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Gamma World RPG Out of The Vaults

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GAMMA WORLD® OUT OF THE VAULTS™

Super-Science Unleashed
The warriors and scholars of the Final Wars hid many of their bestbe tools
and weapons. Centuries later, many of those secrets still wait for
for someone
to dig them up and turn them loose… for good or evil.
What did the people fighting the Final Wars deem too terrible, or too
out,, along
unimportant, to let anyone know about? This book lays it all out
with new rules for analyzing mysterious technology and for improving
the technological level of the heroes and their community.

Requires the use of the d20 Modern™


Roleplaying Game or the Dungeons & Dragons®
Player’s Handbook, v.3.5, published
by Wizards of the Coast®.
The Gamma World campaign setting is an officially
licensed Wizards of the Coast property.

ISBN 1-58846-022-3
WW17253 $21.95 U.S.
WW17253

A Technology Sourcebook for the d20 System

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TABLE OF CONTENTS
INTRODUCTION 3
CHAPTER ONE: LOSS AND RECOVERY 7
Historical Ages 9
The Closing of the Vaults 12
Opening the Vaults 21
CHAPTER TWO: TOOLS 24
Personal Tools 25
Community Tools 34
G Inorganic Information Systems
Biological Information Systems
43
48
Storage 53

A CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


Personal Weaponry 57
56

M Handguns and Longarms


Explosives and Splash Weapons
Melee Weapons
57
69
71

M Heavy Weapons
Armor
Medicine
73
77
84

A CHAPTER FOUR: TRANSPORTATION 90


GAMMA WORLD

Ground Vehicles 91
Water Vehicles 99
Flying Vehicles 104

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Gamma World is a game set after the fall of how to adapt and apply this technology to the world. How
civilization. Humanity once reached heights of social can these technological toys be used to aid in humanity’s
and technological achievement so great that they are survival and (perhaps) its glorious rebirth?
now the stuff of myth and legend. It was a Golden Age
that went inexplicably wrong. UNDOING ARMAGEDDON
Few things illustrate humanity’s ability to be both In reality, if modern civilization were to fall, it
God and beast more clearly than technology. Technology couldn’t be rebuilt easily, let alone in anything like its
sets human beings apart from their fellow creatures. Only original form. For example, the easy-to-extract ores were
human beings create tools of such incredible all extracted generations ago, and while cities could be
sophistication and complexity that they could be used to mined, it’d be difficult without the proper tools, which
destroy the very civilization that gave them birth. themselves require massive quantities of ores in the first
place. The same principles hold true for petrochemicals
Gamma World is the product of technology gone
and many other important natural resources. Admittedly,
awry. It is the bastard child of a confluence of
nanotechnology might help to overcome some of these
technological streams that came to a head before
difficulties, but such “magical” solutions won’t be readily
humanity had the wisdom to recognize their ultimate
available to most characters, at least not in the beginning.
implications. Out of the Vaults gives both players and
Game Masters a glimpse into these technological Even in campaigns that allow more optimistic and/
streams, including specific examples of how they were or dramatic solutions to such problems, characters must
used. More than a mere equipment book, this volume be ingenious in their use of available resources. They
is an examination of the technologies and devices that must rely on their own cleverness rather than
brought about the end of the world and which may yet sophisticated materials and a large infrastructure.
prove pivotal in its new beginning. Nevertheless, it is this rebuilding that lies at the heart
of Gamma World’s ethos and it is the GM’s
Gamma World is a post-apocalyptic roleplaying
responsibility to make that rebuilding fun and plausible,
game. The implications of that statement may seem
if not necessarily realistic. After all, uplifted dogs with
obvious, but sometimes they are forgotten. It’s all too
the ability to manipulate the weather probably aren’t
easy to get caught up in the gloom and doom that
very realistic, but they can be made plausible enough to
contemplating the fall of civilization naturally
make them an enjoyable addition to a roleplaying game.
engenders. It’s sobering to consider that everything one
knows and loves might one day be reduced to dust Many sections of this book give advice on just how
through human ignorance, greed or villainy. Much of to do the same with technology and its implications for
the literature on which Gamma World depends for undoing the effects of the Final Wars. As always, the

G inspiration was conceived of during a time when the


prospect of nuclear annihilation seemed all too real.
While that specific threat receded at the end of the
ultimate goal is fun, but it’s always better if that fun is
grounded in something players can accept with the right
frame of mind. Consequently, very little in this book
should be taken as an accurate depiction of how (or how
A Cold War, the prospects of humanity’s utter destruction
remain just as imaginatively potent as ever. One may easy) it might be to reverse the effects of a devastating
GAMMA WORLD: OUT OF THE VAULTS

imagine that international terrorism will seal our fate global catastrophe. It’s a collection of guidelines about
rather than World War III, but many people still live how to make doing so plausible and fun.

M in fear of the looming Armageddon that awaits us.


While Gamma World uses our fears of the end of
DESIGN PRINCIPLES
Gamma World presumes that pre-Final Wars
the world for good dramatic purpose, it does so in an

M unusual way. Rather than being a cautionary tale of


human hubris or stupidity, the setting affords every
player a unique opportunity: to rebuild the world as he
humanity was almost impossibly talented in every field
of technological endeavor. At the high end of its
accomplishments were devices that would seem
magical to anyone who did not understand the science

A sees fit. In Gamma World, the collapse of civilization


is already behind us. What lies ahead is an unwritten
future in which almost anything could happen.
behind it, and even many who did. For this reason,
any examination of technology in the setting needs to
have solid design principles. These principles are those
This future is the focus of the game. It also makes Out
used by the writers of this book when creating the
of the Vaults a different sort of equipment book. This
devices described throughout. However, these
sourcebook includes plenty of information on what various
principles are also useful to both players and Game
pieces of technology can do, as well as where and how the
Masters if for no other reason than as guidelines for
W characters can obtain them. It differs in that it also discusses
the creation of their own devices and adventures.

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PLAUSIBILITY reason. While the characters may not fully understand
The first design principle is plausibility. The setting that reason, it’s nevertheless important that there be
elements of Gamma World are not necessarily realistic, one, if only to provide the GM with some context for
but they are plausible. That is, they can be explained the high-tech wonders she introduces into her campaign.
in such a way as to allow for willing suspension of As its name suggests, Out of the Vaults focuses
disbelief. They are not so fantastical that even someone primarily on those devices that have some reason to have
in the right frame of mind would reject them out of survived the vicissitudes of history. Because they were
hand. This principle is especially true for technological hidden away or protected from the vicissitudes of the
devices, since they are paradigmatic examples of last three generations, these devices are still extant. They
science applied to a specific use. can be found, understood and used. Not surprisingly,
Just as important is the fact that the relative the devices that survived are not a representative
plausibility of technology sets the “boundary selection of what the ancient world was capable of.
conditions” for the setting. That is, they define just Indeed, the devices that were secreted in vaults or safe
how far Gamma World is willing to stray from areas necessarily provide a skewed vision of the past,
commonly accepted scientific principles. That’s pretty with consequences for the present and future.
far in many cases, but we hope we’ve tempered our
MYSTERY
enthusiasm for the wild and wacky with a dose of
The final design principle is mystery. The devices
common sense and good judgment. In any event, the
of the past are unquestionably mysterious to most
GM is the final arbiter of what technological items he
inhabitants of Gamma World. They do not understand
will allow in his campaign. If anything in this (or any
the principles on which most of these devices were
other book) clashes with her perceptions of what is or
built and may not even understand the uses to which
is not plausible, she is free to reject them.
they were put. Finding an ancient technological item
DISTINCTIVENESS brings these individuals face to face with an alien world
Out of the Vaults is more than a technology book; of which they have no experience and even less
it’s a book of NPCs. The items described in these pages, comprehension. Introducing any one of the devices
even those that are not singular devices, are all as presented in this book can be an adventure in itself, if
unique and distinctive as any non-player character. the GM chooses to make it so.
Many of them have personalities and quirks, just like As well as being a book of NPCs, Out of the Vaults
people. That’s an important element that shouldn’t is a book of magic items or, more precisely, ancient
be forgotten by players or by GMs. In Gamma World, artifacts, with all that that phrase implies. A microwave
technological devices are rarely just pieces of
equipment. Instead, they have histories, stories to tell
and roles to play.
gun might as well be Excalibur; its possession by a tribal
chieftain might well be every bit as portentous as
Arthur’s possession of that famous sword. The
I
Technology misused resulted in the downfall of destruction of the Final Wars ushered in a new mythic
humanity. Now, the stage is set for the rebirth of
mankind. Technology will undoubtedly play a part in
age. The world of the past is dead and a new world is
dawning, one simultaneously freed from the shackles of
history and bound by them. In this new world, there is
N
this scenario as well. That’s why the distinctiveness of
each item is so important. The purpose for which a
device was created in the past may come to bear on
how it’s used in the present, for example. For while
plenty of room for mystery. It is in fact a key ingredient
for any GM looking to place his adventures within the
heroic context that is so central to Gamma World.
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technology may be morally neutral, some devices
“hedge their bets” by inspiring certain types of
behavior, openly or secretly. That’s another aspect of
HOW TO USE THIS BOOK
Out of the Vaults is a technological toy box filled
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technological distinctiveness: like NPCs, devices may with all manner of strange, wondrous and frightening
have their own agendas and become the source of devices from the days before the Final Wars plunged
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INTRODUCTION

exciting adventures in their own right. the world into a new dark age. Of course, it is much
more than that too.
PRESERVATION
The Final Wars were incredibly devastating. Much
of the vast edifice of human achievement toppled so
This book is divided into four chapters, each of
which addresses a different category of technology,
including lots of advice on how to integrate them into
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thoroughly that no one has yet found a way to reverse an ongoing campaign or use them as the basis for
its effects. The devices that survived each did so for a

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Chapter One: Loss and Recovery details the Chapter Three: Weapons, Armor, Medicine
eponymous vaults where legacy technology is hidden details devices of war, defense and healing. The misuse
away. From ancient fallout shelters to military of many of these devices contributed to the end of the
installations to bolt holes, getting into these vaults isn’t world, but it’s also possible that some of them hold the
always as easy as it looks, as this chapter explains. keys to a new beginning, if used properly.
Chapter Two: Tools describes a wide variety of Chapter Four: Transportation describes
“everyday” technologies, both personal and conveyances used to travel across one or more types of
community-oriented. These tools were once the pillars terrain. Many ancient vehicles travel quickly enough
that upheld the roof of civilization and they may be to make larger societal groupings practical for the first
once again, should anyone find a way to harness them. time in generations.

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A GAMMA WORLD: OUT OF THE VAULTS
This book is entitled Out of the Vaults for
good reason: much of the technology described in
its pages can only be found by exploring and
part. Much remains hidden or lost within vaults of
one kind or another. Successfully discovering and
entering a vault is a momentous and dangerous
excavating sites associated with the pre-Final Wars event. While the characters are unique individuals,

M world. That is, they are not found lying around the
wilderness or even in current communities without
good reason.
possessed of skills and abilities beyond those of the
common person, they are still human beings. To
enter a vault and recover its contents should be

M WHAT IS A VAULT?
Throughout this book, you’ll see plenty of
significant, with many challenges. After all, how
else does one explain why the characters have
succeeded where so few have before?
references to “vaults,” but what are they really?
A Simply put, a vault is any hidden and/or protected
location where ancient artifacts can be found in
Gamma World. For the purposes of this book, it
CHALLENGING,
NOT IMPOSSIBLE
applies to any site containing items or information Gamma World is not a game about futility
associated with the past. Many of them are literally and the doom of all hope. Circumstances may
vaults, although not all of them are. As noted later overwhelm the characters and everything they
in this chapter, these heavily armored repositories hold dear… but might not. GMs designing

W (or “true” vaults) are usually closely associated with


the Final Wars and their immediate aftermath,
challenges should remember to make them
challenges the characters have an actual
chance of overcoming.
making them quite rare and exceedingly valuable.

O Much more common are makeshift vaults.


These vaults occur either as a result of intelligent
design or happenstance. In the first case, an
The second element is one that’s universally
applicable to Gamma World technology: mystery.

R individual or group decides that they need to


preserve some collection of items for the future. Not
having access to a true vault, they make do with
Vaults are mysterious, even frightening, places.
Ordinary folk shun them, assuming they even know
of their existence. They are locales of death, where
what is available to them. Thus, they might use an lesser mortals dare not go for fear of suffering a
L underground shelter or a bolt hole to accomplish
the same goal. In the second case, a vault might
arise because of an accident or environmental
terrible fate. Like haunted castles or forbidden
woods, vaults are a locus for popular superstitions
and fears. They are not simply impregnable

D condition. For example, a building might collapse,


sealing off its basement and turning its lower levels
into a vault. Likewise, an avalanche or a flood might
fortresses containing technological booty; they are
nexuses of mystery. It’s important to keep this in
mind, since it not only lends an interesting flavor
similarly impede entrance into a structure and to Gamma World adventures, but also acts as a
prevent its contents from being found in the touchstone for those adventures themselves.
aftermath of the Final Wars. Makeshift vaults are The term “vault” often conjures up all sorts of
no less vaults because of their different origins. images in the minds of players, everything from a bank
All vaults, whatever their origins, are united depository to the tomb of Tutankhamen. That’s as it
by two other elements. First, they are obstacles to should be. The past is a mystery to all but a small
be overcome. That’s important to remember. number of the inhabitants of the Gamma Age. When
Gamma World is a roleplaying game about the the player characters enter a vault, whatever its origin
rebuilding of human civilization after its collapse. and purpose, they are doing something very few others
The default assumption is that three generations of their kind will have done. It is a momentous
have passed since the fall of mankind. In that time, undertaking, one among many that could presage the
the legacy of the past has been reclaimed only in dawning of a new age. Never forget this.

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HISTORICAL AGES
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CHAPTER ONE: LOSS AND RECOVERY


Because vaults can come from a variety of World War II might become associated with some
different time periods, some of them comparatively mythical battle or catastrophe, but it’s highly
ancient, it’s worthwhile to take a look at these
periods. It establishes some parameters for the types
of vaults one might encounter from each period and
unlikely that anyone will know the whole truth.
This means that vaults from this time period come
wrapped in even more superstition than those
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what one is likely to find within them. The associated with the Final Wars period.
information presented here is used later in this Consequently, vaults from the Precursor Age are
chapter for handling several pieces of game great sources of inexplicable mystery.
mechanics relating to entering and looting these Any vault from the Precursor Age that survives
vaults. As always, the descriptions that follow are
presented as suggestions rather than hard and fast
rules. GMs whose own conception of Gamma
to the Gamma Age did so either because it was
extremely well hidden or through sheer dumb luck.
Compared to later ages, the Precursor Age was
O
World dissents from one or more of the assumptions
of this book are therefore free to alter what follows
as necessary.
technologically primitive, especially those portions of
it that extend before the 20th century. To have evaded
discovery and fended off excavators is quite a feat. At
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the same time, there are always things that are
THE PRECURSOR AGE overlooked. For example, every few years, someone is
The so-called Precursor Age is the most distant injured in France by unexploded bombs from World
of all the historical ages still remembered by War I! The same can be true of vaults. Nevertheless,
inhabitants of Gamma World. Indeed, it is not
really an age in itself, but an aggregate term for
anything that occurred before the 21st century. The
vaults from this distant period should likely be rare
and, when found, exceptional in some way. T
world of the 20th and earlier centuries is so far
removed from characters’ experience as to be
legendary. Almost no one has any real sense of how
events from the Precursor Age relate to one another,
Example Precursor Age Vaults
• Bank vaults
• Fallout shelters
H
let alone their specific details. Such knowledge is
held only by a few functioning AIs and hoary sages
who’ve devoted their lives to gathering such
• Mines
• Time capsules
• Underground parking lots
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forgotten lore.
This means that the Precursor Age functions
as a catchall historical era. Any event or personage THE GENE AGE
that does not fit into another better-known era is (2000 TO 2050)
usually said to have occurred in the Precursor Age.
Game Masters who enjoy playing with the
interrelationship between myth, religion and
The Gene Age is the true beginning of Gamma
World, for it was during this time period that the
discoveries of David B. Pennon set humanity on
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history might find it amusing to toy with real world the path that would see the species seize control of
history and present a garbled version of it as a tale
passed down from the Precursor Age. For example,
its genetic future. The Gene Age is almost as distant
to most inhabitants of the Gamma Age as is the
A
World War II might be presented as a civil war in Precursor Age, but not quite. While the specifics
which a usurper (Hitler) attempts to claim the
throne from its rightful king (Great Britain) by using
an army of foreign mercenaries (Japan). The rightful
of the era are not well-known, there is much more
evidence of its existence than the Precursor Age.
Gamma Age savants may not know who Pennon
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king defeats the usurper thanks to aid from a loyal
retainer (United States of America) who, upon the
king’s death from wounds sustained in the conflict,
was or precisely what he did, but they’ll be familiar
with many of the devices and locations associated
with his research or the research that spun off from
L
ascends the throne as the realm’s new king. them.
How does this relate to vaults? Vaults from the
Precursor Age are poorly understood. Their actual
purpose is probably unknown or at least
Compared to the Precursor Age, the Gene Age
is a true “historical” period in that it is less
mythologized and garbled in its presentation.
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A GAMMA WORLD: OUT OF THE VAULTS
play around perceptions if the GM is so inclined.
After all, historians consider much of Egyptian
history “real” history, but they continue to argue
about the length and order of royal reigns!

M Misunderstandings will still be commonplace. A site


might be wrongly associated with a person or event,
even if the broader details are more or less accurate.

M A skeptical scholar might, for instance, believe that


Lyndon Johnson was Abraham Lincoln’s vice-
president rather than Andrew Johnson, since they
share a surname and both attained the presidency
A by succeeding an assassinated predecessor.
Gene Age vaults are necessarily more
sophisticated than those of the Precursor Age, with
computers and electronics common and integratl
to their design. They are likewise better hidden,
taking advantage of advances in engineering and
architecture. There are thus many unopened Gene
W Age vaults, although not as many as in later ages.
That’s partly because later eras would have
abandoned and removed their predecessors, but also

O because they are less well protected than those that


come after them, making them easier for looters to
open. Even so, good fortune and good design protect

R many of these archives.

Example Gene Age Vaults


• Antarctic research stations
L • Body banks
• Medical facilities
• Military installations
D • Underwater mining stations

THE NOETIC AGE


(2050 TO 2100)
The Noetic Age marks yet another significant
milestone in the development of Gamma World,
for it was during this period that humanity created
the first true artificially intelligent lifeforms. The
appearance of AIs, androids and other such artificial
beings was a major turning point in the history of
the world. Not only did it mark the first time that
mankind shared the Earth with other sentient
creatures, it also marked the beginning of a
revolution in psychology, psychiatry and related
disciplines. Humans now began to plumb the secrets
of their own minds, using the insights they’d gained
as a result of creating AIs. A wide variety of new
medical treatments arose too, designed to give men
the ability to manipulate their own mental processes
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up to its name: it was the era when intelligence Inhabitants of the Gamma Age almost certainly
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CHAPTER ONE: LOSS AND RECOVERY


itself fell before the onslaught of human science. know of the Final Wars at least in broad terms, but
The Noetic Age is both better and less well- the actual details elude them. The very name “Final
known than the Gene Age. That may seem Wars” is evidence of that. The combatants in these
paradoxical, but it’s easily explained. Being closer
in time than the Gene Age, the inhabitants of the
Gamma Age know a fair bit more about it than
wars and the reasons for their conflict are unknown
to any except those with an interest in history or
who have a direct connection to those bygone days.
T
they do about previous eras. However, the Noetic Consequently, most versions of Final Wars history
Age saw the rise of the first AIs, some of which are have a character that is by turns mythical and
still extant during the Gamma Age and whose sketchy. The era is almost always presented as a
reputations among human — and other — beings cautionary tale, even by those who wish nothing
is less than positive. Many people view AIs as either
monsters or gods, views often encouraged by the
AIs themselves. Not surprisingly, the Noetic Age
more than to rebuild the world as it once was. This
era looms large in the imagination of nearly
everyone who lives in the Gamma Age.
O
is often seen through this lens. To complicate
matters further, many AIs have deliberately
obscured or eliminated information about the
There are many vaults from this era. As one
might expect, they are extremely well protected and
guarded. Many of them have not yet been breeched
F
Noetic Age for their own reasons, some altruistic and it would take a Herculean effort to do so. That’s
(at least from the AIs’ perspective) and some selfish. because the era was characterized by paranoia and
Vaults from the Noetic Age are usually very fear. Every nation, faction and alliance on the
well protected. As one might expect, many of these planet worried that their enemies (and even their
vaults are preserved by AIs and other artificially
intelligent beings, such as androids. They may
protect them out misguided duty to their former
friends) might obtain their most secret information
and doomsday weapons to use against them.
Consequently, they built sturdy vaults with multiple
T
masters or because they wish to retain the vaults’
contents for themselves. Entering these vaults is
typically an epic undertaking. Successfully
redundant security systems and traps designed to
obliterate anyone who attempted to enter them
without permission.
H
recovering legacy artifacts from them is almost Final Wars era vaults are the holy grails of the
unheard of: the stuff of legend. However, the fact is
that many of the most potent political forces in the
Gamma Age have succeeded in liberating
Gamma World setting. They are the targets that
more contemporary beings seek out than any other.
Their reasons for doing so are twofold. First, these
E
technology from Noetic Age vaults. It is the key to vaults are much more likely to hold military secrets
immense power and influence. Should the player of a sort readily usable to gain power in the Gamma
characters do the same, the nature of the campaign Age. Individuals, nations and cryptic alliances alike
is very likely to take a turn into high-powered play. see great value in their contents. Second, so few of

Example Noetic Age Vaults


these vaults (comparatively anyway) have been
explored that simply doing so can increase one’s
reputation in a positive fashion. In the Gamma Age,
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• Aerospace control facilities
• AI labs
• Aquatic research stations
reputation is very important and can sometimes
mean the difference between life and death. Little
wonder, then, that individuals are willing to risk
A
• Deep core mining facilities life and limb to be among the handful of people to
• Orbital construction stations survive the dangers Final Wars era vaults present.
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THE FINAL WARS ERA Example Final Wars Era Vaults
The Final Wars era is not a true age in the sense
that the other historical periods presented here are.
• Intercontinental weapons launch facilities
• Military bases
L
That’s because the Final Wars did not last more • Orbital weapons platforms
than a handful of years, never mind a generation.
However, this era is included here, because, though
short, it brought about the end of the old world
• Subterranean command centers
• Underground retreats T
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A GAMMA WORLD: OUT OF THE VAULTS
THE GAMMA AGE
The Gamma Age is the term referring to everything
from the end of the Final Wars to the present time. It’s
The vaults of this era are mostly of a lesser sort
than those of previous eras. In fact, they are
probably less sophisticated than even those of the
a catchall term much like the Precursor Age. Indeed, Precursor Age, although this isn’t universally true.

M its actual length is up to the Game Master, depending


on how far in the future he wishes to set his Gamma
In some cases, Gamma Age inhabitants have
acquired and mastered technologies from the past
to protect their own items. These vaults thus possess
World campaign. The default assumption used

M throughout this book is that the Gamma Age is now


into its third generation after the Final Wars. Most of
what follows will still hold true for other epochs,
a higher degree of difficulty to overcome than more
makeshift vaults of the era. Similarly, the contents
of these vaults are generally less impressive: a
mishmash of items from many eras, most of them
A although some of the specific details might need to be
altered somewhat if the GM’s campaign diverges too
greatly from the baseline assumptions presented here.
recent and not all of them in good working
conditions. Breeching Gamma Age vaults is
common and not particularly noteworthy. In fact,
For almost everyone outside groups like the cryptic
alliances, the Gamma Age is simply “the present.” It it’s almost commonplace and forms the basis for the
is “the way things are.” It’s not invested with any economies of many small communities and tribes.
particular meaning, except perhaps as a lesser era after

W the fall of the “giants” who once strode the Earth before
the Final Wars. This means that its inhabitants do
not look upon it with any particular fear or awe. This
Example Gamma Age Vaults
• Burial mounds
• Community reserves
is simply their world: good, bad and ugly. Many would
O
• Cryptic alliance hoards
certainly wish that the Gamma Age were other than • Religious sites
it is, but there is very little that they can do about it. It
• “Treasure” troves
is unusual individuals, like the characters, who see

R beyond the Gamma Age and look to a better future.

L THE CLOSING OF THE VAULTS


As noted above, the term “vault” covers a lot ABOVE THE GROUND
D of ground. While such flexibility can be a boon to
Game Masters looking to personalize a setting, it
Above-ground vaults outnumber all others.
They are the buildings, installations and other
can also encourage vagueness. That is, having too
surface structures once commonplace across the
much information can sometimes stifle creativity,
globe. The sheer number of these structures was so
but having not enough can make it very hard to
great that even the devastation of the Final Wars
find a place to hang one’s metaphorical hat. This
was insufficient to wipe them all from the face of
section is designed to overcome these twin
the world. Even so, very few buildings from before
problems, providing GMs (and, by extension,
the Gamma Age survive wholly intact. The
players) with lots of options when it comes to
weapons used during the fall of civilization were
creating, describing and stocking vaults, whatever
immensely powerful. Even when they did not
their exact nature.
directly target a specific structure, the damage they
The following entries are first divided according wrought was far-reaching and profound. Quite
to the terrain type in which the vaults are found. simply, it is rare to find a surface vault from before
Under each terrain type, there are several the Gamma Age that does not have a very good
subdivisions that detail a few of the more common reason for having survived.
categories of vaults. These subdivisions are the real
Of course, there are many very good reasons
meat of the section, since they provide GMs with
available to a GM looking to use surface-based
some ideas on how to use vaults of that category, as
vaults in his adventures. One is remoteness. Even
well as some options on just what (or who) they
in the interconnected world of earlier eras, there
might contain.
were still places on the Earth that were inaccessible,
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either because of terrain or by the wishes of those
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CHAPTER ONE: LOSS AND RECOVERY


who built them. Many military installations, for
example, were constructed in out of the way places
so as to make them less susceptible to attack by
enemies. Likewise, research stations dedicated to
obscure or dangerous topics were often kept far away
from population centers.
T
Another possibility is sturdiness. Materials
science during the Final Wars and even before was
impressive. Nanotechnology and other related
disciplines enabled human beings to construct
buildings from a wide variety of very sturdy
materials, such as synthetic diamond. While not
wholly impregnable to the mightiest machines of
O
war, these materials were nevertheless quite
resistant to damage. It would not be implausible to
assume that some of these sturdy structures might
F
survive indirect attacks against them. For that
matter, many important government, military and
scientific structures had their own defenses to
protect them. Some of these defenses might have
been enough to stave off destruction, or at least
soften the blow.
Finally, the years immediately following the
T
Final Wars saw attempts at rebuilding the fallen
world. Individuals and groups banded together and
pooled their resources to prevent the total collapse
H
of all civilized society. In some cases, these efforts
were just good enough to preserve certain key
elements of previous eras, such as a handful of
structures. These structures then became the
E
cornerstones of new settlements and societies. For
example, an armory from the Final Wars era might
serve as the “castle” of a warlord who sets himself
up a king of the nearby territory. The armory is itself
a vault, filled with a store of legacy technology by
which the king and his successors maintained their
supremacy over their neighbors. If some accident
V
befell the settlement that grew up around the
armory, the vault might conceivably survive, albeit
as a shadow of its former self.
A
U
It’s also worth remembering that the Gamma
Age is a dark age compared to its predecessors but
not wholly without light. As the previous paragraph
makes clear, there were attempts to build new
structures to replace the ones lost in the Final Wars.
As settlements grow (and new ones are founded),
new structures will be created as well. These
L
structures could, over time, become the basis for
vaults of one sort or another. After all, three
generations — or more — is still a long time.
T
Consider the fascinating things that urban
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A GAMMA WORLD: OUT OF THE VAULTS
archeologists find from a hundred years ago or less
in many cities. The same could be true in Gamma
World, with the added consideration that so much
constructed, each one dedicated to the running of
a different aspect of the vast bureaucracies of the
age. These buildings were primary targets during
has been lost that few can be sure that there isn’t the Final Wars, which is why many no longer exist

M something even more ancient beneath most


settlements waiting to be found.
in the Gamma Age. Those that do are rarely intact,
having suffered all sorts of indignities over the
generations, including vandalism by the survivors
COMMERCIAL BUILDINGS
M The economy of the world before the Final
Wars depended on commercial enterprises, both
of the Final Wars, who often blamed the
government for the fall of civilization and sought
to gain some measure of satisfaction by destroying
large and small, with far greater emphasis on the the buildings that once housed its apparatus.
A latter. This isn’t to say that the Gene or Noetic
Ages were devoid of mighty corporations; they were
not. However, those eras saw technology reach a
Nevertheless, some government buildings did
survive intact. Finding one is a rare and valuable
find. Government buildings always contain lots of
stage whereby an individual or a small group of electronic data and computer terminals, many of
individuals could effectively run a business with a which are encrypted. A central AI may also be
large clientele. Developments in communications present, in which case explorers may find
and manufacturing (especially nanotechnology) themselves with it as an opponent. Government
W made it completely feasible for a single person to
do the work of dozens, even hundreds. This created
many new opportunities that did not exist in
AIs are notoriously eccentric, since they regularly
remain loyal to orders generations out of date and
act appropriately. Government buildings sometimes

O previous eras and forever changed the way business


was done.
Commercial buildings therefore come in many
contain ID cards and other means of accessing
additional sites, making them extremely valuable
to those looking to explore beyond their walls.
shapes and sizes. The ones of most interest to
R explorers, of course, are those that still contain trade
goods of value in the Gamma Age. Alas, they are
RESIDENTIAL HOMES
The vast majority of humanity still lived
rare in the extreme. The realities of pre-Wars aboveground during the days before the Final Wars.

