e) Special Equipment Note: All equipment is not available to anyone but authorized Society personnel. Other characters will never get to buy these gadgets (and couldn't afford them if they could). The only exception is the Executioner, which could by custom made. However, the cost for the weapon, factoring in the costs of some of the more expensive and illegal components could be well over $20,000 (a conservative estimate). 992-717 UNIT Also called an Anomalous Paradigmal Perturbation Detector. This little device is of technocratic origin, and detects the stress on reality caused by magick. It can detect coincidental magick if it is done within a few meters of the unit, and vulgar magick several hundred meters away. CORPSE CHOKER (BLOOD COVENANT) A magic item used heavily by the Blood Covenant for special Pawns, the Corpse Choker appears like a regular gold chain wrapped tightly around the neck. This choker is sensitive to magics which directly affect the body or the necklace. Magics which include some Disciplines, Gifts, and Spheres. If such is used, the incantation on the necklace activates. It turns white hot and contracts to a tenth of its circumference. This instantly decapitates the user, killing a Vampire, Werewolf, or Mage. Unfortunately its a one-shot device, rendered totally useless after "activation" COLLAR BOMB A non-magical version of the Corpse Choker for use on Mundanes. Inside is a small amount of plastique, just enough to blow someone's head off (no Damage roll necessary. It goes off...you die. Vampires are decapitated and Werewolves are incapacitated and receive a battle scar). It combines a extremely difficult locking mechanism (DIFF 10 to open, detonates on a botch), with a radio-controlled detonator. A common Illuminati tool on temporary Pawns. EXECUTIONER ASSAULT CARBINE (GLOBAL ELITE) Standard Issue Black Storm weapon, the Executioner is based off of a standard M16A2 Assault Rifle. It has integral Sound Suppressor and "brass catcher" (to collect spent shells). Also standard issue is an integral thermal imaging and laser scope, along with a 40mm grenade launcher under-barrel. A wide variety of 5.56mm ammo is available, including Incendiary (aggravated vs. Vampires) and silver (aggravated vs. Werewolves) bullets. Difficulty includes laser sight (usable only with Rifle; not with the GL). (Rifle) Difficulty: 6 Damage: 7 Rate: 20 Clip: 20/30 Conceal: N Range: 200 (40mm GL) Difficulty: 6 Damage: Grenade Rate: 1 Capacity: 1 Range: 400 yards Weight (Rifle/GL): 12lb LOW-FREQUENCY FIELD GENERATORS (ENIGMATIC STRATEGEM AND GLOBAL ELITE) This type of devices sends out low-frequency electromagnetic waves, which interfere with the nervous systems of humans. The result can range from headaches and irritability to epileptic seizures and hallucinations, depending on signal strength and frequency. This makes the generators an excellent interrogation or brainwashing tool, or a discreet method of sabotaging enemy assets. By constantly making people nervous and somewhat ill at ease, they become more malleable for Illuminati influence. The units range from portable units disguised as cellular phones to huge underground installations. Some variants use directed antennas (the "Mind Control Lasers"), while other bathe whole areas in discomfort (often hidden as normal radio-antennas or linked to the wiring of a building). "LOYAL REMINDER" PAIN IMPLANT A small electric generator is implanted in the skull, powered by a high density "watch battery". This is wired to the area of the brain which registers pain. Designed for long term control of Mundanes by the Societies, activating this device sends shots of terrible pain throughout the body. The damage is one level of damage per round, healing at a rate equivalent to a Taser (see Vampire Players Guide). Often combined with the subdermal microphone to determine when "loyal reminding" is necessary. Another more insidious variant is one which is attached to the pleasure centre of the brain. Always on, the character gets used to the pleasure he feels. If he disobeys, the implant is turned off. Often, the character will not even consciously know why he now feels so rotten (except that he wants to get it back and will do ANYTHING to achieve that end). With a little "training" a person can be coaxed into preset responses (just like a lab rat, guinea pig, or hamster... PALM NEEDLER A small single-shot weapon which can be hidden in a person's sleave or hand. Powered by compressed CO2, it can fire a short range dart filled with drugs or poison (see Vampire Players Guide pg. 184 for examples or make up your own). (Rifle) Difficulty: 6 Damage: nil (only from poisons/drugs) Rate: 1 Capacity: 1 Conceal: P Range: 5 ft max. SPY SPIDER A small metal spider (around 5 cm across), which is equipped with a radio link to a control unit. The user can steer the spider around, pick up small things with it or use its cameras to photograph objects. Some versions are used for assassinations, and have a poison injector. SUBDERMAL MICROPHONE A small listening device is implanted into the ear and throat of victim allowing the Society to hear everything that person says and listens to. A receiver then beams the information to a nearby recording device. The transmission range of the receiver is less than 1000m requiring a surveillance team to keep relatively