Difference between revisions of "Secret Weapons (mage V20)"

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;[[Mage Information]]
 
;[[Mage Information]]
 
== <span style="color:#4B0082;"> Secret Weapons* ==
 
== <span style="color:#4B0082;"> Secret Weapons* ==
As a prized guinea pig for the Technocratic Q Division,
 
you get access to experimental technology. When a new
 
Device reaches the prototype stage, you get a briefing from
 
your friends(...?) at Q, then get sent out to see what the thing
 
will do in the field.
 
  
A Background that applies ONLY to Technocratic field
+
''What the heck was that?"  Brent demanded as the buzzsaw like energy construct ripped through the tree.''<br>
operatives, this Trait periodically gives you goodies to play with.
+
''Pavlov shrugged.  "Just something that those crazy weapons makers came up with. Said it's some sort of bonded memory metal with a magnetic coil. Generates a perpendicular ''electric charge strong enough to plasmate the air around it while leaving the blade untouched.''<br>
The Trait rating reflects the sorts of goodies you get access to
+
''Brent shook his head in disbelief.  "That's about the weirdest thing I've ever heard.  From our side anyway. What were you doing with it?'' <br>
for a given mission. As with Requisitions, these Devices do not
+
''Pavlov shrugged again. "Just trying it out. They wanted to know what it was good for, aside from cutting trees. You see, you can't catch it or pick it up once it's on,''
belong to you – Q Division wants them back, preferably intact,
+
''so you just have to throw it and then leave it until it runs out of power." ''<br>
along with a full report about how the Device functioned in
+
''"How long does that take?" asked Brent.''
your hands. Hopefully, you’ll have good things to say; if things
+
''"About three days."
go badly... well, at least Q Division will know what ''not'' to do
 
next time out.
 
  
Favored agents get better gear. Trouble, is, you’re not
+
You're a guinea pig- a ''trusted'' guinea pig for Q Division. Most ops have been trained with standard weaponry, but you've been suited up with the experimental stuff.  When some new device comes off the drawing board, the designers give you a crash-course with it. Sometimes they even let you take it out for a spin....
always sure just how favored you really are. When you prepare
 
for a mission, your Storyteller makes a Social Trait + Secret
 
Weapons roll. (The Trait in question depends on the sort
 
of relationship your character has with the Q Division rep:
 
Charisma in most cases, Manipulation if the agent tries to
 
game the system, and Appearance if the agent looks especially
 
attractive to the Q Division rep.) The difficulty depends on
 
how the Q Division rep feels about your agent. A failed roll
 
means that the rep’s got nothing for you this time around;
 
one or two successes get you something of dubious value,
 
and three successes or more score you some choice goodies.
 
A botch reflects a flawed gadget – either slipped to you on
 
purpose by a disgruntled rep or something sent into the field
 
before all the bugs have been worked out. Because this is a
 
secret Storyteller roll, you won’t know how things turned out
 
until you use the gadgets in the field. Obviously, it pays to
 
be on good terms with your local Q Division representative!
 
  
:X -- Typical agent – no goodies for you!
+
Though devices are assigned to agents with fair alacrity, you are often assigned special gear.  Q Division gives you the opportunity to test materials and projects that haven't made it into the general Technocratic ranks.  Your rating in this Background determines how many special devices you can get for a mission, and it also determines how useful they'll be.  Use '''Charisma''' or '''Manipulation''' + '''Secret Weapons''' to pull useful tools instead of random junk.  With no successes, Q Division doesn't have anything for you this time; with one or more, you get something of dubious value.  the more successes you score, the more the item is likely to be useful for your mission.
:• -- You can get small items of trivial value: pens, lamps, nutrition bars, etc.
+
 
:•• -- They send out small items with limited utility value: sensors, power sources, energy pills, etc.
+
Why bother with the testing weird gadgets for Q Division, especially if they won't do you any good?  Well, you get to play with stuff that the rest of the Union isn't using yet, but might be using in the near future.  You also win points with Q Division and your superiors for trying out new techniques in the field test.  Not a bad job, as long as it doesn't blow up in your face.
:••• -- You start to get the good stuff: small weapons, body armor, medical supplies, etc.
+
 