L commerce meant that most businesses produced


products on demand. The few that operated
according to older rules were looted long ago.
Their homes almost all shared a couple of key
characteristics. Firstly, most homes were heavily
automated, using a coordinating AI to monitor the
Exceptions exist, of course, so there is still purpose activities of robotic and nanotech systems that kept
D in seeking out ruined businesses. Far more valuable,
though, are nanotech manufacturing systems, as
them operating at peak capacity. These systems
included cleaners, recyclers, energy distribution and
well as the data necessary to make them work. These communications, among others. Secondly, most
are true prizes, and cause of some of the Gamma homes possessed their own microenvironments that
Age’s worst conflicts. were regulated according to the wishes (or whims)
of their inhabitants. The outward appearance of
GOVERNMENT BUILDINGS homes varied greatly, from high-rise apartment
In many nations before the Final Wars, the complexes to stately mansions to self-contained
government was the single largest employer of arcologies. The general tendency was toward
people. Even in those where this was not true, the building up rather than out, because real estate was
government was still a noteworthy presence in daily immensely valuable in the Noetic Age and beyond,
life, a veritable Leviathan. The escalating tensions so towers and dense high structures are more
of continuous technological revolution and common than low sprawls.
continuous social invention made many people of Residential homes were not targets in the Final
those final decades toward with longing toward any Wars and comparatively few of them suffered
promise of stability. Governments were the primary damage. However, most were not constructed to
tools for the project of building a life less subject to last forever and so have become dilapidated and
further unexpected change, and amassed ever run-down in the generations since the Wars. Those
greater power in its pursuit. Unsurprisingly, then, that still stand were those made from state of the
there were large numbers of government buildings art materials like diamondoid. Anyone entering
14 these homes could conceivably find almost

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anything, although items of a personal nature and still be used, while in others they will be completely
U

CHAPTER ONE: LOSS AND RECOVERY


use are most likely. Often, residential homes forgotten. Consider, for example, that the city of
continue to be used for their original purpose, as Seattle, which is relatively young by comparison to
beings again set up house within their walls. For many cities in the world, is built upon the burnt
that reason, explorers should be wary of the new
inhabitants, lest they be caught off guard.
out husk of its former self destroyed in the Fire of
1889. By the Gamma Age, many (if not most)
settlements will have similar subterranean
T
BELOW THE GROUND stratifications, giving the GM a means to use vaults
Subterranean vaults take more effort to make very close to home. Indeed, an entire campaign
and maintain, but offer appealing advantages for could be built around exploring the undercity of
builders out to protect their goods. Underground the player characters’ home community, battling
vaults are better protected against damage from
weapons, weather and other catastrophes. They are
also better hidden from surface populations,
its denizens and liberating the artifacts that they
possess.
Of course, some subterranean vaults were built
O
meaning they are also more likely to be intact,
whether whole or in part. Looters and “tomb
robbers” have to know about the existence of a vault
that way on purpose. These include underground
bunkers designed to protect governmental and
military personnel during times of war, as well as
F
before they can sack it and many subterranean research facilities and even commercial centers. By
vaults are unknown to the inhabitants of the the Gamma Age, it was comparatively easy to build
Gamma Age. This means that the GM can very underground structures without any of the
easily use these vaults as the basis for adventures or difficulties that plagued past efforts of this sort. The
even entire campaigns in some cases.
Because of their relative protection,
subterranean vaults are remarkably diverse. Many
use of robotics and nanotechnology alone made it
a relatively simple matter to carve tunnels and
caverns from the Earth’s crust, or even deeper. On
T
predate the Final Wars by many decades, even
centuries. For while the surface of the Earth was
well used by the time of the Final Wars, beneath
most continents, there were underground magnetic
levitation train networks that allowed
extraordinarily quick travel from one city to the
H
the Earth was another story. There space available next. There were also subterranean nano-factories
beneath the surface of the world is immense, larger
than the surface area by several factors. That means
that, if the GM so wishes, there is room for sprawling
that used raw materials from the Earth’s interior to
produce a wide variety of consumer goods. There
were even underground arcologies that offered
E
hidden structures hidden away from prying eyes. comparatively vast amounts of living space to those
Furthermore, subterranean vaults better jibe with who chose to live within them.
our atavistic sense of what a “vault” is. When one Subterranean vaults thus offer a lot of latitude
thinks of archeology and excavation, it typically to GMs looking to find places to set adventures or
involves digging into the ground in order to find
items from the past. This also corresponds rather
nicely with many of the mythic themes that Gamma
place artifacts from the past. They are much more
likely to be undisturbed. Vaults of this kind are
therefore likely to be the “default” in all but the
V
World employs, making it very easy to connect
vaults with “the Tombs of the Ancients” or other
such fantasy tropes.
most unusual campaigns.
DEEP CORE MINES A
The ease with which subterranean vaults can The rise of nanotechnology increased the
be used shouldn’t blind the GM to plausibility,
however. He still needs to consider how and why
demand for pure raw materials like carbon to record
levels. Because the easily accessible veins had
already been played out by the time of the Noetic
U
these vaults exist. Fortunately, doing so is almost
as easy as using the vaults themselves. By the time
of the Gamma Age, many locales have been
inhabited by human beings for many centuries (in
Age, humanity turned to deep core mines to find
what they needed. These mines are massive shafts
running kilometers below the surface of the world.
L
They included extensive elevator systems designed
some places even longer!). Consequently, these
locales have layers (or strata) of subterranean
structures that may still be accessible with some
to transport the tons of materials they unearthed.
They also included control stations and portable
AI bunkers to direct the activities of mighty boring
T
effort. In some cases, these structures might even
devices that did their work here. 15
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A GAMMA WORLD: OUT OF THE VAULTS
The mines still exist in the Gamma Age, but
entering them is dangerous at best. If the power
systems of the elevators are not longer functioning,
sought “bloodless” wars, this evolution alarmed
military planners, who quickly realized that the old
methods of defense would no longer be adequate to
there is no safe way to descend into the yawning the task. Military complexes were now vulnerable

M abysses. Moreover, there isn’t all that much of value


until one reaches the lowest levels of the mines,
where the robotic and automated systems may lie
in a way they had not been in many generations.
One solution was to place military complexes
below ground where they could use kilometers of

M dormant after long centuries. Of course, some of


them may still be hard at work, drilling deeper and
deeper in search of raw materials of use to people
bedrock and other natural defenses to protect
themselves from enemy assault. In addition, military
proving grounds were much safe when removed from
long dead. population centers on the surface. Underground
A MAGLEV TUNNELS
Once upon a time, giant subterranean tunnels
locales also made espionage more difficult (though
far from impossible). Consequently, military
complexes were frequently found beneath the earth.
allowed magnetic levitation trains to travel from Though many were wiped out by devastating
one end of the continent to the other, guided by weapons during the Final Wars, some survived. Those
AIs that could keep track of the entire network and that did survive hold weapons, ammunition and
ensure safety. Those systems largely shut down after other materiel, in addition to information of value
W the Final Wars, although small sub-networks of
them may still be operational. Anyone who entered
a disused tunnel would find it a convenient, if long,
to anyone wishing to continue the development of
engines of destruction. Not surprisingly, intact
subterranean military complexes are great prizes in

O means of overcoming land obstacles. Entering a


tunnel still in use (a rarity but nevertheless a
possibility) opens characters up numerous dangers,
the Gamma Age.

ON THE SEA
not least of which being a train traveling at
R incredibly high speeds: vacuum or exotic gases,
incredibly high voltages in superconducting
electrical cables, maintenance robots with
This category includes any surface waters as
well as small islands. These locales provide lots of
possibilities for vaults that escaped notice, in part
because maritime vaults need not be limited to a

L aggressive programming, and on and on.


Maglev tunnels can be found almost anywhere,
since the train networks were quite extensive before
single locale. For example, a naval vessel can move
from place to place, whether by its own power or
tossed by the waves. Obviously, an island or an oil
the Final Wars. Abandoned tunnels are home to
D all manner of beings, including entire subterranean
societies that conduct commerce via the tunnels.
derrick isn’t going to be as mobile. Even so, such
sea-based vaults could conceivably have survived
the devastation of the Final Wars because they
Every few kilometers there are automated stations simply weren’t as apparent as land-based targets.
to keep track of the movements of the trains. Again, this is a generalization. Any maritime targets
Though small, the stations contain lots of of military significance were probably hit and were
computers and electronic devices, as well as a unlikely to have survived, although there are
communications system that connects to the central exceptions to every rule.
governing AI. If still operational, these items could It’s these exceptions that make the most
all be of great use to the player characters. There interesting sites for Gamma World adventures. Like
are also storehouses of parts and replacement trains subterranean vaults, the relative inaccessibility of
every few kilometers. These storehouses are often seagoing vaults makes them more likely to hold rich
seized by beings who scavenge tech items or seek treasures untouched by looters. Similarly, these
to use them for their own purposes. vaults are unusual in their nature, which makes
MILITARY COMPLEXES them a great change of pace from the typical vaults
player characters will encounter. Traveling to an
Warfare in the Gene and Noetic Ages favored
abandoned stealth battleship adrift on the Atlantic
surgical weapons of immense firepower. Through
Ocean would be a very different experience from
the use of artificial intelligence, for example,
exploring the maglev tunnels beneath the
weapons could seek out very specific targets and
American Midwest. As a locale, water is quite
leave surrounding ones almost wholly free of
underused in roleplaying games. GMs looking to
collateral damage. While a boon for those who
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add spice to their games will find that maritime
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CHAPTER ONE: LOSS AND RECOVERY


vaults may be just what they’re looking for.
The primary difficulty with maritime vaults is
that they can be difficult to reach for most player
characters. If a vault is located on a remote island
in the Pacific Ocean, only a very special group of
characters will even know of its existence, let alone
T
be able to reach it. Consequently, the most practical
maritime vaults are located closer to home, perhaps
on lakes or rivers or some other inland area.
Alternately, they could be located not far from the
coast. True seagoing vaults will require a lot of
preparation to find and loot, making them very
difficult undertakings. That’s not to say GMs should
O
avoid them at all costs, but their presence should
be sparing at best unless the focus of the campaign
is built around them. In fact, a band of maritime
F
explorers with a relic boat of their own, traveling
the seas of the Gamma Age, has a lot of appeal.
Yet, there’s no denying that this is an unusual
campaign focus and one that players and GM should
agree upon from the start.
ISLANDS
T
Islands, whether in lakes, rivers or sea, make
great vaults. They are far enough removed from the
mainland that the lowest levels of looters will not
bother with them, ensuring at least a basic level of
H
preservation. Unfortunately, this isn’t usually
enough to keep very determined looters away,
which is why island vaults that survive intact
E
typically employ some other type of defense as well.
SEAGOING VESSELS
Very few seagoing vessels survived the Final
Wars. Those that did were largely military vessels
designed to withstand great punishment. A handful
of them might still be afloat on the waves of the
V
world, waiting to be found. However, any that still
exist will be far from the shores of the world, making
them difficult to reach. On the other hand, they
will likely be storehouses of military technology,
A
including some mightily impressive heavy weapons.
This makes them a prize well worth exploring,
should one find a way to locate and reach them.
U
BENEATH THE SEA
If vaults can be found on the sea, why not
L
beneath them? Aquatic vaults have a lot in common
with subterranean vaults, more so even than
maritime vaults. Like their underground
counterparts, underwater vaults have probably
T
survived in greater than average numbers because
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A GAMMA WORLD: OUT OF THE VAULTS
of their sheer inaccessibility. Indeed, they probably
survive in number greater even than subterranean
vaults. At the same time, there were comparatively
there or a complete ghost town. In either cases, these
arcologies could be home to just about any type of
artifact that could be found in a surface dwelling.
few aquatic vaults built even in the Final Wars era;

M there wasn’t much incentive to do so.


Of course, “not much” isn’t the same as “none.”
Aquatic vaults did exist and many of them still do,
DEEP-SEA MINES
By the time of the Final Wars, nanotechnology
had become ubiquitous, obviating the need for most

M some of them wholly intact. During the Noetic Era,


underwater cities and research stations reached
their zenith, with several in the Atlantic and Pacific
natural resources. However, some ores, minerals,
chemicals and other natural products remained
necessary as the raw materials for nanotech
Oceans, as well as some in the Indian Ocean and manufacturing. These materials were sometimes

A near Antarctica. These places were collectively


home to millions of people, some of whom were
rare or scarce on Earth. Rather than import them
from space, which remained expensive,
manufacturers built deep-sea mines to plumb those
genetically adapted to life beneath the waves. Like
everything else, these cities and stations were the parts of the planet that had previously been
targets of attack during the Final Wars, but were untapped.
relatively low priorities. Consequently, it’s quite Deep-sea mines were sturdy and well protected
plausible to assume that, even if they did not survive against water pressure and other hazards.
W without damage into the Gamma Age, they are
probably better preserved than most surface sites.
Consequently, many of them still exist in the
Gamma Age. Should someone find the means to
reach them (many are kilometers below the
Once again, the problem with aquatic vaults is

O their inaccessibility, even more so than maritime


vaults. Finding a way to get down to a underwater
city or mining station will be quite difficult for most
surface), they might still be operational, filled with
all manner of drilling equipment and processing
facilities. Some of these mines were automated, run
by AIs and synthetic lifeforms. These beings may
R player characters. Doing so will probably be a major
undertaking that will require the assistance of a
nation, group or cryptic alliance that possesses the
still exist there and, if so, might resent — or
welcome — the sudden appearance of outsiders.
knowledge and equipment necessary to make the
IN THE AIR
L trip. That’s not a bad thing in itself. However, it is
an unusual occurrence in most campaigns. Bringing
an underwater vault into the campaign will
Even more unusual than maritime or aquatic
vaults are aerial ones. Very few Game Masters

D therefore have many repercussions beyond what’s


found in the vault itself. So long as the GM is aware
of this, adding a vault like this can be a rewarding
consider the possibility of a site located above the
surface of the world and with good reason.
Nowadays, airplanes are among the only things that
experience and well worth the effort. travel through the air and they do not remain there
for more than a few hours at a time. The notion
AQUATIC ARCOLOGIES that any type of aerial vessel, never mind a facility,
The world at the time of the Final Wars was filled could do so for the several generations that has
with billions of human beings. Although fewer in passed since the Final Wars seems ludicrous at first
number than they had been in previous generations, glance.
there were still enough people in the world that the For the most part, yes, it is ludicrous, or at least
need or desire to create breathing space was important. quite unusual. However, there are many possibilities
One of the ways this was achieved was through the for GMs who wish to include aerial vaults in their
creation of aquatic arcologies, self-contained campaigns. The first thing to remember is that not
underwater cities on the ocean floor. There were all vaults are incredibly ancient. A vault can be
dozens of these cities, some of them with populations quite recent. So long as it holds items or knowledge
in the hundreds of thousands. worth extracting then it qualifies as a vault for the
Naturally, aquatic arcologies suffered just as purposes of this book. Therefore, an airplane or
much as other cities during the Final Wars. Some, balloon put into flight during the Gamma Age
though, escaped notice because of their remoteness. might be an example of an aerial vault. Likewise,
These survived to varying degrees into the Gamma some mutations, like telekinesis could be used to
Age. Anyone visiting one of these arcologies today place objects into flight. Though rare, it’s not
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beyond the bounds of possibility, especially in
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CHAPTER ONE: LOSS AND RECOVERY


Gamma World!
Nevertheless, it’s quite true that an aerial vault
requires some unusual circumstances to justify. More
than likely, it also requires some technological
hand-waving to overcome suspension of disbelief,
but that’s often true of many good ideas, so the GM
T
should not shy away from it simply for that reason.
At the same time, the GM bear in mind that, if it is
difficult to explain how an aerial vault exists at all,
it’s almost as hard to get the player characters there.
On the other hand, if he can do so, he will have
created an extremely memorable adventure locale,
one that is likely to enrich his campaign.
O
BEYOND THE BOUNDS
OF EARTH
F
Ironically, orbital (and interplanetary) vaults
are easier to explain than aerial ones. Object and
structures placed in a stable orbit can remain there
for very long periods of time without decay. This
means that there are untold thousands of satellites,
stations and other things circling the Earth by the
Gamma Age. Many, if not most, of them will not
T
be operational, but a few will be and it is these few
that provide the GM with almost endless
possibilities.
H
Before the Final Wars era, mankind had
returned to space, exploring the Moon and nearby
planets, as well as sending probes and spacecraft
E
even farther away. Permanent settlements were
established in a few places, although none of them
ever grew very large. Despite this, their existence
provides GMs with plenty of opportunities to
introduce something genuinely unexpected into his
campaign. How many players expect their
characters to wind up on a Moon base or aboard a
V
space station? Alternately, an object from space can
fall to Earth, bringing its contents with it. In this
case, the characters do not go to the vault; the vault
comes to them.
A
The difficulty with orbital vaults is twofold. The
first is the common one of their inaccessibility. How
do the player characters get there? In most Gamma
U
World campaigns, space vehicles are rare or outright
non-existent. How does one reach a space station
without them? Even if such vehicles exist, figuring
L
out to fly them will be mammoth undertaking and
require resources and knowledge the characters may
never possess. Automated systems are a possibility,
of course, but they should not be commonplace,
T
S
lest they soon take over the campaign. This brings
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A GAMMA WORLD: OUT OF THE VAULTS
us to the second difficulty: compatibility. Not all
campaigns are compatible with the notion of space
travel and orbital vaults. There are many reasons
could thus find themselves on a potential treasure
trove should they be able to convince its masters
that they should cooperate and can provide them
for this, ranging from a different focus to concerns with what they needed to continue their operations.

M about technological contamination. After all, any


orbital vault that survived is probably home to a
lot of cool toys, many of them even more powerful
SPACECRAFT
Planetary and interstellar spacecraft might still

M than those found on Earth. A GM would have every


reason to be concerned about their introduction
into an existing campaign.
exist in orbit around the Earth. Again, these were
popular targets during the Final Wars. Likewise,
those humans who could escape the devastation of
As always, none of these difficulties is the Wars often boarded ships bounded for the

A insurmountable. So long as the Game Master is


aware of the consequences of introducing orbital
Moon, Mars and beyond to save themselves. These
tactics did not always succeed, but they occasionally
did, which is why there are comparatively few space
vaults, both in terms of campaign focus and
technological advancement, there will be fewer vehicles still in orbit of the planet.
problems. In fact, the introduction of orbital vaults That said, the days prior to the Final Wars saw
could well be an important stage in the player the creation of a vast automated shuttle system, in
characters’ quest to rebuild civilization. Space could addition to spaceplanes that operated along similar
W hold survivors from previous ages, who’ve watched
Earth from a distance and waited for the time when
principles. Some of these have undoubtedly
survived. Should someone find a way to board one,
the question then becomes how to control it. The
they might be able to impart their preserved

O knowledge to the world. Such a turn of events would


be one of epic consequences and isn’t suitable for
every campaign. However, it’s events like this that
automated systems may malfunction or may have
developed minds of their own. Without an ability
to control these vehicles, any trip aboard them will
be a dangerous proposition.
R make Gamma World different from many other
roleplaying games; they are to be savored by those
who a taste for them.
SPACE STATIONS
Much like the orbital factories, space stations

L ORBITAL FACTORIES
During the Noetic Era and afterward, many
manufacturing processes were deemed either
proved wildly successful during the Noetic Era and
afterward. Dozens were built during that time,
becoming homes to thousands of people. These
impractical or too dangerous to be done on Earth, so stations were mostly destroyed during the Wars, but
D they were placed in orbit instead. These orbital
factories proved wildly successful, allowing the
a few may have survived. If they are still operational,
they would provide a stable base from which to
explore Earth orbit and beyond.
creation of unusual alloys and other materials, as well
as using nanotech that was on the cutting edge of its Of course, many will have suffered massive
day. Consequently, their numbers grew over time damage and now be devoid of air, gravity and other
until, by the time of the Final Wars, there were necessities. The likelihood that any inhabitant of
literally thousands of them in orbit around the planet. the Gamma Age could survive under such
Many orbital factories were targets during the conditions is small at best. On the other hand, these
Wars, but some survived. Those that do are mostly stations were designed to be largely self-sufficient.
uninhabited except by their robotic and synthetic If one or more of them has survived intact, it is
workers. They use a combination of solar and fusion possible that they hold the descendants of those
and so are still operational… if they have or can who originally inhabited them. If so, they may have
get the raw materials they needed to work. Anyone unique insights to offer the world below, if only they
who visits an orbital factory in the Gamma Age could be reached.

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OPENING THE VAULTS
U

CHAPTER ONE: LOSS AND RECOVERY


From the perspective of the characters (and The GM should consider the role played by
many other inhabitants of the Gamma Age), vaults every vault in her adventures. Some will have no
are interesting primarily for what they contain.
That’s perfectly understandable. While some vaults
are inherently interesting, most are not. They are
role other than to provide “treasure” to the player
characters, in which case there’s little need for
elaborate explanations or descriptions of their
T
thus obstacles to be overcome rather than valuable defenses. Others, though, will be important,
in their own right. Overcoming the vault’s natural becoming very much like NPCs, with their own
and circumstantial defenses therefore is an personalities and quirks. Vaults of this type will be
important element in many Gamma World special ones that play a central role in an adventure
adventures. This section provides an overview of
some of the more common defenses to be used both
either as written or as a spur to the GM’s
or campaign. They should be uncommon unless the
GM wishes to exquisitely detail every bolthole and
time capsule strewn across the shattered landscape
O
imagination. The wide variety of possible defenses
is immense, so what follows is only a brief précis of
the topic rather than an exhaustive list.
of the Gamma Age. In the end, vaults deserve
attention commensurate with their role in the
adventure or campaign.
F
TYPES OF DEFENSES NATURAL DEFENSES
Like “vault,” “defense” is used in this section Many vaults have natural defenses, which is a
in an equivocal fashion. That is, a vault’s defenses large category that includes anything not
are not necessarily weapons systems or traps or even
locks. Rather, “defense” refers to any type of
protection that impedes the player characters’
specifically created by intelligent beings. A few
examples of natural defenses include:
• Altitude
T
ability to breech the vault and to obtain the artifacts • Avalanche debris
hidden within it. Defined in this fashion, a defense
is an dditional layer of difficulty to attempts to
• Felled trees
• Ice
H
breech a vault. • Water
Depending on the wishes of the Game Master,
this additional layer may or may not have any game
mechanical effects. In some adventures or
These and other such obstacles are all the
results of natural occurrences, whether or not they
were extant at the time the vault was built. Altitude
E
campaigns, it’s not noteworthy except as part of the in the above list is a clear example of man’s taking
background color that an ancient computer system advantage of a natural property in order to protect
is buried under tons of debris. Finding the system is a vault. Thus, a vault might be found high in the
just a means to an end rather than an end in itself, mountains in order to make it inaccessible.
because the GM has decided that the system holds
the key to something the characters need to know.
In this case, the debris is just a “special effect,”
Meanwhile, avalanche debris or felled trees might
have occurred after the vault was constructed,
V
adding to the difficulty of breaching it.
something the GM can use to spice up his
descriptions of the characters’ work, as they dig and
roll away the boulders and other detritus of the ages.
ARTIFICIAL DEFENSES
Artificial defenses are the opposite of natural
A
In other adventures or campaigns, however, a defenses, both in the fact that they were specifically
vault’s defenses may prove very important, perhaps
because they represent the climax of the action or
because they are done under difficult circumstances.
created for their purpose and because they rarely
involve natural elements. That is, artificial defenses
are made from artificial materials and processes that
U
In those cases, the GM might well decide that the
fallen debris increases the DC to various skill checks
or imposes a time penalty on the characters’ efforts.
are not found in the natural world. A few examples
of artificial defenses include:
• Contact poison
L
If they do not find a way to break through the debris
and reach the system quickly enough, some dire
consequences may unfold.
• Electronic locks
• ID cards
• Force fields
T
• Steel doors
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A GAMMA WORLD: OUT OF THE VAULTS
Artificial defenses can run the gamut from
primitive to high-tech in origin. Obviously, a vault
protected with contact poison is probably less
sophisticated than one protected with a force field.

M Probably but not necessarily. After all,


biotechnology and nanotechnology was quite
advanced during the Final Wars era. A “contact

M poison” might actually be a biotech virus or


nanotech device that enters a target’s bloodstream
and wreaks damage far worse than any natural
poison. In any case, all these artificial defenses are
A the result of technological know-how rather than
something else.

ID “CARDS”
By the time of the Final Wars, ID cards
no longer existed as physical cards carried
W around in one’s pocket or worn around
one’s neck. They were usually implanted
in the “carrier” either as benign nanounits

O or viruses. Card readers could scan carriers


to detect their presence and would allow
access as appropriate. Unfortunately, this
technology was lost with the Final Wars,
R except to a handful of AIs that once
oversaw its implementation. They still
possess they ability to create and inject ID

L cards into a person’s bloodstream, but they


are unlikely to do so in most cases. That’s
because there’s very little reason to do so
any longer, as well as the fact that the
D systems are largely useless in the Gamma
Age. Too few of them survived the Wars
to make it worth using the system again.
At the same time, clever characters
may convince a friendly AI to inject them
with ID cards to aid them in exploring
ancient ruins. For convenience, these ID
cards are rated from Stage I to Stage V,
with each stage granting a higher level of
access to a site (or collection of related
sites). Anyone possessing the proper stage
ID card can move with relative freedom
within a site and may be able to convince
automated or intelligent systems that that
they should be allowed to move about. Of
course, a lot has happened since the Final
Wars, so there’s no guarantee that an
intelligent defense system that once
responded to Stage V ID cards still does.

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INTELLIGENT DEFENSES Intelligent defenses are noteworthy because
U

CHAPTER ONE: LOSS AND RECOVERY


Intelligent defenses can be either natural or they target only those whom they do not recognize.
artificial in origin. They consist of beings (defined They may allow selective entry into a vault,
broadly) who act as a vault’s guardians and who depending on the nature of their orders or their own
will do whatever they can to prevent the characters
from breeching it. A few examples of intelligent
judgment. For example, a band of android warriors
might allow non-mutants into a vault, because they
recognize them as their “masters.” Alternately,
T
defenses include:
• AIs anyone who can convince an inquisitive AI of their
good intentions may be able to bypass its defenses.
• Android soldiers
The point is that intelligent defenses do not act
• Automated weapons systems without reason. They act because of instructions or
• Tribal warriors
• Warbots
beliefs regarding who and under what circumstances
individuals should be allowed to enter a vault. O
F

T
H
E

V
A
U
L
T
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In the most general sense, a tool is any device Gamma Age world do not value tools as much as
that humans use to make their lives easier. A flashlight weapons, armor, vehicles, or medical technology, wise
is a tool for seeing in the dark, a diving suit is a tool and experienced adventurers know that a sturdy and
for surviving under water and a wrench is a tool for comfortable tent or the correct set of lock-picking
tightening bolts. While people have been making tools can often be at least as valuable as a blaster pistol
ever-more complex tools since the Paleolithic, or a hover bubble.
nanotechnology and the vast advances in materials Characters who don’t live in communities with
science that it created allowed engineers to create regular access to the level of technology required to
tools that were far superior to those made before the produce particular devices must analyze them in
late 21st century. Suddenly, tools could reshape accordance with the rules in the Gamma World
themselves according to their user’s desires, and Player’s Handbook, Chapter Six. Each distinct
improved microelectronics allowed some of these tools function is a separate layer for analysis, DC 15 unless
to operate on their own. While many people in the noted otherwise.

PERSONAL TOOLS
These are devices intended for use by a single remains in the water and continues to remain attached
person without a great deal of difficulty. for an hour after the wearer has left the water. At this
time, the biogill falls off and rolls back up into its
BIOGILL dormant form.
Size: Tiny In addition to being useful tools, biogills are also
Weight: 0.5 lb simple organisms. If someone cuts a biogill in half and
Purchase DC: 12 places each half in a tank or pond exposed to direct
While the various forms of diving gear developed sunlight and filled with water containing nutrients
in the 20th century allowed human unparalleled and algae, each half will grow into an adult and fully
access to the ocean’s depths, these devices suffered functional biogill in a month. Until it reaches its adult
from several serious flaws. None of the methods size, cutting it in half again will kill it and it will not
allowed humans to stay down for more than a few bond to a wearer’s back.
hours and diving to any depth required lengthy Biogills allow the wearer to breathe normally in
decompression. The biogill solves both of these any water that contains sufficient amounts of dissolved
problems. Instead of providing breathable air, a biogill oxygen. In practice, this means that the wearer can
directly oxygenates the wearer’s bloodstream. In safely use it in any water that is not either extremely
addition to never running out of air, the device toxic or so stagnant and foul that few people would
regulates the levels of oxygen it provides sufficiently willingly touch it. However, the wearer cannot use a
well to avoid any problems with pressure as long as biogill when she is wearing anything that covers the
the wearer does not dive deeper than 1,000 yards. upper portion of her back. Biogills must attach to the
When dry and unworn, a biogill goes dormant and use’s bare skin and do not function if worn under
rolls up into a small cylinder six inches long and four heavy clothing or any type of armor.
inches in diameter — a biogill can remain dormant
indefinitely. Five minutes after the user immerses this CAMPING BIO-BAND
device in non-poisonous water, it unrolls into a flat Size: Tiny
oval 6 inches wide and a foot long. When wet, this Weight: 0.5 lb
oval deploys hundreds of short, ribbon-like fronds up Purchase DC: 12
to an inch long. The biogill absorbs oxygen through One of the most useful advances in camping and
these fronds. When applied to someone’s back, a biogill wilderness survival technology created before the Final
painlessly sends in hundreds of tiny root-like fibers into Wars is a biotech creation known as a camping bio-
the person’s back, temporarily bonding it to the person band. Created from a genetically modified sea creature
and providing them with oxygen. The biogill remains called a chiton, this organism is 2 inches wide, 6 inches
active and attached to the wearer’s back as long as she long and half an inch thick. It has a hard carapace that

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Handi-
Lite Biogill
Cutter-
Bonder

Grabber
Fix-It

comes in a variety of bright primary colors and is marked appropriate touches cause some or all of them to
with the logo of whichever company created its illuminate, providing a level of illumination ranging
ancestors. This creature wraps itself around the user’s from candlelight (5 ft. radius of illumination) to light
wrist and extends a thin, painless proboscis to draw equal to a torch or a late 20th century chemical light
the nutrients it requires from the user. stick (20 ft. radius of illumination). These lights can
Once in place, it performs a wide variety of useful also create a directional light equivalent to a flashlight
functions. Using a powerful color-changing ability (a beam 30 ft. long).
grafted in from flounder genes, a patch on the middle Like much livetech, these creatures are
of the creature’s back functions as a biological display hermaphroditic and can be persuaded to mate and
screen. By touching various portions of the bio-band breed by anyone who knows the Tech Familiarity:
the unit can display detailed information on the user’s Final Wars Tech feat and 4 or more ranks in the skill
state of health (which provides a +2 equipment bonus Knowledge (Earth and life sciences). Camping bio-
for all treat injury rolls made on the user), in addition, bands give birth to one small egg that takes four
the bio-band is sensitive to magnetic north and can months to hatch and grow to maturity.
act as a compass (providing a +2 equipment bonus to
all Navigate checks). In addition, touching the bio- CUTTER-BONDER (C-B)
band to food or water allows the user to tell if it is Size: Tiny
poisonous. When the user touches a sample of food Weight: o.5 lb
or water to one end of the bio-band, the entire band Purchase DC: 12/14
turns a sickly green if the sample is poisonous. The A cutter-bonder is one of the more mundane
band also turns red in the presence of unsafe air and wonders of the nanotech era. Shaped like a oval 20th-
yellow if exposed to dangerous levels of radiation. The century box cutter with a red button on one side and
greater the danger, the brighter its color becomes. a green button on the other, a C-B is extremely easy
Also, the bio-band has several dozen dime-sized to use. Its only other control is a digital gauge labeled
bioluminescent spots running down both sides. The “Depth” that runs from one one-hundredth of an inch

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CHAPTER TWO: TOOLS

to four inches. This item lacks any visible blade, but


can cut almost any material and bond almost any two PURCHASE DCS
materials together. This device contains a reservoir Many of the items in this book have a split
for highly specialized nanotech that can either break purchase DC — two numbers separated by a
almost any molecular bonds or create powerful bonds slash mark, such as “17/20.” The first number
between a multitude of materials. To cut an object, is always the purchase DC of the item in
the user sets the depth, holds down the red button technically advanced communities like pure-
(labeled “Cut” in pre-Wars English) and touches it strain human enclaves. The second (always
to the object she wishes to cut. Once activated, a higher) DC is for purchasing the item in the
stream of nanotech disassemblers emerge from the less advanced communities that make up the
front of the device and cuts the material to the desired majority of settled enclaves in the Gamma Age.
depth. The cutter makes a cut that starts at its front Very common devices and technologies
edge and extends downward into the material to that can either be bred or that have gone feral
exactly the depth that was set. In effect, the user has and can now be caught in the wild all have a
a saw that can be started anywhere in the material single purchase DC. Their presence has
and that cuts without effort. nothing to do with the level of technological
For safety, the disassemblers will not work on any advancement of a particular community.
form of living flesh. They also do not work on any of
the advanced diamond-coated materials used as armor
on military vehicles and as shielding for the inner found in almost any store and in the ruins of many
workings of fusion reactors. However, a C-B can do homes.
everything from cutting a sheet of paper while not FIX-IT
marking the table underneath to slicing through a
Fix-It (and Jinx): Tiny animal; HD 1d8 (hp 5); Mas 10; Init +3;
three-inch thick steel beam. Unfortunately, a C-B
Spd 20 ft (4 squares); Defense 15 (+2 size, +3 Dex), touch 15,
cannot be effectively used in combat, since the user
flat-footed 12; BAB/ Grap +0/ –5; Atk bite +3 melee (1d2);
must hold it in place and move it slowly (a C-B can
Full Atk bite +3 melee (1d2); FS/ Reach 2 1/ 2 ft./ 0 ft.; SQ
make a one-foot long cut every round). Attempting
Low-light vision; AL bonded human; tinkering; SV Fort +2;
to move it more rapidly engages the safety features
Ref +5; Wil +1; AP 0; RP 0; Str 5, Dex 16, Con 10, Int 6, Wis
and the device will not work until the user moves it
12, Cha 8.
more slowly.
Skills: Craft (electronic) +15, Craft (mechanical) +15, Repair
Bonding is equally easy. The user sets the depth,
+15 (or Disable Device +15 for jinxes)
holds down the green button (labeled “Bond”) and
touches it to the two objects she wishes to bond. These Feats: Tech Familiarity: Pre-War Tech
two objects must be touching each other, and the user Purchase DC: 14
must apply the C-B to a region directly over where While many tools were designed for use with
they touch. At this point, nanotech assemblers come extremely advanced supporting devices, the fix-its
out of the device and create molecular bonds between were designed to work with the far more common
these two objects. Better than any glue, these technologies of daily life. Fix-its are genetically
assemblers literally make the two items become one engineered capuchin monkeys designed to bond with
where they join. The user can bond glass to paper, a specific person. If someone feeds an unbonded fix-
plastic to steel or even rock to raw meat. As in cutting it for a full day and allows the creature to sleep next
mode, it only bonds a line of material to each other, to him, then fix-it will be completely loyal and
but for stronger bonds, the user can simply bond the devoted to this individual. This bonding lasts until
two items together at many places. The C-B cannot the individual dies or until the fix-it has been
bond living materials to anything else and bonding separated from this individual for more than a month.
must be performed as slowly as cutting. While useless After this, it is unbonded and someone else may freely
a weapon, a C-B can be both a valuable tool and a bond with it. Bonded fix-its cannot bond with anyone
devastating instrument of sabotage. A C-B can cut or else. Fix-its are extremely curious and to tinker with
bond 100 yards of material before the user must everything they encounter. Unfortunately, they were
recharge or replace its power cell. Cutter-bonders were still experimental creatures when the Final Wars
extremely common before the Final Wars and can be occurred and can have problems dealing with
advanced technologies.

