Throughout its long history the Chamber Arcanick has collected all sorts of odd and eccentric prototypes. This section details some of the more interesting exhibits on display. Most of these exhibits have been analysed and modern versions of such equipment is now available to those who can afford it.
The Active Point and Real Point costs have been included for all equipment on this page so that as a GM, you can easily apply the equipment rules in play in your own campaign to the devices on this page.
EditExceedingly Harmful Contraptions
Weaponry
| RC | AP | Device | Effect | Notes | Edition |
| 13 | 44 | Nailbow | Killing Attack - Ranged (2d6+1); Armor Piercing (+1/4); OAF Durable Expendable (Easy to obtain new Focus; -1), 6 Charges (-3/4), Beam (-1/4), Reduced By Range (-1/4) | The standard issue weapon of all Sanctuary's armed forces; the nailbow uses compressed air to propel bolts towards the enemy and is deadly at close range. | 6e |
EditAccouterments for the Thrill-Seeker
Armour & protective gear
EditIndispensable Tools of Malfeasance
Criminal Gear
EditConveyances for the Eminent Sluggard
Vehicles
EditAppliances to Espouse Prominent Erudition
Things that help magic-users
EditEnjinns & Automatons
Any sort of spirit-powered automaton
EditApparatus for the Discerning Gentleman
Miscellaneous Devices
| RC | AP | Device | Effect | Notes | Edition |
| 13 | 32 | Tween Goggles | +4 with Navigation (Tween); OAF Durable Expendable (Easy to obtain new Focus; -1), Unified Power (-1/4); (10 AP; 4 RC) AND +7 versus Range Modifier for Sight Group; OAF Durable Expendable (Easy to obtain new Focus; -1), Unified Power (-1/4); (12 AP; 5 RC) AND Analyze; OAF Durable Expendable (Easy to obtain new Focus; -1), Limited to Tween-related phenomena (-1/4); (10AP; 4 RC) | This leather navigators cap has all sorts of lenses and scopes that can be flipped down over the wearer’s eyes | 6e |