The Invisible College is a modern-day occult conspiracy tabletop RPG created by the RPGPundit (Kasimir Urbanski) and published in 2021 by Well of Urd Press. I've started rereading this rpg after watching The Red Room's older video.
It is designed as an "authentic" magick simulator, meaning it draws heavily from real-world Western occult traditions, Hermeticism, and historical conspiracy theories rather than typical high-fantasy "fireball" magic.
Core Premise & Setting
The game is set in the modern world, operating under the "Secret History" trope. It posits that human history is a perpetual occult war between two main forces:
The Archons: A tyrannical group (often associated with the "New World Order" or globalist elites) that seeks to enslave humanity through mental and spiritual control.
The Invisible College: A loose network of underground occultists, rebels, and seekers who fight to liberate the human spirit and preserve individual freedom.
Players typically take on the role of "Seekers"—modern-day magicians, hackers, or investigators—who have discovered the truth and are fighting back against the Archons’ influence.
Key Features
OSR Mechanics: The game is built on Old School Renaissance (OSR) foundations, making it compatible with many classic D&D-style modules. It uses a modified d20 system familiar to players of Labyrinth Lord or B/X D&D but adapted for modern firearms, technology, and investigation.
Authentic Magick System: Unlike most RPGs, the magic system isn't based on "spell slots." Instead, it focuses on rituals, symbols, and the "Great Work." It categorizes magic into different schools like Alchemy, Astrology, and Ceremonial Magick, emphasizing the psychological and metaphysical consequences of using power.
Sanity & Corruption: Reflecting the "Modern Horror" side of the genre, the game includes mechanics for the mental toll of witnessing supernatural horrors and the spiritual corruption that comes from taking ethical shortcuts in the occult war.
Massive Scope: The core rulebook is notably dense (over 400 pages), featuring extensive tables for generating conspiracies, occult artifacts, and weird urban encounters.
Appearance & Navigation
One common point of discussion in the community is the book’s visual design. The print version features a "parchment" aesthetic with dark text on a tan background, which some players find highly atmospheric (like holding a grimoire) but others find difficult to read in low light.
Comparison with Other Games
| Feature | The Invisible College | Mage: The Ascension | Call of Cthulhu |
| System | OSR (d20-based) | Storyteller (d10 pool) | BRP (d100) |
| Magick Style | Historical/Hermetic | Post-modern/Subjective | Cosmic Horror/Ritual |
| Theme | Globalist Conspiracy | War for Reality | Survival/Investigation |
In RPGPundit’s The Invisible College, player characters are known as Seekers. Because the game is built on OSR (Old School Renaissance) principles—specifically a modified d20 system—the classes function as archetypes that define a character's role in the occult underground and their progression (Level 1–20).
The game features four primary classes, each representing a different way a person might be drawn into the "Secret War."
1. The Occultist (The "Magic-User" Archetype)
This is the core "wizard" of the setting, but they do not use spell slots. Instead, they are scholars of authentic Western Hermeticism.
Role: The primary wielder of magick. They specialize in rituals, astrology, and alchemy.
Mechanics: They gain access to different Schools of Magick (such as Theurgy, Goetia, or Natural Magick). Their power is limited by their knowledge and the time it takes to perform rituals, rather than "mana" or "per-day" limits.
Key Stat: Intelligence and Wisdom.
2. The Tech-Gnostic (The "Expert/Thief" Archetype)
In a modern setting, the "thief" is often a hacker, engineer, or investigator who views technology as a form of modern magick or a way to bypass Archon control.
Role: Experts in surveillance, digital infiltration, and "weird science." They use gadgets and high-tech tools to fight the conspiracy.
Mechanics: They have the best skill progression for technical tasks, lockpicking (physical or digital), and social engineering.
Key Stat: Intelligence and Dexterity.
3. The Combatant (The "Fighter" Archetype)
Not everyone in the Invisible College is a mystic; some are the "muscle" required to survive an encounter with Archon-controlled SWAT teams or supernatural entities.
Role: Bodyguards, urban guerillas, or former soldiers who have seen too much.
Mechanics: They have the best "To-Hit" bonuses (Attack Bonus) and the most Hit Points. They are proficient with modern firearms, tactical gear, and martial arts.
Key Stat: Strength and Constitution.
4. The Mystic / Sensitive (The "Cleric/Psychic" Archetype)
While the Occultist studies magick as a science, the Mystic experiences it as an innate or spiritual connection.
Role: Healers, psychics, and those with "The Sight." They are often more intuitive and can sense the influence of the Archons where others cannot.