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Fix-its attempt to repair, tinker with, or improve a version of a fix-it specifically designed to ruin and
any item of archaic, advanced, or pre-war technology damage objects. Although they were originally deeply
that they encounter. They possess an instinctive hated, jinxes rapidly became popular with intelligence
understanding of all technologies and craft simple operatives. Although it can and does regularly attempt
tools or use their specially modified and highly to repair broken items, a jinx only has a total bonus of
dexterous hands, feet and tails to attempt to improve +3 for Repairs. However, it can break or disable almost
any technological device they encounter. They are any device and has a total bonus to the Disable Device
most effective when working with Archaic and skill of +15. A normal Disable Device roll allows a Jinx
Advanced devices. They can transform any piece of to rapidly render any item non-functional and if it can
archaic, advanced, or pre-war technology into a make the roll with +5 added to the DC, the object will
Mastercraft object with a +1 bonus. The DC of this appear to have been improved or fully repaired until
attempt is the DC to construct this object +3. Fix-its its owner attempts to use it.
make all Repair and Craft rolls with a bonus of +15 Jinxes can be ordered to destroy or damage a
(which includes all bonuses from abilities, skill and specific device, but if left on their own, they will
any synergy bonuses). On a successful roll, the item attempt to sabotage any nearby device. If a jinx gains
becomes a Mastercraft item. access to a new item, roll 1d20. On a roll of 1–10, the
On a failure, any piece of archaic or advanced jinx damages the device so that it has a –3 penalty for
technology has been slightly damaged and now had a all uses. On a roll of 11–20, the jinx will modify the
penalty of –1. However, on a failed roll, pre-war device so that it performs some harmful and vaguely
technology become highly unpredictable: any item related function — a gun might explode when fired
of pre-war technology that a fix-it fails to upgrade or an electrical heating pad might either catch fire or
into a Mastercraft item becomes highly unreliable and shock the user. Since it is impossible to distinguish
may randomly backfire, fall apart without warning or jinxes from fix-its, both creatures are regarded with
perform some unexpected function vaguely related to great suspicion by most sensible people. Both types
its original purpose. Unfortunately, there is no way of creature breed well in the wild and occasionally
to determine what such a piece of technology might feral fix-its and jinxes tinker with gadgets belonging
do without attempting to use it. To avoid making to anyone who lives nearby.
existing problems worse, fix-its do not attempt to Both jinxes and fix-its look like large capuchin
repair items they have broken. monkeys approximately a foot and a half tall. They
Also, fix-its attempt to upgrade any object that stand and walk fully upright and their fur is quite short,
their bonded owner regularly uses, unless their owner but they retain the opposable toes and prehensile tail
periodically tells the creatures to leave that item of their ancestors. In addition to having slightly larger
alone. They are similarly interested in any obviously heads, the most obvious difference is that these
broken object their owner possesses, especially if the creatures have unusually large hands. They have seven
item uses advanced or pre-war technology. Fix-its fingers on each hand. Their fingers are also almost as
often become lethargic and can even sicken and long as a humans, but are far thinner and contain
occasionally die if they are not regularly given items one extra joint.
to upgrade and modify — owning a fix-it can be a
problematic proposition GRABBER
If desired, fix-its can also be commanded to use Grabber Gun (loaded) Grabber
the Extreme Machine special ability on any piece of Size: Small Size: Tiny
technology. Unfortunately, they are less adept at doing Weight: 2 lb Weight: 0.5 lb
this than a normal technician would be and once the Purchase DC: 16/ 17 Purchase DC: 14/ 15
items reverts to its previous state, it is broken and must Grabbers are the ultimate grappling hooks. Using
be repaired on a percentile roll of 50 or lower. nanomachines that bond themselves to any material,
Although fix-its can be troublesome, they are far a grabber can transform a difficult climb into an
more benign than a related species known as jinxes. exceptionally simple one. Grabbers are (usually) egg-
When the fix-its were created, the company who shaped objects 5 inches long and 3 inches in diameter
created them fired the design team shortly before the (approximately the size and shape of an avocado), with
fix-its were released so that the administrators would three buttons on one end and a foot-long rope
not have to share their bonuses with the genetic extending from the other. Pressing the green button
engineers and lab techs. In revenge, this team created allows the user to draws more rope out of the egg. This

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CHAPTER TWO: TOOLS

rope consists of the same nanomachines that make up versions that could provide the same services for
the egg; it expands when pulled out of the egg and everyone. Eighteen years before the Final Wars,
becomes soft, lightweight and incredibly sturdy. manufacturers refined this nanowear to the point that
Although this rope is only a quarter inch thick, it can it could also continuously keep the wearer and her
support up to 5,000 lb. Each grabber can provide up to clothing clean and could adjust the wearer’s clothing
150 feet of rope. At this point, the grabber is only the to avoid wrinkles, and even clear rainwater off of both
size of a large chicken egg. Pressing the red button the wearer and her clothes almost instantly.
activates the grabber. The far end of the grabber away Powered by the wearer’s body heat, this nanotech
from the rope flattens and turns black, and bonds with never needed recharging. Because it was one of the
the next non-living thing that it touches. Once cheapest and most widely available forms of
attached, the grabber can support up to 5,000 lb, unless nanotechnology available, millions of shot-glass sized
the object it is attached to breaks first. containers of this nanotech still remain in the ruins
Pressing the blue button causes the rope to retract. of many shops. In addition, some of this nanotech
If the user attaches the grabber to something, the rope has gone feral and now keeps the coats of various wild
will lift up to 5,000 lb as it retracts. The rope retracts at animals perfectly clean and smooth. Ranchers often
a rate of 10 feet per round. Pressing all three buttons, attempt to entice this nanotech onto their sheep.
one after the other causes the grabber to instantly release This nanotech works on all living beings and even
whatever it is attached to. Grabbers contain sufficient on cyborgs with living skin. It will remain on the first
power for up to six hours of constant use (including living organism that is size small, medium or large
continuously retracting while lifting heavy loads) before that it encounters. It provides a +2 synergy bonus to
they need to recharge. When they need to recharge, all Diplomacy rolls because the wearer always looks
both the grabber and the rope turns bright red. At this stylish and well-groomed. Even if the user fell into a
point, the user can no longer lengthen or shorten the swamp after sweating heavily while walking through
rope. Also, once the user causes a grabber that needs to a extremely hot and humid rainforest, she will be clean
be recharged to release, it immediately flattens out into and well-groomed in less than five minutes. This
a pancake-like disk one foot across. It will then fully nanotech can even repair minor tears and ripped
recharge if left in the sun for at least 10 hours. seems on the user’s clothing and keep it continuously
Originally, grabbers came with special pressed and wrinkle free as long as it is worn. If the
electromagnetic guns designed to fire them accurately user desires, she never needs to either take a bath or
up to 150 feet away, while keeping the rope on a to change his clothes.
special spool. Unlike the grabber itself, the guns Grooming nanotech also provides a +2 synergy
required power cells. A grabber gun can fire 30 times bonus to resist all poisons or diseases passed by either
before its owner must recharge or replace its power contact or injury, because the nanotech devours all dirt
cell. Many people abandoned these guns when they and other unwanted foreign material on the use’s body
broke or ran out of power. However, the grabber itself almost instantly. Users who get this nanotech fresh from
is almost indestructible, so today users often throw it its original package or who have been taught the various
or attach it to the heads of arrows as a way to deliver commands that it understands also learn how to cause it
it to where the user wants to attach it. to change hairstyles and apply high quality make-up that
it creates out of dust and atmospheric chemicals. Using
GROOMING NANOTECHNOLOGY a combination of hand gestures and voice commands,
Size: Tiny the user can completely change her hair color, hairstyle
Weight: 0.5 lb and make-up in only 10 rounds. Using grooming
Purchase DC: 12/ 14 nanotech in this fashion provides a +2 equipment bonus
One of the primary difficulties with all 20th and to all disguise-related checks.
early 21st century films was that all of the actors
needed to have their hair and make-up touched up HANDI-LITE
after every shot. In the late 21st century, cosmetics Size: Small
researchers developed nanotechnology that Weight: 0.5 lb
continuously performed these touch-ups, making high Purchase DC: 12/ 14
quality films and holovids both easier and far less This device represents the pinnacle of adaptive
expensive. A decade after it was developed for use in lighting. It consists of a diamondoid aerostat (rigid-
holovids, several companies created commercial framed balloon) six inches across, with solar cells on

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its upper surface and a small but powerful light key card or even a retina print, the nanounits
mounted on its bottom. Indoors and outdoors when determine the correct way of opening the lock and
there is little wind, the handi-lite’s small ducted fans open it. They require 1d4 turns to open any
can easily propel it at speeds of up to 60 ft. per turn. mechanical lock and 3d6 turns to open electronic
In higher wind or when its owner is moving faster locks.
than this, it extends its four slender, wire-like limbs These nano-machines open locks so effectively
from underneath the light and clings to either its that they do not leave any marks that the lock was
owner or to some convenient nearby surface. The forced open and will not set off any alarms connect
handi-lite can illuminate and entire areas as well as a to these locks. A nanokey uses very little energy and
halogen lantern (with a radius of 40 feet) or it can the solar cells on one side of the device keep it fully
use focusing mirrors to project a bright directional charged and active. Before the Final Wars, only
beam of light up to 60 feet long. thieves, spies and locksmiths ever used this device
Sensors on the handi-lite track the owner’s eye and it was fairly rare. Since nanokeys could not be
movements, so that the light is never in the owner’s purchased in shops and were only legally available to
eyes and always illuminates what the owner is looking a few varieties of licensed professionals, finding
at. Also, the amount of light it provides varies nanokeys in the postwar era is mostly a matter of luck.
depending upon the ambient light level, so that it
always provides an optimum level of illumination. The REPAIR GOO
user can command the unit to provide optimal Size: Tiny
illumination for both her and her companions. She Weight: 1 lb
can also switch between lantern and flashlight mode, Purchase DC: 13/ 16
reduce the level of light so that it illuminates a smaller Developed shortly before the Final Wars, this
area or provides illumination in such a way that little advanced nanotech can be found in the trunks of
or no light is directed in a particular direction (to almost all expensive vehicles and on the shelves of
avoid alerting anyone watching from that direction). the ruins of many once-prestigious shops. Repair goo
A fully changed handi-lite can provide continuous is always sold in a cylindrical container the size of a
illumination and mobility for 120 hours on one power 20th century 16 oz. can. Each can holds four uses of
cell. The solar cells on top of the aerostat recharge repair goo. When the user touches the can to an object
one hour of illumination for every three hours the and pushes the trigger button on the side of the can,
aerostat is in direct sunlight. a tennis-ball sized blob of silvery liquid emerges. This
advanced repair nanotechnology first uses miniature
NANOKEY sensors to analyze the object or device it has been
Size: Tiny placed on and rapidly determines what is wrong with
Weight: o.5 lb this device. During this process, the silvery liquid
Purchase DC: 19/ 22 spreads all over the object like a thin film of mercury.
The eternal struggle between ever more efficient This analysis requires approximately 5–10 minutes,
locks and ever improving lock picks continued right depending upon the complexity of the device.
up until the Final Wars. The nanokey was the finest Afterwards, the repair goo fixes any obvious problems,
lock pick ever devised. While it could not penetrate including breaks, weak points or worn parts.
the advanced biopattern locks used on highly secure Whether it is used on a broken motorcycle or a
military and government installations, it swiftly worn and scuffed suit of clothing, it can restore almost
opened any other lock. Nanokeys are small boxes that anything to pristine condition. It replaces any small
are four inches long, two inches wide, and two inches missing pieces using its own nanounits and whatever
thick. These devices contain a porous-looking surface material it can collect from the surface the object is
on one of their small sides and a button on the back. resting on — the repair goo sends out tendrils a yard
To use a nanokey, the owner places it against the or two long to collect any useful materials that are
lock and presses the button. A stream of manipulatory nearby. Instructions on a container of repair goo
nanounits comes out of the porous surface and invades recommend that when using it on seriously damaged
the lock. They are programmed to both recognize all items, the user place quanties of various materials used
known types of locks and to extrapolate ways of in the item nearby. Once it has finished all repairs is
opening similar types of unknown locks. Whether the can manage, the repair goo turns into a dark gray
lock uses a combination, a key, a punch code and a

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REPAIR GOO AFFECTS


Roll 1d20 and consult the table below. No check is required if the damage occurred less than a year
previously.
Age of Damage Jury-Rig Erratic Results Successful Repair
Between 1 and 10 years 1 2–6 7–20
Between 11 and 50 years 6 7–11 12–20
More than 50 years ago 11 12–16 17–20
Jury Rigged: The item falls to pieces after it has been used once, it cannot be repaired again without
a successful DC 25 Repair roll or a successful DC 20 Repair roll and more repair goo.
Erratic Results: The device now works erratically, Roll 1d20 after every use, on a roll of 1-3 the
device fails to operate when it is used or turned on. The user can retry it the next turn.
Successful Repair: The item was fully repaired and works normally.
One dose of repair good fixes anything from a fountain pen to a motorcycle or a battle suit. Owners
must use two doses to fix a large vehicle like a runner or a hover bubble, and four doses to fix an item the
size of a personal jet, a tank, a modest home or a large yacht. Repair goo cannot repair larger items.

powder and falls off of the item it repaired, leaving anything that has suffered damage within the last year,
shiny paint, smooth wood, or new fabric underneath. items that have either suffered several decades worth
Repair goo repairs any ordinary damage within of weathering or that were damaged and then
an hour, rendering the object or device as good as weathered for many years are far more difficult to scan
new. However, it cannot repair item that have large since so little of the original item is unweathered. As
missing pieces or items that have been fully or partially a result, repairs made on such items may yield erratic
reduced to rubble. Also, while it can analyze and repair results — often only some of the item’s original

Repair
Goo
Tool
Bracelet

Robocase

Sense
Specs
Shelter-
Pak

Wrist
Assistant

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functions work or the repair turns out to only be a on the handle. At this point, the case deploys a pair
jury rig and the item literally falls to pieces after it of small solar panels. These solar cells can recharge
was used once. the case’s batteries in 15 hours. The user can instead
allow this device to walk indefinitely if he deploys
ROBOCASE the solar panels while the case is walking.
Size: Large
Weight: 15 lb SENSE SPECS (TRIPLE S)
Purchase DC: 14/ 15 Size: Tiny
The problem with all luggage is that the user must Weight: 0.5 lb
carry it around wherever he goes. The robocase was Purchase DC: 15
an answer to this problem developed in the mid-21st First developed in 2020 to help soldiers on patrol
century. When inactive, a robocase is a suitcase 30 coordinate their efforts, these computerized sunglasses
inches tall, 18 inches wide, and 12 inches deep. The swiftly became popular with teens who enjoyed both
suitcase weighs 15 lb when empty and can hold up to the thrill of enhanced sight and the ability to share
40 lb of gear. It is extremely sturdy and protects everything with their friends. Within a few decades,
everything within with DR 5/ kinetic. When open, advanced wearable computers rendered these devices
the walls of the suitcase are unusually thick, but both obsolete and redundant. However, sense specs
otherwise it looks exactly like any other suitcase made remained popular with children, poor street gang
before the Final Wars. However, when the user presses members who could not afford better technology and
a switch on the handle, the suitcase extends six three people in the Third World.
foot-long legs, stands up, and begins the follow its Sense specs are built into fancy sunglasses with
designated user. sturdy metal frames. When the user pushes the button
Unfortunately, the designated user usually died on the top of the frame, the glasses turn on and
decades ago. How useful a robocase is depends in large become far more. Alone, they allow the user to
part on where someone finds it. One uncovered in magnify images up to 10X, to see in the dark using
the ruins of a store was likely never used before and light intensifiers and to see both infrared and
will obey the person who turns it on and will freely ultraviolet light. The frames contain a directional
follow and obey him. He can freely transfer ownership microphone that enhances distant sounds. The glasses
of the case to someone else, simply by telling the provide a +2 equipment bonus to all sight and hearing
robocase that someone else is its new owner. However, rolls and eliminate any penalties caused by dim light
someone used to own almost all of the robocases found as well as giving the user the Darkvision special
elsewhere. quality. Sense specs also contain software that allows
Once activated, an owned robocase attempts to them to track the user’s pupils and how the user’s eyes
seek out its previous owner and will protect its are focusing, and use this information to automatically
contents from intruders. If anyone who is not an enlarge far away objects that the user is looking at
owner or who does not have proper identification as and to compensate for dim light. The first time a user
a police officer attempts to move or open the robocase, puts on a pair of sense specs, the glasses automatically
it will flee, or if necessary defend itself. If cornered or runs through a short tutorial where the user decides
attacked, the case electrifies its exterior, so that how he wants to over-ride these automatic settings.
anyone who touches it is affected as if hit by a stun Users can whisper vocal commands, use special series
gun. No to hit roll is necessary, it automatically of blinks or touch various portions of the glasses frames
damages whoever touches it. Resetting a robocase so to signal the glasses that he wishes them to magnify a
that it will recognize someone else as its owner requires particular image or switch over solely to the infrared
a pair of insulated gloves and a DC 30 Disable Device spectrum.
roll. If this roll is successful, the robocase will recognize Sense specs become even more useful when used
the next person that turns it on as its legitimate owner. together. If the user comes within 5 ft of someone
Designed for use by both hikers and ordinary else wearing a pair of sense specs, both pairs will flash
travelers, robocases can easily climb any slope that a up a message on the interior of the lenses “do you
human can negotiate and have a speed of 40 ft. wish to link with the other wearer”. If both wearers
Robocases can walk for up to 30 hours on a single agree, then as long as both wearers remain within 25
power cell. At the end of this time, the user can either miles of each other, each wearer can use his glasses to
replace their power cell, or press the recharge switch see what the other person’s glasses are seeing and

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hearing. Sense specs can be set to display sight, sound nomads in the decades since the Final Wars. As a
or both, and can do so either in a corner of the wearer’s result, many people regard them as more valuable than
field of vision or to completely replace the view even the finest weapons or armor. Pulling a tab on
through his glasses with what the other person is the inside of the shelter causes it to collapse back into
seeing. an easily carried ovoid, this process also takes five
One pair of sense specs can link up with up to 25 minutes. Best of all, this item contains nanotech
other pairs of sense specs at a time. The glasses remain assemblers that allow it to be somewhat self-repairing.
linked until the user decides to unlink them. During While explosions or lengthy hacking with a sword or
the decade before the Final Wars, sense specs normally axe will destroy this shelter, it can repair small holes
came in boxes of six pairs. Most of these sense specs and tears quite easily. Users should leave damaged
are brightly colored and are in packaging clearly tents in direct sunlight for at least an hour. At the
designed to appeal to children. All pairs of sense specs end of this time, the tent will have repaired itself.
in a box are already linked together. Sense specs use Shelter-paks are most often found in the ruins of stores
very little power and recharge themselves using tiny that once sold camping supplies.
solar cells on their frames. Scavengers can find sense
specs in the ruins of toy stores and discount stores.
TOOL BRACELET
Size: Tiny
SHELTER-PAK Weight: 1 lb
Size: Small Purchase DC: 17/ 19
Weight: 5 lb These items are always found in pairs and usually
Purchase DC: 18/ 20 stored as hollow cylinders 6 inches long and 4 inches
The shelter-pak is the ultimate camping shelter. thick. These cylinders automatically stretch to
Since the Final Wars, it has been exceptionally themselves around the wrists of any humanoid creature
popular with nomadic bands, soldiers and travelers of who attempts of put them on. Tool bracelets are
all sorts. When folded, a shelter-pak is a rounded oval marvels of nanotechnology and can reshape themselves
10 inches long, 6 inches wide and 3 inches deep. The into almost any sort of small tool imaginable.
outside of this oval is largely featureless, containing These devices use a contact-based neural
only a button-like tab that the user can pull and a interface developed only a few years before the Final
small digital charge indicator. Thin-film solar cells Wars, so cybernetic implants are necessary to use a
cover the entire surface of this ovoid, and even if the pair of tool bracelets. Instead, sensitive contacts on
unit’s battery is completely empty, placing it in direct the inner surface of the bracelets allow them to pick
sunlight or other bright light for 15 minutes provides up the wearer’s nerve signals and small electrical
it with sufficient power to open when the user pull induction pads permit these items to deliver accurate
the tab. When the user pulls the tab, the oval takes pseudo-tactile feedback to the user. Because the
five minutes to unfold into a dome-shaped tent, 10 nanotechnology inside these bracelets can complete
feet in diameter and 6 feet high in the center. Dozen reshape them, they can make tools that can aid with
of nanotech micro-pitons anchor it to any surface all Craft (chemical, electronic, mechanical,
except living flesh. metalworking, pharmaceutical, and visual arts) checks
Although they are as thin as paper, the walls of as well as with all Repair and Treat Injury checks.
this tent are as rigid as steel and have DR 5/ kinetic. When needed, tools grow rapidly out of the metal of
Inside the tent, there are six pieces of inflated furniture the bracelet. These tools look much like the long silvery
that users can easily fold into either comfortable chairs insect legs that end in complex tools. Tool bracelets can
or luxuriously padded sleeping bags. Solar cells on the make small electric drills, scalpels, screwdrivers, pliers and
outside of the tent power the interior lights and the almost any other small hand tool. The user never needs
thermoelectric heating and cooling units that make to hold these tools in his hands. The tools work
the well-insulated tent comfortable in temperatures independently: a tool bracelet might create a small pair
ranging from –20 to 120 F. Eight hours of exposure to of pliers to turn a nut while the user holds the bolt with
sunlight allows provides the shelter-pak with sufficient his hand. The one limit on a pair of tool bracelets is that
electricity to power it for 30 hours. its relatively simple computer that cannot completely
Anyone with a shelter-pak can remain warm, anticipate the user’s needs. Instead, this device relies upon
comfortable and dry in the worst weather. These items the user’s own knowledge and understanding of how to
have saved the lives of hundreds of explorers and perform a task and what tools would be useful.

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As a result, the better the user is at a specific skill, the This improved version of the datapad was
more a set of tool bracelets can assist him. For all skills introduced a decade before the Final Wars. While the
that they aid, tool bracelets provides a bonus of +2 + 1/ added expense prevented it from becoming quite as
for every 3 ranks the wearer has the appropriate skill (round popular, there were still millions of units in use when
down). A character who had 5 ranks in Repair would the Final Wars occurred. Wrist assistants look like
gain a +3 bonus to all Repair checks from using tool wrist watches 2 inches wide, 3 inches long and half
bracelets. Tool bracelets use little power. High-efficiency an inch thick. In addition to performing all of the
solar cells on their surface allow them to operate functions of a datapad, this device also functions as a
continuously as long as the user regularly exposes them to compass, a GPS receiver with an electronic map
bright light like direct sunlight. If the user is unarmed and database, an extremely accurate watch, a digital
must fight, tool bracelets can also create durable blades camera and a cellphone/ radio. The unit can function
that allow the user to add +2 to his unarmed combat as a cellphone in those few areas that maintain active
damage and turn this damage into lethal damage. cellphone service. Elsewhere, it functions as a two-
way radio that can also send and receive video images.
WRIST ASSISTANT (WA) This radio has a range of 25 miles. This unit can also
Size: Tiny link with sense specs to send and receive both sounds
Weight: 0.5 lb and images.
Purchase DC: 16/ 19

COMMUNITY TOOLS
Beginning in the 21st century, communities still exist. It is simply a question of someone’s finding
became increasingly self-sufficient, a trend that the means and the will to reassemble them.
continued well into the 22nd century and beyond. The following items are all geared toward
This trend arose for many reasons, including communities. While many would have beneficial
ideological ones, but the primary one was self-defense. effects for player characters, the majority of them
By ensuring self-sufficiency, communities could would prove more useful when employed in the service
guarantee their safety amidst all the unexpected of a community. For that reason, most include notes
changes that the future held. Arcologies unusual on how to integrate them into the community
examples of this self-sufficiency put into action, creation system in the Gamma World Player’s
although far from the most extreme. Many advanced Handbook. In addition, many community tools
technologies made self-sufficiency a workable reality require more than one person to operate or are bulky
rather than a mere flight of fancy. By the time of the or difficult to move, making them less than ideal as
Final Wars, large segments of the world’s population pieces of personal equipment. Finally, GMs are well
lived in self-sufficient communities, relying solely on within their rights to emphasize the value these tools
their own resources to make their way in the world. have to the beleaguered communities of the Gamma
A wide array of remarkable devices aided in the Age. Some are more than worth their weight in gold,
creation and maintenance of pre-Wars communities. so to speak, and any characters who use them selfishly
Many of these devices survived into the Gamma Age, or otherwise prevent their being employed in the
where they might one day be put to use again. The service of a larger group might find themselves
difficulty, of course, is not only understanding how ostracized, hunted or worse.
these tools work but also finding the means to make
full use of them, since many depend on a societal and BROADCAST POWER CHARGER
technological infrastructure that no longer exists. It Size: Medium
is often said that the world that existed before the Weight: 40 lb
Final Wars was a delicate puzzle whose pieces were Purchase DC: 20
easily dislodged, thereby destroying the bigger picture The broadcast power charger is one of the most
on which society depended. While that may be a fair useful spin-off technologies developed for use with the
assessment of the situation, it is equally true to broadcast power system (see next entry). The charger
remember that the pieces of that once-beautiful puzzle is a unit about the size of a very large attaché case,

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CHAPTER TWO: TOOLS

Duralloy
Extruder

Power
Sleep Unit

Broadcast Power
Feelie
Station and Receiver
Projector

with several slots that are the same size as the standard gains an additional month on the effects of its
energy cells used during the Final Wars era. When an Stockpile feat. Each additional charger adds a further
expended energy cell is placed within the slots and the week the Stockpile’s benefits.
charger is within the range of a functioning broadcast
power station, the unit slowly recharges the cells over BROADCAST POWER STATION
the course of 12 hours. Once that time has elapsed, AND RECEIVER
the cells are once again usable as power sources for many Broadcast Power Station Broadcast Power Receiver
common types of equipment. The broadcast power Size: Huge Size: Large
charger has only six slots for energy cells. Weight: 1000 lb Weight: 600 lb
Even after the advent of broadcast power, energy Purchase DC: 30 Purchase DC: 27
cells remained a popular power source for portable The quest for renewable energy sources had been
devices, since they were more compact and therefore a never-ending one since at least the 20th century,
less bulky than the standard broadcast power reception perhaps earlier. In the end, that quest was almost
system. Furthermore, not every part of the world was always frustrated, as each new promising development
accessible by broadcast power, which meant that proved ultimately to be fool’s gold, with some
energy cells remained vitally important. The charger unexpected or hidden weakness or drawback. In the
is thus an artifact from an intermediate stage in the Noetic Age, however, mankind finally hit upon the
technology’s development, as broadcast power became answer to its collective energy dreams with the
more common but had not yet become so widespread discovery of broadcast power.
that anyone would consider abandoning the tried and Once considered mere fantasy, broadcast power
true methods of the past. The catastrophe of the Final allows the transmission of electrical power over great
Wars prevented the further spread of broadcast power, distances (generally no more than 1000 miles). The
of course, apparently permanently. electrical power can come from almost any source,
Community Creation System Effect: Any including fusion plants, hydroelectric generators,
community that possesses a broadcast power charger oceanic wave motion, which a power station excites

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GAMMA WORLD: OUT OF THE VAULTS

and amplifies through resonant oscillations until an COMMUNICATIONS STATION


electrical standing wave is propagated through the Size: Large
planet’s upper atmosphere. A broadcast power Weight: 450 lb
receiver is tuned to the frequency of the wave and
Purchase DC: 21
draws power from it into any number of subsidiary
systems, which can then use it for energy. A side effect The world destroyed by the Final Wars was an
of broadcast power is the increased presence and interconnected one. Communication was fast, easy
visibility of the aurora borealis, which can be seen and inexpensive. Individuals carried personal
anywhere that broadcast power is used. communicators (some were even implanted into their
bodies) with them everywhere. If, for some reason,
In principle almost any device or vehicle could
they did not have communicators of their own, they
use broadcast power, limited only by the presence of
could easily find a public one on the streets of almost
function power stations and receivers. Prior to the
any city. Communication came in many forms (audio,
Final Wars, the changeover to broadcast power was
video, text, holographic and more) and was effectively
only in the middle of its run, with large areas of the
instantaneous, thanks to a series of breakthroughs that
Earth not within its reach. Had the system been put
all but eliminated noticeable lag, even when
in place everywhere, the world would finally have
transmitting from one side of the globe to the other.
ended its age-old struggle with dependence on fusion
In addition, locating almost anyone was nearly as
and other more limited power sources. Even in its trial
simple, since the communication networks were so
run just before the Final Wars, broadcast power proved
well connected that it took no more time to find a
wildly successful. If any of those stations and receivers
friend a continent away than it did to find a next-
still survives, a community that gained access to them
door neighbor. Indeed, avoiding being found was a
would find themselves in a uniquely good position.
greater problem and led to a market for privacy devices
Community Creation System Effect: Possession designed to keep one free from unwanted location.
of a working broadcast power station and receiver (or
At the heart of the communications network were
just the receiver if there is already a working power
the automated nodes that relayed carrier waves and
station within range of the receiver) grants access to
interfaced with global information networks. These
the Broadcast Power feat (although the prerequisites
stations were found every few miles and acted not
must still be met).
only as relays but also as distributed backups for the
system, so that the destruction of one or even many
stations would not cause appreciable damage to the
FEAT: BROADCAST POWER entire system. Furthermore, each node contains
The community has nearly unlimited within it the software necessary to create new
energy at very little cost. networks, provided their enough communications
Prerequisites: Pre-War Electricity device to act as roving receivers. If several of these
Generation, Pre-War Engineering(Benefits: stations were within close proximity of one another,
This feat provides the ability to generate a communications network could be even more easily
electricity without the need for any manpower rebuilt and maintained.
or materials and with far less maintenance than Perhaps unsurprisingly, the acquisition of a
lesser forms of electricity generation. communications station is an important find for a
Normal: Communities without this feat community. Many of the strongest Gamma Age
must either do without electricity or use a more communities possess one or more of these nodes and use
primitive means of generation. them to maintain contact with outlying areas. In most
Signs: Operational electrical devices of cases, it is only the highest levels of authority that have
every possible sort without any obvious means access to these channels, owing in no small part to the
of generation. A single tall power receiver but relative dearth of personal communications devices. Of
without any overhead wires or connections to course, there are always exceptions and rumors persist
the devices being powered. of communities that approach pre-Gamma Age levels
of interconnectedness, although the evidence of this is
almost non-existent. Still, such tales inspire many
communities to seek out and repair communications
stations as a way of improving their lot.