close. TAROT MASTER (BLOOD COVENANT) Using sympathic magic, the Blood Covenant can control the results of a tarot spread. The user spreads the master deck in a desired way, and then meditates on it, directing it towards another tarot deck. If somebody consults it while it is influenced, the result will be a similar tarot spread. Extremely useful to manipulate superstitious people. TELEPHONE PREFIX CODE (KEEPERS OF SECRETS) An ultra-secure system for Keepers to call home base (the Basilica) or others without fear of discovery or interception. For some reason, after the prefix-code is entered, the phone call is diverted and encrypted several times. It cannot be listened into (except possibly near its source) or traced. Phone companies will have no record of the call, no matter how long the Keeper has on line. Of course, most people who use the call, make sure they are not been eavesdroped upon just to be sure... TRUTH DRUGS Normal "truth drugs" are really not very effective, since the victim will usually be in a rather incoherent state. However, the Illuminati has access to the real, suppressed drugs. These drugs make the victim drowsy and fills him with feelings of friendship to everyone while numbing his sense for consequences and long-range-thinking abilities. While he still can try to hold back secrets, he is quite easy to trick. VAULT@ILLUMINATI.COM INTERNET ADDRESS (KEEPERS OF SECRETS) (This is for those who want to know the REAL reason that the old Steve Jackson internet site closed down.) This site is normally a disused site, generally overlooked by most Internet users. When a Keeper agent uses a special USER code (and the 6 other auxiliary codes after the first successful password), he is open to the main database of the Keeper of Secrets. Here, you can find out information on anyone important in the world. From their public records to their most private secrets, the Vault is a very powerful tool in the Keeper of Secrets arsenal. In game terms, this database gives the user remote access to everything their Basilica. However, its encoded in standard Knight lingua, requiring that skill to decipher. WORLD EXPRESS BANK CARD (SHADOW BANK) For the Shadow Bank operative in the need of some ready cash, the W.E.B. card gives the user the equivalent of Resources *****. Just insert it into a instant-teller machine and punch in the code (normally, the code changes every six hours in case of theft). There is no limit on daily or weekly withdrawals. Or, more importantly, any incriminating records. The money taken will have shown to have been removed in small amounts from a dozen banks and credit unions, all under different names and PIN numbers. f) Mundane Equipment This Equipment is available in the open market, though getting such equipment may require large sums of money, good contacts, and a very generous Storyteller... The costs listed are its whole sale price to authorized buyers. CELLULAR INTERCEPTOR An interesting gadget, it locks onto a cellular phone call and allows the user to listen in on it. Additionally, it can read the phones "Cellular authorization codes" that it sends before a phone call to the phone company to permit the call to take place. This allows the person to "program" a cell phone with that code and gain free phone calls (or perhaps make phony calls in the victim's name!). Cost: $600+ BROAD-BAND FREQUENCY SCANNER A hand held device designed to detect transmission sources, like signals used by bugs. Went brought near a transmission source, the there is a audible howl caused by feedback. While this device is rather crude compared to other bug locators, it small, portable, and cheap. Cost $425 FIBER-OPTIC CAMERA A small camera with C-cell battery-sized recorder connected to a fiber-optic lens array. With a camera head small enough to hide in a button, this is a perfect device to "procure information" about a potential ally, Pawn, or victim. A small internal video-tape records only for ten minutes, but for its size its unbeatable. Optionally, it can be set to broadcast to a remote station, but that is more likely to be picked up. Cost: $3200 LASER MICROPHONE Pistol-sized, the laser microphone sends a fine beam of light unto a window pane. Sound caused by talking, echoes throughout the room, causing minute vibrations in all surfaces they touch. A laser mike measures such "trembling" on the window and converts it into speech. An easy alternative to other listening devices which place agents in danger. Cost: $2500+ LISTENING DEVICE ("THE BUG") Conventional listening device. The size varies with technology and cost, but all do generally the same thing. They transmit whatever sound they pick up to a nearby transmitter or other recording device. Common espionage tool for over forty years. Cost: $565 (police quality with receiver) TRACKER Similar in design to a listening device, the tracker is designed to send out a signal rather than pick one up. Along with a receiver, this allows the user to track a victim for up to 2 miles away. Again, technology, signal encryption, and range will vary with design, manufacturer, and price of unit. Cost: $70 (with receiver) WINDOW TREMBLER The only way to stop a laser microphone from picking up conversations. A thumb-sized vibration device is placed on the window, effectively masking all sound waves coming from inside the room. Each