| Cyclops Gadget |
Teleporter relay
The chest-mounted teleporter relay instantly transports the user to the nearest CYCLOPS facility when the cord is pulled. CYCLOPS has no way to identify who is using a relay until target-site atomic reconstruction is complete, which can lead to major confusion if the incoming user turns out to be an enemy operative. |
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Generate cyclops_gadgets
| Cyclops Gadget |
Dissolving ammunition
For high-profile assassinations or missions which require leaving no trace of an agent's presence, CYCLOPS uses proprietary “dissolving ammunition" which contains a strain of specially-cultivated alien bacteria capable of rapidly metabolizing lead (as well as flesh, to a certain extent—dissolving ammo deals an additonal 1 DAMAGE). Dissolving ammo is a finite resource, so you should either track your shots directly (dissolving ammo clips have 6 shots), or use the abstract ammo tracking rules (p. 73). |
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| Cyclops Gadget |
Portable fusion generator
Despite the ensuing stable time loop, CYCLOPS Command has deemed their decision to build miniaturized cold fusion reactors based upon their own blueprints from the distant future “an acceptable risk." The briefcase- sized generator can supply a city grid's worth of power for 24 hours—if pushed beyond this point, it will erupt in a small nuclear explosion which deals 10D6 DAMAGE. |
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| Cyclops Gadget |
Portable fusion generator
Despite the ensuing stable time loop, CYCLOPS Command has deemed their decision to build miniaturized cold fusion reactors based upon their own blueprints from the distant future “an acceptable risk." The briefcase- sized generator can supply a city grid's worth of power for 24 hours—if pushed beyond this point, it will erupt in a small nuclear explosion which deals 10D6 DAMAGE. |
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| Cyclops Gadget |
Teleporter relay
The chest-mounted teleporter relay instantly transports the user to the nearest CYCLOPS facility when the cord is pulled. CYCLOPS has no way to identify who is using a relay until target-site atomic reconstruction is complete, which can lead to major confusion if the incoming user turns out to be an enemy operative. |
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| Cyclops Gadget |
Dynamic ID
Dynamic IDs are blank plastic ID cards mass produced by captive magicians, outfitted with a simple glamour that responds to the user's whims. The glamour will show a set of believable credentials to anyone who isn't looking too closely. All CYCLOPS personnel, even desk jockeys and janitors, are trained early on to spot dynamic IDs. |
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| Cyclops Gadget |
Portable fusion generator
Despite the ensuing stable time loop, CYCLOPS Command has deemed their decision to build miniaturized cold fusion reactors based upon their own blueprints from the distant future “an acceptable risk." The briefcase- sized generator can supply a city grid's worth of power for 24 hours—if pushed beyond this point, it will erupt in a small nuclear explosion which deals 10D6 DAMAGE. |
|---|
| Cyclops Gadget |
Teleporter relay
The chest-mounted teleporter relay instantly transports the user to the nearest CYCLOPS facility when the cord is pulled. CYCLOPS has no way to identify who is using a relay until target-site atomic reconstruction is complete, which can lead to major confusion if the incoming user turns out to be an enemy operative. |
|---|
| Cyclops Gadget |
Dynamic ID
Dynamic IDs are blank plastic ID cards mass produced by captive magicians, outfitted with a simple glamour that responds to the user's whims. The glamour will show a set of believable credentials to anyone who isn't looking too closely. All CYCLOPS personnel, even desk jockeys and janitors, are trained early on to spot dynamic IDs. |
|---|
| Cyclops Gadget |
Dynamic ID
Dynamic IDs are blank plastic ID cards mass produced by captive magicians, outfitted with a simple glamour that responds to the user's whims. The glamour will show a set of believable credentials to anyone who isn't looking too closely. All CYCLOPS personnel, even desk jockeys and janitors, are trained early on to spot dynamic IDs. |
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