It's a large card that I gave a colored border to and filled with text, describing an innovation that the Explorator recently came up with. It's a sort of "ion grenade" which makes technology go amuck by messing with the machine spirits. I guess I could have just emailed him this info or wrote it down in my notebook, but what I'm learning in this campaign is that that stuff often gets lost. You forget about it. We've all been there, right? Ten sessions later, the GM or the player perks up and says, "Hey! Remember my thingamajigger?" This helps as a sort of reminder. A placeholder that says: "Hey there, I have this now."
What's interesting is that in the campaign, out in the depths of space, the Explorator can do these sorts of things. In a Dark Heresy or Deathwatch game, innovating or inventing would be strictly prohibited. That said, I suppose that a tech-priest could always "rediscover" old technology.
Class: Thrown; Range: SBx3; Damage: Special; Pen: 0; Special: Blast (2)
Upon detonating near a technological device, roll 1d10
1 grenade fails, no effect
2-3 machine spirits confused - device is unreliable/operates erratically
4-5 machine spirits panicked - device operates continuously on current settings for 5-10 rounds
6-7 machine spirits frightened - device very difficult to use or control, -20 to -40 on rolls
8 machine spirits scared - device locks and will not activate for 5-10 rounds - this is the *intended* result
9 machine spirits maddened – device continuously one and rate/speed of operation increases and at the end of operation, the device is damaged or destroyed; machine spirit may be permanently affected (GM's discretion)
10 spectacular/bizarre event, GM's discretion