Mechanics: They often focus on internal powers, protection, and sensory abilities. They act as the spiritual glue of a Seeker cell.
Key Stat: Charisma and Wisdom.
Character Customization: "The Path"
Beyond the base class, characters are further defined by their Backgrounds (what they did before they "woke up") and their Affiliations.
Backgrounds: You might be a Disgruntled Academic, a Paranoid Conspiracy Theorist, or a Disgraced Journalist. These provide starting skills and equipment.
The Great Work: As characters level up, they don't just get stronger; they progress in their personal "Great Work," which reflects their spiritual evolution (or descent into madness/corruption).
In The Invisible College, the magick system is the game’s standout feature. RPGPundit intentionally moved away from the "Vancian" system (where you memorize spells and they vanish after one use) to create what he calls an "Authentic Magick" system.
It is designed to feel like real-world occultism—slow, dangerous, and heavily reliant on ritual, symbolism, and planetary timing.
1. Magick as a Process, Not a "Spell"
In most RPGs, a spell is a "button" you press to get an effect. In this game, magick is a process.
Ritual-Based: Almost all significant magical acts are rituals. They require time (minutes, hours, or even days), specific ingredients, and the correct environment.
No Spell Slots: You are not limited by "slots per day." Instead, you are limited by your character's knowledge, the resources you have, and the spiritual toll the magick takes on you.
2. The Four Pillars of Practice
Magick is categorized into four main types of actions, reflecting historical Western occult traditions:
Banish: The most basic skill. It is used to clear a space of unwanted energies or entities. It is often a "preliminary" step before doing any other work to ensure the magician isn't interrupted by astral "parasites."
Divination: Using tools like Tarot, Astrology, or the I-Ching to gain information. This isn't just "flavor"; it has mechanical weight for uncovering Archon plots or finding hidden ritual sites.
Invocation: Drawing a specific force or entity into yourself. You might invoke "Mars" to gain combat prowess or "Thoth" to gain temporary vast knowledge. This is powerful but carries the risk of the entity overstaying its welcome or warping your personality.
Evocation: Summoning an entity to appear outside of yourself (usually within a "Triangle of Art"). This is how you deal with demons, spirits, or elementals. You summon them, bind them with your will, and command them to perform a task.
3. Schools of Magick
An Occultist character doesn't just "learn spells"; they study specific traditions. Each school has its own flavor and requirements:
Hermeticism: Focuses on classical Western ritual and planetary correspondences.
Alchemy: Deals with the transmutation of matter and the "Internal Alchemy" of the soul.
Theurgy: "God-working," focused on connecting with higher divine intelligences.
Goetia: The darker art of summoning and commanding demonic spirits.
4. The Risk: Corruption & Madness
Magick in The Invisible College is never "safe."
The Check: To successfully perform magick, you typically make a check based on your attributes (usually Wisdom or Intelligence).
Backlash: If you fail—or sometimes even if you succeed but "push" too hard—you suffer Corruption. This can manifest as physical mutations, mental instability, or drawing the "Gaze of the Archons."
The Paradox of Power: The more powerful the effect you want, the longer the ritual takes and the more likely it is to go catastrophically wrong.
5. Tactical Use in a Modern Setting
Because rituals take time, "combat magic" is rare. A magician in this game is more like a strategic planner. They might spend three days performing a ritual to curse a CEO so that his security team's guns jam when the rest of the player party raids the office. If a magician is caught in a gunfight, they usually rely on their teammates or a "pre-prepared" talisman rather than casting a fireball.
In The Invisible College, the Archons are the primary antagonists. Drawing from Gnostic philosophy, they are depicted as the "jailers" of reality—spiritual tyrants who feed on human misery, conformity, and ignorance.
They are not just "monsters" in the traditional sense; they are the unseen architects of modern society’s most restrictive and soul-crushing systems.
1. Their Core Motivation: Control
The Archons believe that humanity is a resource to be managed. Their goal is to keep human souls trapped in a cycle of materialism and obedience so they can harvest psychic energy (often referred to as "Loosh" in some occult circles). They loathe individual freedom, creativity, and—most of all—the "Great Work" of enlightenment.
2. How They Manifest
Unlike common enemies, you rarely fight an Archon directly in a physical brawl (at least not at early levels). They influence the world through:
The Matrix of Control: They hide behind global institutions—governments, megacorporations, and international agencies. When a Seeker group gets too close to the truth, they don't see a demon; they see a SWAT team, a tax audit, or a media smear campaign.
