AEGIS Armoury
NOTE: Surveillance equipment, Kevlar, etc, already has Unknown Armies rules; see Lawyers, Guns and Money. This section simply provides rules for things a little more exotic than UA already has implemented.

Atlantean Nanotech Systems:
Aspect Modification System: Effective shapeshifting. Changes that do not affect height too harshly cause D10 wounds and take five minutes. Changes that affect height can be up to six inches in either direction, cause 3D10 wounds, and take an hour. Successful roll halves damage; crit ignores it.
Bio-Battery Energy System: Improves metabolism; can be discharged through hands on successful roll to stun opponent or do electrical damage. One discharge leaves it useless for an hour.
Blood Surgeon Repair System: On a successful roll, heals half of current wounds. Healing time halves for remainder. Fumble results in additional 2D10 damage.
Pilot Interface Control System: Used to fly Atlantean craft or the Aurora Interceptor. When otherwise activated, increases Initiative by 30 for half an hour; can be used in this fashion only once per day.

Aurora Fighter: A single-person fighter equipped with Atlantean control systems and two Grey psychic lenses for targeting; one with Clairvoyance and one with Telekinesis. To use it effectively, a pilot must have the Atlantean Pilot Interface and be a psychic of either greater or lesser disciplines; missile lock acquired by the Aurora may not be shaken except by Psinks. Speed and handling are such that the craft can outfly any contemporary jet fighter, while the GM is encouraged to adjudicate alien vessels' abilities according to his notes about the specific vessel and pilot; the missile capability varies according to missile type, but all missiles count as homing.

Batch-7: If two doses are used, a random Lesser Discipline is awakened in the user. Three doses grants a random Greater Discipline (Use the table in Shadows of the Mind). The character gains the Discipline at 15%, along with the corresponding Greater- or Lesser-  Psychic skill at 15% if they do not already have it. However, a Body roll must be made. See the Psi-Drugs rules for failures.

Briefcase Machine Pistol: Max Damage of 70, Capacity of 40. Can be removed from briefcase and fired as machine pistol.

Cerebro-Stimulator: Can target a single individual out to 200m, or a 25m radius centered around a target up to 50m away. If used for short term effects, works as a MHIC-EDOM. Long term effects involve inducing anger, anxiety, insomnia, or depression. To trigger them, the subject must be affected for at least six hours a day for two weeks. Soul tests are required to beat the emotion, tested weekly until the emotion is beaten; each week, the difficulty drops by 10%. Skill is 'Cerebro-Stimulator'; programming the device before use takes fifteen minutes.

DZ: Any attempts to use psychic or ESP abilities on the subject for the next 24 hours – including devices like psychotrons or trinkets – suffer a -15% penalty. However, the subject must make a rank-8 check in a random Madness Meter.

Electro-Anagram: Increases healing rate by 1 point per day.

Energy Alarms: If a psychic power is used in, or affects a point within, a 10m radius of an energy alarm, there is a flat 50% chance the alarm will trip. The alarm also trips in the presence of psychics and/or spirits, demons, and other manifestations of Seepage.

Hemi-Synch: The Hemi-Synch can be used in two ways. Either way, the use takes fifteen minutes of inaction to kick in. A treatment can be set to give the character a +15% to his next psychic test (as with Psi-Drugs, this does not allow you access to a higher-level use of the discipline). Alternatively, it can be used as a softening-up for a Telehypnosis/Remote Influence test, giving the psychic a bonus of 10% against the Hemi-Synch user. If used in this way, an aware subject may make a Mind roll to resist. Also comes in implant form.

Hidden Emitters: When activated, targets make a Mind roll to resist. Depending on the setting, failures are plunged into trance, unconsciousness, or an extreme dizzy spell. The trance lasts D6 hours, unconsciousness 2D6.

L2: A Body roll is made to resist. If failed, the target must immediately make Mind rolls for all his skills; on a matched failure, they lose 10%. Whenever the target attempts to remember anything important, a Mind roll is required.

Lida: If the subject concentrates on the Lida for one hour (being restrained counts) they will fall into trance.

MHIC-EDOM: A successful roll allows the user to instil one of three emotional states in the target; Homicidal Rage, Trance, or Fear. Soul rolls are required to resist. The target will not remember what he does under the influence of the device, which lasts for one hour. Range is short. The skill is 'MHIC-EDOM'.

Mind Control Drugs: The subject must make a Mind check with a penalty of -5 per doses; targets are treated as if they one or more of the following, according to flavour: acutely paranoid, homicidal, schizophrenic, or docile.

