SUPPLIES, TOOLS & EQUIPTMENT
Medical Supplies
- First-aid Kit
A simple first aid kit contains bandages, a few painkillers and emergency
instructions. By following the instructions, a character can "field stabilize"
a Mortally Wounded individual, so that the individual no longer loses Traits
due to the mortal wounds. Stabilizing a character takes two turns of uninterrupted
activity. This piece of equipment is a lifesaver when hunters are a long way
from medical assistance, or when they can't risk hospital help. A character
can use the first aid kit to stabilize a character without using the Medicine
Ability; Medicine lets the medic stabilize a character with improvised tools.
Availability: Any
- Medical Doctor's Kit
A medical doctor can perform basic field surgery with a small assortment of
tools, local anesthetics and a lot of luck. Use of a medical doctor's kit
immediately revives an Incapacitated character, although it doesn't heal any
Health Levels. A medical doctor's kit can also be used to stabilize a Mortally
Wounded character, just like a first aid kit. Unfortunately, a medical doctor's
full kit is fairly cumbersome to carry. The character must prominently display
the card for the kit, and suffers from the Negative Trait: Clumsy in all Physical
Challenges while carrying the kit.
Negative Trait: Clumsy
Availability: Health 2
Occult Trappings
- Common Ritual Materials
Tarot cards, copies of the I Ching or simple teacups and special tea leaves
all fall into this category. These materials are readily available at a local
bookstore, tea shop or other similar location. Basic Sorcery rituals usually
require materials of this nature.
Availability: Any
- Uncommon Ritual Materials
Specially carved bones or elaborately worked patterns fall into this category
of ritual materials. Keep in mind that materials this elaborate are not necessary
for all rituals. Generally, Intermediate rituals will require these sorts
of materials. See the individual Sorcery descriptions in Chapter Three for
details.
Availability: Occult 2
- Rare ritual materials
Unique icons, special sets of statues and tools, individually inlaid metal
and stone carvingssuch are the rarest tools of occult lore, and they
are generally quite difficult to acquire. A sorcerer needs good contacts to
even find such materials, and buying them often involves an exchange of knowledge
or favors, rather than simple monetary compensation.
Availability: Occult 4
- Miscellaneous Occult Items
- Holy symbol
A holy symbol is a necessity for focusing True Faith. Holy symbols take
various forms depending on the Faith of the wielder, from ornate crucifixes
to elaborate prayer wheels to colorful dream-catchers. A true holy symbol
is more than an icon; it is an object that focuses the power of the Divine
in the hands of a true servant of Heaven.
Availability: Church 1
Special Ability: A character must use a
holy symbol to focus the powers of True Faith, unless he has the Merit:
Symbol Independence.
- Holy water
Properly blessed and consecrated holy water can purify and wash away taint,
and it also serves as a potent weapon against the unliving. Some faiths
use incense or wafers with similar capabilities.
Availability: Church 3
Special Abilities: Holy water that is sanctified
with True Faith (see Chapter Three ) inflicts aggravated damage on vampires.
Additionally, truly blessed holy water used to cleanse a wound automatically
negates any chance of infection.
- Oil of St. George
This rare and potent oil generally comes in ornamented flasks of delicate
construction. When lit, the oil bursts into flames that do not harm the
faithful.
Availability: Church 5
Special Ability: Fire from the Oil of St.
George burns normally for aggravated wounds, but any fire resulting from
the oil causes no damage to any character with True Faith.
Security Devices
- Physical lock
From a simple padlock to an intricate combination sequence lock, these devices
are used on all manner of doors, containers and restraints .
Availability: Any
Special Ability: Picking a lock requires the
use of the Security Ability, generally in conjunction with a Static Mental
Challenge with a difficulty of five Traits. Particularly tough locks may have
a higher difficulty.
- Electronic lock
Whether using a specially designed magnetic card or a keypad with a numeric
combination, an electronic lock is far more difficult to circumvent than a
simple physical lock.
Availability: Any, though installing an electronic
lock is fairly expensive (at least $250 per lock).
Special Ability: Bypassing an electronic lock
requires a Static Mental Challenge with a difficulty of five or more Traits,
using the Science or Security Ability.
- Electronic alarm
An electronic alarm attaches to windows, doors and other points of entry or
egress, and it signals when one has been breached. An alarm can be set to
go off whenever someone opens a door without using a proper key or when anyone
passes through a certain restricted area. Some sensors can even go off whenever
an individual passes through an area without carrying a special identification
card. The alarm may be audible, scaring off burglars, or it may be silent,
simply signaling local police or other agencies.
Availability: Any, though installing an electronic
alarm in a small building is fairly expensive (at least $1,000).
Special Ability: Bypassing an electronic alarm
requires a Static Mental Challenge with a difficulty of five or more Traits,
using the Science or Security Ability. This test is separate from any test
to pick a lock. The character can disable the alarm at a specific entry point,
or disable the entire alarm by reaching the main junction box (which generally
requires penetrating the complex in question).
- Sensor
Internal sensors trigger an electronic alarm whenever someone is in
a restricted area. Sensors can be turned on and off with proper codes, so
that they are not triggered by authorized personnel. A motion sensor goes
off if anything larger than a tennis ball moves within its area. Heat sensors
detect changes in a room's temperature, and they trigger if the room temperature
changes dramatically (such as it would from the entry of a person). Pressure
sensors, installed in floors (and sometimes other locations), trigger an alarm
if the weight on them changes by anything more than a few pounds.
