3 defense bonus, +3 Stealth. Allows to travel between skinland and shadowland.

RESEARCH: Has to be done by Research Department. Mystery for now. 

COST UPON UNLOCKING: 80 XP

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Name: Weapon of Last Resort

DESCRIPTION: A set of feral retractable claws that are hidden inside a light gauntlet and sprang out at the knuckles with a push of a button.

EFFECT: +2 to unarmed attack rolls, Aggravated damage.

RESEARCH: Has to be done by Research Department. Needs a vampire that can use claws of werewolf. The subject must be intact and their claws activated and then pulled during medical operation Scene, during which a Doctor who will need to accumulate 20 successes over 10 turns by rolling Medicine + Composure, Difficulty 14 once every turn. Doctor may have up to 3 assistants with them in a scene, each assistant will lower said difficulty by 1. 

DEVELOPMENT: To develop the item the research team must then accumulate 35 successes on Intelligence + Science roll, Difficulty 15. This roll can be made once a week by every member of the Research Department. However if they get together to role play this out in scene thats at least 2 hours long then each member present gets 1 auto success. 

COST UPON UNLOCKING: 50 XP

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Name: Agonizer

DESCRIPTION: A bug that feeds of magic

EFFECT: When planted on a mage, they will have penalty of -2 to all magic rolls as long as it is on them.

RESEARCH: Has to be done by Research Department. Needs a live mage that will be experimented upon through 3 separate scenes with Medicine + Composure roll, Difficulty 14

DEVELOPMENT: To develop the item the research team must then accumulate 40 successes on Intelligence + Science roll, Difficulty 15. This roll can be made once a week by every member of the Research Department. However if they get together to role play this out in scene thats at least 2 hours long then each member present gets 1 auto success. 

COST UPON UNLOCKING: 50 XP

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Name: Regenerative Nodule

DESCRIPTION: A werewolf "cyst" that temporarily gives the user a werewolf's fast healing ability.

EFFECT: Allows to heal bashing and lethal damage at the rate of a garou. 

RESEARCH: Has to be done by Research Department. Needs a live werewolf to run tests on and extract the cyst from during medical operation Scene, during which a Doctor who will need to accumulate 20 successes over 10 turns by rolling Medicine + Composure, Difficulty 15 once every turn. Doctor may have up to 3 assistants with them in a scene, each assistant will lower said difficulty by 1. 

DEVELOPMENT: To develop the item the research team must then accumulate 50 successes on Intelligence + Science roll, Difficulty 15. This roll can be made once a week by every member of the Research Department. However if they get together to role play this out in scene thats at least 2 hours long then each member present gets 1 auto success. 

COST UPON UNLOCKING: 80 XP

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Name: Evil Eye Project

DESCRIPTION: This is a versatile project that can work out in more than one way, more than once. Essentially it focuses on taking out an eye of the supernatural and copying one of their optic like powers to a limit. 

RESEARCH: Has to be done by Research Department. Needs a live subject whose eye will be taken out during medical operation Scene, during which a Doctor who will need to accumulate 20 successes over 10 turns by rolling Medicine + Composure, Difficulty 15 once every turn. Doctor may have up to 3 assistants with them in a scene, each assistant will lower said difficulty by 1. 

DEVELOPMENT: To develop the item the research team must then accumulate 40 successes on Intelligence + Science roll, Difficulty 15. This roll can be made once a week by every member of the Research Department. However if they get together to role play this out in scene thats at least 2 hours long then each member present gets 1 auto success. 

COST UPON UNLOCKING: 50 XP

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Name: Eye of Hubris

DESCRIPTION: A crystal that interferes with the use of magic in its vicinity.

EFFECT: Will detect use of any sorcery or magic in 20 meter range and vibrate. This means specifically magic, not psychic or faithful or powers like dominate or presence will be detected. 

RESEARCH: Has to be done by Librarian Department. Mystery for now. 

COST UPON UNLOCKING: 40 XP

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Name: Aegis Talisman

DESCRIPTION: The agent who wears one gains special protection from attacks.

EFFECT: +1 HP

RESEARCH: Has to be done by Librarian Department. Mystery for now. 

COST UPON UNLOCKING: 40 XP

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Name: Melee Enchantment

DESCRIPTION: The occult ritual that allows to imbue a melee weapon to become more dangerous. This however does not work on already magical or otherwise special weapons. 

EFFECT: +1 to weapons attack rolls. 

RESEARCH: Has to be done by Librarian Department. Mystery for now. 

COST UPON UNLOCKING: 30 XP

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Name: Alchemy Potion II

DESCRIPTION: A stronger concoction that raises most physical attributes, however like any potions, it may not be mixed with other potions. 

EFFECT: +1 to Strength/Dexterity/Stamina/Perception for 1 Scene

DEVELOPMENT: To develop the item the research team must then accumulate 30 successes on Intelligence + Occult roll, Difficulty 15. This roll can be made once a week by every member of the Librarian Department. However if they get together to role play this out in scene thats at least 2 hours long then each member present gets 1 auto success. 

COST UPON UNLOCKING: 50 XP

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