Archontic Parasites: These are lesser spirits that "latch on" to influential humans, heightening their greed, paranoia, or cruelty.
Servitors (The "Grey" Men): The Archons use "men in black" style agents or hollowed-out humans who act as their eyes and ears in the physical world.
3. The Seven Archons (The Planetary Lords)
Reflecting the game's focus on authentic Hermeticism, the Archons are often associated with the seven classical planets, each representing a different form of tyranny:
The Archon of Saturn: Represents old age, death, and rigid, soul-crushing bureaucracy.
The Archon of Jupiter: Represents the corrupting nature of power, hierarchy, and legalism.
The Archon of Mars: Represents senseless violence, war, and the "industrial-military complex."
The Archon of Venus: Represents the hollow distraction of lust, consumerism, and vanity.
4. Their Weakness: Awareness
The Archons' greatest weapon is the fact that 99% of the world doesn't believe they exist. In the game, Awakening (becoming a Seeker) is the first step to fighting them. Once a player character realizes the Archons are there, the "glamour" starts to fade, and the character can begin to disrupt the Archons' rituals—which often look like mundane things, such as a specific televised event or a new piece of legislation.
5. Combat and Interaction
In gameplay terms, Archons function as "Cosmic Horror" entities.
Psychic Toll: Encountering an Archon’s true form or one of their high-level manifestations often requires a Sanity or Willpower check.
The "Gaze": If Seekers use too much flashy magick, they draw the "Gaze of the Archons," which acts as a heat system. The higher your Gaze score, the more the world turns against you (more police presence, technical failures, and bad luck).
In The Invisible College, there is a sharp mechanical divide between rituals (strategic, high-effort, reality-warping) and firearms (tactical, immediate, lethal). Because it is an OSR (Old School Renaissance) game, both systems are designed to be high-stakes and grounded in a "realistic" modern context.
Modern Firearms: Lethality & Tactics
Unlike fantasy combat where you might shrug off several sword swings, firearms in The Invisible College are deadly equalizers.
High Damage, Low HP: Staying true to its OSR roots, characters have relatively low Hit Points. A single handgun or rifle shot can effectively end a character’s career or life. This forces players to use "Tactical OSR" thinking—using cover, ambushes, and suppression rather than charging into the open.
The "To-Hit" vs. Armor: The game uses an Armor Class (AC) system, but modern armor (Kevlar, tactical vests) works differently than plate mail. It focuses on reducing the chance of a lethal hit rather than making you a "tank."
Automatic Fire & Bursts: The game includes rules for semi-auto and full-auto fire. These usually provide bonuses to hit or allow for "spraying" an area, but they consume ammunition rapidly and can draw the Gaze of the Archons due to the public nature of the violence.
The Gun vs. The Spell: In a direct face-off, the person with the gun usually wins. A magician cannot "cast" a complex ritual in the middle of a gunfight. This creates a dynamic where the Combatants protect the Occultists while they work their long-term effects.
The Ritual System: Authentic Magick
Rituals are the primary way "Seekers" change the world. They are treated as projects rather than instant actions.
Preparation & Timing: You don't just "cast" a spell. You must align the ritual with Planetary Hours or Astrological Signs. Performing a ritual to curse a corrupt politician is much easier if done on a Tuesday (the day of Mars) during an hour ruled by Saturn.
Components & Sacrifice: Rituals require "Authentic" materials—incense, specific metals, chalk circles, or even blood (though the latter risks Corruption). Finding these items in a modern city often requires its own "mini-adventure."
The "Check" and Backlash: To succeed, you roll against your relevant attribute (Intelligence or Wisdom).
Success: The effect takes hold (e.g., a protective ward, a summoned spirit, or a prophetic vision).
Failure/Fumble: You risk a "Magical Backlash." This isn't just a fizzle; it can lead to Corruption, attracting astral parasites, or causing the magician to lose their grip on reality.
Magickal Links: To affect someone at a distance, you need a "link"—a lock of hair, a signature, or a personal object. This makes investigation a core part of the magic system; you have to find the enemy’s secrets before you can ritualistically attack them.
How They Interact: The "Occult Guerilla"
The most effective Seeker cells combine these two systems. A common gameplay loop looks like this:
Divination: The Mystic uses a ritual to find a secret Archon laboratory.
Preparation: The Occultist performs a ritual to "enchant" the team’s ammunition or temporarily blind the laboratory’s security cameras.