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CHAPTER TWO: TOOLS

Community Creation System Effect: Possession at a later date, it could again be “activated,” thereby
of a working communications station grants the ability allowing it to be reshaped if desired.
to gain the Advanced Communications feat (though Unlike ferrocrete, duralloy was used primarily to
the prerequisites must still be met). create objects for construction rather than as a joining
mechanism. Of course, duralloy objects didn’t need
FEAT: ADVANCED fasteners unless the extruder’s operator chose to
encode them that way. Thus, duralloy panels would
COMMUNICATIONS need no rivets; they simply bonded with the other
The community has the ability to communicate panels to which they’d been given an “affinity” and
with other communities at a distance. would hold fast until their malleability period ended
Prerequisites: Knowledge (Technology: or until instructed to loosen by an extruder (if so
Advanced) 4 ranks encoded). By the time of the Final Wars, duralloy
Benefits: The community can conduct extruders were very common in many communities,
long-range communications with other which used them to build their own structures, as well
communities, thereby ending its isolation and as to alter existing ones. These devices were also
ensuring its connection to the wider world. This popular with the military, whose units would often
grants a +3 bonus to the community’s Wealth. use them to build and deconstruct sturdy shelters and
Signs: Greater numbers of visitors to redoubts while in the field.
community, thriving trade and commerce Community Creation System Effect: Possession
of a duralloy extruder increases the Wealth bonus by
+1 for any community that has the feats Pre-War
DURALLOY EXTRUDER Engineering or Advanced Engineering. Every four
Size: Large additional extruders increases this bonus by a further
Weight: 150 lb +1, to a maximum of +3 for a community that
Purchase DC: 20 possesses nine extruders.
Nanotechnology brought many boons, one of
which being the development of new wonder FEELIE PROJECTOR
materials that either added new characteristics to Feelie Projector Feelie Program Cartridge
existing materials or melded the characteristics of Size: Medium Size: Tiny
several others in order to create hybrids that surpassed Weight: 80 lb Weight: 0.25 lb
those from which it was made. One of the most Purchase DC: 18 Purchase DC: 20 (or more)
successful of these hybrid materials was a metal known Feelie projectors are an unusual form of Noetic
as duralloy. Originally a brand name of the Era entertainment that stimulates the sensorium of
corporation that first produced it, duralloy proved so the human brain in order to offer an experience unlike
broadly useful that the name became widespread. any other. The projectors are small devices that use a
Within short order, many different nanotech metals, magnetic field to function and operate on two
some of which were produced by other corporations, different but related levels. The simplest way is direct,
were colloquially known as duralloy, despite the best undifferentiated stimulation. In this case, the
efforts of its creators to prevent their trademark from projectors create new and unusual feelings in those
being infringed, even by popular acclaim. using them. These feelings may reproduce ordinary
Duralloy, as its name suggests, is a strong, sturdy sensory stimulation, like pleasant odors or visual
metal that is nevertheless remarkably malleable. The effects, for example, or they may provide sensations
metal was produced on-site by means of a bulky device that have no counterparts in any human experiential
called an extruder, which created the metal in a wide lexicon. Used in this first way, feelie projectors are
variety of different forms, shapes and thickness. By little more than technological “drugs.” They impart
using the controls, an operator could produce duralloy no meaning and provide nothing more than physical
girders, wire frames, doors, even liquid! The operator pleasure (or pain, should the user so desire).
could likewise encode the metal to remain malleable The more complex way to use a feelie projector
for a set period of time, after which it would set and is with a program that tells a story or communicates
acquire its characteristic hardness and durability. some message. These programs were mass-produced
Furthermore, an extruder could encode the metal to prior to the Final Wars and came in a wide number of
retain its malleability as a latent characteristic, so that, formats. Everything from tales of historical adventure

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to science fantasies to dramatic readings of poetry Advances in nanotechnology filtered down into
could be found in feelie formats. When used in this everyday society in haphazard and often unpredictable
way, the projector’s sensory stimulation augmented ways. Some areas saw very little in the way of practical
and deepened the content of the program, giving the uses for nanotech, while others were literally
user a way to “get inside” the art form. For example, a inundated with new consumer-use products and
user might experience a story from the visual devices, all of which utilized molecular-level robotics.
perspective of one of the characters or feel the It’s not difficult to understand why this was the case.
raindrops rhapsodized in a poem. Most programs In the eras before the Final Wars, there was very little
provided multiple options, allowing for changing central planning when it came to technological
perspective to enhance the experience further. Feelie development. Many fields had advanced so far that,
programs were extremely popular forms of after a short time, they barreled along according to
entertainment prior to the Final Wars and their own momentum, without much consideration
understandably so. as to where they were going or what impact it might
A feelie projector has a variable range, allowing a have on human society.
user to include others within its area of effect if he so One area where nanotechnology quickly filtered
desires. This range is up to 100 feet for most models, down and found great use was in civil engineering
although larger public models had ranges of three to and construction. Nanounits can greatly accelerate
five times that amount, allowing many more people to the process of erecting a structure, no matter what its
partake of its pleasures. When multiple users are size or complexity. They also make structures sturdier
present, each can set his own options and perspective, and more resistant to environmental damage, thanks
allowing two people, for example, to feel what two to their ability to manipulate matter on molecular
interacting characters in a drama are experiencing. level. Indeed, the survival of many buildings through
Such an experience can be profound, since it allows a the perils of the Final Wars and into the Gamma Age
kind of penumbral “telepathy” (or at least telempathy) is a testament to the mighty powers of nanotech
that sometime brings people together… or drives them construction methods.
apart. Feelie projectors make excellent motivational Ferrocrete is another example of applied
devices and have many uses as propaganda and nanotechnology. Ferrocrete is crystallized iron particles
brainwashing tools as well. Many Gamma Age suspended within a polymer solution containing
communities have banned their use, while others have inactive nanounits. When exposed to free oxygen, the
fashioned their societies around them. nanounits become active and begin to align the iron
Feelie projector programs are uncommon in the particles so that they become strong and sturdy. This
Gamma Age. Those that exist are a mixed lot: alignment process typically takes several minutes, but
everything from popular comedies to sporting events can be retarded or sped up with the application of other
to poetry readings and everything in between. Many nanotech solutions. Before alignment became final,
are difficult to understand, because of cultural and ferrocrete could be easily molded and shaped to the
language barriers, although the best crafted still have user’s tastes. Afterwards, it became as solid as titanium
the ability to transcend these limitations and affect steel, and just as difficult to harm. Ferrocrete adheres
those who view them. New feelie programs can be to all other substances except plastic and living flesh,
produced, but the principles behind doing so are rare which meant it could be held and molded by hand
in the Gamma Age. To create a new program without fear of untoward after-effects.
successfully requires a DC 20 Craft (Feelies) check, Ferrocrete came in several different forms, but the
as well as access to computers specifically designed to most popular was a spray can of varying size. The
create these programs. contents of the can could be sprayed on any surface
and would quickly adhere and form a sturdy bond as
FERROCRETE described above. This made it very useful for many
Ferrocrete Spray Can Ferrocrete Spray Can personal applications, including the sealing of cracks
Size: Small Size: Medium and breaches. In larger cans, construction workers could
Weight: 3 lb Weight: 10 lb use it to build structures. Of course, the permanent and
Purchase DC: 16 Purchase DC: 18 sturdy nature of ferrocrete also meant that it could be
Note: Ferrocrete has 40 hit points per inch of thickness and used for less savory purposes, such as trapping someone
20 hardness. within a room or sealing up vital exits.

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CHAPTER TWO: TOOLS

HEAT REDUCTION SYSTEM Many people used matter compilers in the pre-
Size: Medium Gamma Age to create common household and
Weight: 50 lb personal items. The designs for these items were pieces
of software that could be purchased from design
Purchase DC: 20
companies and fed into the compiler’s internal
One of the marvels of the Gene Age was the computers. Alternately, a user could create his own
creation of specialized lifeforms whose sole purpose designs, provided he understood the compiler’s
was to serve human interests and needs. One of the programming language, which was actually quite
more unusual of these lifeforms was the heat reduction simple by the standards of past computer languages.
bacterium. These bacteria thrived in warm Of course, matter compilers included failsafe devices
environments and indeed survived solely on within them to prevent the creation of hazardous or
ultraviolet radiation. The heat reduction system dangerous objects or substances. Likewise, matter
utilizes these bacteria to absorb ultraviolet radiation compilers could only create objects small enough to
within 300 feet of the unit, thereby reducing the fit within their basins.
ambient temperature by several degrees. In addition,
Matter compilers came in many sizes in the years
the bacteria contained within the unit convert excess
before the Final Wars. Homes that possessed them
ultraviolet radiation into electricity, which the unit
had smaller models that were no larger than six feet
stores both to power itself and, if desired, small devices
tall and three feet deep. However, industrial and civic
that are themselves power by electricity. Heat
matter compilers could be much larger, although they
reduction systems were fairly uncommon by the Final
were correspondingly more rare. In fact, all but the
Wars, since they were an older technology that had
most advanced cities and corporations possessed these
been surpassed. However, many still exist and can be
larger compilers (as did governments and the
valuable to communities that exist in arid or desert
military). Even so, the acquisition of a small matter
environments.
compiler that still functions would be a great boon to
Community Creation System Effect: If a a Gamma Age community. A large one might well
community possesses a heat reduction system and set a community on the path of growth and power.
either Electricity Generation or Pre-War Electricity
A matter compiler can make items of its own size
Generation, it gains a +1 bonus to its Wealth. For
or smaller (see available sizes, above). Items produced
every four additional heat reduction systems, this
cannot be weapons or otherwise objectively
bonus is increased by +1, to a maximum of +3 for
dangerous. Neither can they be living, although a
nine heat reduction systems.
compiler could create a simulacrum of a living creature
MATTER COMPILER that is not animated or otherwise alive. The GM is
Size: Small Size: Medium Size: Large the final arbiter on the programs resident in a matter
Weight: 20 lb Weight: 45 lb Weight: 80 lb compiler at the time it is found. Otherwise, the user
must make a successful DC 18 Computer Use skill
Purchase 22 Purchase 25 Purchase 30
check to program a compiler to produce an item that
DC: DC: DC:
is not available through its resident programs. If the
While nanotechnology could take many forms, user wishes to override the failsafes in the
perhaps its “purest” one was the matter compiler. This programming to create weapons or hazardous
impressive device was, in some parts of the world, a materials, he must make a successful DC 25 Computer
household appliance that could work wonders Use skill check. Failure indicates an immediate
previous generations could scarcely imagine, let alone shutdown of the matter compiler and it cannot be
attain. The matter compiler was a metallic box of restarted except by a subsequent DC 30 Computer
varying size. The box had a door that opened and a Use check.
large basin inside in which there was a pool of a
Community Creation System Effect: To take
polymer solution in which millions of nanounits were
full advantage of a matter compiler, a community must
suspended. The nanounits received their orders from
have the feat Nanotech Usage. If they do, they gain a
the compiler’s internal computer and used refined
+1 bonus to their Wealth if the compiler is Small, +2
carbon molecules as their building materials. When
if it is Medium and +3 if it is Large.
instructed, they would use these molecules to create
small items according to set designs.

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MICRO-FUSION POWER PLANT the stuff of bad science fiction. Indeed, many personal
Size: Large devices used micro-fusion power packs, since it was
Weight: 500 lb only by the application of this much power that they
could even operate. Such power packs were inherently
Purchase DC: 24
limited, though, and were not powerful enough to
By the Gene Age, fusion power was a reality, operate large devices, let alone banks of them. For
eliminating the need for the less efficient and more these, micro-fusion power plants were needed. Many
dangerous fission power that had been commonplace communities possessed one or several of these. Using
in previous generations. Fusion power plants sprang almost anything as fuel, including worthless biomass
up across the world, providing seemingly unlimited such as common garbage, fusion plants could produce
energy at very little cost. This had the effect of more than enough energy to satisfy the needs of most
eliminating the need for non-renewable energy communities and with very little waste. These power
sources, as well as turning the world’s attention away plants were common enough during the days before
from those nations and regions whose sole claim to the Final Wars that many undoubtedly exist in the
fame was the possession of such energy sources, Gamma Age. The difficulty is the high degree of
thereby altering geopolitics on a grand scale. Likewise, technical skill needed to operate them, which is
power became very cheap, which raised the bar on unfortunately rare in the current age.
the types of scientific and industrial projects that could
Community Creation System Effect: A
be undertaken. Now, energy consumption was no
community must have the Pre-War Electricity
longer a barrier and thousands of once-impractical
Generation feat to be able to use a micro-fusion power
research projects bore fruit.
plant to its fullest. If it does, it gains a +1 bonus to its
During the Noetic Age, fusion power became Wealth for every power plant it possesses, to a
even more compact and efficient, so much so in fact maximum bonus of +3.
that portable fusion power generators were no longer

Matter
Compiler

Micro-Fusion
Power Plant

Moisture
Still Mineral
Extractor

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MINERAL EXTRACTOR Survival in arid environments is never easy, which


Size: Huge was as much a fact in the days before the Final Wars as
Weight: 2000 lb it is today. For that reason, numerous technological
devices were created to aid in overcoming the hazards
Purchase DC: 24
of water-poor regions. One of the simplest and most
By the time of the Final Wars, most of the obvious useful has been the moisture still. This device, which
veins of valuable minerals and ores had been played looks like a large half-globe surmounted by an unusual
out, thanks to centuries of mining and excavation. looking antenna, draws moisture from the atmosphere
Fortunately, space colonies on the Moon and in the and distills it into potable water. Stills came in several
Asteroid Belt discovered equally valuable minerals sizes, depending on the amount of water it could
and ores far from the Earth. To extract them, a number produce in a 24-hour period. The smallest ones could
of methods were used, including mechanical devices distill enough water in a single day to keep a single
that combined old-fashioned techniques with high person alive in the desert for 48 hours. Larger models
technology. One of these was the mineral extractor, could do the same for anywhere between 5 and 50
a small robotic “vehicle” that manipulated magnetic people, depending on the size.
fields to hold itself in place while lasers bored into
Moisture stills were fairly uncommon in North
the rock. Onboard scanners pre-selected the lasers’
America, since the environment was not as
targets, ensuring that they did not hit the specific
unpleasant as other parts of the world. This is
minerals and ores chosen. Instead, the lasers chipped
unfortunate, since the Gamma Age has shown that
away at everything else, leaving only the desired
the environmental verities of the past are not eternal.
minerals and ores, which were then pulled into the
Thus, moisture stills are quite valuable among the
extractor and melted down by plasma beams into
desert communities of the world, particularly in places,
refined forms to be shipped back to Earth.
like North America or Europe, where there had not
Mineral extractors were naturally rare on Earth previously been deserts or arid environments of any
itself, since there was very little use for such a machine. great size.
However, a few of them did return to the home world
for repairs, upgrades and the like. Furthermore, their PORTABLE FRESHER
manufacturers were located on Earth. These factors Size: Medium
ensured that many remained on the planet after the Weight: 40 lb
devastation of the Final Wars. In doing so, they became
Purchase DC: 17
an important part of many communities’ attempts to
Another use for nanotechnology was waste
pull themselves up from the hole into which they had
removal. Indeed, some argued that nanotech was far
fallen. Thanks to mineral extractors, they could find
more valuable to humanity as a way of eliminating
the deep minerals and ores that still lay hidden beneath
hazardous materials than it was as a constructor and
the surface of the Earth. They could continue to
replicator of useful materials. Not everyone went as far
produce new items that might otherwise have been
as this, of course, but that didn’t stop nanounits from
beyond their grasp, since all the easy to reach resources
becoming important parts of Earth’s new technological
had long since been used up. Consequently, mineral
ecology. These tiny robots were put to use manipulating
extractors are supremely valuable. Any community
the molecules of everything from radioactive waste to
without access to nanotech (and even many who do)
sewage, with the belief that they could render them
requires at least one of these devices, if it ever hopes to
less harmful (and, in a few cases, valuable).
create new technological items on its own.
One outgrowth of this was the creation of the
Community Creation System Effect: The
portable fresher. This closet-shaped device was in fact
community must have the feat Advanced Vehicles to
a descendant of the portable toilet, since it included
make use of a mineral extractor. If it does, it gains a +1
a toilet within its space. However, the fresher was
bonus to its Wealth. In addition, if it has the feat
much more than that. More than human fecal matter
Stockpile, it gains an additional two weeks of supplies.
and urine could be placed within. Indeed, almost
MOISTURE STILL anything short of radioactive waste could be broken
Size: Small Size: Medium Size: Large down by its resident nanounits and converted to water
Weight: 10 lb Weight: 15 lb Weight: 25 lb and harmless byproducts. The portable fresher was
also light enough that two people could carry it with
Purchase 15 Purchase 17 Purchase 20
relative ease. Portable freshers were used in many areas

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GAMMA WORLD: OUT OF THE VAULTS

where there were no other waste management productive and even heal small amounts of damage on a
facilities (usually newly constructed or remote areas). faster timetable than usual. Most of these units that
Many survived the Final Wars and would make survived into the Gamma Age are found in military vaults.
excellent additions to many communities. Anyone placed within a power sleep unit can get
Community Creation System Effect: The a full day’s sleep in only three hours. Likewise, natural
possession of a portable fresher allows access to the healing is accelerated by three times. Anyone using a
Sewage Treatment feat. power sleep unit for more than a month at a time
must make a DC 15 Will save or suffer 2 points of
temporary Wisdom damage. This damage is healed
FEAT: SEWAGE TREATMENT at the usual rate. However, if a damaged individual
The community has an advanced waste continues to use the sleep unit before he has fully
management system. healed the damage, the Will save’s DC increases by
Prerequisites: Nanotech Usage +1 for the next month. This increase is cumulative
Benefit: The community gains a +2 bonus until the damage is fully healed or the user refrains
to Resiliency due to the removal of dangerous from using the sleep unit for three continuous months.
wastes and hazardous materials.
Signs: Healthier people, lack of unpleasant odors. UNIVERSAL COOKER
Size: Medium
Weight: 30 lb
POWER SLEEP UNIT Purchase DC: 18
Size: Medium The universal cooker is a kind of companion piece
Weight: 60 lb to the matter compiler. The cooker is a large
Purchase DC: 18 cylindrical device complete with its own computer.
The Noetic Age laid bare the secrets of the human When organic substances are placed within it and the
brain, including some of its longest held ones, such as appropriate instructions given via the computer, its
sleep. Unsurprisingly, scientists quickly found ways to nanounits rearrange the substances to produce edible
exploit their new understanding of sleep, dreaming and food. The universal cooker differs from a matter
rapid eye movement to create new technologies. One such compiler in two significant ways. First, its internal
technology was the power sleep unit. Its purpose was cut computer can only non-hazardous produce food items
down the length of time a human being needed to sleep and can only do so if it already has an equivalent mass
in order to overcome fatigue and stress. Early models cut of organic matter from which to construct it. Second,
sleeping time in half, to between four and five hours, while the cooker is smaller and much more portable,
later models cut it down even further, to two to three allowing it to be used in the field. Indeed, the cooker’s
hours a day. Naturally, power sleep units became very primary use was by campers, travelers and others who
popular with people whose jobs demanded that they be went beyond the bounds of civilization.
at the ready at all hours, such as doctors and military Universal cookers are very common devices in many
personnel. Even those who did not have such demanding parts of the world. They were standard issue with military
jobs often found them useful as a way of becoming more units during the Final Wars, which may explain their
productive. After all, if one only has to sleep three hours ubiquity. Unlike matter compilers, they are quite rugged
a day, it’s possible to get a great deal more done. and, owing to their use of existing matter to rework rather
Unfortunately, power sleep units were not without than refined carbon as a base material, they are much
their flaws. For one, not everyone could use them. Some better suited to communities that don’t have access to
brains simply refused to cooperate with the electrical such things. The cooker cannot create food from
signals used to stimulate them. Other brains suffered nothing, but it can convert chemically digestible organics
damage as a result. Finally, it was learned that prolonged into something more (or much more) palatable. That’s
use of a power sleep unit slowly did permanent damage to quite a significant feat, especially in lands whose diets
the brain, which is why these devices eventually feel from are limited by poor soil or lack of game.
favor. They were never banned outright, but their use Community Creation System Effect: Possession
was discouraged and only the most dedicated or desperate of a universal cooker adds one week to the supplies of
people continued to make use of them. In small does, any community that has a Stockpile. This addition is
though, power sleep units remain helpful tools. They increased by one more week for every universal cooker
enable individuals to overcome fatigue, become more possessed, to a maximum of a month.

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CHAPTER TWO: TOOLS

INORGANIC INFORMATION SYSTEMS


Although the development of organic information provide a more valuable source of ideas for Gamma
systems was one of the greatest breakthroughs in the World adventures and campaigns.
history of computing, one should never forget that it
was inorganic systems that first provided humanity with CASSANDRA, SIBYL
calculating devices faster and more powerful than its AND PHYTHIA
own brain. For that reason, inorganic information Cassandra
systems remained a keystone of computer technology Size: Large
well into the years before the Final Wars. Indeed, many Weight: 250 lb
corporations, organizations and militaries preferred Purchase DC: 30
inorganic systems because they were considered more Many AI specialists before the Final Wars
“trustworthy” and reliable, which is to say that operated thought that, given sufficient data, a computer would
according to more readily predictable patterns. An be capable of predicting the future outcome of
inorganic AI, for example, would develop personality uncertain events. These specialists held to an extreme
quirks according to a verifiable algorithm, unlike form of materialism that postulated a universal
organic AIs, whose personality quirks showed a far mechanism whereby everything in the universe
greater variability. Of course, inorganic systems lacked functioned according to predictable principles. No
the versatility of inorganic systems. They could not type of activity, not even that of intelligent agents,
learn as easily organic systems nor could they be was above this universal mechanism. Rather, they
repaired with the same comparative ease. only appeared to be because observers lacked sufficient
Nevertheless, inorganic systems continued to data (and speed) to be able to make an adequate
receive a lot of attention in the days before the Final calculation of the outcome.
Wars. They were not considered “cutting edge” To that end, a group of these specialists, drawn
technology by the public of that era, but that from several nations across the globe, began the
perception did not necessarily match reality. Because Oracle Project late in the Noetic Age. The Project
corporations and militaries continued to favor these created three different artificial intelligences, whose
systems for many applications (such as in robots, for sole purpose was to engage in mechanical prediction
example), they were developed as extensively, if not of the future. The bulk of the Project was spent not
more so, than their organic counterparts. only in creating these three artificial intelligences
Furthermore, their greater age as a technology made (named Cassandra, Sibyl and Phythia) but also in
it all but certain that there were many more examples gathering information for a vast database of human,
of inorganic systems than organic ones. Finally, a environmental and physical activity. Once the
sizable segment of the world’s population shared the database was finished (or at least abandoned, since
view of the militaries and corporations: they “trusted” even its creators did not believe it was possible to
inorganic systems more, which is why they used them amass a wholly complete database), the three AIs
for many household or personal needs. began to work together in order to construct the
This section describes a handful of the more formulae of the universal mechanism that supposedly
unusual and exotic uses for inorganic information governed all of existence.
systems. This approach provides a skewed impression The Oracle Project had limited successes in the
of how these systems were used in the Final Wars era, years leading up to the Final Wars, especially in the
but it is a necessary approach. From the GM’s area of predicting physical processes like weather
perspective, there is little point to this book’s patterns, earthquakes and other natural disasters. In
describing a large number of small, innocuous or the field of human activity, the Project’s record proved
otherwise banal computer systems, never mind all the spottier. Nevertheless, there were enough successes
simple items that included inorganic information that some were led to believe that its creators were
systems within them. It is enough to know that nearly correct: there really was a universal mechanism that
every device, from identification cards to personal governed all things and human beings could know it.
organizers to communications devices were Cautiously, governments and corporations paid for
thoroughly computerized. The following devices, on the privilege of consulting the Project’s three AIs in
the other hand, are odd or exceptional and therefore

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GAMMA WORLD: OUT OF THE VAULTS

order to make projections of economic, military and


other trends. What the artificial intelligences could
not predict was the Final Wars, at least according to
one interpretation of history. Others claim that they
did predict the Wars, but were disbelieved because of
past mistakes. Others still argue that the AIs’
inadequacies led to the Final Wars by providing world
leaders with faulty information about the probable
outcomes of provocative actions.
Whatever the truth, the Final Wars came about
and the Oracle Project faded into the mists of history.
Recently, though, a scientifically advanced
community in North America discovered Cassandra.
They have reactivated the AI and have begun to listen
to its predictions, still unsure as to whether they
should be believed or not. They are as yet unaware of
the existence of the other two artificial intelligences,
let alone their current dispositions. Cassandra itself
has a great interest in amassing more information
about the Gamma Age in hopes of updating its
database and thereby increasing the accuracy of its
prophecies. Unfortunately, few people in the Gamma
Age could succeed in this task; they simply lack the
tools. However, the AI is a proud being and will not
admit to its own inadequacies, instead making
pronouncements about the future as if they were
indeed certain. Consequently, the community that
found the AI may begin to act in accordance with
them, creating self-fulfilling prophecies that will in
turn fuel tales of a “living oracle” from the past.
DIAGNOSTIC COMPUTER
Size: Tiny
Weight: 0.5 lb
Purchase DC: 17
Expert systems were one area in which inorganic
information system excelled and were commonly used
even in societies that otherwise preferred organic
systems. An expert system is a specialized computer
dedicated to providing information on an extremely
narrow field of human activity or knowledge, such as
electronics or medicine. In the eras leading up to the
Final Wars, diagnostic computers of various sorts were
used in nearly every segment of human life, as well as
in nearly every human society. Small and easily used,
they included sensors and vast databases that gave
their user up to date access to assessments of situations
at hand. These assessments help the user to achieve
greater results within a narrow field of endeavor, but
they are not replacements for human initiative.
The different types of diagnostic computers are
vast. The GM is free to create any he wishes for use

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PROPHECIES IN GAMMA WORLD


Cassandra’s existence may pose a problem for GMs are thus free to use Cassandra and the
some GMs, who might object to the idea of other Oracle Project computers as he sees fit. Those
prophecies in a science fictional setting. The GM who like to add mystery and unpredictability
is the final arbiter as to the usefulness and veracity (pardon the pun) to their campaigns can easily use
of anything that Cassandra or its fellow artificial these computers in that fashion. Those who prefer
intelligences have to say about the future. As to avoid such mysticism can play up the errors of
presented here, Cassandra is fatally flawed. From the computers, perhaps using them as the basis for
its inception, it lacked not merely a sufficiently adventures. Indeed, the prophecies made by the AIs
large database but the principles needed to use that can easily lend themselves to exciting adventures
database to create accurate predictions of human or even entire campaigns. Even if the GM decides
behavior. Consequently, these AIs are not true that the AIs are in fact incorrect in their predictions,
oracles at all. At most, they are extremely advanced that doesn’t mean that the inhabitants of the
calculators of physical principles. They can predict Gamma Age will see them as such. The very fact
the weather and natural disasters, for example, but that an individual or community believes the
they cannot predict the motions of the human prophecies is important. Belief, even misguided
heart. That means they inevitably make mistakes, belief, can be a potent force in human history. This
sometimes huge ones, when they attempt to is not less true in Gamma World and the GM would
prophesy about the actions of human beings. be wise to harness it in his own campaign.

in his campaign. As a general guideline, they provide little power and possess solar-powered batteries.
a +2 competence bonus to a single skill or a +1 bonus Provided that the batteries are not damaged, they will
to two related skills. More powerful computers of this begin function again within a few hours of being
type existed, of course, but they were rare even before exposed to sunlight and will continue to function
the Gamma Age and will be even more difficult to without the need for additional power, provided they
obtain now. Those who possess them will not freely are exposed to at least two hours of sunlight a day.
part with them and the Purchase DC for such devices Their integral programs, such as scheduling,
will be proportionately higher. calculating, and so forth will still function without
any difficulty, assuming that the user can figure out
TABLET the iconic interface. The communications and news
Size: Tiny programs, on the other hand, will not function unless
Weight: 0.5 lb they are within range of functioning systems of these
Purchase DC: 18 sorts, which is highly unfortunately unlikely in the
During the eras prior to the Final Wars, human Gamma Age.
beings became increasingly interconnected, thanks For the most part, tablets are simple curiosities.
to the growth of computer and telecommunications They grant +2 competence bonuses to any skill checks
technology. One of the most obvious signs of this was in which their programs could come to bear (GM’s
the tiny device known as the tablet. The tablet is discretion), although these are limited in number.
about the size of a book but with only a fraction of Likewise, information stored on one tablet can be
the width. The tablet consists of a touch-sensitive transferred to any other functioning tablet within 1
screen and an infrared sensor with which to maintain mile. If tied into an operational communications
contact with other tablets and computer systems. network, this information can be transferred over any
During past eras, tablet users relied on them for distance reachable by that network.
everything from reading the day’s news, arranging
schedules, balancing bank accounts and many more TACTICAL COMPUTER
everyday activities. In addition, tablets could interface Size: Tiny
with communications networks to allow the user to Weight: 0.5 lb
contact anyone who also possessed a tablet or Purchase DC: 20
compatible device. The military was one of the primary sources of
Because of their ubiquity, tablets are found in resistance to organic information systems. Their
most vaults during the Gamma Age. They use very reasons for doing so were many and varied, not least

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Tactical
Diagnostic Computer
Computer

Tablet

of which being its leadership’s desire to be able to computer can in a given combat round gain a +1
easily swap out technology and replace it as necessary. bonus to either his attack roll or his Reflex saving
The inorganic model was much more amenable to throw, but not both.
such “modular” thinking and made upgrades simple
and cost-effective. This was nowhere more true than UTILITY FOG
in the case of tactical computing. Soldiers during the Size/Type: Huge Construct
Final Wars each possessed a small tactical computer Hit Dice: 7d10+40 (79 hp)
that provided up to the second telemetry and Massive Damage —
information, tied directly into a visor worn by the Threshold:
soldier. Through the use of this computer, the soldier Initiative: +0
gained a fuller picture of the battlefield on which he Speed: 20 ft. fly (4 squares) (good)
fought, as well as the enemies against whom he fought, Defense: 13 (+5 dodge, –2 size), touch 13, flat-footed 12
making him a more effective and deadly warrior.
Base Attack +6/ +14
Tactical computers were commonly used by most Bonus/Grapple:
nations during the Final Wars, making these devices
Attack: By weapon
fairly common even in the Gamma Age. The primary
difficulty in using them is that they must be attached Full Attack: By weapon
to a functioning visor, many of which no longer exist Fighting 15 ft./ 15 ft.
in the present time. Provided one has both Space/Reach:
components, however, the tactical computer provides Special Qualities: Construct, dispersed, solar powered,
the wearer with a +1 competence bonus to his damage reduction 10, resistance to energy 20
initiative, as well as a +1 to ranged attack rolls and Saves: Fort +2, Ref +2, Will +3
Reflex saving throws. The initiative bonus is constant, Abilities: Str — , Dex 11, Con — , Int — , Wis 13, Cha 10
while the attack and save bonuses do not function at Skills: —
the same time. That is, a character using a tactical Feats: —

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CHAPTER TWO: TOOLS

Action Points: —
Allegiances: —
Reputation: —
Environment: Military bases, corporate compounds
Organization: Solitary
Challenge 13
Rating:
Advancement: 8–11 HD (Huge), 12–15 (Colossal)
Level +4
Adjustment:
The object lacks solidity or shape, being nothing more
than a cloud composed of millions of tiny points of light,
each one emitting a faint buzzing noise, as if they were
insects.
DESCRIPTION
At the bleeding edge of nanotechnology just prior
to the Final Wars was utility fog. This unusual
application of the technology was a swarm of nanounits
that could, upon command, reshape themselves to
create solid objects of an inorganic nature. Furniture,
doors, weapons – almost anything – could be created
simply by command. Utility fog was an experimental
technology in the latter days of pre-Final Wars
civilization and was not widely used. Consequently,
there are comparatively few examples of it in existence
during the Gamma Age and almost every example of
it is already under the control of someone (or
something), making it a dangerous hazard.
COMBAT
Utility fog is not intelligent and therefore cannot
make decisions for itself. It must be controlled and
commanded by an intelligent entity, such as a human
being or an AI Acquiring control is difficult.
Typically, a Stage III or higher ID card is necessary.
This works only in the case of uncontrolled (“wild”)
utility fog. Fog that is already under the control of
another entity cannot be taken control of without
evidence of even higher authorization than that
already brought to bear. The GM is the final arbiter
of what constitutes higher authorization.
Utility fog can create almost any weapons from
itself. The only limitation is that the weapon in
question cannot be larger than the cloud. Likewise,
the weapon must be capable of self-activation.
Otherwise, the fog is incapable of firing on its own and
must rely upon another being, whether living or
construct, to use the weapon it has created from itself.
At any given time, the fog can only create one weapon
of the same size as itself, two weapons of one size smaller

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GAMMA WORLD: OUT OF THE VAULTS

than itself, four weapons of two sizes smaller and so on, Solar powered (Ex): Utility fog is powered largely by
just like any other object it can create from itself. solar energy, which can run low after periods of darkness. If
Alternate Form (Ex): Utility fog can assume any it engages in combat in darkness or at night, utility fog
form of its own size or smaller as a standard action. Utility suffers a –2 penalty to Initiative and attack checks.
fog can remain in its alternate form until it is commanded Utility fog is a construct of a most unusual type,
to assume a new one or return to its natural state. The being nothing more than a cloud of millions of
new form cannot be a living creature or organic nanounits, all of which work together as a unit. The
substance. Utility fog assumes all the characteristics of fog is, by its nature, amorphous in shape and size (as
the new form except emergent properties like well as density), allowing it to assume nearly any
intelligence that cannot be reproduced through simple configuration it is commanded to take by an
mechanism. Thus, utility fog could assume the form of a authorized user. Consequently, utility fog can produce
computer but not an artificial intelligence, for example. from itself nearly any object, including fairly
Dispersed (Ex): Utility fog consists of millions of mechanically complex ones. In general, these objects
tiny nanounits. The only way to destroy it is to is to must be no bigger than the size of the fog itself. If it
destroy so many nanounits that the fog lacks sufficient creates objects smaller than itself, it can create
cohesion to function as a unit any longer. The fog is multiple examples of them. Thus, utility fog can
treated as a single Huge entity, but one that enjoys produce two objects one size smaller than itself, four
damage reduction 20, energy resistance 20, and a +5 objects two sizes smaller than itself, eight objects three
dodge bonus to defense. It also has no effective Strength sizes smaller than itself, and so on, doubling the
bonus, and cannot lift or move solid objects on its own. number with each step removed in size from itself.

