Amok Guns
The Prince - excuse me, Archangel - of Technology is actually a fairly thrifty Habbalite. He's also a bit eclectic when it comes to parts for his creations. And, of course, for some odd reason there always seems to be various pieces of his Servitors lying around - usually smoking, but still perfectly useful.
It's synergy like this that gives Vaputech its unparalleled reputation.
The Amok Gun is merely the first in the line of a whole range of specialized living artifacts. Vapula does listen to his Servitors, occasionally, and he's ready and willing to provide them with the instant backup that so many of them scream for (often incoherently, just before they go off the air). Essentially, what the Genius Archangel has done is to work out a method of binding a demon to a gun-like object and programming it to shoot off a specific Band resonance upon command.
Needless to say, certain things aren't particularly necessary for the lucky demon: for a start, any Corporeal and/or Ethereal Forces that might have survived the original accident. They'd just get in the way. Celestial Forces are good, though: indeed, the more, the better. The celestial version of a central nervous system has to be kept, too: after all, that way the artificer can just tap into an existing network for the negative reinforcement circuits. As for Attunements, Distinctions, Songs, skills ... well, it depends on whether they're useful, or not. Or at least entertaining.
Right, the specifics of the Amok Gun: well, Vapula obviously understands how Habbalah tick better than he does any other Band - oops, Choir - so one was part of the first prototype. An Amok Gun can impose a fixed emotional state for every Celestial Force left to the lucky Punisher. Recommended settings:
Amok Gun/1: Emptiness
Amok Gun/2: Disgust
Amok Gun/3: Fury
Amok Gun/4: Sadness
Amok Gun/5: Love
Amok Gun/6: Fear (treat as the Fear Discord, level equal to the relic and duration equal to the CD)
Note that the above levels are cumulative: thus, an Amok Gun/3 has settings for Emptiness, Disgust and Fury.
To operate, point the business end at the target (range is the lower of [relic level x 10 yards] or line of sight), push the appropriate button and ignore the low-pitched screaming. Ammunition is effectively infinite, but too much use will cause an Amok Gun to act oddly, so watch out for that problem. The spirit inside is the one that gets to worry about rolling a successful resonance check, dealing with dissonance/Discord and making the pain stop, thus sparing busy demons from having to concern themselves with such trivia. Maintenance is fairly simple, too: Amok Guns don't exactly having moving parts, so the only real issue is making sure that the Essence capacitors stay drained. Vaputech's Division of Heavy Weaponry and Household Appliances recommends that Amok Guns be brought in after every fiftieth use to be checked out: rumors of psychological damage from long term exposure to psychic leakage are wildly exaggerated.
Relic Cost: These things are Living Artifacts, so they get bought as servants. The usual cost of (Total Forces x servant level)/2 applies here, giving a cost of anywhere from 1 to 18 points. The spirits inside will typically break down their Celestial Attributes as follows:
1 Force: Will 3 Perception 1
2 Forces: Will 6 Perception 2
3 Forces: Will 9 Perception 3
4 Forces: Will 11 Perception 5
5 Forces: Will 12 Perception 8
6 Forces: Will 12 Perception 12
Also, GMs please note that a perusal of the rules concerning Living Artifacts (found on page 105 of the Liber Reliquarum) should prove most profitable in your meditations on how to keep this fun toy from being too obnoxious...