Execution: The Combatants and Tech-Gnostics move in with firearms and hacking tools to finish the job quickly before the "Gaze" of the authorities arrives.
In The Invisible College, firearms are treated with "Old School" lethality. While the game uses an OSR d20-based system, the weapon stats are modernized to reflect the high stakes of a contemporary occult war.
Below is a breakdown of how the game generally categorizes and stats modern weaponry:
1. Handguns (Pistols & Revolvers)
Handguns are the standard sidearms for Seekers. They are concealable but lack the stopping power of larger platforms.
.22 / Small Caliber: 1d6 damage. (Low lethality, but easy to hide).
9mm / .38 Special: 1d10 damage. (The "standard" for law enforcement and most Seekers).
.45 ACP / .357 Magnum: 1d10+2 damage. (High stopping power).
.44 Magnum / Desert Eagle: 2d6+2 to 3d6+3 damage. (Extremely loud, high recoil, and massive "Gaze" draw).
2. Rifles & Long Guns
Rifles offer better range and significantly more damage, often making them "one-shot" killers against unarmored targets.
Assault Rifles (5.56mm / 7.62mm): 2d6 to 2d8 damage. These often have "Burst Fire" capabilities (see below).
Hunting/Sniper Rifles (.30-06): 2d10 damage. Designed for extreme range.
Shotguns (12-Gauge): 4d6 (Close Range) / 2d6 (Medium) / 1d6 (Long). Shotguns are devastatingly effective in tight urban occult "sanctums" but drop off quickly.
3. Special Combat Rules
The RPGPundit’s system adds layers to the raw damage to simulate modern gunfighting:
Exploding Damage: Many modern games by the Pundit use a "burst" or "exploding" mechanic where rolling the maximum number on a damage die allows you to roll again and add it. This simulates the unpredictable lethality of a gunshot hitting a vital organ.
Burst & Full Auto: * Burst: Usually gives a bonus to hit (+2) or adds an extra die of damage, but consumes 3 rounds.
Full Auto: Used for "Suppression." It forces enemies into cover or hits multiple targets in a cone, but consumes a massive amount of ammo (10+ rounds) and vastly increases your visibility to the Archons.
Reloading: Unlike fantasy games where "reloading" a bow is part of the attack, reloading a magazine in The Invisible College typically takes a full action (unless you have specific Tech-Gnostic or Combatant perks).
4. Melee Weapons
Even in a world of Glocks, the occult world often requires "silent" or "symbolic" steel.
Combat Knife: 1d4 + Strength Bonus.
Machete/Large Blade: 1d8 + Strength Bonus.
Taser: 1d3 + Stun (Requires a saving throw to avoid being incapacitated).
The "Gaze" Penalty
It is important to remember that firing a weapon in this game is a meta-game choice.
Silenced/Melee: Low risk of alerting the Archon's human authorities.
Unsuppressed Fire: Immediately increases the "Gaze of the Archons" for the scene, meaning reinforcements (police, tactical teams, or worse) are likely to arrive within 1d6 rounds.
In The Invisible College, Tech-Gnostics believe that technology is not just nuts and bolts, but a way to hack the "matrix" created by the Archons. While the core book provides a framework for creating these items, the community often uses d100 tables to capture the "Weird Science" aesthetic of the game.
These gadgets are typically bulky, prone to failure, and often incorporate occult components (like a radio tuned to "spiritual frequencies" or a camera with a ghost-lens).
Here is a full d100 table of Weird Science gadgets, gear, and "Techno-Gnostic" artifacts suitable for a campaign of The Invisible College. These items range from "street-tech" hacks to high-level reality-bending prototypes.