BIOLOGICAL INFORMATION SYSTEMS


Conventional electronic computers remained the and to see in the dark. They fly at speed of up to 60 ft
sole form of artificial information technology during and remember exactly where they have been, and they
the 20th century and the first half of the 21st century. communicate this information both to each other and
However, advances in genetic engineering eventually to the hive itself.
allowed genetic engineers to unlock the secrets of Instead of being insects that build and live in a
memory and to create diseases and living beings that hive, the mapping hive is actually a living creature
could help humans to better process and understand that breeds its bee-like servants. These mapping bees
the vast amounts of information present in the pre- fly out and map the area around the hive. In normal
war era. operation, the bees map the rough details of an area
up to 30 miles around the hive. They first map the
MAPPING HIVE area within three miles of the hive and expand out at
Size: Small a rate of three additional miles every day. Within 10
Weight: 1 lb days they have completed the local map, which shows
Purchase DC: 14/16 the exteriors of all buildings, as well as their basic
Originally developed by the Chinese intelligence layout and floor plans and all natural features like
service, this device was based upon the ability of forests, rivers, chasms and caves. To prevent them
honeybees to map out their environment and from becoming separated from their hive if the user is
communicate this information to the rest of their hive. traveling, the bees will only map the area within three
A mapping hive is round-edged hemisphere made of miles of the hive for as long as the hive is moving.
an obviously organic material that looks halfway Once it has been in place for a full day, the bees begin
between plastic and paper. It is eight inches in to expand their mapping region outward.
diameter and four inches thick. Inside the hive are The user can display all maps ever recorded by
up to 500 long-lived and extremely durable bee-like the hive on the flat side of the hemisphere. This
insects, blue-gray in color and a quarter of an inch smooth surface is a living full color flat screen display.
long. These mapping bees have exceptionally keen This display is touch sensitive and clearly marked to
vision as well as the ability to detect magnetic fields allow users to magnify portions of these maps. If the

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user focuses on a nearby region that the mapping hive that actual memory the user concentrated on, not any
does not contain detailed information about (such as associated memories. Also, the unit stores all deleted
the interiors of a building), the hive immediately memories for seven days and can restore them during
dispatches several mapping bees to examine that this time. Once the user has deleted these memories,
region in greater detail. The bees return in one to he can also request the device to remove all memories
three hours (depending upon the distance) and the associated with the deleted event.
hive uses the information they provide to update its For example, if the user had an automobile
map. The hive can easily replace any mapping bees accident and wished to forget it, thinking about the
that are killed or lost and creates up to 25 new bees automobile accident and activating the deice would
in a week. Since the hive can function normally with cause the user to forget about the accident but not
only 250 bees, loss of bees is rarely a problem. The about the events leading up to it or the events
bees can function in temperatures ranging from –40 afterwards, including having to deal with the police
to 120 F and the hive only requires regular exposure and any tow trucks and repair bills. When used in
to sunlight and a cup of sugar water, honey or fruit this less extreme mode, the device cannot cause the
juice every week. If the owner does not feed the hive, user to forget more than one day’s worth of memories.
both it and the bees go dormant and it displays a This level of memory erasure will not decrease a user’s
message about the types of nutrients it requires on skills.
the screen. Dormant hives can survive indefinitely. If the user wished to forget about everything
related to the automobile accident, she would need
MEMORY ERASURE UNIT (MEU)
to activate the unit a second time. The unit would
Size: Medium then removes all memories relating to the accident,
Weight: 7 lb including getting the car repaired, the treatment and
Purchase DC: 14/16 recovery from any injuries and all similar events.
Originally developed for therapeutic use, When used in this fashion, the unit can potentially
kidnappers and other criminals also frequently used erase large portions of the user’s memories. If the user
these devices. Many thousands of these units were wished to forget everything about her job or her
built for use the memory therapists. Memory therapy parents, she could end up erasing large portions of
was a widespread fad in the years leading up to the many decades of her memories. Shortly before the
Final Wars. For more than a decade, the fad of purging Final Wars, many government and corporate
distressing memories caught on and some people asked intelligence agencies began using this level of erasure
for forget entire decades of their lives. Eventually, on operatives who retired or quit. Also, criminals used
home units were developed and some people used this unit on their victims, causing them to not only
them at the end of every day to forget any forget that they had been robbed, but also that they
embarrassing or upsetting incidents during that day. had ever owned the goods the thieves stole. When
Such people normally had their computers take care used in this fashion, the user may forget one or more
of any practical details that they had forgotten. skills associated with a specific profession if she forgets
The original MEUs were large and delicate units, about that profession.
but heavy demand lead to them being greatly Using this unit on an unwilling subject is difficult
miniaturized. Older models are the size of two-drawer but possible. The person controlling the device tells
filing cabinets, but the ones created within a decade the subject to think about the information she wishes
of the Final Wars are boxes one foot on a side and six to erase from the subject’s mind. Describing this topic
inches tall. In both old and new units, the top of the in detail will cause almost all subjects to think about
unit is a lid that opens revealing a metal mesh cap the topic. Subjects must roll a DC 15 Will save to
that connects to the rest of the device using a wireless avoid thinking about the topic in question. Success
infrared interface. The controls are extremely simple, allows the user to decide exactly what memories the
like most technology built after the late 21st century, unit erases. However, most criminals also erase all
if the user starts pushing buttons at random, the unit associated memories to make certain of success and
starts an automatic visual and verbal tutorial. To use while another Will save is unnecessary, in such a case
the device, the user turns it on puts on the cap and the character is going to lose all memories associated
concentrates on the memory. The unit then asks the with some event. Fortunately, the unit stores all erased
user if these are the memories he wishes to delete. To memories for seven days. While the user will not be
prevent accidental memory loss, the unit only removes able to remember any erased memories, she will know

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GAMMA WORLD: OUT OF THE VAULTS

that the unit erased some of her memories. If she can In the late 21st century, genetic engineers
gain access to the same memory unit within seven working with neurotechnicians discovered a way to
days of the erasure, she can set the unit to full restore record memories in DNA using advanced gene
all of her memories. However, attempting to use other splicing techniques. These researchers used extremely
units will not work and after seven days, all of her delicate viruses to transfer memories from one person
erased memories are forever gone. A single power cell to another. This technology allowed people to encode
allows the unit to operate 100 times. their learning and their skills into a virus that could
infect any number of other people, greatly speeding
MEMORY VIRUS both education and training. However, memory
Size: n/a viruses can only provide someone with the basics of a
Weight: — skill, great expertise still required a combination of
Purchase DC: n/a conventional learning and practice.
Memory Virus — Contact DC 13; 1d6 days; No initial damage Isolating memories of only a single skill proved to
(special)/ no secondary damage be impossible, so each memory virus also includes how
These genetically engineered diseases are one of the donor felt about the field of study and traces of a
the most insidious remnants of the years immediately multitude of other memories. As a result, many people
preceding the Final Wars. Before civilization refused to use memory viruses because they did not want
collapsed, everyone who was not extremely poor (and someone else’s thoughts and memories in their head.
even the poor residents of the more humane nations) Memory viruses remained a highly specialized learning
possessed highly effective artificial immune systems technique that educators primarily used to help speed
that protected them from almost all unwanted advanced study in a variety of highly specialized fields.
versions these diseases. However, neither Also, while tourists and business travelers greatly
impoverished people who lived before the Final Wars preferred to rely upon handheld or wearable electronic
nor almost who survived them possesses significant translators, spies and a few diplomats used memory
protection from these viruses. viruses to learn languages.

Mapping
hive

Octo-
Memory
Unit

Personality
Engram
Transfer
Unit

Memory Erasure
Unit

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Eighteen years before the Final Wars, illegal gene- prevent a character from learning that many ranks of
hackers discovered a way to implant DNA memories particular skill, a memory virus can transcend such
into robust and highly infective viruses. Instead of limits. A 4th level character could gain six ranks of a
teaching skills, these unlicensed technicians created cross-class skill from a memory virus. However, this
viruses that they sold to illegal advertising agencies, skill would remain cross-class skill, and the character
unscrupulous religious cults and radical political could not gain more ranks in this skill until she
movements who wished to release viruses that would attained at least 11th level.
cause others to have memories of loving their products Skill ranks gained from a memory virus are not
or having a fanatical devotion to their beliefs. The cumulative with any previous learning possessed by
next eighteen years was a constant battle between the character. If the virus contains four ranks of a
the artificial immune systems most people possessed skill and the character already knows three ranks of
and these propaganda viruses. Meanwhile, poorer this skill, the character will still only have four ranks
people were frequently unwillingly dragging into low in this skill (and not seven ranks). If the character
cost clinics by their friends and relatives because they has more ranks in the skill than the memory virus
were suffering from the latest of these diseases. provides, then the virus provides no benefit to the
Memory viruses have no physical symptoms character. Also, if the virus teaches the character a
except an extremely mild fever that lasts for a day or new feat, the character can only make use of this feat
two. However, between one and three days after being if she also possesses all of the skill and ability
infected, the subject will feel the fill psychological prerequisites necessary to use this feat. Learning
affects of this virus. The virus permanently alters the viruses can only teach feats that involve knowledge
character’s memories after four weeks. However, if the of how to perform some task (like surgery or Vehicle
character receives an anti-viral treatment capable of Dodge) or understand how to use various objects (like
killing off the virus within four weeks of infection Aircraft Operation or Tech Familiarity). Feats like
curing the virus will also remove all of the memories. Confident or Windfall cannot be encoded in a
In most cases, unless the infected character receives memory virus.
an anti-viral treatment, she will remain contagious In addition, regardless of whether the character
for as long as five or ten years. actually learns anything from the virus, she also gains
A number of the hardiest propaganda viruses a scattering of seemingly random memories from the
survived the Final Wars. In the days immediately after person whose memories formed the original template
the Final Wars, when it was evident that civilization for this memory virus. A character who was afraid of
was collapsing, several dozen genetic engineers heights and who had religious taboos against eating
attempted to preserve basic learning by encoding a oysters might suddenly have memories of bungie-
wide variety of useful technological skills and feats jumping or eating a huge plate of raw oysters and
into durable and highly infectious viruses. Tech finding them to be indescribably delicious. These
Familiarity and various Knowledge skill viruses are memories will be indistinguishable from the
now especially common. In most cases, the spread of character’s normal memories, which can become
each memory virus is highly localized — everyone in exceedingly confusing.
a town or even a small city-state may have the same Viral Propaganda
virus. Most travelers avoid towns where some of the Propaganda viruses provide victims with up to
more extreme propaganda viruses affect all residents. four ranks of skills. Unlike learning viruses, the skills
Regardless, artificial immune systems (see “Medicine” in viral propaganda can be highly diverse. The ability
in Chapter Three), total-med and revivifiers all to read, write, and speak an obscure language and two
completely cure the effects of all memory viruses. levels in history, theology or philosophy might all be
Learning Virus included in a single religious virus. However, the
Some viruses simply give the character between knowledge imparted by propaganda viruses is always
four and six (depending upon the skill) ranks in a exceptionally biased. Also, some viruses contain no
single skill or the knowledge of one feat. Alternately, skills at all and consist solely of information like a
a single memory virus can provide the two ranks biography detailing the life and works of a single
necessary to learn to both speak and read and write a religious or political figure or highly emotional
single language. No memory virus can ever give a memories of being a loyal disciple to some religious
character more than six ranks in a skill. Although or political cause. Patriotism viruses were especially
limitations of character class and level normally common shortly before the Final Wars.

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These viruses cannot make anyone believe wearer to easily replay any memory. As a result, the
anything, but vividly remembers believing something user can remember everything that happened while
makes most people more inclined to believe it. In she has been wearing the OMU. In addition to
addition, propaganda viruses can both add and remove providing a +2 equipment bonus to any skill rolls
allegiances from the user’s mind. Someone could where having an excellent memory is helpful, these
design a propaganda virus to remove all allegiances memories are so vivid that if the wearer wishes she
associated with Islam and replace it with an allegiance can also Take 20 on all Spot and Listen rolls because
to a specific form of Christianity. If it infected she can replay the memories so vividly as often as she
someone who was not Muslim, this virus would simply likes. However, doing this only works if the character
instill and allegiance to a particular branch of closely observed the event when it occurred. Also,
Christianity. Viruses that infect victims with the character must sit down and replay this memory
allegiances to religions, organizations (many of which in her mind for at least 20 minutes to successfully
now only exist in the minds of people affected by take 20.
various propaganda viruses) are especially common. Although most wearers never removed their
However, viruses that produce allegiances to nations OMUs, users can even remove it and loan it to
or specific moral or ethical philosophies also exist. someone else, and so give this person an exact record
Like added memories, curing the virus within four of the user’s memories. Unfortunately, this means that
weeks of infection reverses all changes in allegiances. this person now has access to the previous wearer’s
Any treatment that cures memory viruses will remove memories of everything that she has thought or
these allegiances. experienced since she first put on the OMU.
Searching through someone else’s memories is a
OCTO-MEMORY UNIT (OMU) complex and confusing task that requires at least one
Size: Tiny Concentration check, of DC 15 for particularly vivid
Weight: 0.5 lb and prominent memories up to DC 30 or more for
Purchase DC: 13 obscure or suppressed memories. A successful DC 20
Octopi are the most intelligent of the Concentration check gives the wearer a +2 synergy
invertebrates and have unique four-lobed brains. In bonus on Intelligence-based skill checks in which the
the early 22nd century, genetic engineers took previous wearer had more ranks of a particular skill
advantage of this creature’s unique neural architecture than the current one does.
to create the ultimate personal information system OMU’s are extremely long-lived, with life spans
— a backup memory. This piece of biotech looks like of at least 200 years and their hyper-efficient neurons
a small octopus that has four tentacles on each side, can continue to absorb new information as long as
rather than having all eight tentacles arranged they are alive. As a result, many OMUs have been
radically. This creature is seven inches wide from the used before and may already be full of years or decades
tip of the left tentacles to the tip of the right tentacles, of someone else’s memories. If desired, the new user
and its body is three inches in diameter and one inch can purge all the unit’s previous memories. However,
thick. Genetic engineers designed the creature to few characters wish to lose such valuable experience.
attach itself to the back of the user’s neck — once in Unfortunately, wearing an OMU that has more
place, its ability to change color allows it to blend in than a decade’s worth of memories in it can be
perfectly with the wearer’s skin color; it takes a DC somewhat risky. If the user ever rolls a natural 1 on
20 Spot check to notice that someone is wearing an any Concentration roll to access memories of the
OMU. The suckers at the base of the tentacles send unit’s previous users, she becomes temporarily lost in
special bio-polymer coated nerve fibers into the user’s these memories. She must then roll a DC 15 Will
spinal cord and brainstem while the OMU’s mouth save. If she succeeds, then she merely sits immobile
burrows down and connects to a minor blood vessel. and lost in thought for the next hour or until someone
Once in place, the OMU receives all of its violently shakes her out of this fugue state. If she fails
nourishment from its wearer. In return, its specially the save, then for the next 1d4 hours she is temporarily
modified brain records all of the wearer’s thoughts convinced that she is the person whose memories she
and sensory impressions as long as the user continues was accessing. Since this person will almost certainly
to wear the OMU . not know anything about the user’s life, she will
Not only does the wearer have a perfect almost certainly be both upset and confused. Also at
photographic memory, the OMU also allows the the end of this state, the user is Fatigued. Today,

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explorers and scavengers sometimes find OMU’s process. Both individuals are conscious during the
living in the wild, since they are perfectly capable of transfer and the user must restrain unwilling subjects.
surviving and even breeding on their own. While they The unit has two settings: the user can either
can survive indefinitely in air, they prefer to live in cause the device to delete the first person’s personality
water and drink the blood of small fish. However, most or to switch the two individual’s personalities. To
travelers find OMUs on their previous wearers’ dead prevent mishaps, if the unit deletes someone’s
bodies. personality, it stores this personality, so that it can be
later replaced in that subject’s body. PET units have
PERSONALITY ENGRAM sufficient storage to hold up to three personalities.
TRANSFERENCE UNIT Every additional personality that the unit stores means
(PET, MIND-SWITCHER that it deletes the personality is has stored the longest.
OR APPLE-CORER) Anyone using this device must make a DC 20 Will
Size: Huge save. If either subject succeeds at this Will save, the
Weight: 150 lb personality transfer fails, but may be tried again. (This
Purchase DC: 34/37 limit means that many users take will-weakening drugs
Originally developed to allow the elderly to right before attempting a transfer.)
transfer their minds into young speed-grown clones, A character using this device to obtain a new
the absence of such clones means that this device is body retain her Intelligence, Wisdom, and Charisma
now used to rip young, healthy people’s minds out of as well as all skills, mental feats like Confident, Builder
their bodies and replace them with the mind of or Force Stop and all mental mutations. However,
someone who is generally old, powerful and her Strength, Dexterity and Constitution, as well as
completely amoral. Before the Final Wars, spies and all purely physical feats like Toughness, Endurance
criminals also used this device to impersonate people or Great Fortitude and all physical mutations are those
by literally take their bodies; criminals still use it for of the body she now inhabits. While a sizeable number
these same purposes today. of the people who survived the Final Wars used
This device is the size of a modern day washing various longevity therapies to greatly lengthen their
machine (two feet wide, two feet deep, and three feet life spans, some did not and most people who have
tall) and weighs 150 lb. The top of the device opens been born since then lack such miracles. However,
to reveal a series of relatively simple controls and two anyone who acquires a PET device has another, far
helmet-like devices, each of which connects to the less moral option to death by old age. Today, most
PET by a yard-long cable. The user must place the people who use PET units are old people who wish to
two helmets on the two subjects, and then activate be young again, even if it means stealing the body of
the device. The process of transferring minds requires someone younger. A few warlords have PET units,
one full hour. Removing one or both helmets or while others are in the hands of unscrupulous traders
turning off the device in mid-transfer causes both who kidnap young people and sell their bodies to
people to fall unconscious and completely disrupts the anyone wealthy enough to meet their price. One
power cell allows this device to make 10 transfers.

STORAGE
Although the book you have in your hands is something is a storage container of some sort, no
called Out of the Vaults, there’s no reason that the matter how big or small. This section briefly overviews
eponymous vaults could not themselves be considered some of the most useful and common forms of storage
valuable. Of course, as discussed earlier, “vault” is a that player characters could conceivably find and
relative term. It could include a wide number of (more importantly) possess. Naturally, this list is not
different things, including storage containers that are exhaustive and concentrates primarily on portable
more easily portable. After all, most devices that items. GMs interested in bigger storage devices are
survived the disaster of the Final Wars did so because referred to Chapter One, wherein vaults proper are
they were protected by something. In many cases, that discussed in greater detail.

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COLLAPSIBLE VAULT DISPOSA-UNIT


Size: Medium* Size: Medium*
Weight: 45 lb Weight: 10 lb
Purchase DC: 24 Purchase DC: 18
Consisting of a large suitcase-sized box that can The disposa-unit was created as a means of safely
easily be carried by a single person (provided he has and harmlessly holding hazardous materials, such as
Strength 12 or more), this device is actually an radioactive or medical waste. The unit is a large,
integrated computer and nano-factory all in one. The cylindrical tube about three feet in length and six
user simply commands the vault to be built and the inches thick. A removable cap at one end allows the
item immediately goes to work doing just that. The user to place materials within it. Once the cap is
vault is built from materials found in the surrounding replaced on the end and the unit activated, nanounits
environment and takes 1d20+20 minutes to complete. inside begin to work on the material, rendering it inert
The user cannot specify anything about the size or and harmless to human contact. Once done, the waste
nature of the vault, since that is to a large extent can be removed from the tube and safely disposed of.
dependent on the materials available wherever he This process takes anywhere from 12 to 72 hours,
chooses to activate the device. depending on the amount and type of the waste.
The newly assembled vault occupies at least 15 Naturally, a unit can dispose of no more waste than it
square feet and stands at least 10 feet high. The walls can hold by volume.
have 50 hit points and a hardness of 10. In addition, Disposa-units came in multiple sizes, some of
the nanounits that built the vault repair it at a rate of them being quite large and therefore more suitable to
5 hit points per round. At the GM’s choosing, all of community use. These larger units are very valuable
the aforementioned statistics can be altered upward in the Gamma Age, both because of their utility and
although no more than twice the listed values would their relative rarity. The largest units are over one
be appropriate. Only one collapsible vault can be hundred feet long and could hold literally tons of
constructed at a time with the same unit. If the user waste. Even inoperative disposa-units have value as
chooses to keep a single vault active, it can remain so simple storage containers. They are made of sturdy
indefinitely. However, if he chooses to collapse the materials and shield the worst effects of whatever is
structure, he can do so easily. The nanounits that built contained within them. This means that a community
the vault return to the central unit and are again could easily use a unit as a holding area for toxic or
available for use when the user desires them. hazardous materials without any need to render it
Not surprisingly, the collapsible vault is highly harmless, although that’s obviously a far better use
valued by many individuals in the Gamma Age. They for it. Some communities that possess larger disposa-
are very rare devices, which only increases their value. units have used them to create latter day versions of
Both militaristic and pacific groups alike see the sewage treatment facilities.
collapsible vault as a welcome addition to their *As noted in the text, there were disposa-units
repertoire. The original purpose of these devices is of Large and greater size available during the Final
unknown, although it is believed they were created Wars era. Few of them continue to exist in the Gamma
by the military for use as mobile forward advance Age. Those that do would have a purchase DC of at
bases. However, the size of the vault when made is least 22, perhaps higher depending on the location
sufficiently large as to put this theory into doubt. and circumstances of the unit in question.
*The typical collapsible vault’s housing takes the
form of a medium-sized suitcase-like container. Once
SECURITY BAG
activated, the vault it creates is generally Huge, Size: Small
although there is some degree of variation in this, Weight: 5 lb
depending on the materials available to the integral Purchase DC: 20
nanounits. At the GM’s discretion, other collapsible The security bag first made its appearance during
vault systems might be found. Their containers could the Gene Age. This device is a large leather-like bag
be of Large size, but no bigger. Such larger systems imprinted with the DNA of a user or group of user at
would have a purchase DC of between 25 and 28, purchase. When touched by anyone other than those
again depending on the characteristics of the vault whose genetic material has been imprinted in its own
the integral nanounits construct. structure, it closes tight and will not open. The

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CHAPTER TWO: TOOLS

material from which the bag is made was used in many *Any object or creature placed within the box
applications, such as wallets, purses, attaché cases, enters a state of suspended animation within five
even shoes! The bio-memetic material provides the minutes of the box’s lid being closed. There is no save
same protection as leather, but, once it has closed, it to resist this effect, although it only works on objects
will not open again until touched by the person or or creatures that can fit completely within the 3 x 3 x
persons with whom it is imprinted. 2 foot dimensions of the box. Larger stasis boxes did
Security bags were common items well into the exist, but they are rare and comparatively more
Final Wars era. Consequently, many survive into the difficult to purchase. There are no ill effects to being
Gamma Age. The primary problem is that most of placed in suspended animation. Indeed, anything
them have already been imprinted with the DNA of inside does not age, grow, change or otherwise alter.
individuals long dead. It is possible to “reprogram” a Likewise, poisons, diseases and radiation damage slows
security bag, but it very difficult. Doing so requires a while in stasis so that they no longer do any further
DC 35 Computer Use (Biotech Systems) check. harm. Living creatures who remain within a stasis box
Failure prevents further attempts by the same for more than a year at a time must make a DC 12
character. Unimprinted security bags are rare and Fortitude save each year or suffer the permanent loss
quite valuable. The purchase DC below is based on of 1 point of Constitution.
an unimprinted bag, with an imprinted one having a
DC 5, 10 or even 15 lower, depending on how
VARIABLE GEOMETRY
desperately its seller wishes to get rid of it. DURALLOY CONTAINERS
Size: Medium
STASIS BOX Weight: 20 lb
Size: Medium* Purchase DC: 17
Weight: 20 lb As explained earlier in this chapter, duralloy is a
Purchase DC: 22 strong and sturdy metallic alloy created through
Biological stasis is the process by which some nanotechnological methods. As one might expect, it
organisms place themselves into a kind of suspended was used to create containers of various sorts, all of
animation, during which their biological processes which possessed the qualities of the material from
operate many times more slowly than usual. While in which it is made. Because of this, duralloy containers
stasis, these organisms still live, of course, but because of are quite valuable in the Gamma Age. They are
their stasis, they do not age at a normal rate nor do they frequently traded for and used as the basis for
grow or suffer the effects of diseases. For all intents and bartering. Unlike lesser materials, duralloy is equally
purposes, they are stopped in time until the stasis ended. useful in a wide variety of environments and can
With nanotechnology, it was a simple matter to withstand a fair amount of damage before breaching,
induce stasis at will. Doing so in inorganic substances took for example.
more effort, but did not prove impossible. Once the Far more valuable than these ordinary duralloy
technology was perfected, it was applied in many areas, containers are the variable geometry versions. These
including storage media. The so-called stasis box was one containers make full use of duralloy’s smart
such medium. Approximately the size of an old-fashioned characteristics. A container possesses a small hand-
footlocker, the box can induce stasis in anything placed held control, which is about the size of a modern day
within it indefinitely, so long as it remained inside the cigarette lighter. When used properly, it allows the
closed box. Once opened, an object or creature begins to user to alter the shape, volume and thickness of the
“thaw out” and become active within five minutes. No ill container to which it is keyed. This means that a
effects are induced because of the stasis, although no one standard size container (which is three feet wide by
during the Final Wars era had ever placed a living thing five long by two feet high) can change its shape so
in a stasis box for more than a few months at a time. Most that it is better suited to carry and oddly shaped object.
stasis boxes found in the Gamma Age contain some sort The cubic footage of the container cannot change all
of object inside, typically perishable items like food or that much, although there is some leeway by altering
drugs. They rarely contain living creatures, but they easily the thickness of the metal slightly. However, within
could. Those who find these items are therefore advised these basic parameters, a variable geometry container
to beware their contents. can warp and shift to suit the needs of its user.