:•••• -- A trusted agent, you know the quirks of various Q Div weapon-smiths because they come to you when their special toys need to be tested. These items tend to be useful but plagued with finicky and perhaps dangerous bugs.
+
 
:••••• -- You get all kinds of cool, expensive stuff: armor, weapons, advanced transportation gear, and so forth. Now ''do'' be careful, 007!
+
<span style="font-size:large">●○○○○</span> You can get an item of trivial utility ( a new sort of all environmental pen or a modified version of Erg Cola).
 +
 
 +
<span style="font-size:large">●●○○○</span> A minor toy  is within your reach ( a small sensory device, power-source or minor single-effect device is accessible.)
 +
 
 +
<span style="font-size:large">●●●○○</span> They trust you with stuff most operatives never see. (A modified hand weapon, armor treatment or special medical supply)
 +
 
 +
<span style="font-size:large">●●●●○</span> You're familiar with the quirks of most Technocracy weaponsmiths, because you use their works so much. (Improved heavy weapons, a potent but quirky transportation device, some sort of mind-altering device)
 +
 
 +
<span style="font-size:large">●●●●●</span>You can pretty much pull any experimental object on call. (Get two or three minor items, or test out a new vehicle, robot, or device or Procedure requiring additional Union Resources.)

Latest revision as of 16:54, 19 March 2023

Mage Information

Secret Weapons*

What the heck was that?" Brent demanded as the buzzsaw like energy construct ripped through the tree.
Pavlov shrugged. "Just something that those crazy weapons makers came up with. Said it's some sort of bonded memory metal with a magnetic coil. Generates a perpendicular electric charge strong enough to plasmate the air around it while leaving the blade untouched.
Brent shook his head in disbelief. "That's about the weirdest thing I've ever heard. From our side anyway. What were you doing with it?
Pavlov shrugged again. "Just trying it out. They wanted to know what it was good for, aside from cutting trees. You see, you can't catch it or pick it up once it's on, so you just have to throw it and then leave it until it runs out of power."
"How long does that take?" asked Brent. "About three days."

You're a guinea pig- a trusted guinea pig for Q Division. Most ops have been trained with standard weaponry, but you've been suited up with the experimental stuff. When some new device comes off the drawing board, the designers give you a crash-course with it. Sometimes they even let you take it out for a spin....

Though devices are assigned to agents with fair alacrity, you are often assigned special gear. Q Division gives you the opportunity to test materials and projects that haven't made it into the general Technocratic ranks. Your rating in this Background determines how many special devices you can get for a mission, and it also determines how useful they'll be. Use Charisma or Manipulation + Secret Weapons to pull useful tools instead of random junk. With no successes, Q Division doesn't have anything for you this time; with one or more, you get something of dubious value. the more successes you score, the more the item is likely to be useful for your mission.

Why bother with the testing weird gadgets for Q Division, especially if they won't do you any good? Well, you get to play with stuff that the rest of the Union isn't using yet, but might be using in the near future. You also win points with Q Division and your superiors for trying out new techniques in the field test. Not a bad job, as long as it doesn't blow up in your face.


●○○○○ You can get an item of trivial utility ( a new sort of all environmental pen or a modified version of Erg Cola).

●●○○○ A minor toy is within your reach ( a small sensory device, power-source or minor single-effect device is accessible.)

●●●○○ They trust you with stuff most operatives never see. (A modified hand weapon, armor treatment or special medical supply)

●●●●○ You're familiar with the quirks of most Technocracy weaponsmiths, because you use their works so much. (Improved heavy weapons, a potent but quirky transportation device, some sort of mind-altering device)

●●●●●You can pretty much pull any experimental object on call. (Get two or three minor items, or test out a new vehicle, robot, or device or Procedure requiring additional Union Resources.)