The d100 Table of Weird Science & Occult Tech
| d100 | Item Name | Effect/Description |
| 01 | EVP Burst Box | Emits white noise that de-manifests ghosts/spirits for 1d6 rounds. |
| 02 | Kirlian Polarizer | Camera lens that reveals auras, lies, and Archon influence. |
| 03 | Faraday Trenchcoat | Lead/Copper lined; +4 bonus to saves vs. psychic/mental attacks. |
| 04 | Static Grenade | Shorts out all electronics and scrying in a 30ft radius. |
| 05 | The Chronos Watch | Allows a 6-second "rewind" of the user's personal timeline (1/day). |
| 06 | Blackbox Jammer | Prevents "Gaze" increase for the duration of a single scene/crime. |
| 07 | Aetheric Scanner | Handheld "pinger" that detects active rituals within 100 yards. |
| 08 | NLP Pistol | Non-lethal; forces target to tell the truth for 1 minute (Will save). |
| 09 | Ghost-Code USB | Malware designed to infect Archon-controlled servers or AIs. |
| 10 | Tesla-Gauntlet | 2d6 electrical damage; double damage to "Grey Man" servitors. |
| 11 | Psionic Resonator | Headset that picks up surface thoughts in a 20ft radius. |
| 12 | Void Briefcase | Interior is larger than exterior; holds 500lbs of gear. |
| 13 | Sigil-Laser | "Paints" a binding sigil on a target, halving their movement speed. |
| 14 | Subconscious Filter | Earbuds that block subliminal messaging and "Voice" commands. |
| 15 | Entropy Battery | Steals "luck" from others to give the user a +2 bonus on next roll. |
| 16 | Binaural Lockdown | Frequency emitter that puts a room into a light trance. |
| 17 | Alchemical Injector | Turns household fluids into a +1d6 HP healing stimulant. |
| 18 | Specter-Goggles | Grants thermal vision and reveals invisible/astral entities. |
| 19 | Reality Anchor | Heavy tripod; prevents teleportation/phasing within 50ft. |
| 20 | Archon-Bait | Mimics a high-level ritual signature to draw away "Heat/Gaze." |
| 21 | Mercury-Core Bullets | +2 damage vs. shape-shifters and alchemical constructs. |
| 22 | Dowsing Cellphone | App that uses GPS to track "Ley Line" junctions and Nodes. |
| 23 | Tachyonic Flashlight | Light beam that reveals what happened in a spot 1 hour ago. |
| 24 | Memetic Virus Spray | Causes everyone who sees the "tag" to forget the user's face. |
| 25 | Iron-Filament Net | Captures astral beings and prevents them from discorporating. |
| 26 | Zero-Point Lighter | Creates a flame that never goes out and burns without oxygen. |
| 27 | The Ego-Mirror | Shows the target their "True Self," causing 1d6 Sanity damage. |
| 28 | Synaptic Booster | Drug injector; +2 Dexterity for 1 hour, then -2 for 4 hours. |
| 29 | Orgone Collector | Box that gathers "Life Force"; can power rituals in dead zones. |
| 30 | Geodesic Umbrella | Blocks all satellite surveillance in a 10ft circle. |
| 31 | The Dead-Line | Modified phone that can "call" the last person who died nearby. |
| 32 | Chalk-Dust Smoke | Smoke grenade that creates a temporary "Circle of Protection." |
| 33 | Pendulum Tracker | Follows a specific person via their digital "browser history." |
| 34 | Frequency Knife | Vibrating blade that ignores 2 points of modern armor. |
| 35 | Dream-Capture Jar | Records the target's dreams as a video file while they sleep. |
| 36 | The Placeholder | A dummy that looks exactly like the user to automated cameras. |
| 37 | Gravity Boots | Allows walking on walls for 1 turn (Battery dependent). |
| 38 | The Silence Pylon | Absorbs all sound in a room for 10 minutes. |
| 39 | Karma-Chip | A "black market" CPU that grants one re-roll (breaks after use). |
| 40 | The Third Eye Lens | A monocle that identifies "Awakened" people in a crowd. |
| 41 | Bifrost Router | Allows internet access through "Extra-Dimensional" channels. |
| 42 | Salt-Shot Rounds | Shotgun shells effective only against spirits and demons. |
| 43 | The Mnemonic Eraser | Flash-bulb that wipes the last 30 seconds of memory. |
| 44 | Aura-Scrambler | Makes the user appear "mundane" to magical detection. |
| 45 | The Script-Doctor | Tablet that can rewrite 1 page of a physical document. |
| 46 | Bio-Feedback Suit | Heals 1 HP every time the user succeeds on a Saving Throw. |
| 47 | Mandala Projector | Displays a pattern that keeps "Grey Men" from entering. |
| 48 | The Echo Mic | Can hear conversations through solid concrete walls. |
| 49 | Platinum-Salt Battery | Increases the power of any other gadget for 1 use. |
| 50 | The Proxy Mask | Digital mask that projects someone else's face onto yours. |