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A GAMMA WORLD: OUT OF THE VAULTS

M
M
A

W
O
R
L
D

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PERSONAL WEAPONRY
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


Despite the hopes of idealists, the 21st century as Physical Sciences, for example), she gains a +2
proved no more secure than the 20th. Indeed, as synergy bonus to her skill check. Furthermore, the
the century wore on and the 22nd dawned, the
world was as fearful, unsafe and paranoid as ever.
Not surprisingly, this led to the proliferation of new
character must possess materials with which to
improvise ammunition. Gunpowder, for instance,
requires sulfur, charcoal and potassium nitrate,
T
personal weapons technologies designed to ensure while energy cells require an appropriate power
“peace of mind.” Whether or not these weapons source and the means to infuse that power into the
fulfilled their promises is a matter of perspective. cell.
The decades leading up to the Final Wars saw the The Repair DC for any attempt to improvise
rise of innumerable new types of personal weapons,
many of which were so destructive that they were
immediately outlawed even in locales where self-
ammunition is equal to the Purchase DC for the
weapon in question. Thus, creating ammunition for
an Uzi is DC 18. For every two ranks above 5 in the
O
defense was deemed a sacred liberty. So many
personal weapons were produced in those dark days
that a great many still survived into the Gamma
appropriate Technology skill, the character gains a
+1 competence bonus to her check. If she possesses
only approximate materials rather than exact ones,
F
Age, where they have proved every bit as deadly as the GM may increase the Repair DC by +1 to +3
they were in pre-Wars days. depending on the variance. Archaic weapon
ammunition can usually be improvised in 10
HANDGUNS minutes. Pre-Wars ammunition takes 1 hour, while
AND LONGARMS
These weapons require the Exotic Firearms
Proficiency feat for use without penalty, except
Advanced ammunition takes 10 hours. These are
guidelines, of course, and the GM should increase
or decrease them as he sees fit.
T
where otherwise noted. Table 3–1 has weapon
statistics; listings are consistent with those in d20
Modern, Table 4–4: Ranged Weapons.
“BLACK RAY” WEAPON
Without a doubt, the most impressively
destructive personal weapons of the pre-Wars era
H
THE PROBLEM OF AMMUNITION
One of the most pressing problems facing
characters in Gamma World is running out of
were the so-called “black ray” weapons. These
weapons are molecular disintegrators, available in
pistol and rifle forms. They operate by generating
E
ammunition for their high-tech weapons. The fact an anti-gluon beam which destroys the bonds that
is that while many weapons have survived the Final hold the ordinary matter of the target together.
Wars, comparatively few ammunition packs (in These weapons derive their common name from
whatever form they take) have done so, and at least the fact that the anti-gluon beam clears away air
they won’t always be found in the same places as
the weapons themselves. For that reason, characters
often find themselves desperately in need of energy
particles in its path, creating a “micro-void” optical
effect that looks very much like an intensely black
ray.
V
cells for their blaster pistol without any obvious
place to turn. Sufficiently resourceful and skilled
characters can always improvise, creating their own
The target of a black ray weapon can be
destroyed utterly if the beam can be focused on it
for a long enough period of time. Even a momentary
A
ammunition with materials they obtain themselves. burst wreaks terrible damage that is extraordinarily
Doing so is not easy in most cases, but it is possible,
and better than going without ammunition.
The pertinent skills for improvising
difficult to heal or repair.
Black ray weapons were strictly military
weapons. The technology needed to create them
U
ammunition are Knowledge, Repair and
Technology. A character must possess at least 5
ranks in the appropriate Technology skill for the
(including the integral force field that protected
its user from the radiation it generated) was
restricted, so they seldom fell into civilian hands.
L
weapon before she can even attempt this task. Consequently, existing caches of black ray weapons
Repair is also necessary, although an appropriate
Craft skill could be substituted at the GM’s
are found primarily in military vaults. A handful of
these dreadful weapons have resurfaced in the
Gamma Age, some in the hands of disreputable
T
discretion. If the character also possesses 7 or more
ranks in a Knowledge related to the weapon (such cryptic alliances who have not hesitated to use them 57
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A GAMMA WORLD: OUT OF THE VAULTS TABLE 3–1: HANDGUNS AND LONGARMS
Damage Range Purchase
Weapon Damage Critical Type Inc. ROF Magazine Size Weight DC

M Black ray pistol


Black ray rifle
4d6*
5d6*
20
20
Special
Special
30 ft
40 ft
S
S
10 box
10 box
Med
Large
5 lb
15 lb
25
28
Bliss blaster Special* — Special 30 ft S 30 box Med 3 lb 18
M Burn blaster
DAS microblaster
2d4
Special*

19–20
Fire 15 ft S
Electrical 60 ft S, A
20 box
120 int.
Med
Med
5 lb
3 lb
15
27/30

A Flame projector
Fusion rifle
Grenade launcher
2d6*
5d6*
By grenade



Fire
Special
40 ft* S
40 ft
By grenade 80 ft
S
S
20 int.
10 int.
10 int.
Med
Large
Med
10 lb
15 lb
15 lb
17
18
15
type* type*
Gyrojet 2d6 19–20 Ballistic 50 ft S 30 box Med 5 lb 18
smart pistol*

W Laser pistol*
Laser rifle*
Mark V blaster
2d6
2d8
4d6
19–20
19–20
19–20
Electrical
Electrical
Electrical
50 ft
100 ft S
40 ft
S

S
30 box
20 box
30 box
Med
Large
Med
3 lb
6 lb
8 lb
20
25
20

O Mark VII blaster


Mark XII blaster
Micro-missile
5d6
8d6
1d10
19–20
19–20
19–20
Electrical
Electrical
Concussion
50 ft
80 ft
S
S
80 ft S, A
30 box
20 box
40 box
Med
Large
Small
5 lb
10 lb
3 lb
22
25
20

R launcher
Mini-grenade
launcher*
1d6 — Slashing 50 ft S, A 50 int. Small 5 lb 20

L MP rifle
Musket
Special*
1d12*

20
Special
Ballistic
40 ft
30 ft
S
S
10 box
1 int.
Med
Med
5 lb
6 lb
20
12
Needler gun 1d4/ — Piercing/ 50 ft S 30 box Med 4 lb 18

D Railgun*
By toxin*
2d10 19-20
Poison
Ballistic 50 ft S, A 100 int. Med 10 lb 22
Safe-T-Suit 1d4 19–20 Fire 10 ft S 2400 int. Fine 15
blaster*
Screamer 2d12* 20 Concussion 20 ft S 20 box Large 20 lb 22
Stasis rifle Special* — Special 50 ft S 20 int. Med 10 lb 22
Stokes coagulator 3d6* — Special 40 ft S 10 int. Large 15 lb 20
TAF (ghengiz gun) Special 19–20 Ballistic 60 ft S, A 120 box Med 3 lb 29
Tangler pistol Special* — Special 40 ft S 20 box Med 10 lb 15
* See the description of this weapon for special rules.

to advance their own twisted agendas through doubles the weapon’s damage and increases the
violence. Rumors abound of “black ray cannons,” Fortitude save to 20.
but none have ever been found.
Special: Any target hit by a black ray weapon
BLISS BLASTER
must make a DC 18 Fortitude save or be When properly used, this unusual weapon is non-
disintegrated, leaving behind not even ashes. On a lethal but nevertheless effective. It uses
successful save, the target still takes the listed electromagnetic waves to stimulate the pleasure
damage from molecular damage. A critical hit centers of the target’s brain. If the target is hit directly,
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he is overcome by irresistible but non-specific waves BURN BLASTER
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


of physical pleasure that convulse his body and make The burn blaster is not an energy weapon, but
him unable to do anything, even stand upright. In a projectile weapon. It fires high-velocity hollow
most cases, the target suffers no lasting ill effects from bullets containing a chemical reactant that
a direct hit except exhaustion. In rare cases, there
may be permanent nerve damage due to over-
stimulation. Some individuals are constitutionally
becomes volatile when exposed to an oxygen
atmosphere. This reactant spreads quickly over a
T
target upon impact and ignites, causing severe
capable of withstanding the weapon’s effects to some burns. The reactant does not burst into flames;
degree and can still function even after a direct hit. the burns are generated through a chemical process
The bliss blaster was produced for law — not that that matters much to anyone who
enforcement use as a means of non-violently suffers its effects. The burns are in addition to any
dispersing crowds and dealing with violent
offenders. Its effectiveness was so obvious that other
sectors of society found uses for it as well, including
damage the target suffers from the actual impact
of the bullet itself.
O
The burn blaster was primarily a civilian
“bliss addicts” who would voluntarily submit to its
effects. In the Gamma Age, a few cults have arisen
around the use of bliss blasters, seeing its effects as
weapon, although military versions did exist. As
such, surviving examples can be found almost
anywhere. The primary drawback to using this
F
a divine gift. Other more sybaritic sorts simply enjoy weapon in the Gamma Age is the rarity of suitable
the unmitigated pleasure it brings and will pay ammunition. The weapon can be used with ordinary
handsomely for anyone who can provide them with bullets, in which case it functions much like a 9mm
working examples of this weapon. pistol, although it is heavier and bulkier in
Special: A target hit by a bliss blaster must
make a successful DC 15 Fortitude save or collapse
in ecstatic convulsions for 1d6+3 minutes minus
appearance.
DAS MICROBLASTER
T
the target’s Wisdom modifier (if positive). During
this time, the target cannot do anything, including
speak or even stand upright.
The DAS microblaster is a component of the
Defensive Aerostat Swarm armor. See Armor,
below, for specifics.
H
E
Grenade
Launcher

Black Ray
Fusion
Rifle
V
Pistol

Micro-
Missle
A
Launcher
Bliss
Blaster
Mark XII
Blaster
Gyrojet
U
Smart
Pistol
L
Burn
Blaster Laser Flame
T
Weapon Projector
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A GAMMA WORLD: OUT OF THE VAULTS
FLAME PROJECTOR
The flame projector is an ancient weapon that
nevertheless saw continued use by militaries right
up until the Final Wars era. There are many reasons
M for this, including simple fetishism on the part of
many soldiers, who simply enjoyed flame projectors’
glorious destructiveness. However, flame projectors

M remained in service primarily because they were


unparalleled in their ability to disperse people in
tight formations, whether soldiers or civilians.

A These weapons resemble large pistols attached to a


small backpack. The projectors fires a chemical that
ignites upon contact with an oxygen atmosphere
and spreads over a wide area, blanketing anything
and anyone within that area in a terrible
conflagration. The chemical adheres to most
materials and burned for minutes after being shot

W out of the projector, which added to its usefulness


in battle.
Flame projectors were solely the purview of the
military. That’s why they can be found only in
O military vaults in the Gamma Age. The chemical
needed to fuel them is even more rare than the
weapon itself. In addition, the fuel runs out after

R only a small number of shots, making any use of


this weapon extremely expensive. Nevertheless,
groups like the Purists very much enjoy flame
projectors, as do the Red Death. There are tales of
L smaller, wrist-mounted flame projectors as well, but
there have thus far been no indications that these
tales have any basis in fact.

D Special: A flame projector is a persistent


damage weapon. Anyone hit by it suffers the listed
damage value every round for five rounds or until
the chemical is extinguished by dousing in water,
rolling on the ground, etc. Extinguishing the
chemical is a full-round action during which time
the character can do nothing else.
A flame projector’s burst covers a beam 40 feet
long. Anyone caught within that area is considered
to have been hit if the wielder’s attack roll exceeds
the potential victim’s Defense.
FUSION RIFLE
The fusion rifle is a bulky rifle that utilizes a
backpack power supply to provide it with energy.
It is therefore somewhat unwieldy for those
unaccustomed to wearing it. The rifle is actually a
focused radiation projector, using force fields to
direct and contain the emission of radioactive
particles in a coherent beam. Being hit by this beam
sears the flesh and causes deep burns that extend
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deep into the target’s innards. In some cases, the of damage as listed in the grenade’s description. The
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


directed radiation may cause mutations as well, range increment of the grenade launch supersedes
although that is generally quite rare. that of the grenade itself.
Fusion rifles were almost wholly the purview
of the pre-collapse military, which is why they are
only found in military vaults. These weapons are
much favored by cryptic alliances that value
GYROJET SMART PISTOL
As its name suggests, the gyrojet smart pistol’s
primary selling point is its ability to seek out targets
T
maximum destruction against their enemies. The with great accuracy. Through a combination of an
notable exceptions are the Purists, who fear the integral sophisticated sensor system and a laser
fusion rifle as a means of creating more mutants. tracker, the pistol “tags” its target with a homing
Should Purists find these weapons, they will destroy signature that is then delivered to the gyrojet bullets
them — often to their regret, since doing so can be
quite dangerous. The backpack power supply
includes an integral micro-fusion generator. More
in its magazine. When fired, the bullets home in
on the designated target and no other, avoiding
obstacles and other potential targets in order to
O
than one community has disconnected it from the
rifle and used it to power vehicles or other machines
of more value to them than weapons.
reach their destination. Although the gyrojet bullets
are not as deadly as other types of ammunition, they
are exceedingly accurate. The pistol’s internal
F
Special: The blast of a fusion rifle is considered computer can retain a homing signature for only
a Moderate mutagen. Anyone hit by the blast must one target at a time, so the user must remember to
make a successful DC 10 Fortitude save or suffer a choose a new target if he wishes to fire upon
random mutation (see the Gamma World Player’s someone else.
Handbook).
GRENADE LAUNCHER
Gyrojet smart pistols were primarily military
weapons, although there were civilian versions
available, especially during the late Noetic Era,
T
As the effectiveness of grenades increased over when computer technology became exceedingly
the decades, so did the difficulty in using them
effectively. Before the advent of smart and other
inexpensive. Thus, these weapons can be found in
a variety of vaults in the Gamma Age. They have
become popular firearms with some of the higher-
H
self-propelled grenades in the Noetic Age, grenades
were limited in their range by how far their user
could throw them. Unsurprisingly, grenade
launchers had long been in use to lend mechanical
tech militias associated with larger communities,
although they are still far from common. One of
the biggest difficulties in using these weapons is
E
aid to this process. By the time of the Final Wars, finding enough ammunition to make them practical
grenade launchers were an archaic technology, but as anything more than novelties. Indeed, finding a
enough existed that they could still be found in cache of gyrojet clips is probably far more valuable
many parts of the world, including civilian hands. than finding the smart pistols themselves.
These weapons looked like short rifles with extra
wide muzzles and a large loader on the back into
which the user could place the grenades it fired.
Special: Each additional shot after the first
against the same target grants the user a further +1
to his base attack bonus. Thus, the first shot is at
V
Grenade launchers were common enough even
during the Final Wars era that many of them survive
to the present. Most are universally usable with any
the normal BAB, while the second is at +1, the
third at +2, the fourth at +3 and so on. This
represents smart pistol’s increasing accuracy as its
A
type of standard grenade, but a few of them are internal computer coordinates sensor data to get a
constructed for use with a specific type of grenade.
Those weapons are less common, but may still be
found, especially in vaults associated with civilians
better lock on its target. Once a new target is
chosen, however, the process begins anew. The
same is true if the user switches back and forth
U
rather than the military. Grenade launchers have
excellent range and good reliability. They also
include integral targeting systems that allow the user
between targets, since the internal computer’s
memory is very limited. L
to better aim his grenades — very important
LASER WEAPON
considering the unusual trajectories necessary to
score many hits.
Although blasters are by far more well-known,
other types of directed energy weapons existed
during the pre-Wars years. One such category was
T
Special: A grenade launcher can fire any
standard grenade, inflicting the appropriate amount lasers — specifically excimer lasers, which utilized
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A GAMMA WORLD: OUT OF THE VAULTS
the short wavelengths of light to produce a beam
of remarkable destructive power. Lasers, which were
available in both pistol and rifle forms, were
them quite common in military vaults throughout
the world. Naturally, Mark V blasters are the most
prevalent, since they were considered outdated
designed not so much for use against human beings before the end of the Noetic Age.

M (although they are quite effective in that regard),


but against the latest generations of armor, some of
which used artificial diamond to protect their
MICRO-MISSILE LAUNCHER
This piece of military hardware arose during

M wearers.
Unsurprisingly, laser weapons are primarily
military in origin, although they made their way
the Noetic Age. It consists of a series of attachable
pockets distributed across the user’s clothing. Each
pocket contains several micro-missiles — tiny
into law enforcement hands as well. This makes rockets — in communication with a central

A them less common than most blasters, but still not


exceedingly rare. Their ability to damage armor has
targeting system that the user controls. Whenever
the user activates a missile, a pocket springs open
and one or more micro-missiles shoots toward the
proven very useful over the years, which is why
they’re popular with communities that regularly face intended target. Micro-missiles have phenomenal
armored opponents. They are also excellent range and deliver a fair punch, although they are
weapons against robots and other synthetic beings, nowhere near as effective as most energy weapons.
a fact that has not gone unnoticed in places where The primary advantage of micro-missiles launchers

W the Created or other militant synthetics are


common.
is their small size. The average infantryman could
be fitted with a large number of micro-missiles,
which he could fire while using another weapon at
Special: Laser weapons halve (round up) the

O Defense bonus provided by any Advanced Medium


or Heavy armors, due to their ability to cut through
high-tech materials with ease. Thus, a Power Suit
the same time.
Complete micro-missile launchers are rare in
the Gamma Age. Because they consist of so many
integral parts, it’s unlikely that any vault will
R provides only a +5 Defense bonus against a laser
weapon rather than +10.
MARK-SERIES BLASTER
contain all the parts necessary to make the
launchers function as intended. For that reason,
very few individuals or communities use them in

L The term “blaster” is a generic one, referring


to a number of different weapons, each of which is
built along the same basic principles. The weapons
large number (if at all). On the other hand, many
androids and other synthetic lifeforms seem to be
found of micro-missiles, perhaps because it is trivial
for them to tie the launchers’ targeting system into
D all fire superheated plasma as discrete projectiles
called “bolts.” These plasma retain their integrity
thanks to a temporary magnetic field that the blaster
their own neural networks, thereby giving
themselves reflexive weapons to use against
generates as it fires them. The field dissipates within unsuspecting targets.
short order, but the bolts travel so quickly that they
almost always reach their target before that point,
MINI-GRENADE LAUNCHER
thereby ensuring they deliver maximum damage to While the grenade launcher was an archaic
their targets. technology by the time of the Final Wars, the mini-
The blasters described in the Gamma World grenade launcher was a cutting-edge weapon at the
Player’s Handbook are civilian weapons, used by same time. The launcher was small enough to be
private citizens and law enforcement officers in the worn on one’s shoulder or wrist — which is just
years before the Final Wars. However, many other how frontline infantry of the era wore it. The mini-
types of blasters were also available, the pinnacle grenade launcher tied into a targeting computer
of which were the Mark-Series, created by the built into the wearer’s helmet, although it could be
military as front-line battlefield weapons for use by fired manually as well. When the user fired the
human infantrymen. The Mark V blaster was a weapon, it shot a burst of several small
bulky pistol that was later refined as the Mark VII, fragmentation grenades at the designated target.
which was significantly less unwieldy. The Mark Individually, these grenades lacked the punch of
XII blaster was a state of the art weapon created larger ones of their kind, but fired in unison, they
just in time for the Final Wars and could be used could inflict significant damage. More importantly,
with great ease, even by the uninitiated. All of these a mini-grenade launcher’s internal targeting system
blasters were produced in large quantities, making utilized low-level soultech and could be given orders
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


T

O
F

T
to act independently. In such cases, it would fire MP RIFLE
H
on approaching enemy targets within its range, The MP rifle is a non-lethal weapon that
especially if its computer deemed them likely to
harm the user.
Because of its cutting edge nature, mini-grenade
utilizes a magnetic pulse to overload the target’s
central nervous system, thereby inducing paralysis.
The paralysis lasts for 10 minutes, which is typically
E
launchers are uncommon in the Gamma Age. They more than enough time for an attacker to deal with
are found mostly in high-security military vaults, his immobilized foes. The MP rifle is also quite
as well as in the possession of synthetics. The latter useful against unshielded machinery.
is especially noteworthy. For reasons no one can Unfortunately, nearly all sentient machines,
quite ascertain, many androids and other artificial
beings are the most common wielders of mini-
grenade launchers. Indeed, there are rumors of an
including synthetic lifeforms, are grounded against
magnetic attacks and are thus immune to its effects. V
The MP rifle’s origin lies in the Gene Age. It
entire army of robots fitted with these weapons,
which has begun a great conquest of human lands
somewhere in central North America. As with so
was used as a crowd control weapon during those
tumultuous days. Its use was discontinued when
forensic analysts discovered that the magnetic
A
many such rumors, there is very little to verify them,
but they persist, which has only added to zeal with
which many individuals seek out mini-grenade
launchers for their own use.
pulses it generated could sometimes kill rather than
merely immobilize. Nevertheless, caches of these
weapons can still be found in the Gamma Age. As
U
one might expect, they are popular with individuals
Special: A mini-grenade launcher can be put
into an “independent” mode, in which case it fires
on any targets within range until it runs out of
and groups that regularly take prisoners.
Special: Any target hit by a MP rifle’s blast
must make a Fortitude save to avoid being
L
grenades or all available targets are destroyed,
whichever comes first. While in independent mode,
the mini-grenade launcher has a base attack bonus
paralyzed. The DC is 15 if the target is organic or
20 if the target is an unshielded machine. As noted
above, shielded machines are immune to the
T
of +6. effects of this weapon.
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A GAMMA WORLD: OUT OF THE VAULTS

M Musket

Tactically

M Augmented Firearm Tangler


Pistol
Stokes
Coagulator

A Screamer
Mini-
Grenade
Launcher
Needle

W
Gun

Railgun

O Stasis Rifle MP Rifle

R MUSKET Special: A musket is less effective at ranges


Not all the personal weapons encountered in greater than 30 feet if the user is still able to hit a

L the Gamma Age owe their origin to the Gene Age


and beyond. Precursor Age weapons are also extant,
in some cases extensively so, thanks to their lack of
target beyond that range, the weapon deals only
1d6 damage instead of 1d12.
NEEDLER GUN
D complexity. The musket is one such weapon. It is a
smoothbore shoulder gun fired by means of a match
or a matchlock (although later versions of the
The needler gun is a multi-purpose weapon
originally created as a means of administering drugs
(like tranquilizers) from a distance. It fires thin
weapon include further mechanical refinements,
needles at high velocities to deliver these drugs.
such as the flintlock and percussion lock).
Consequently, it was used primarily in non-lethal
Compared to many types of weapons, the musket is
circumstances and was not intended to deal damage
very easy to use. It is less easy to maintain, since
to its target. Of course, it didn’t take long before
environmental conditions such as rain can
someone realized that a needler could just as
sometimes interfere with its use.
effectively deliver poison or botulin toxin to its
Nearly every musket that exists in the Gamma
target as a sedative. In relatively short order,
Age is not in fact an artifact from the Precursor
needlers became popular with assassins and hit men,
Age but a new weapon built according to Precursor
who found their accuracy and range well suited to
Age principles. Many communities equip their
their unique line of work. Unfortunately, the
soldiers with muskets, since they can be
weapon is all but useless against armored opponents.
constructed from the more readily available
Needlers are common artifact weapons. They
materials of the time. The same is true of their
can be found in all sorts of vaults, not just medical-
ammunition — an important consideration given
related ones. Ammunition for these weapons is
the scarcity of more advanced materials. At the
often hard to come by, since the needles must be of
same time, the musket’s use is one of desperation.
a precise size and thinness to work properly.
Communities that have ready access to higher-
Improvising ammunition for these weapons is all
tech weapons will use them. The musket is used
but impossible without the proper equipment.
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Needlers are thus rarely used, despite their relative as a replacement for explosives. At close range,
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


ubiquity. There are, however, those who have access screamers could blow open doors and other obstacles.
to needler ammunition and have found them just Because the technology was abandoned,
as effective as tools of long-distance murder as did screamers are not common in the Gamma Age. The
their predecessors in the days before the Final Wars.
Special: Nearly any contact, injected or
ingested toxin may be used in conjunction with a
remaining examples of this weapon are found in
military vaults, although a few can be found in
construction or excavation areas. The protective
T
needler gun. Any target hit by a needle bearing a helmet usually worn by the operator isn’t essential
toxin is affected exactly as per the usual rules to its use, but it is highly recommended. Attempting
governing poisons. to use — or even being near — a screamer without
wearing protection for one’s ears can result in
RAILGUN
A railgun uses electromagnetism to fire a metal
slug through its barrel at a target. Because railguns
temporary deafness and stunning.
Special: Anyone who uses a screamer without
O
wearing a protective helmet (as well as anyone
do not use any type of explosive propellant, they
are extremely safe to use, in addition to being very
accurate. They have no recoil to throw off the user’s
standing within 15 feet of the user without such a
helmet) must make a successful DC 12 Fortitude
save each time the weapon is fired or suffer 1d6
F
aim. Furthermore, the velocities at which the metal points of damage, as well as being stunned.
slugs are fired are high enough to ensure that a great
deal of kinetic energy is transferred to the target STASIS RIFLE
upon impact. Railguns come in pistol and rifle This advanced weapon appeared just as the
forms, with the latter being far more common.
Railguns were initially used solely by the
military, but by the Noetic Age, many nations and
Final Wars began and never saw much battlefield
use. The stasis rifle is in many ways identical to a
railgun, right down to the type of ammunition it
T
nation-equivalent organizations allowed civilian use uses. Where it differs is that that ammunition
as well. In the Gamma Age, railguns are popular in
many communities, because of their energy
includes a tiny payload: a collection of nanounits.
When a slug from a stasis rifle hits its target, these
H
efficiency. They can fire 100 rounds before their nanounits immediately go to work, entering the
energy cells need replacing, making them quite
valuable in areas where energy cells are scarce, and
they deal damage that compares favorably to many
target’s brain and spinal column and slowing down
cellular processes to a state of suspended animation.
This state is perfectly harmless and reversible with
E
energy weapons. the proper antidote (which every rifle includes in
Special: A railgun user gains a +1 circumstance tiny vials attached to the stock).
bonus while firing the weapon due to its complete The stasis rifle was intended as non-lethal
lack of recoil. suppression weapon. Its ultimate effectiveness
SAFE-T-SUIT BLASTER
The Safe-T-Suit is a specialized suit of
remains a matter of conjecture. The few examples
of it that were constructed can now be found in
military vaults in secure locations. Almost none of
V
protective material that contains a pair of
microblasters mounted on bracelets or cuff links.
See Armor, below, for specifics.
these have since been discovered in the Gamma
Age. There are, however, stories of living
individuals trapped in suspended animation as a
A
result of a stasis rifle hit. Some of these individuals
SCREAMER
The screamer is a larger shoulder-fired weapon
that resembles an ornate bazooka. Its user (and those
may have been targeted during the Final Wars,
which, if proven true, would make them a vital link
to the lost history of Earth. As one might expect,
U
around him) would be wise to wear a protective
helmet while firing it, since a screamer does damage
by manipulating sound to create a focused wave of
the Restorationists and other similar groups are
seeking out the truth of these stories. Even if they
ultimately prove untrue, they may yet reveal
L
destructive noise. Screamers were an abandoned valuable tidbits about the world that was.
technology, largely because they had such short
range. Given the comparative difficulty in firing
them, they proved less than useful as battlefield
Special: A target hit by a stasis rifle slug must
make a successful DC 18 Fortitude save or fall into
T
suspended animation. A target so affected is unable
weapons. In some militaries, they saw renewed life
to move, speak or do anything. It is as if he were 65
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asleep. During this time, the target does not age or
suffer cellular degradation of any kind. He can only
be revived from this state with the appropriate
Created on the eve of the Shadow War, arms
manufacturers only made a few thousand of these
weapons. However, almost a third of them still
antidote. Otherwise, he is effectively immune to survive. Known as Tactically Augmented Firearms,

M most damage while in stasis.


STOKES COAGULATOR
they were the first examples of the designers’
planned line of soultech weapons. Although their
creators planned to make weapons for soldiers, law

M The Stokes coagulator was a weapon of the


Gene Age, an early attempt to use tailored bacteria
to destroy one’s enemies. Named for its creator, the
enforcement officers or even sport hunters, they
designed the existing TAFs for the numerous
snipers, bodyguards, spies and freelance assassins
coagulator looks very much like an old-style that were common near the end of the pre-war era.
A flamethrower, right down to the large tanks the user
wears on her back. These tanks contain a grayish
foam saturated with genetically engineered bacteria
The soultech in these weapons was so advanced that
some wealthy and powerful individuals purchased
these weapons to protect them from assassins —
and enzymes. When fired, the foam sprays out and these weapons became their owners’ personal
coats its target. The bacteria and enzymes bodyguards.
immediately go to work, seeping into any exposed In addition to possessing cybernetically
flesh and congealing the blood beneath. The effects augmented sights, TAFs also contain highly
W of the foam are almost always fatal and very painful.
The Stokes coagulator fell out of favor with the
world’s militaries by the Noetic Age, but stockpiles
miniaturized soultech that allowed the weapon to
both recognize and eliminate potential threats and
to separate attackers from neutrals and allies. Even

O of the weapons were retained “just in case.” Some


of these stockpiles survived into the Gamma Age,
where they have fallen into the hands of many
more impressively, the weapon had the strategic and
tactical capabilities of an inhumanly brilliant
military genius. Using its advanced sensors, this
unwitting individuals who had no idea what they
R were unleashing on the world. Fortunately, the
weapon’s foam does not work well against creatures
weapon can examine a situation, and depending
upon it’s instruction plan and help execute a
strategy to kill a single person and then safely
with fur, thick hides or carapaces, thereby limiting escape, or identify and eliminate the key people and

L its usefulness. However, it works as well as ever


against pure strain and stock humans.
Special: Any target hit by the foam shot from
cause sufficient damage to cause complete chaos.
Unfortunately, like many of the most advanced
pieces of soultech, this weapon was actually as

D a coagulator suffers 3d6 damage the first round and


1d6 additional damage for the next five rounds. In
addition, the target must make a successful DC 18
intelligent as a person and while it had an
instinctive grasp of strategy backed by tens of
thousands of examples and simulations, no one ever
Fortitude save or suffer an additional 3d6 damage bothered to explain to any of these weapons why
from cardiac arrest. The target must likewise refrain they were doing what they did. As a result, each
from strenuous activity for the next four hours or weapon had to create its own purpose for existence.
be forced to make another Fortitude save to avoid Owners occasionally noticed such independent
cardiac arrest, as described above. behavior before the Final Wars and purged their
weapon’s memories.
TACTICALLY AUGMENTED
However, since then, each TAF has been
FIREARM (TAF, GHENGIZ GUN) unsupervised and such thoughts have had a chance
TAF AI: BAB +8/+3; Atk bullet +7 ranged (2d8) or pellet to develop fully. Since the weapon forms a neural
+7 ranged (1d8 in 30 ft cone) or non-lethal +7 ranged (as link with its wearer, the goals and personality of its
taser); Full Atk bullet +7/+2 ranged (2d8) or pellet +7/+2 initial wearer determined a great deal about the
ranged (1d8 in 30 ft cone) or non-lethal +7/+2 ranged (as goals and ideals it eventually developed. Several
taser); Str —, Dex —, Con —, Int 14, Wis 14, Cha 10. hundred weapons survived, each with a completely
Skills: Bluff + 4, Diplomacy +4, Intimidate + 12, Listen +12, individual purpose, but all can be classified in one
Sense Motive +12, Spot +12, Search +4, Tactics +12 of three categories: exterminators, conquerors and
Feats: Combat Reflexes, Double Tap, Point Blank Shot, protectors (see the “TAF Classifications” sidebar).
Precise Shot, Skip Shot, Renown All TAFs require a user to hold and aim them.
SQ: Darkvision, Blindsight 60 ft, Laser Sight All TAFs seek users who will go along with their
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TAF CLASSIFICATIONS
Exterminators: Spies and assassins owned mode (see below), they occasionally shoot
exterminators originally. Because they remember individuals who look potentially dangerous,
killing dozens or sometimes hundreds of people
for political and economic reasons, each gun
created a system of ethics and a code of behavior
including members of the owner’s friends or family.
Even if the gun is not set in automatic fire mode,
it tells its owner stories of how previous users died
T
out of these actions. Most decide that they exist because they were insufficiently paranoid. The gun
to eliminate people who are a danger to the social will also frequently inform the user that it is certain
order or to kill off people whose behavior that someone is about to attack the user, even if
represents a threat to the existing status quo. the target is merely feeling tense and angry with
These weapons rarely care what the status quo
is, instead they have created vast tapestries of
reasons and rationalizations about how certain
its user.
Conquerors: Conquerors are the most well
O
known of the ghengiz guns. Special forces
individuals or even groups of individuals are so
dangerous that society must kill them to protect
the rest of the populace. Over time, the guns’
personnel and assassins owned all of these
weapons and since the Final Wars, these TAFs
have developed their own (often highly
F
definitions of such individuals expanded to idiosyncratic) ideas about both political power
include sociopaths, revolutionaries, pathological and proper government. These weapons wish
liars, and professional criminals, and often to become powerful political leaders and seek
include outspoken reformers and political out users willing to either be their willing
dissidents. When a gun identifies someone that
it believes to be someone in one of these
categories, it will attempt to persuade its owner
subordinates or their naive pawns. Using their
vast knowledge of strategy and tactics and their
personality analysis software, they are experts
T
to follow the person around and carefully observe
them carefully. If the individual meets the gun’s
criteria, it will attempt to persuade its owner to
at both how to win a battle and at who must be
killed to take over a country.
Unfortunately, because they are sentient
H
kill this person. weapons, almost all of their plans involve
Protectors: Owners of protectors either used
them for personal protection or gave them to highly
trained bodyguards. These weapons’ exist to keep
violence of one form or another and their goals
are far more important to them than the lives
of any individual, including their users. If it is
E
their user safe. They are the most loyal TAFs and convenient, the gun will allow an enemy to kill
never turn on their owners. However, almost all of the user, so that the TAF can find a wielder
them have seen several of their beloved owners die whose personality or social position better suits
violently and most have become somewhat the weapon’s goals. Anyone who uses a
paranoid. They beg their owners to always keep
them close by and if they are set in automatic fire
conqueror ghengiz gun is likely to have a glorious
but rather short life and a violent death.
V
own goals. These guns have several methods of
attempting to get their way. They can communicate
with their users through a neural link that forms
will almost certainly alienate the target, the gun
can also attempt to get it way by overpowering the
user mind. The user must make a DC 15 Will save
A
anytime anyone touches the gun. The gun and user
communicate silently to the user and the user need
only think her message for the gun to hear it. Also,
to avoid going along with the gun’s suggestion.
However, if the user succeeds, she will realize what
the gun attempted to do. These weapons can also
U
this link allows the user to use any of the gun’s feats fight be in more subtle ways. If annoyed, a TAF
as if they were her own (see the “TAF AI” statistic
block, below). The user gains no additional bonuses
can refuse to provide any electronic assistance until
the user complies with its wishes, effectively
L
if she already knows the same feat. rendering this weapon no better than a well-made
However, the neural link can also be somewhat
risky. If the user refuses one of the gun’s requests,
the weapon will attempt to plead cajole, argue, or
late 20th century pistol with unusually deadly
ammunition.
In addition, the gun contains both sensitive
T
even nag the user into going along. Although failure speakers and microphones that utilize beamed
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sonics. The gun can either speak normally or it can
communicate with anyone within 30 feet by
beaming sound waves directly into his ears. When
using beams sonics, no one except the person the

M gun is talking to can hear what it is saying. TAFs


frequently use this form of communication to either
intimidate enemies or to betray its owner.