pane of glass will require a trembler to be 100% effective. Cost: $35 g) Special Secondary Abilities BRAINWASHING (KNOWLEDGE) The skill of metal manipulation and control, it is the Societies most valuable skill. By using brainwashing techniques, the user can mould his victim to a particular ideology. Skill use: User rolls Manipulation + Brainwashing (TN 10) vs. a Victims roll of Willpower (TN 6). Brainwashing difficulty can be reduced by one for each different technique used by the brainwasher. These include sleep deprivation, malnutrition, repetition of phrases, drugs, psychology, mechanical tools(low frequency generator), and physical abuse (the latter is not that effective against subjects). The roll is made every day. If the Brainwasher's success exceed the victim's willpower roll, the victim looses 1 willpower point (2 if the user of the skill exceeds the victim by 3 or more successes). If the user botches, the victim actually gains back a point of willpower (can't exceed his original maximum). If the victim botches, he gains a derangement and looses DOUBLE the number of willpower (up to 4 Willpower points!). When the victim reaches 0 Willpower, the Brainwasher can then "mould" him/her at his whim. Their beliefs, religion, name, and background can all be altered, as well as their Nature and Demeanour. This is generally permeant, though intensive deprogramming (actually another minor type of Brainwashing) can bring them back. After brainwashing Willpower is regained at a rate one a week (up to his pre-brainwash maximum). FABULA (KNOWLEDGE) Restricted to Bishops, this skill is important for writing and reading Illuminati texts. The written word of the Societies, Fabula is an intricately designed language that has its origins millennia ago. Its base tongue is ancient Sanskrit, encrypted with a system that would make the CIA proud. The language, in itself, is difficult to decipher, but the Societies have also had the foresight of adding other features in their texts. Each paragraph has hidden code words in the initial sentence or two. This tells the rightful reader of the text, whether its true, false, or texts that involve the "Great Secrets of the Illuminati". The false paragraphs are the most common and give misleading information about the Illuminati. The true paragraphs are wedged in between the pages of disinformation, often specifically written to appear false ("The illuminati are ranking system is based on chess? Yeah, right. It says here on the fifteen paragraph that the Illuminati are really the Tremere information network. Chess indeed!"). Finally, the "Great Secrets of the Illuminati" is an alarm system built into all the Societies texts. It reveals great sources of treasure and terrible magic and weapons of destruction. There all to be found in certain "highly secret locations" which the Text just happen to reveal. Exploiting the greed and lust for power that most people have, they lead enemy interlopers into dangerous traps ambushes. These serve to not only identify those who have stolen Society text, but to retrieve that text and eliminate the perpetrator. Each Society has their own Fabula "dialect", though all stem from a common source (that of the original Fabula used by the ancient Blood Covenant society) Specialization: Reading Texts, Writing Texts, Translating other Fabula dialects. LINGUA (KNOWLEDGE) Like the skill Fabula, Lingua is the Knights way of encrypting their conversations. Simpler than Fabula, this spoken tongue is also based on ancient Sanskrit. The language tends to be encrypted as well, but most often simple codeword and innuendos conceal important information. This is a tongue of communication and orders, not generally used to give away dangerous secrets (though, in the past, it has been done so.). As with Fabula, each Society has their own dialect of Lingua. Specializations: Orders, Explanations, Warnings, Small-Talk, Deciphering "foreign" Lingua. SOCIETY LORE (KNOWLEDGE; OPTIONAL) The knowledge a particular society, this skill should be restricted to the those of Knight or higher status. You know the origins, history, and goals of this Society, as well as some of its hierarchy. Specializations: Origins, History, Hierarchy, Goals * You know for sure that they exist (Knights) ** You have an idea about the Societies sphere of influence (Rooks only) *** You know the Society Hierarchy (Bishops only) **** Know the exact location of the Society's Basilica (Queen only) ***** Their very secrets are yours (Kings only) ILLUMINATI LORE (KNOWLEDGE; OPTIONAL) Generally reserved for the most trusted of the Illuminati, this is the knowledge that a person has of the Illuminati as a whole. This includes their number, influence, and their objectives. Generally, unless the Phantom Veneer has been broken, no one outside the higher echelons of the Illuminati should get this skill (Corvus Beltane, a Tremere, has Illuminati Lore 2, and Society Lore 2 [Blood Covenant]. He _is an exception_.) Specializations: Societies, Influence, Objectives * There are more than one Illuminati [Knights Only] ** You have learned several of the Societies Names *** The Societies and their general goals are known [Bishops Only] **** You have a good grasp on the makeup of the entire Pax Concordat, including the Conspiracy. ***** You Know as much as the Court [Queens/Kings only]