Missiles: While not as unusual as the rest of the contents of this section, missiles are not covered in the Unknown Armies rules. A normal missile's damage is worked out like hand grenades (Lawyers, Guns and Money, 39) but it does four dice of damage and the GM arranges three of them for working out damage to people at ground central. For example, a roll of 2, 3, 7, and 5 could be arranged as 235 hit points if the GM felt generous; it could also be arranged as 753 hit points. Obviously, this kind of number is only for comparison purposes, to allow the GM to approximate structural damage; treat a hit on a living being as a kill unless they have a remarkable excuse.
Other missile types act as their payload; incendiaries do three dice damage but are flaming, and missiles designed to deploy other substances do firearms impact damage and are otherwise treated as a use of that substance.
Whether the 'Guns' skill covers weapons of this degree is for the GM to decide.

NP-7: The character must make Mind tests to recall anything from the 2-4 hours around the time of drug activation.

Neural Disrupter: Uses the same skill as the MHIC-EDOM. Unless the target makes his Mind roll to resist, he is rendered either nauseous for D6 rounds, unconscious for D6 hours, or goes into seizure, with results adjudicated by the GM. Requires a called shot to the head.

Neurophone: No rules conversion is required to use the Neurophone Implant.

Prophylogical Implant: Grants a +10 to attempts to resist electromagnetic mind control devices.

Psi-Drugs: The user gains a bonus of 25% to whichever Psychic Discipline is appropriate the next time they use a Discipline, assuming they use it within one hour. Note that this does not allow them to use a higher level of the Discipline, should it push them over a boundary; it is simply added to the dice roll. A Body roll must be made when the drugs are taken; if one dose is taken, only a matched failure produces negative effects. If two doses are taken at a time, any failure will produce negative effects; if three or more doses are ingested during a six-hour period, only a matched success will prevent negative effects. On a fumble, roll D6+4 on the table below rather than the D10. Note that this table is much more dangerous than that in the Conspiracy X system; however, use is rarer.
Negative effects
1 The psychic has become addicted, and must try to take the drugs once a day or suffer withdrawal symptoms. All subsequent rolls on this table are 1 higher, except natural 10s.
2- 4 The psychic begins hearing voices in their heads. Make Madness checks as appropriate
5-7  The psychic has a vision of their worst fear; make a check against the appropriate Madness Meter (if applicable) and is treated as if they have failed regardless. Flashbacks will haunt them whenever they use their disciplines.
8 The psychic begins to build up a tolerance to the drugs. The bonus is reduced by 10% per roll of this result.
9 Make a Soul roll; if failed, lose your Lesser- or Greater- Psychic skill and replace it with an equal value in Psychic Void.
10 Make a Body roll; on a failure your character has a heart attack and dies. On a success, roll once more on this table, rerolling further results of 10.

Psi-Enhancer: As Psi-Drugs.

Psychic Amplifier Room: Adds 25% to any Discipline roll made within the room. Note that this does not increase the level in a discipline that has them.

Psychotron: If a psychic spends six hours a day working with the psychotron for two consecutive days, they can charge the psychotron with one use of a given discipline; a maximum of four charges can be carried which must all be of the same discipline. Any non-void or Psink can use the psychotron in the field. The skill is 'Psychotron'. Note that, in the case of Greater Psychic disciplines, this does not allow the user access to any higher levels in the Discipline than the psychic's normal skill.

Satellite Alexis: A giant satellite psychotron which can be charged with either Telepathy or Bio-PK Trance. Project Rasputin PCs may be able to pull strings to deploy this device. The area affected can be between ten metres and one kilometre. Takes seven days to charge.

Smart Drugs: The subject gains 10% to all his Mind skills for two hours. Note that, in the case of Greater Psychic disciplines, this does not allow the character access to any higher levels in the Discipline than the psychic's normal skill.

Stimoceiver: Anyone implanted with a stimoceiver suffers a -20 to attempts to resist electromagnetic mind control devices.

The Zone: The subject enters a coma-like state for 12 hours. Any psychic discipline use not requiring line of sight gains a +20 to all skill rolls while in the coma.

Tracking Implants: Again, no special rules are required to use Tracking Implants in UA-ConX.

Trinkets: Those of you familiar with Shadows of the Mind will recognise the redesigned Psychotron rules here. Trinkets come in three Orders:
Third Order trinkets charge off ambient psychic energy if left near any type of life form – 24 hours per charge for humans, 48 for animals, and 72 for plants. No charging rolls are needed. They can contain a maximum of three charges. They have one function – one limited subset of a given psychic discipline's Lesser powers. See Shadows of the Mind for examples.
Second Order trinkets can be charged as a psychotron. Their function is still chosen from the lesser disciplines, but may have slightly more useful functions than Third Order trinkets. See Shadows of the Mind for examples.
First Order trinkets charge only from Greater Psychics. They require a charging roll, but can accept six charges at the rate of one every ten minutes. They allow the use of Greater discipline functions, but still have only one function. Again, consult Shadows of the Mind.
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