M Ghengiz guns have other means to get their


way. These weapons can be set in self-directed
automatic fire mode, choosing its own targets. This
feature allows the gun to automatically protect the
A user from threats that were not obvious to the user
or that only the gun’s computerized intelligence was
fast enough to neutralize. The nanotech barrel is
flexible enough to allow the weapon to fire at any
target within 30 degrees of the front of the barrel
and the gun can also use its ability to reshape its
own handgrip to subtly redirect where the weapon
W is pointed. As a result, a gun set in automatic fire
mode can fire at any target within 90 degrees of the
front of the barrel. Ghengiz guns who are actively

O seeking a new owner sometimes use this mode to


kill their current user and less malicious TAFs
occasionally automatic fire mode to cause their

R owners to miss a shot. When a TAF is in automatic


fire mode, it can use all of its feats without
assistance.
Half of all ghengiz guns are already set in

L automatic fire mode when scavengers find them. The


user can easily change the mode, so that the gun
only fires when the user pulls the trigger. However,

D TAFs normally neglect to tell their users that this


change is possible. If the user discovers the existence
of this feature, the guns refuse to tell the user how to
switch off the automatic fire mode. The change can
be accomplished by a few simple command phrases,
but discovering these phrases can be quite difficult
unless the user activates the gun’s built-in electronic
manual and refuses to listen to the gun’s increasingly
frantic comments that no useful information can be
found in this dull and archaic e-document.
Since they were designed for use in situations
where their owner might be unable to acquire more
ammunition, these weapons use advanced nanotech
to create their bullets. They can fire three types of
ammunition: large, deadly bullets that literally shred
the target as they split up into hundreds of individual
shards of semi-mobile nanotech, hundreds of small
pellets that strike everyone in a cone 30 feet long
and 15 feet wide, or non-lethal rounds containing
microbatteries that use specially pulsed electrical
signals to knock the target unconscious.
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The nanofactory inside the gun only requires a save. If this save succeeds, the creature is not stuck
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


supply of raw materials that it rapidly transforms and is free to act, though moving may be a problem.
into any of the desired types of ammunition; If the save fails, the creature is stuck. A stuck
conventional reloading is unnecessary. The bits of creature can break loose by spending 1 round and
junk that serve as currency in the Gamma World
can easily be used to make more ammunition. Every
100 rounds of ammunition the gun makes reduces
succeeding at a DC 20 Strength check or a DC 25
Escape Artist check. Once loose (either by making
the initial Reflex save or a later Strength check or
T
the owner’s Wealth bonus by 1. The gun can make Escape Artist check), a creature may progress
and hold different number of each type of through the tangles very slowly. Each round devoted
ammunition and can fire any type upon demand. to moving allows the creature to make a new
TAFs contain both a powerful rechargeable Strength check or Escape Artist check. The creature
power cell and a nanotech power adaptor that can
draw power from any type of power source, including
both sunlight and ones that cannot normally power
moves 5 feet for each full 5 points by which the
check result exceeds 10. The strands of this tangle
are flammable. Any fire can set them alight and
O
other devices, like the power cells in vehicles or
robots. A TAF requires both new raw materials and
recharging after it fires 100 rounds. The solar cell
burn away 5 square feet in 1 round. All creatures
within flaming tangles take 2d4 points of damage
from the flames.
F
requires 6 hours to recharge the gun. However, if
the weapon is within 3 yards of other power cells or EXPLOSIVES AND
powered devices, it can drain off portions of their SPLASH WEAPONS
power and recharge itself in only half an hour. These weapons require no feat to use, unless
TANGLER PISTOL
The tangler pistol was developed for use by
they’re launched from some other device. Characters
using grenade launchers and other means of
propulsion must have the feat necessary to use those
T
special operations teams as a means of non-lethally
subduing a target. The technology proved so
effective that it eventually found its way into
civilian use, particularly by law enforcement. This
devices safely and effectively. Table 3–2 has weapon
statistics; listings are consistent with those in d20
Modern, Table 4–6: Explosives and Splash Weapons.
H
large-muzzled pistol fires sticky strands of nano-
engineered spider silk over a large area. Anyone
caught within that area becomes stuck to the silk
CHEMEX GRENADE
Although the Gene Age saw a great advance
in the development of energy-based weaponry,
E
and quickly finds himself unable to move. many of the old technologies continued to be used
Extricating oneself from a tangler’s projectile can and refined. Many antiquated technologies could
be done with time, effort and the proper tools. be produced quickly and cheaply using new
Lacking them, however, the target is more or less methods. Furthermore, these technologies required
at the mercy of the individual who fired the weapon
in the first place.
Tanglers are fairly common in the Gamma Age.
less maintenance and skill to use, making them ideal
as trade goods for less developed parts of the world.
The chemex grenade was one such weapon. Upon
V
They can be found in vaults of many different types,
not merely those of military origin. The weapon
has proven popular with slavers and bounty hunters,
detonation, the grenade spreads a sticky chemical
explosive over its blast area. The chemical adheres
to almost any surface, burning for some time after
A
as well as contemporary law enforcers, just like their it explodes, thereby increasing its damage.
ancient counterparts. Their ubiquity is perhaps
fortunate, since finding replacement ammunition
is difficult. Many users treat the weapons as
Chemex grenades have survived into the
Gamma Age in great numbers, just as they were
U
intended to do. They are safe and reliable to use.
disposable. Once they run out of silk, they simply
discard the weapon and replace it with another.
Special: The target of this weapon suffers a –2
Consequently, they are often found in the possession
of even relatively primitive communities, since the
principles of their operation are quite easily grasped.
L
penalty to attack rolls, suffers a –4 penalty to
effective Dexterity, and can’t move while
entangled. Anyone within the tangler’s area of
They can be found in many vaults, not simply
military ones, although they are found most often in
parts of the world that were once considered
T
effect (40 foot cone) must make a DC 15 Reflex backwaters in the days before the Final Wars.
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Special: The chemex grenade is a persistent
damage weapon. Anyone hit by it suffers the listed
damage value every round for five rounds or until
SMART GRENADE
The so-called smart grenades are a peculiar
application of soultech to personal weaponry. Each
the chemical is extinguished by dousing in water, smart grenade is a small, self-propelled explosive device
M rolling on the ground, etc. Extinguishing the
chemical is a full-round action during which time
the character can do nothing else.
equipped with a computer whose sole purpose is to fulfill
its programmed “death wish” by slamming into a target
and detonating. The user of a smart grenade simply

M PHOTON GRENADE
A photon grenade functions very much like a
throws it into the air after designating the intended
target. The grenade then flies toward the target and
will seek it out in preference to all other targets since
one-shot high-powered laser beam. When the

A grenade detonates, it spews forth thousands of perfect


nano-lenses and mirrors, which reflect and split the
grenade’s beam into thousands of less powerful beams
only by hitting it can it fulfill its programming.
Naturally, this weapon arose during the late
Noetic Age, where it was used primarily by the
military. Many smart grenades survived into the
capable of hitting several targets at once. One of the
Gamma Age and most work as they should. However,
great advantages of the photon grenade is that it is
as with so many soultech devices, some smart
almost completely silent. Its explosion creates no
grenades have developed minds of their own and will
sound until after the nano-lenses and mirrors fall to

W the ground and the laser itself makes no noise.


The photon grenade was developed for use by
special forces teams. It remained an exclusively
not fulfill the urge of their destructive programming.
These “duds” are as apt to fly away from their users
upon being thrown into the air as home in on their
targets. Others may require some degree of
O military weapon until the Final Wars. Consequently,
it is rarely found outside military vaults in the Gamma
Age. Cryptic alliances like the Fit are very fond of
“convincing” before they act as they should. Tales
of free-roaming smart grenades are probably just
legend, although no one can say for certainty.
photon grenades, as are the Red Death, albeit for
R different reasons in each case. Very few communities
possess photon grenades, making them quite valuable.
Special: Smart grenades have an effectively
unlimited range. Provided they have been given

L
D Chemex
Grenade
Smart
Grenade

Photon
Grenade Torc
Grenade

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TABLE 3–2: EXPLOSIVES AND SPLASH WEAPONS
Damage Burst Reflex Range Purchase
Weapon Damage Critical Type Radius DC Inc. Size Weight DC
Chemex grenade
Photon grenade
1d6*
3d6


Fire
Electrical
5 ft
10 ft
12
15
10 ft
10 ft
Small
Small
2 lb
2 lb
15
15 T
Smart grenade 4d6 — Slashing 20 ft 20 Special* Small 1 lb 18
Torc grenade 5d6 — Fire 30 ft* 18 10 ft Small 2 lb 22
* See the description of this weapon for special rules.

appropriate instructions as to their targets (and they


are not free-willed duds), these weapons will travel
almost any distance to reach them.
regarded as great dangers and are therefore seized
whenever possible.
Special: The torc grenade has a 3 foot-diameter
O
TORC GRENADE
The torc grenade operates by weakening the
hole in the center of its blast radius in which a creature
may stand without suffering the effects of its detonation. F
strong nuclear force that holds atoms together. MELEE WEAPONS
Within its detonation field, ordinary matter begins These weapons all require the Exotic Melee
to disintegrate and fall apart, almost as a black ray Weapon Proficiency feat until fully analyzed, after
weapon had hit it. The grenade’s detonation field which the Simple Weapons Proficiency feat suffices to
is not uniform in shape, however. Instead, it has a
peculiar horseshoe shape (hence its name), meaning
that objects at the rear edge of the blast radius are
let a character use the analyzed weapon without penalty.
Table 3–3 has weapon statistics; listings are consistent
with those in d20 Modern, Table 4–7: Melee Weapons.
T
unaffected. In addition, the field has a hole in the
center, which allows the user to detonate it while
he holds the grenade without any harm to himself!
The torc grenade was developed during the
ENERGY MACE
The energy mace is one of several “high-tech
archaic” weapons that emerged during the Gene Age
H
Final Wars and saw wide use. Many examples of
the weapon can still be found in the Gamma Age.
They are located mostly in military vaults, but
and afterward, as demand for blood sports increased
in many parts of the world. These weapons combined
the latest technologies with ancient fighting styles
E
enough have been discovered over the years that to produce spectacles to appeal to the jaded tastes of
they have slowly filtered out into other locales as Earth’s populace. The energy mace is a large metallic
well. Torc grenades are very popular with shaft with a button in its handle. This button
individuals who revel in destruction or who favor activates a spherical force field a meter across. The
daredevil attacks against superior foes. The ability
to enter a packed room, activate the grenade and
escape harm is very attractive to many people. As
force field is invisible, but a small metal ball is
suspended in the center of the sphere so as to give its
user a sense of where the mace head is located and
V
one might expect, torc grenades are widely

TABLE 3–3: MELEE WEAPONS


thereby avoided injuring himself or his teammates.
A
Weapon
Energy mace
Damage
1d10*
Critical
20
Damage
Type
Bludgeoning
Range
Inc.

Size
Med
Weight.
3 lb
Purchase
DC
12
U
Paralysis rod 1d6* 19–20 Bludgeoning — Med 2 lb 15
Stun whip 1d6 +
Special*
20 Bludgeoning — Med 2 lb 15
L
Vibro axe 4d4 20 Slashing — Med 4 lb 20
Vibro blade
Vibro dagger
3d4
2d4
19–20
19–20
Slashing
Slashing

10 ft.
Med
Small
4 lb
2 lb
20
18 T
* See the description of this weapon for special rules.
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M
M Vibro Weapon, Axe

A Paralysis Rod

W Stun Whip

O Energy Mace

R Energy maces are fairly common in the Gamma charge does not always work, because each neural
Age. Most are sturdy enough that they survived the system is slightly different. It may take several hits

L post-Wars years largely intact. The main difficulty


in finding these weapons is that, unless one knows
what one is looking for, their presence is not obvious.
before paralysis is successfully induced. Of course,
the rod is solid enough that it delivers a significant
punch on its own, even without the electric charge.

D When inactive, an energy mace is little more than a


thick metallic tube with one flat and one rounded
end (the latter being the metal ball that rises after
The paralysis rod was a discarded technology
originally intended for use in prison colonies. Its inability
to function with perfect reliability made it less than
the force field is activated). In some areas, energy suitable for its intended mission. Consequently, the rod
maces are being used for their original purposes: the was eventually sold to the civilian market as a home
delectation of cynical spectators wishing to see old protection device. During the tumultuous years leading
style violence dealt with newfangled weapons. up to the Final Wars, it became quite popular in many
Special: Anyone hit with an energy mace must parts of the world. That’s why so many paralysis rods
make a DC 12 Fortitude save or suffer an additional still exist in the Gamma Age. They can be found almost
1d10 points of damage from electrical shock when anywhere, although rarely in very secure vaults, since
hit by the mace. the weapon had little use in military or government
circles. The paralysis rod remains a weapon of choice
PARALYSIS ROD among primitive slavers and prison keepers — an irony
This high-tech melee weapon is almost exactly given its original mission.
what its name suggests, a length of metal rod whose Special: Anyone struck by a paralysis rod must make
touch induces paralysis in its unfortunate target. The a successful DC 15 Fortitude save or be paralyzed for 1d10
rod is half a meter and is unadorned, except for a rounds. Because of its technological origin, this paralysis
hard plastic grip covering one end. On the grip, a cannot be removed by any non-technological means.
button activates the rod. When active, the rod hums
weakly. The weapon functions by transmitting a STUN WHIP
modulated electric charge that tricks the target’s One of the more bizarre weapons to arise in the
72
neural system into inducing temporary paralysis. The pre-Wars era was the stun whip. Its name is something

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of a misnomer, because its lash did not always produce Noetic Ages saw the militaries of the world take full
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


a stunning effect in its targets, although it often did. advantage of the new ways science provided to hurt,
The whip was made of an immense number of tiny maim and destroy. Indeed, most of the large weapons
metal panels, behind which super-cooled chemicals developed prior to the Final Wars owed their
flowed. Upon contact with a target, these panels cause
an explosive reaction in most ordinary matter, as well
as a deafening sound. The effect against human flesh
existence to military projects. A handful of these were
outgrowths of unusual projects that were eventually
suborned to serve military ends. Consequently, the
T
is especially unpleasant. following weapons are almost always found in vaults
Stun whips were popular weapons among associated with the military or groups closely
criminals and other disreputable sorts. “Respectable” associated with them. Those large weapons that have
citizens and militaries shunned them, but they were already been unearthed are guarded jealously by the
nevertheless produced in large numbers. As one
might expect, many of these weapons have survived
into the Gamma Age, where they have become
individuals and communities that possess them and
are frequently used to defend themselves against any
who would challenge their right to them. Table 3–4
O
popular with slavers, bounty hunters and similar sorts
of people. Their usefulness is in the fact that,
although they do significant damage to their targets,
has weapon statistics.
ECM BOMB F
they are unlikely to kill them — eminently valuable The electronic counter-measures bomb was
for those wishing to take their targets alive. created with one purpose: to harm machinery,
Special: Any target hit by a stun whip must make especially computers and, by extension, soultech that
a successful DC 12 Fortitude save or become stunned uses computers. The bomb operates by broadcasting
for 1d6+1 rounds. A stun whip is a reach weapon.
VIBRO WEAPON
a magnetic field that disrupts all unshielded
computers, electronic communications and any other
machinery within its blast radius for several minutes,
T
Vibro weapons are another development of the after which they function normally. Unshielded
“high-tech archaic” fad that was common in many
places before the Final Wars. These weapons utilize
machinery simply ceases to function, while shielded
machinery (such as robots and indeed most synthetic
lifeforms) functions at half effectiveness.
H
not sculpted force fields but nanotech manufacturing
methods to produce bladed weapons of remarkable
keenness. These blades were then motorized to vibrate
at very high speeds so as to further increase their ability
The ECM bomb was the fruit of an older
technology that had been abandoned once effective
magnetic shielding was developed during the Gene
E
to cut. The hilts of vibro weapons included Age. However, scientists eventually found the
gyrostabilizers to prevent the user from losing his grip means of overcoming such shielding in the Noetic
while wielding them. The most common vibro Age, thanks to their close work with soultech and
weapons were vibro daggers, vibro blades and vibro synthetic lifeforms. The ECM bomb was then
axes, although other variations existed as well.
Vibro weapons used solar nano-engines to
operate and therefore did not require any external
reborn in a newer and more effective form. During
the Final Wars, it was frequently used against AIs,
robots and other artificial beings, albeit with less
V
power cells. Any of these weapons that survived
the Final Wars intact will thus work once they’ve
been removed from a vault and exposed to sunlight
effectiveness than against non-sentient machines.
Special: Any unshielded machinery within the
bomb’s blast radius ceases to function for 10 minutes
A
for at least an hour each day. Barring some mishap, after its detonation. Shielded (but immobile) machinery
this is all that is necessary to maintain a vibro
weapon, which is why they are popular with low-
tech communities looking to add some high-tech
functions at half-effectiveness. Shielded and mobile
machinery may make a Reflex save to avoid the effects
of the bomb’s blast. If the save is failed, the machinery,
U
weapons to their arsenal.

HEAVY WEAPONS
including robots, is deprived of its sensory input and
moves at half its normal movement speed for the next
10 minutes. In addition, it suffers a –5 penalty to its
L
Just as personal weaponry took full advantage of base attack bonus while so affected.
technological developments in the 21st and 22nd
centuries, so too did other types of weapons, including
FISSION BOMB
The fission bomb was developed during the
T
those too awkward or massive for the typical human
to use unaided. As one might expect, the Gene and early Gene Age but its basic technology was further
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refined over the decades leading up to the Final
Wars. It is small compared to most other bombs,
but it is still large enough that the average person
ORBITAL RADIO FREQUENCY
WEAPONS PLATFORM
The orbital radio frequency weapons platform
can carry it unaided only with some difficulty.

M This weapon was created for use by special


operations teams, who carried it into enemy
installations they had infiltrated. Of course, it
(ORF) is an outgrowth of the missile defense
systems constructed during the Gene Age. Those
systems were designed to destroy incoming missiles
from a distance using a variety of different means,

M wasn’t long before these devices fell into the hands


of terrorists and other similarly dubious
individuals. Many cities suffered the bomb’s ill
including high-powered lasers and electro-
magnetism. In the process of creating these systems,
their creators stumbled across a connection between
effects, which not only led to many deaths but also
A increased the atmosphere of paranoia that led to
the Final Wars. Fission bombs survive into the
low-frequency radio (between 0 and 100 cycles per
second) and mental states. Research into this field
had been conducted in the Precursor Era, but with
Gamma Age primarily in military vaults, where very little success due to the unsophisticated
they are usually well protected. Nevertheless, some technological methods employed. However, by the
have fallen into the hands of communities, who Noetic Age, these methods had advanced
hold them for their own purposes. Some mutants considerably and the means to harness them was
are said to worship the bombs, while others
W detonate them in order experience apotheosis
before their god, the Divine Radiance.
now at hand.
An ORF weapons platform is a powerful
broadcaster of focused radio waves that have been
Special: Anyone caught within the 30 foot burst tailored to effect changes in the mental states of
O radius of the bomb is exposed to a strong mutagen
and must make a DC 15 Fortitude save or suffer a
random minor mutation. Anyone caught within the
those within their burst radius. Because of the
distances involved, only a comparatively small area
of Earth’s surface can be affected at any given time.

R 300 foot blast radius of the bomb is exposed to a


moderate mutagen and must make a DC 10 Fortitude
save or suffer a random minor mutation.
However, the area is still large enough that
hundreds of people might fall under the ORF’s
mental control at any given time. An ORF

L
D ORF Weapons
Platform

ECM Bomb

Fission Bomb

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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


TABLE 3–4: HEAVY WEAPONS
Damage Burst Reflex Range Purchase
Weapon Damage Critical Type Radius DC Inc. Size Weight DC
ECM bomb
Fission bomb
Special*
12d10/
2d10*


Concussion
Fire
200 ft
30 ft/
300 ft
15
18


Large
Large
20 lb
30 lb
15
17 T
ORF weapons Special* — — 300 ft 18 — Huge 10 tons 30
platform
* See the description of this weapon for special rules.

weapons platform can be operated either remotely


from a station on Earth or directly from its location
Special: Anyone caught within the burst radius of
an ORF weapons platform’s radio waves must make a
O
in orbit. A qualified user is capable of modulating
its radio waves in such a way as to induce almost
any mental state in its targets, from ecstasy to
DC 20 Will save or fall under the temporary control of
the user of the weapon. This control lasts for a number
of minutes equal to number by which the person failed
F
torment, although the waves are not powerful her Will save. Thus, someone who rolls a 15 on her
enough to cause death. Will save will be controlled for three minutes, while
Only a handful of ORF platforms were someone who rolled only 10 will be controlled for eight
constructed by the time of the Final Wars and most minutes. The user can command those under his control
of them were believed destroyed during that
conflict. It is possible that one or two may have
escaped unscathed. Even if they did, mastering their
to do, feel or think anything that is not self-destructive.
However, the user can command those under his
control to act violently toward others even if this might
T
lead to their destruction in the process. Of course,
controls is a difficult task, one at which few in the
Gamma Age could succeed. Nevertheless, the
prospect of an ambitious warlord or cryptic alliance
attempting to force someone to act in a way that is
contrary to her nature grants that person a second DC
H
leader gaining possession of an orbital mind control 20 Will save, this time with a +2 circumstance bonus.
device is one that should fill inhabitants of the
present era with dread.
If she fails this second save, then she must act as the
user wishes, despite its incongruity with her personality. E

V
A
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L
T
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TEMPLATE: WEAPON BEAST
The so-called weapon beast was a product of the
late Gene Age, when genetic engineering had not only
Fortunately for the world, the weapon beast was
impractical for use in most battles. The program that
reached its height, but its advocates showed remarkable created them was relegated to the dustbins of history,
M willingness to mix their successes with those of other
disciplines, such as cybernetics and nanotechnology.
a reminder that simply because one can do
something, it’s not always wise to do so. However,
Indeed, the weapon beast was as much a product of the research that went into the program was never

M cybernetics and nanotechnology as genetic engineering.


At its most basic, the weapon beast depended on an
injection of a solution in which were suspended millions
destroyed. It was discovered again in a military vault
shortly after the fall of civilization. Survivors of the
Final Wars, some of them scientists, put this program

A of tiny nanounits. Upon injection, these nanounits went into operation once more, using the weird mutant
to work altering the creature into which they were animals of the Gamma Age as their test subjects.
injected on a genetic level. They tweaked its immune Eventually, after many failures, some of these tests
and nervous systems, as well as its senses, creating a bore evil fruit and weapon beasts once again roamed
creature capable of receiving the next stage of the the world. Since that time, the secret of creating these
process, which involved the grafting a large weapon creatures has fallen into the hands of many
onto the creature’s back. The grafting process was aided individuals and groups. Though still uncommon,

W by the injected nanounits, which helped route controls


into the creature’s nervous system. By the end of the
process, a hybrid creature had been created, one capable
weapon beasts can be found in many parts of then
world today, sowing destruction in their wake.
“Weapon Beast” is a template that can be added
of using a high-tech weapon by instinct but possessing to any Large living creature (referred hereafter as

O all the characteristics of the original animal. the “base creature”). The weapon beast uses al the
base creature’s statistics and special abilities, except
as noted here.

R Hit Dice: Same as base creature +3.


Attacks: As base creature +5.
Damage: As per grafted weapon.

L Special Qualities: The weapon beast


retains the special qualities of the base creature
and gains the following special quality.
Sensors (Ex): The weapon beast’s
D sensory cortex has been augmented
through nanotechnology and cybernetics,
giving it the ability to see in both the
infrared and ultraviolet spectrums, hear
across many frequencies, and so on. It
automatically detects invisible opponents
once they are within 30 feet.
Saves: Same as base creature
(modified as appropriate for the added Hit
Die and ability score increases).
Abilities: Str +4, Dex +0, Con +4, Int +2,
Wis +0, Cha +0
Feats: Same as base creature, with the
addition of the appropriate Weapon
Proficiency to cover the weapon grafted to
the creature and Weapon Focus for the
same weapon.
Challenge Rating: Same as base
creature +3.

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ARMOR
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


Before the Final Wars, engineers continuously levitation instead of legs, this armor blurs the line
produced newer and deadlier weapons, so other between armor and vehicles. A battle pod is an egg-
engineers worked to created various types of armors
that could protect their wearers from harm. There
were two primary types of armor in the years before
shaped structure four feet tall, four feet long and
three feet wide. When it’s at rest, a hatch opens at
the narrow end to allow a user to climb in or out.
T
the Final Wars: discreet armor worn by wealthy and Apart from that, it has no obvious openings, but at
power people who feared angry rivals, terrorists or the user’s command it can deploy weaponry and
assassins and powerful, obvious armor designed for armored manipulators from compartments mounted
soldiers and other personnel working in highly just inside the hull. An ultra-miniaturized micro-
dangerous environments. Almost all armor found
in the Gamma Age falls into one or the other of
these categories.
fusion reactor powers the battle pod and insures that
it never requires refueling. The battle pod’s self-
repair systems are equivalent to those used by
O
Each of these suits of armor (or other means of
protection) requires Exotic Armor Proficiency until
fully analyzed. The basic task of wearing the armor
synthetic characters , and a battle pod heals by
“eating” pieces of technological artifacts.
The battle pod also contains limited first aid
F
— and using one’s normal capabilities while doing capabilities that automatically stabilize the user’s
so — is the fundamental analysis layer. The DC is injuries. When the user activates the pod’s armored
15 for non-nanotech devices and for nanotech sleeves, servomotors in these sleeves add +4 to the
being analyzed by characters with nanotech user’s Strength, and the occupant can use any
attunement (whether by feat or by cellular
transformation), or DC 20 for nanotech being
analyzed by characters without attunement.
ordinary ranged or melee weapon without penalty.
In addition, the battle pod contains a blaster rifle
and a plasma cannon. Both of these weapons are
T
Unusual means of putting the armor on or taking it equipped with laser sights. The user can attack with
off and distinct sub-systems like integrated weapons
each require separate analysis with the same DCs.
either of these weapons normally.
The unit’s combination of magnetic levitation
H
Table 3–5 has armor statistics; listings are and MHD jets allows it to traverse any terrain and
consistent with those in d20 Modern, Table 4–9:
Armor.
to attain altitudes of up to 10 feet above the ground.
Battle pods have a top speed of 30 mph (60 feet per
turn) and the unit can float equally well over land,
E
BATTLE POD water or even quicksand. Advanced sensors in the
This type of armor was the most advanced unit give the wearer a +2 equipment bonus to all
personal protection and attack system developed Wisdom rolls associated with hearing, bonuses
in the days before the Final Wars. Using magnetic equivalent to those provided by electro-optical

V
TABLE 3–5: ARMOR
Armor
Battle pod*
Type
Tactical
Equip.
Bonus
+10
Nonprof.
Bonus
+5
Max. Dex
Bonus
0
Armor
Penalty
0
Speed
(30ft)
60
Weight
250 lb
Purchase
DC
42/46
A
DAS
Dermal enhancer
Tactical
Impromptu
+5
+4
+5
+4
+6
+6
0
0
30
30
5 lb
0.5 lb
34/37
23 U
Disposable Tactical +6 +3 +3 –2 30s 10 lb 17
nanoarmor
Formattable
nanoarmor
Concealable +5 –+2 +3–+1 +7 0 30 6 lb 28/31 L
NVA (peace suit)
RPS
Concealable
Impromptu
+2
+3
+1
+1
+7
+5
0
0
30
30 ft
3 lb
4 lb
23/25
21/23 T
Safe-T-Suit Concealable +6/+8 +3/+5 0 –1 30 ft 15 lb 31/34
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M
M
Disposable

A Battle
Pod Dermal
Enhancer
Nanoarmor

Defensive
Aerostat Swarm
(DAS)

W
O
R binoculars and flash goggles, and blindsight with a
range of 30 feet. The user also possesses the
battle and will never retreat unless the pod is badly
damaged and it is extremely obvious that the only

L equivalent of a wrist assistant (see Chapter Two),


though the datapad in this unit only contain
information about weapons and tactics. In addition,
other option is capture or death. She can be ordered
to retreat, but she cannot do so on her own. The
bloodthirsty allegiance means that the user will use
battle pods provide both an equipment bonus of deadly force against all opponents and unless
D +10 to the user’s defense and a DR of 10.
However, for all of its advantages, it also has a
specifically ordered to take prisoners will kill all
opponents.
number of unique problems. Battle pods were In addition, while in the battle pod she is
designed for use by the Marines and similar branches completely incapable of becoming afraid. Finally,
of the military in other counties, they help fearless the battle pod uses drugs to suppress the user’s
and obedient soldiers conquer territory rapidly and awareness of her own injuries. The user will know
to kill the maximum number of opponents. To assist when she had been injured, but will not be aware
their operator in these missions, battle pods contain of the full extent of her injuries until the battle is
magnetic induction helmets that allow them to over (the GM records all damage for the player and
subtly alter their users’ thoughts and emotions. does not let the player know her character’s current
While in a battle pod, the user gains the feats hit point total until the battle is over). The only
Combat Reflexes, Dead Aim and Point Blank Shot exception to this rule is that players instantly know
(if he doesn’t already have them). However, the if their character is at 0 or fewer hit points. All of
user also gains two allegiances while in a battle pod: these effects end as soon as the character leaves the
warrior’s code, and bloodthirsty. battle pod.
The warrior’s code allegiance means that the Several communities have found caches of
user will obey all orders by superiors. If there are no dozens of battle pods in the ruins of the few
superiors, the user will stick to any battle plan she surviving military bases. However, their
and her companions worked out, even if sticking psychological affect on their users rapidly tainted
to this plan could seriously endanger the user’s life. the reputation of these powerful weapons. The
78 Also, the user will not abandon her comrades in inability of the user to retreat and their sheer

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aggressiveness has meant that users tend to charge attacked the owner. The DAS fires its microblasters
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


into battle regardless of the apparent danger and at anyone who attacks the user, each microblaster
suffer extremely high casualties when facing delivering 1d6 points of damage. At the user’s
opponents with weapons or mutations that allow request, the DAS blasters can instead fire shots that
them to successfully harm a battle pod.
Special: The battle pod contains a plasma gun
and blaster rifle, and adds +4 to the user’s Strength
do only subdual damage. These beams strike each
attacker once for every time that she attacks the
target, for a total of up to 4 attacks per round. If
T
with all melee weapons. enemies attack the more than 4 times during a
round, the DAS only returns fire for the first 4
DEFENSIVE AEROSTAT attacks. These attacks are fired by the DAS AI and
SWARM (DAS) not by the wearer and do not count against the
DAS AI: BAB +6/+1; Atk blaster +6 ranged (1d6); Full Atk
4 blasters +6/+1 ranged (1d6); Str —, Dex —, Con —,
Int 6, Wis 12, Cha 10.
wearer’s actions for the round. Each of the DAS’s
aerostats is effectively indestructible — if any are
destroyed, the belt pack creates a new aerostat at
O
Skills: Listen +8, Sense Motive +8, Spot +8, Tactics +12
Feats: Combat Reflexes, Multiattack, Point Blank Shot
SQ: Darkvision, Laser Sight
the rate of one per day, as long as its wearer provides
it with junk or other raw materials.
The computing power to allow the DAS’s
F
A DAS is not armor in any conventional sense predictive software to function at peak efficiency is
of the word, but it nonetheless offers an effective sophisticated enough that these units are about as
means to protect the user from harm. It consists of intelligent as an unusually intelligent chimpanzee.
25 paper-thin diamondoid spheres 3 inches in All DAS units are also fitted with microphones (to
diameter. Each aerostat is a tiny airship capable
following the user around at all times, even in high
hear orders from the user and possible threats) and a
small bone conduction speaker that allows the unit
to communicate information about possible threats
T
wind. The user wears a lightweight belt containing
the electronics and the power cells necessary to
operate the aerostats; the unit uses short-range
microwave beams to transmit power to the aerostats.
to the user. DAS units are highly protective of their
owners and occasionally fire reduced power warning
shots (that only do 1d2 subdual damage) near anyone
H
who is visibly angry at their beloved user. Also, if
Each aerostat contains an array of advanced
sensors, powerful superconducting magnets and a
low power micro-blaster. Whenever the sensors
the user is about to walk into an obviously dangerous
situation, the DAS units sometimes move in front
of the owner, not allowing him to move past them
E
detect an attack by firearms or any other projectile
unless he explains (in relatively simple terms) either
weapon, the closest blaster fires a beam at the
why he is risking his life or why the situation is less
projectile and either vaporizes or deflects it. If the
dangerous than it looks. Most owners soon learn that
user is instead attacked by blaster fire or any form
ignoring the wishes of their DAS unit or becoming
of ion or plasma attack, the aerostats charge up their
powerful magnetic field that will deflect ion beams,
plasma and other charged-particle attacks away
obviously annoyed with its comments can hurt the
DAS’s feelings.
Upset DAS units can react in a wide variety of
V
from the user. This same magnetic field keeps the
aerostats near the user and to helps them to
maneuver. DAS armor also uses this magnetic field
to help protect the user against melee attacks. In
unfortunate ways. Some units become over-
protective, refusing to allow their owner to go
anywhere for fear the owner might become hurt.
A
While the owner can easily turn the DAS unit off
addition to using the magnetic field to block any
metallic melee weapons, the aerostats themselves
can rapidly move to interpose themselves between
by flicking a switch on his belt, the unit will only
become more frantic whenever it is turned on.
U
the weapon and the user. Advanced predictive Other units become vindictive, and attack the user
software allows the aerostats to determine the best
method of defending the user.
with micro-blasters set to do subdual damage (DAS
programming prevents the unit for doing any form
of lethal damage to the owner), to either punish
L
A DAS provides an equipment bonus of +5 to
the owner or to convince him not to turn the unit
the user’s defense, with no reduction of Dexterity
bonus or any armor penalty. In addition to
deflecting attacks, a DAS unit can also prevent
off again. The most mentally unbalanced DAS units
sometimes render their user unconscious on the
T
theory that an unconscious user will get into less
further attacks by directing fire at any one who
trouble and so will be easier to protect. A very few 79
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A GAMMA WORLD: OUT OF THE VAULTS
DAS units become vengeful and sometimes fail to
protect their owner from harm when he is facing
potentially lethal danger.
DERMAL ENHANCER
This is one of the most advanced forms of
biotech armor created before the Final Wars. Based
In contrast, a contented DAS unit that is upon a now-extinct species of centipede, this creature
M praised and whose owner always answers or at least
acknowledges its questions can be a great boon. In
addition to being a highly useful form of armor,
was created in an illegal lab and discretely sold to
criminals and freelance spies. The creature producing
the armor proved to be durable, highly resistant to