| 51 | Spectral Lockpick | Can unlock doors from the "Astral" side. |
| 52 | The Sinner’s Compass | Points toward the person with the lowest Morality nearby. |
| 53 | Neural-Whip | Deals 1d4 damage and forces a Stun save. |
| 54 | The Glass Key | A one-use key that opens any physical lock then shatters. |
| 55 | Lead-Glass Flask | Can safely store a "spirit" or "demon" for transport. |
| 56 | The Cipher-Ring | Automatically translates any occult language. |
| 57 | Blood-Sugar Sensor | Detects vampires or entities pretending to be human. |
| 58 | The Frictionless Suit | Gives a +4 to escape grapples and tight spaces. |
| 59 | White-Light Flares | Temporarily blinds anyone with "Darkvision/Spirit-Sight." |
| 60 | The Hive-Mind Link | Allows 4 people to communicate telepathically for 1 hour. |
| 61 | The Occult GPS | Shows hidden "shortcuts" through the city's alleyways. |
| 62 | Solar-Plexus Shield | Grants a +2 AC against melee attacks. |
| 63 | The Truth-Serum Mist | Gas grenade that prevents lying in an area. |
| 64 | Aether-Net | A literal net that catches ghosts and non-corporeal beings. |
| 65 | The Shadow-Box | Records a person’s shadow; they lose 1d6 Strength. |
| 66 | Cold-Iron Knuckles | Unarmed strikes count as "Cold Iron" vs. Fey/Spirits. |
| 67 | The Lazarus Patch | Stabilizes a dying character at 0 HP automatically. |
| 68 | Mind-Palace HUD | Glasses that give a +2 to all Knowledge checks. |
| 69 | The Lucky Penny | A copper coin that deflects one bullet (then melts). |
| 70 | The Echo-Chamber | A small box that loops the same 10 seconds of sound. |
| 71 | The Glitch-Trigger | Causes a vehicle’s engine to stall (100ft range). |
| 72 | The Scent-Masker | Makes the user completely odorless to dogs/trackers. |
| 73 | The Gorgon Flash | A camera flash that "petrifies" (stuns) targets for 1 round. |
| 74 | The Alchemical Torch | Underwater-capable torch that burns through steel. |
| 75 | The Seer’s Tablet | Displays a real-time "map" of the local Astral plane. |
| 76 | The Heart-Monitor | Pings if anyone nearby is feeling extreme fear. |
| 77 | The Aegis Disk | A small puck that generates a 5ft physical shield. |
| 78 | The Karma-Vesta | Matches that, when lit, show the "correct" path to take. |
| 79 | The Transmute-Spray | Temporarily turns 1lb of lead into gold (or vice versa). |
| 80 | The Static Cloak | Makes the user invisible to only motion sensors. |
| 81 | The Pendulum Drill | A silent drill that ignores magical reinforcement. |
| 82 | The Babel-Mic | Changes the user's voice to sound like anyone they’ve heard. |
| 83 | The Soul-Anchor | Prevents the user’s soul from being sucked out or possessed. |
| 84 | The Binary Sigil | A tattoo that allows the user to "talk" to computers. |
| 85 | The Void-Canteen | Provides endless water, but it tastes like copper and ash. |
| 86 | The Mercury Compass | Points toward the nearest source of Archon energy. |
| 87 | The Haptic Glove | Can touch and move astral objects with physical hands. |
| 88 | The Feedback Loop | Reflects 1d6 damage back at a psychic attacker. |
| 89 | The Anchor-Bolts | Pitons that can be driven into "reality" to climb thin air. |
| 90 | The Mimic-Box | Records 5 seconds of a magical effect to "replay" once. |
| 91 | The Seraph-Chaff | Aluminum strips that confuse magical "tracking" spells. |
| 92 | The Wormhole-Key | Opens a door that leads to the last door you opened. |
| 93 | The Bio-Scanner | Tells you exactly how many "Hit Points" a target has left. |
| 94 | The Gravity-Web | A grenade that increases gravity 10x in a small spot. |
| 95 | The Thought-Processor | Increases Intelligence by 2 but lowers Charisma by 2. |
| 96 | The Astral Flare | Lights up the "Invisible World" for everyone to see. |
| 97 | The Aegis-Vest | Modern armor that also protects against "Gaze" buildup. |
| 98 | The Rebirth-Pod | A one-use medical bay that cures all Corruption/Madness. |
| 99 | The Archon-Killer | A heavy railgun that fires consecrated "logic" rounds. |
| 00 | The Master-Key | A device that allows the user to "Admin" the local reality. |
Using the Table
In The Invisible College, these aren't standard shop items. To get them, a Tech-Gnostic usually has to:
Scavenge: Find rare parts (Archon tech, rare minerals).
Fabricate: Spend 1d4 days of "Downtime" in a workshop.
Risk: Roll a "Tech-Gnosis" check. A failure might create a "glitch" where the item works... but with a terrible side effect.
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