Availability: Any, though installing sensors
requires that the building have an electronic alarm, and is also quite expensive
($5,000 for a small building).
Special Ability: Characters can defeat sensors
with the Science or Security Ability, generally at a difficulty of five or
more Traits. Disarming sensors is separate from disarming a lock or alarm.
The character must be able to reach the sensor mechanism, which may mean pulling
up part of the floor, disabling a camera and so on. Since it's easier to reach
most sensor terminals than to reach the main alarm box, this method is an
alternate way to avoid detection during intrusion activities.
Surveillance Equipment
- Night vision goggles
By amplifying existing light and filtering it through a green monitors
night vision goggles give the wearer a better view of the world in the dark.
However, since the information processed by the goggles is rarely of a quality
approaching normal vision, the wearer may have some difficulty picking out
individual targets.
Negative Trait: Oblivious
Availability: Espionage 3, Military 3 or Police
4
Special Ability: Night vision goggles negate
the penalty for fighting in partial darkness, but since they rely on existing
light, they are of no help in total darkness.
- Infrared goggles
Infrared goggles work by translating heat sources into images, allowing the
wearer to spot heat sources like people. Infrared goggles cannot necessarily
pick out walls or other features that may be the same temperature as the air.
The patterns produced by infrared goggles are rarely clear, and they often
miss scenery details that don't give off heat (like furniture or vampires).
Negative Trait: Oblivious
Availability: Espionage 3, Military 3 or Police
4
Special Ability: Infrared goggles negate all
darkness penalties, even in total darkness, as long as the target gives off
heat. Vampires can be detected by the fact that they don't radiate heat, but
only if the wearer is aware that the vampire is therea vampire won't
show up at all on infrared unless standing out against a much hotter or colder
background temperature.
- Chaoscopic scanner
The "stochastic entropy engine" is one of the technological
marvels of the NSA, first designed and implemented by the Paranormal Research
Wing. The chaoscope detects patterns of entropy (or its absence), allowing
the user to actually see the negative energies that surround some supernatural
creatures. However, these items are highly classified, expensive and largely
immobile. Getting one of these items into the field is nearly impossible,
since the NSA has no desire to let these delicate and expensive items out
of sight. Bringing a supernatural creature to the chaoscope is another problem
entirely.
Availability: Espionage 5 or University 5
Special Ability: The chaoscope allows the user
to view the energies of the Underworld, rendering wraiths and the landscape
of the dead visible. Vampires' dark auras give them away as well.
- Directional Microphone
Special microphones designed to filter out sound can overhear conversations
or exchanges at a reasonable distance. Laser microphones, which detect the
vibrations glass made by sound, are even more accurate. Of course, such surveillance
generally breaks several ordinances, but if you're hunting vampires, local
laws may not be your biggest concern....
Availability: Espionage 3, Police 3 or Underworld
3
Special Ability: Using a directional microphone
allows a character to overhear a conversation in another room or up to 20
feet away. For ease of play, it's usually best to let the player actually
move to the location of the conversation (see the Clairvoyance Numina in Chapter
Three for ideas on remote sensing).
- Tempest Receiver
Computer screens use a charged electron gun to make images on a phosphor-laden
monitor. The pattern of the electron gun generates an electromagnetic field,
and this field can be read and interpreted with the proper equipment. A Tempest
receiver can read computer or television screens up to 20 feet away, as long
as they're on. Some military and intelligence computers use special electromagnetic
Tempest shielding to prevent this sort of eavesdropping.
Availability: Espionage 4, Military 3
Special Ability: Tempest data readers allow
a player to gather information from an active computer at a range of up to
20 feet. The player should probably be allowed to eavesdrop on the narration
of the computer events.
- Phone tap
Simple phone taps allow an eavesdropper to listen in on any conversation that
takes place over a given phone line. Placing a phone tap requires a warrant
(generally through the use of Legal Influence). Information obtained through
an illegally placed phone tap is inadmissible, and it may lead to charges
being dropped if an arrest resulted from it.
Availability: Espionage 3, Police 3 or Underworld
3
- High-definition camera
Used for long-range, high-quality photography, a high-definition camera
takes digital pictures with incredible resolution. Although a special computer
is required to see these images, the camera's pictures can be easily altered
or enhanced, picking out details of faraway objects.
Availability: Espionage 3, Media 4 or Military
3
- Kirlian camera
By photographing "Kirlian energies," a Kirlian camera takes
pictures of auras. Kirlian cameras use a special high-frequency electronic
process to capture pictures of spirit energy. A Kirlian camera can actually
photograph wraiths, although the pictures are often fuzzy or indistinct. Kirlian
cameras can also capture the auras of individuals on film, which may give
clues as to the supernatural nature of a creature.
Availability: Espionage 4 or University 4
- Phased motion detector
This small handheld unit senses the motion and activity of physical objects
or creatures within about 10 feet of the holder. This information is displayed
on a small screen, allowing the holder to notice otherwise hidden individuals
as long as they are moving.
Availability: Espionage 4 or University 4
Special Ability: The phased motion detector
allows the user one chance to test against a creature using a supernatural
power of concealment. Thus, a hunter could test against a vampire using the
Obfuscate Discipline, or a Garou using the Gift of Blissful Ignorance.