Marauder
By Shelby Babb
Jan. 1996

Talismans & Devices

Data Collection and Interpretation Expert System (5)

Arete 8, Quintessence 40 — This computer system was constructed by a rogue Virtual Adept for Alan Skinner in his work with AITI after Dr. Skinner cured the VA's sister of her autism. The system is used for one of three functions: to gather comprehensive and complete profiles of an individual's past, construct a detailed psychological profile of the individual and suggest appropriate treatments to achieve a desired result, and predict probable behaviors the individual might make with or without treatment. Dr. Skinner is well aware of the possible applications of this device, but refuses to betray the trust given to him by the Adept.

Each function requires a separate roll to activate and a point of Quintessence spent. The entire past of the target is determined by a Correspondence 2, Time 2 effect (difficulty 7). The mental profile is created by a Mind 3, Time 2 effect (difficulty 7), after the past of the target has been determined. It can further be used to predict the future behaviors and thoughts of the target via another Correspondence 2, Time 2, Mind 3 effect (difficulty 7). In addition, the system can be used to provide advice with a Psychology Skill pool of 6.

The Rolex (4)

Arete 7, Quintessence 20 — The leader of a Marauder group recently purchased this Talisman from a strange albino boy. At first he wondered about it but has since managed to use the gold-plated, diamond studded watch to great effect. With it, he can barrage a person with memories of their past and visions of their future, often leading to permanent brain damage. In addition, the Rolex also seems to be able to shout a person's darkest and most ashamed secrets when tapped and held to the ear. It is believed that other powers exist in the watch, but the owner has yet to reveal any.

By rolling the watch's Arete against difficulty 6, the user can expose a target to a startling array of memories and visions (Mind 2, Time 2). While only the target is aware of the barrage (and can roll Willpower to resist), he takes one wound level for every success the watch holder rolls, and is at -2 to all dice rolls for one turn (except damage and soak, of course). In addition, the watch can pry into a target's mind and broadcast his most horrible secret telepathically to all in range (A Mind 4 effect, with a difficulty of 8. Each success left after being resisted allows two people, of the watch bearer's choice, to know the target's deepest secret). Finally, and unknown to all but the current owner, the watch can turn the light of a lamp post into sad, depressing, saxophone music (Forces 4 and Expression 3).

The Mists of Callus (2)

Arete 4, Quintessence 20 — This ancient Hermetic Talisman dates back to the days of the Roman Emperor Augustus, when Callus (a powerful Senator) demanded a gift from a local Hermetic mage. The mage, after some twisted scheming, was more than happy to give Callus this gift before fleeing the Roman Empire. The Mists were in actuality a lidded, bronze sphere filled with strange vapors from the Umbra. Callus would open the lid of the sphere and gaze upon the mists inside. These mists always displayed the most insane and maddening visions, slowing eroded the minds of those who looked upon them. After Callus went insane (and committed suicide), the Mists were given to the family of another Senator, leading to a huge cycle of madness and addiction among the leaders of the Empire.

The Mists have only one power, but it is an impressive one. Whenever a person opens the sphere and gazes upon the mists inside (actually the sphere's Quintessence), his mind is flooded with scenes from nightmare and delirium that slowly shatter his mind (a Mind 4 effect, difficulty 10). Every time the person looks upon the mental images, he finds his will being destroyed and his desire to further gaze upon the mists increased (each success on the Arete roll destroys one point of permanent Willpower and reinforces the desire to gaze upon the interior of the sphere).

Mental Defense Matrix (1)

Arete 2, Quintessence 10 — This minor Device is often assigned to AITI members and others in the Technocracy who are expected to deal with Marauders. The Matrix is small, not even the size of a pen cap, and is inserted in the ear (one for each ear). Once in place, the Matrix begins generating a sonic pulse that is used to defend the user's mind from external thought patterns. While a reliable piece of technology, many agents assigned this device refuse to use it due to rumors of battery leakage corroding not only the user's auditory nerves but also the inner ear.

The Matrix creates a barrier identical to the Shield effect (see Mage 2 Edition book), with each use costing one point of Quintessence.

Hungry Helpers (3)

Arete 6, Quintessence 30 — They look normal. Refrigerators, microwaves, ovens and so forth, but these kitchen appliances are in fact a strange form of Fetish. The Hungry Helpers work as the appliance they resemble with one surprising difference: they accept sacrifices! Put some garbage in a Hungry Oven and presto, a gourmet meal for four. Want something from the fridge? Just put an old newspaper or two in and voila, a bottle of root beer and a leftover pizza. The only catch is that a Helper will not transform an item into food unless no one is watching (a simple turning of the head will give enough time), and the user must say "here you go", "have this" or something similar before the effect takes place.

It has been reported that one person put a batch of dead kittens in a Hungry Freezer. His remains were found strewn across his apartment. The Freezer (and kittens) were gone. Already, researchers are trying to discover what happens when dead bodies are placed in Helpers. So far no grand discoveries have been reported. It is generally agreed that the Freezer wasn't a Hungry Helper, but some new Talisman being created by the Marauders.

The Helpers are always kitchen appliances that food is prepared in or with, such as an oven, blender or microwave. If any sort of non-food item (newspapers, lamps, etc.) is placed inside and no one is watching, the Helper will turn the item into high quality food to the user's taste (a Matter 4, Mind 2 effect, difficulty 9). Items like the Freezer are almost certainly a different "brand".

Cantor Set Implant (5)

Arete 10, Quintessence 50 — This unique Device is used by the High Programmer known as Delta. The Device is unlike others used by Iteration X in that while it is a part of her body, it is not cybernetic. The Computer, somehow, implanted a mathematical concept within Delta, allowing her to manipulate Cantor Sets in various ways.

By using the Cantor Set, Delta can make an entire third of her body disappear, but remain unaffected by the loss. Bullets may pass through her non-existent head, but she can still see, hear, etc. In addition, Delta may use the set to dissolve the Pattern of another, by removing a third of what is present, then a third from each of the remaining parts and so on.

The very nature of the Cantor Set always distorts the user's body. Delta (the only person the Computer has ever granted it to) gains two distinct advantages: all difficulties to hit her are raised by 2 and all soak difficulties are lowered by 2. However, this function of the Cantor Set can never be turned off and it lowers Delta's Appearance by 4 (to the 1 dot she has now).

However, a much more fearsome and impressive power of the Cantor Set is its ability to dissolve the Patterns of others. By rolling Arete against a difficulty of 10, the target loses one health level for every three success Delta rolls. The losses are permanent. Powerful Prime, Life and Mind magick can reweave and restore life, while Prime and Matter is needed for non-living items and Prime, Spirit and Mind for Umbral beings (a rank of 5 is needed for each required Sphere).

Finally, Delta can use the set to incarnate her "missing third". By rolling Arete against a difficulty of 6, Delta creates a "double-goer" who can act separately from herself. This double is invisible and insubstantial except as a bundle of magickal energy (Correspondence, Mind and Forces, to be exact), but Delta can perceive through it while using her "main" body, and she can manipulate objects with the double (but such objects are not turned invisible or insubstantial by the double.

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