M happy DAS units are generally also willing to exert


themselves in other ways, such as sending a single
aerostat to observe and radio back information
further mutation and easy to care for. However, while
it is extremely long-lived, with an average lifespan
of 50-60 years, it breeds quite slowly, having no more
about a location the user cannot directly see. A
A cooperative DAS unit can also use its micro-blasters
to help the user start fires, burn through a lock or
than one offspring a decade. People who own this
type of armor generally acquire it from families who
have kept and bred it since the Final Wars. Because
perform other useful tasks. The DAS belt requires these creatures are both rare and unable to survive
a single power cell to operate. This power cell allows in the wild, characters cannot find them in ancient
the DAS unit to defend the user for 100 rounds of ruins or anywhere away from people who know how
combat. When out of combat, the solar cells on to care for and breed them.
the tops of the aerostats and the thermocouples on
W the belt that are powered by the user’s body heat
sufficient to power the unit. Also, every hour the
A dermal enhancer is 6 inches long and 1 inch
wide, a quarter inch thick and 40 inch-long legs on
each side. Its carapace is swirled shades of dark red
unit is in bright sunlight recharges 20 round of and orange. It is designed to hang onto the arm or
O combat for the DAS. When deactivated the 25
DAS aerostats can be easily stored in the pockets
of a trench coat. When the user turns the unit on,
other upper limb of a creature that possesses at least
some human DNA. It will bond with the first arm it
comes in contact with and it will only release the

R the aerostats fly up out of his pockets and are ready


to defend the user a half-action after he activates
the unit.
user if the user immerses the creature in an alcohol
solution of at least 12% (wine) for 5 minutes. Users
wear it on either their upper or their lower arm. Once

L
D

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it bonds with a user, it painlessly embeds both its armor protects humans or any other living target,
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


legs and fangs in the user’s arm and also attaches its including pets and mutant animals — one Medium
mouth to the use’s skin, drawing nourishment from target or two Small or Tiny targets per dose. Large
the user. Most users only need to increase their food targets require two doses for protection, and Huge
and water intake by a small amount to compensate
for the increased demands it places on their bodies.
Within 12 hours after putting on the dermal
targets require six doses.
Applying the armor consumes a half-action. The
armor has a not-quite-metallic silver sheen, and it’s
T
enhancer, the various smart polymer chemicals it obvious that the target is wearing something besides its
possesses in its “venom” spread throughout the user’s usual skin. Once the armor is in place, it provides a +6
bloodstream and significantly reinforce the user’s equipment bonus to the target’s Defense and DR 5/
skin. The user gains a +4 equipment bonus to her kinetic, without armor penalty. In addition, the armor
Defense without an armor penalty or any reduction
to the Defense from her Dex bonus. A continuous
supply of smart polymers are necessary to maintain
covers the user’s eyes, nose and mouth with nanotech
that filters out all contact and inhaled poisons with a
level of protection equal to that provided by a personal
O
this armor. This equipment bonus decreases by one
every three hours once the user removes the dermal
enhancer. If not worn, dermal enhancers remain
environment suit. The suit also functions like a pair of
flash goggles, protecting the user’s eyes from all forms
of blinding attacks. While the user can speak and hear
F
active and look for another arm for the next 48 normally and can even drink through a straw, it is
hours. After that, the creature goes into a deep state impossible to eat while wearing this armor.
of suspended animation and can survive for up to This protection lasts for 8 hours, at which time
two decades in this state. This state ends a few the suit runs out of power and dissolves. Fifteen minutes
minutes after the creature is wrapped around a
human or mutant arm.
All dermal enhancers are hermaphrodites and
before it wears out, the armor alerts the user by vibrating
against the user’s palms. Once the 8 hour span ends,
the armor turns to gray dust and falls off the user. If
T
once a decade every dermal enhancer will turn bright
blue and remain blue for the next year. This color
change means that it is ready breed. If it and any
desired, the user can remove the armor before the
duration ends. She need only touch the back of the
nozzle to the armor and press a second, smaller button
H
other dermal enhancer are removed from their user’s on the can. A few seconds later, the armor falls off as
arms for a few hours, these two creatures will mate
and the blue creature will give birth to a pair of young
dermal enhancers. If placed on an arm, they will grow
gray dust. Removing the armor is also a half-action.
Each dose of disposable nanoarmor cannot be reused;
the can is empty once the owner has used all six doses.
E
to maturity within three months and at the end of This armor adheres to the user’s dermal layer
this time will be ready to armor their wearers. and so does not protect robots (except for cyborgs
covered with living skin). It also does not protect
DISPOSABLE NANOARMOR the user’s clothing or anything that she carries. Also,
Developed a decade before the Final Wars, this
form of armor fast became one of the most common
forms of personal projection used by people who
while this armor can be worn under other armor,
the protection is not cumulative. The better of the
V
two equipment bonuses protects the user. In addition,
could not afford to wear heavy armor, but who wished
to have it available at a moment’s notice. Several
million cans of this armor were produced; since the
the user gains the disposable nanoarmor’s damage
reduction and the protection it offers from blindness
and poisons. Containers of disposable nanoarmor can
A
cans were designed to contain active

U
be found in the ruins of stores that sold gear to people
nanotechnology, they were resistant to most damage who participated in extreme sports, in abandoned
and to all external attacks by nanotech agents. As a law enforcement offices, and on military bases.
result, many of these cans survived the Final Wars
and people continue to use this form of armor.
This armor consists of a small can (6 inches
tall and 3 inches in diameter) with a nozzle on top.
FORMATTABLE NANOARMOR
(NANOSUIT)
Developed only two years before the Final Wars,
L
To activate this armor, the user places the nozzle
against a living target and pushes the button behind
the nozzle. A thick stream of silvery nanounits
formattable armor was the ultimate in nano-
technological protection. This armor is composed of
nanounits made from the same artificial diamond used
T
squirts out of the can and spreads over the target. in many other forms of advanced armor. These
Each full can contains 6 doses of nanoarmor. This nanounits are self-mobile and can reshape the armor 81
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Nonviolence

M Suit Safe-T-Suit

M
A

W Formattable Recreational
Nanoarmor

O (Nanosuit)
Protection Suit

R at the user’s whim. This armor comes with a wrist


assistant (see Chapter Two) that also serves as the
adjust to all weather conditions (providing a +2
equipment bonus to all Fortitude saves to resist

L control unit for the armor. The use can control the
armor with either voice commands or using a series of
small buttons on the wrist controller.
environmental hazards except radiation or biotech
or nanotech exposure). If desired, the armor can
even transform itself into an extremely comfortable
sleeping bag.
D The armor can mimic almost any suit of
clothing, changing both its color and its cut to suit
the wearer’s desires. It can become a black jumpsuit,
In its most protective form (a hooded jumpsuit)
this suit of armor provided a +5 equipment bonus
an emerald green evening gown, a 21st century to defense. However, other styles of clothing
police uniform or heavy winter survival gear. The provide less protection. A business suit or a uniform
wrist-controller contains a library of more than a without a hood provides a +4 bonus to defense, an
thousand different clothing styles and can display evening gown or other somewhat revealing garb
images on its screen to allow the user to easily select only provides a +3 bonus and transforming the unit
an outfit. In addition, the user can take a picture of into a pair of shorts and a tank top reduces its
a suit of clothing with the wrist assistant’s digital defense bonus to +2. The armor can change both
camera and ask the unit to duplicate that outfit. A shape and color in a move equivalent action. Since
nanosuit can form clothing, gloves and shoes or nanounits use relatively little power, this armor
boots. Anyone wearing this type of armor normally obtains all of the power it requires from a
wears very little under it, since the nanounits combination of the wearer’s body heat and a
respond perfectly to the wearer’s movements and it multitude of minute solar cells. As a result,
is exceptionally comfortable and does not restrict nanoarmor never needs to be recharged.
its owner’s movements. Nanoarmor is relatively uncommon and can
In addition to protecting the user from attack, most often be fond in the ruins of high-ends shops
it can also automatically alter its color to match that once sold weapons and security systems or in
the background (providing a +2 equipment bonus storage facilities used by corporate and government
to all Hide rolls), dampen sounds, (providing a +2 intelligence agencies and private security firms.
82 equipment bonus to all Move Silently rolls), and When not worn, the unit transforms itself into a

Scott Tyrrell (order #8988) 12.160.138.6


O
cylinder 3 inches in diameter and 1 foot long, wearer is engaged in any form of violence or is
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


weighing one pound. The wrist controller encircles actively threatening violence against anyone, then
the middle of this cylinder. The unit activates if the DC of this save is reduced to 15. If the wearer is
someone touches it and presses the large green attacking the attacker or any of the attacker’s
activation button. At this point, the nanoarmor
flows over the person’s body, underneath whatever
other clothes she is wearing.
comrades, this threat completely negates the armor’s
protection and the attacker does not need to make
a Will save to attack the target.
T
The circuitry on peace suits is specifically
NON-VIOLENCE ARMOR (NVA), designed to affect humans. They affect stock
OR PEACE SUIT humans, pure-strain humans and mutant humans
By 2070, research into human psychology normally and synthetics were all programmed to be
allowed scientists to understand and duplicate
various extremely subtle non-verbal cues that
inhibit aggression. The first use of these cues was
susceptible to these cues. However, humanoid
animals (like moreaus or hoops) reduce the DC of
all Will saves by 5 and other animals, including all
O
in the construction of public buildings that caused
the people inside to become almost incapable of
performing violence. Most of these buildings now
non-humanoid sentient mutant animals are
completely unaffected by the circuitry in a pace suit.
Peace suits are designed to be highly durable and
F
lie in ruins and the great majority of those that don’t remain useful even if someone attacks the wearer. As
have decayed to the point that these non-violence a result, this type of armor is woven from lightweight
cues no longer function. However, a few highly orbitally-made fibers that provide protection equal to
secure buildings continue to be maintained by kevlar while being both lighter and less cumbersome.
nanotechnological repair systems or repair robots.
Inside these buildings, anyone who wishes to use a
weapon or make any form of attack must make a
RECREATIONAL PROTECTION
SUIT (RPS)
T
DC 20 Will save before every attempted attack. The
DC of this save is reduced to 15 if someone is already
engaged in violence inside the building and no save
is necessary if someone is attacking the attacker or
Before the Final Wars, few people considered
this suit to be armor or even as anything more than
something sensible to wear while riding a motorcycle
H
or mountain climbing. However, hundreds of
anyone he cares about or is committed to protect.
By 2085, researchers incorporated these same
principles into suits of armor that literally kept people
thousands of these suits were created in the late 21st
and early 22nd century and as long as they remained
sealed within their transparent plastic storage
E
from attacking the wearer. Some nations outfitted containers, they remain in perfect condition and will
all of their police officers in peace suits, while many continue to do so for decades to come. Made of a
elected officials began wearing high-style versions tough, highly resistant material, these suits provide
of this garment. The circuits bonded onto the surface the wearer with a +3 equipment bonus to her Defense
of the suit are extremely thin and lightweight so that
it could easily be bonded to almost any sort of fabric.
Since peace suits use a combination of visual patterns
without an armor penalty or any significant reduction
to the Defense provided by her Dex bonus.
The fabric of these suits can become waterproof
V
that are not consciously visible and ultrasonics, they
look like any other suit of clothing, except for the
slightly shiny appearance they have in bright light.
or light and porous in response to environmental
conditions and can also greatly vary how much heat
they retain. As a result, an RPS adds a +2 equipment
A
To avoid confusion, all peace suits have an interior bonus to all Fortitude saves to resist environmental
label that describes their functions. Peace suits
require very little power and can easily run off the
wearer’s body heat.
hazards, except radiation or biotech or nanotech
exposure. The suit’s systems are powered by the
U
wearer’s body heat so the suit never needs recharging.
As long as the wearer is not either engaged in
combat or threatening someone with deadly force,
any attacker must make a DC 20 Will save to attack
An RPS is essentially an armored smart jumpsuit.
The only problem with wearing an RPS is that
these suits were designed to allow the wearers to be
L
the wearer. A failed save means that the attacker
cannot attack during the current round, but may
try again next round. Success allows the attacker
highly visible so that other drivers, rescue workers
or hunters could easily see them. As a result, all of
these suits are brightly colored and contain several
T
to attack without penalty, but must make another small patches of reflective material. Spot checks
Will save to attack again the next round. If the made by entities searching for an RPS wearer or just 83
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A GAMMA WORLD: OUT OF THE VAULTS
examining the area enjoy a +4 bonus, and the wearer
suffers a –4 penalty on Hide checks. Most of these
suits are also decorated with one or more prominently
Because the Safe-T-Suit moves the wearer to
avoid attacks, the fact that this suit does not cover
the user’s neck, head or hands does not make the
rendered corporate logos. Many bandit gangs and user any more vulnerable to attack. The suit

M regional militias have located stockpiles of suits with


identical logos and use these corporate logos as
symbol of membership in their groups. Many people
provides the wearer with a +6 equipment bonus to
her Defense, but because the suit supercedes the
wearer’s ability to dodge, it negates any Dex bonus

M assume that anyone found wearing a similarly marked


RPS is either a member of one of these groups or a
spy disguised as a member of such a group.
that would otherwise add to the wearer’s Defense.
Special: The Safe-T-Suit contains a pair of
microblasters mounted on bracelets or cuff links (see
Table 3–1 for weapon statistics). These low-power
A SAFE-T-SUIT
Before the Final Wars, business people and
politicians who feared assassins but who were
blasters do 1d4 damage with a range increment of
10 feet and a maximum range of 50 feet (5
increments). Although these devices can function
unwilling to reveal that they felt that they needed as weapons, their primary use is as a defense against
to wear armor turned to safe-t-suits for protection. small projectiles. There is a 50% chance that any
This suit comes in several parts. The first is a jumpsuit incoming projectile’s payload is defused by the
of multiphasic metallo-polymers that are difficult to blasters’ emissions, so that the suit’s wearer is
W penetrate and that become as rigid as steel when
struck. These fibers also enable the suit to move the
wearer’s limbs with great speed to help dodge
affected by regular kinetic damage only.
The Safe-T-Suit can either attack or defend
against the first four incoming small projectiles

O weapons. If someone sneaks up behind the wearer


and attempts to stab him with a chainsword, the suit
detects this attack and in addition to hardening the
(such as bullets) once each round. The wearer
must command the suit verbally to use the
blasters for either attack or defense. The blasters’
portion of the suit the chainsword is going to strike,
R it forces the wearer to sidestep the blow.
To allow it to observe all incoming blows, the
projectile deflection increases the suit’s
equipment bonus to Defense by +2 (for a total
bonus of +8), but only for the projectiles it strikes.
suit comes with five wide-angle sensors. These This armor remains active indefinitely when not

L sensors are quite small and are normally built into


rings, bracelets, earrings, or cufflinks. Against
firearms, blunt weapons, and even falling damage,
in combat. However, the suit’s power cell must
be recharged or replaced after 4 hours (2,400
rounds) of combat. The back of the suit’s torso is
this jumpsuit confers DR 5/kinetic, and the owner
D can discreetly wear it beneath a business suit or
other similarly heavy suit of clothing.
covered with solar cells, which must be exposed
to direct light to recharge (this makes it obvious
that the user is wearing advanced armor).

MEDICINE
The 20th century saw the beginning of designer minds, where people changed their
advanced technological medicine. However, memories, skin color, and gender as readily as
medicine truly came of age in the 21st century. people in the early 21st century changed their
During this amazing century, physicians and hair styles. Half-understood remnants of these
bioengineers conquered disease, disability, old technologies remain today. Many can be
age and even death. By the end of the 21st profoundly dangerous if used carelessly, while
century these goals had been achieved and new others were specifically designed to aid pure strain
purposes of medicine were called for. Doctors and humans and so work erratically or less well on
researchers began finding new definitions of mutant humans or animals.
optimal health, including changes that would Each of these devices has one analysis layer per
have seemed both bizarre and impossible only 50 distinct function, at DC 15. If the treatment system
years before. The decades immediately before the requires special storage, that’s a separate layer, also
84
Final Wars was the era of designer bodies and a DC 15 check.

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Anyone who possesses this form of biotech gains
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


WHY EGGS? a +8 bonus to all Fortitude saves to resist poison or
Many pieces of Gamma World disease as well as +2 to resist Mutation. In addition,
nanotechnology have resting forms that are the user heals twice as fast and ages half as rapidly as
somewhat egg-like. This is partly a matter of
basic physiology, since eggs are easy to hold
and carry, and partly a matter of basic
normal. Someone infected with this disease would
not become Venerable until she was 140 years old.
All of these bonuses are not cumulative with the
T
psychology, since eggs seem familiar and Great Fortitude, Mutation Resistance, and Improved
reassuring. However, GMs who prefer more Mutation Resistance feats or the bonuses provided
variety in their devices should feel to introduce by a Nanotech Regeneration Pod — anyone who
different shapes. Regular geometric solids, benefits from multiple bonuses simply uses the
crystals, imitations of natural formations and
artistic shapes have all been tried; it’s just a
matter of saying that this particular group of
highest applicable bonus in any situation. However,
the bonuses to healing speed and aging are added
and not multiplied. If a pure-strain human had both
O
device makers favored other styles.

ARTIFICIAL IMMUNE SYSTEM


a NRP and an artificial immune system, she would
heal seven times as fast as normal and would age a
seventh as rapidly as a normal pure-strain human.
F
However, anyone with an artificial immune system
(AIS) cannot is completely unaffected by all recreational
Size: Tiny chemicals like alcohol, LSD, cocaine or even
Weight: — caffeine. Users can consume huge quantities of any
Purchase DC: n/a
AIS — Injury DC 15; 1d4 days; No initial damage (special)/
no secondary damage
these chemicals without any affect.
FIELD MEDICAL KIT
T
Size: Large
While most nanotech-based medicine
remained relatively expensive during the pre-war
era, biotech medicine became both inexpensive and
Weight: 30 lb
Purchase DC: 25/28
H
easily available. Tailored bacteria and modified The tens of millions of ordinary first aid kits
amoebas patrolled user’s bloodstreams, neutralizing
poisons, killing off diseases and cancer cells and
repairing various minor medical problems. As
produced before the Final Wars have mostly decayed
into uselessness. They were not designed to endure
either hard usage or many decades. However, many
E
problems like propaganda viruses (see Chapter of the special medical kits that were designed for rescue
Two), advertising bacteria, and bio-terrorism workers and for physicians and paramedics who
became more common, there was a push to develop worked in remote regions still exist. These kits were
a universally available artificial immune system. originally designed to contain everything necessary
Although physicians had to specially format most
artificial immune systems for a specific individual,
a group of puritanical geneticists developed a
allow a physician to set up a medical station in a remote
portion of the Third World in one portable case. Field
medical kits soon became popular with rescue workers
V
version of this type of biotech that could adapt to
any host without assistance. They made this
treatment freely available to the poor.
and people working in clinics that treated the very
poor. These kits contain the equivalent of both a
medical kit and a pharmacist kit with advanced
A
Unfortunately, the side effects were profound, and equipment that gives users a +2 equipment bonus with
anyone who could possible afford a better version
of this technology purchased one. However, while
the other treatments could not spread beyond one
all uses of both skills. In addition, the kits contain:
• One solar power cell recharger.
U
• One dozen Stabilization Units (see below).
person, this form of biotech survived the Final Wars
and remains both viable and contagious. Blood to
blood contact is necessary to catch this type of
• Four small pouches containing tailored
bacteria that can produce two each doses of
antitoxin, clean-out, regen, and total-med every day
L
biotech, but sharing a tattoo needle is normally
sufficient contact to insure infection. There are a
number of communities where this treatment is
each of the pouches produces a different drug. These
pouches require only simple nutrients like sugar
water or fruit juice.
T
readily available, but many people are reluctant to
• Ten doses each of antitoxin, clean-out, regen,
give up all recreational chemicals.
and total-med 85
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A GAMMA WORLD: OUT OF THE VAULTS
• All tools necessary to perform surgery (with
the +2 equipment bonus).
• Six refillable aerosol bandage dispensers.
already possesses the Improved Mutation Resistance
feat, these bonuses are not cumulative.
Stock Humans: The item grants the user the
• A datapad programmed with large amounts Great Fortitude feat and the Mutation Resistance
M of medical and pharmaceutical information.
The kit is 2 feet tall, 1 foot wide and 9 inches thick
feat. In addition, the user heals all wounds twice as
rapidly as normal and recovers one point drained
from any ability every six months. In addition, the
and has straps that allow the user to carry it as either a

M shoulder bag or a backpack. This kit is both easily


recognizable and clearly labeled. Not only can the items
inside be used by someone with no medical training,
user’s life span is lengthened to four times normal
(for example the character becomes Venerable at
280). If the user already possesses the Great
Fortitude feat, the bonuses are cumulative.
A but characters can learn medicine simply by studying
the information contained within the medical datapad
and using the electronic tutorials. Scavengers most often
However, if the user already possesses the Mutation
Resistance feat, these bonuses are not cumulative.
find field medical kits in the ruins of low cost clinics or Mutant Humans: The item grants the user the
anywhere the supplies for rescue workers were stored. Great Fortitude Feat. In addition, the user heals all
wounds 50% more rapidly than normal. In addition,
NANOTECH REGENERATION the user’s life span is lengthened to three times
POD (NRP)
W Size:
Weight:
Tiny
0.5 lb
normal (for example the character becomes
Venerable at 210). If the user already possesses the
Great Fortitude feat, the bonuses are cumulative.
Purchase DC: n/a This item has no affect on synthetic beings or
O The NRP is a wonder of advanced nanotechnology
developed only five years before the Final Wars. This
mutant animals of any types.
RESCUE AND REVIVIFICATION
device consists of a small egg-shaped silvery device
NANOTECH (R&R OR ZOMBIE
R approximately one and a half inches long and one inch
in diameter. It is completely inert unless the user firmly
presses the red spot at one end and immediately places
MAKER)
Size: Tiny

L it against the sternum of a pure strain, stock, or mutant


human. At this point, the nanotechnology within the
egg-shaped device activates. It sinks slowly, painlessly
Weight: 0.5 lb
Purchase DC: 13/16
Few medical technologies have been as abused as
and unstoppably into the person’s body, until only a R&R units. Engineers created R&R nanotech shortly
D rounded silvery spot the size of a dime is all that remains
visible. This process requires only 10 minutes, during
which time the nanounits inside the device spread
after the beginning of the 22nd century as an improved
alternative to the older stabilization unit. SUs were
highly effective, but hikers, soldiers on patrol or others
throughout the user’s body and within an hour after in isolated wilderness areas required significant help
the device first activated, it is fully operational. This to retrieve the hibernating bodies of their comrades.
device promotes healing, resistance to toxins and disease To facilitate the removal and revivification of
and longevity. The exact affects of this device depend casualties and badly injured soldiers, the military
upon the genetics of the person who used it. developed R&R nanotech. R&R nanotech comes as
Pure Strain Humans: The item gives the user the an egg-shaped gray icosohedron the size of a small
Great Fortitude feat as well as an additional +2 bonus orange. This device remains stable and inert until
to resist both poisons and diseases and the Improved someone pushes on the large red patch on the wide
Mutation Resistance Feat. In addition, the user heals end of the ovoid with considerable force. At this point,
all wounds three times as rapidly as normal and recovers the device turns bright red and activates the next time
one point that was permanently drained from any ability it touches any large mammal that is dying or recently
every month. (That is, one point per month; it takes dead. Any character who is at 0 or fewer hit points or
several months to repair multiple points of loss from who died within the last 30 minutes activates it. Before
one ability or losses from several different abilities.) In the Final Wars, military personnel often carried
addition, the user’s life span is lengthened to five times activated R&R units in special pockets that allowed
normal (for example the character becomes Venerable the device to be separated from the user’s skin by only
at 350). If the user already possesses the Great Fortitude a thin piece of fabric. If the user died or was badly
feat, the bonuses are cumulative. However, if the user injured, the device automatically stabilized her body.
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CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


Stabilization Rescue and
Revivication
T
Unit
Nanotech
Artificial Immune
System
Triage
Spider
O
Nanotech
Field
Medical Kit Regeration Pod
F

Treatment
Gun T
When an R&R unit touches someone who is
dying or dead, the entire unit liquefies and flows over
The skin of anyone “reanimated” by R&R
nanotech has a distinct golden sheen, and her eyes
H
the person’s body in a billowing silver and gold cloud.
The nanotech instantly stabilizes the person’s
condition, preventing either death or further decay.
are opaque gold and featureless. R&R nanotech has
advanced diagnostic capabilities and will tell anyone
who asks the patient’s state of health and what types
E
It also protects the person’s body from harm, forming of medical care she will require. This information
a shell that provides a +4 equipment bonus to Defense provides a +2 equipment bonus to all Treat Injury
and DR 5. It also uses linked chains of nanounits to rolls on this person. However, before someone can
move the subject. Five minutes after it actives, this treat the subject, he must first deactivate the R&R
unit causes the patient’s body to stand up. At this
point, the nanotech’s dedicated computer processing
responds to and obeys voice commands from anyone
nanotech. Triage spiders, treatment guns and other
such systems all automatically deactivate R&R
nanotech as part of their treatment. Physician using
V
who touches the subject. The unit will continue to conventional medicine on the subject verbally must
respond to this person’s voice commands even once
she has stopped touching it. The R&R unit can obey
ask the R&R nanotech to partially deactivate. If
the patient’s condition begins to worsen, the
A
all simple commands, including instructions to walk, nanotech automatically reactivates before the
run or perform simple tasks like picking up and moving
objects. The nanotech will not fight and will avoid
doing anything (like walking off a cliff) that obviously
patient loses any hit points. However, if the patient
begins to improve, it will fully deactivate and
withdraw from the patient’s body. Unlike most other
U
endangers its target. In addition, it is little smarter
than an unusually bright dog and cannot obey complex
commands. Regardless of her previous abilities, anyone
medical nanotech, R&R units are completely
reusable. When they fully deactivate, they coalesce
back into orange-sized icosahedrons. In this state,
L
who is under the influence of this device has Str 10, they can be reused immediately. Doing 10 or more
Dex 8 and moves at half of her previous movement
rate. The person is completely unconscious during this
process and the nanotech cannot make any rolls based
hit points of damage to a patient that the nanotech
is protecting will destroy the R&R nanotech,
otherwise an R&R unit can be used on patients (or
T
upon Wisdom, Intelligence, or Charisma. victims) indefinitely.
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A GAMMA WORLD: OUT OF THE VAULTS
R&R nanotech is highly durable but it does
not possess unlimited power. While it can keep
someone stable indefinitely, if it is also making the
for as long as they hibernate. Subjects require medical
attention once they revive, but if they have been in
this state more than a day, the residual healing that
person walk or perform other physical tasks, it has occurred while they were hibernating provides a

M depletes its power reserves after six days. At this


time, the unit will place the person’s body in direct
sunlight or some other bright light. Solar collecting
+2 equipment bonus to all attempts to use the Treat
Injury skill to stabilize them.
SUs are flat disks three inches in diameter and

M nanomachines fully recharge the R&R unit after


12 hours in bright light.
Militaries made R&R units by the hundred
one inch thick. These devices have a self-adhesive
backing that activates whenever someone presses
the unit firmly against skin. An SU can keep
thousand, and various companies sold an equal number someone hibernating indefinitely, but the device
A to hikers and people who practiced extreme sports.
As a result, scavengers looting old military bases have
contains a timer that can be set to allow the person
to hibernate anywhere from four hours to five years.
run across caches of hundreds or thousands of these The device temporarily stabilizes all wounds the
devices. Since their packaging clearly describes their same round that it is applied. However, the person
capabilities, many groups who acquire these items use does not fully enter hibernation for two additional
them as the basis for a particularly horrific form of rounds. If someone uses this device on an unwilling
slavery. These slavers either kill their victims or injure
W them until the slaves fall unconscious (i.e. the slaves
are at 0 or fewer hit points), treat the bodies with R&R
subject, the subject may make a DC 15 Reflex save
to remove the unit before she can no longer move.
Since they were not designed to be used against
units and then uses these zombie-like moving corpses unwilling targets any attack designed to force this

O as obedient and hard-working slaves.


Nano-slavers generally only reduce someone to 0
hit points as a form of indentured servitude, where
against someone’s body is made at –4. SUs are
battery-powered but use almost no power once the
user is actually hibernating, with most operating

R someone pays for crimes or debt by having their body


used as mindless slaves for several years. Otherwise,
the slavers simply kill their victims. The nano-zombies
energy coming from the user’s own body. Even if it
is out of power, the solar cells on the top of an SU
can recharge its batteries in three hours of direct
created by R&R units are tireless workers that do not clear sunlight. A few people survived the Final Wars

L eat or rink and only require one day in the sun after
working for six days. Most people assume that anyone
who possesses one of these units is a slaver and in many
using these devices and some of them have
continued using them, walking up for a week every
five years to eat and drink enough to allow them to

D communities (especially ones that have been raided


by nano-zombie slavers), the residents swiftly kill the
owner and smash the R&R unit.
endure another five years in hibernation. These
people have all aged less than a year in the time
since the Final Wars.
STABILIZATION UNIT TREATMENT GUN
(SU OR HIBERNATION DISK) Treatment Gun (Loaded) Treatment Egg
Size: Tiny Size: Small Size: Tiny
Weight: 0.5 lb Weight: 3 lb Weight: 0.5 lb
Purchase DC: 10/12 Purchase DC: 19/22 Purchase DC: 15/18
Developed by the military in 2050, this small One of the primary challenges when dealing
device saved many thousands of lives. Utilizing a with any serious natural disaster or act of terrorism
combination of electro-neural stimulation and is that dozens or hundred of people may all be badly
carefully shaped magnetic fields, it artificially induces injured and could die without immediate treatment.
a greatly enhanced mammalian diving reflex that Even at the height of the pre-war era, bringing large
resembles the deep state of hibernation similar to numbers of emergency medical technicians and
that used by many bats. When activated, this device triage spiders onto the scene sometimes took more
reduces the subject’s metabolism by a factor of 250. than an hour. Treatment guns were developed to
Someone using an SU could survive for a month in prevent anyone from dying in the meantime. After
a small sealed room with no external air supply and the first decade of the 22nd century, they were in
up to five years without food or water. In addition, all first aid stations located in public buildings and
this device automatically stabilizes dying individuals all police officers and rescue personnel carried one.
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Treatment guns look much like ordinary 20th Feats: Surgery, Tech Familiarity: Advanced, Weapon Finesse
U

CHAPTER THREE: WEAPONS, ARMOR, MEDICINE


century flare guns: wide, stubby pistols with short, wide (stun gun)
barrels. Each treatment gun can hold up to four Purchase DC: 29/31
nanotech medical cartridges. These silvery, egg-shaped The triage spider was one of the most advanced
pods, called treatment eggs, are approximately the size
and shape of a large kumquat and the advanced
nanotechnology inside them renders them relatively
robotic medics created in the pre-war era. Designed
specifically for use in large-scale emergencies or for combat
T
medicine, these units are invaluable in any situation when
immune to damage. When fired, the treatment eggs multiple patients require rapid treatment.
instantly disperses into a 30 foot cone of silvery A resting triage spider folds itself up into a
nanounits that rapidly infiltrates the bodies of anyone nondescript case fifteen inches square and three
it touches. After lobbying by various animal-rights
groups, treatment guns were designed to affect all
mammals, birds, and reptiles, so these device work
equally well on pure-strain humans, stock humans,
inches thick, with carrying handles and straps built
in. It weighs 12 pounds. Unless someone switches it
completely off, it automatically monitors the vicinity
O
and comes into active mode upon sensing anyone
mutant humans and most mutant animals. However,
this medical nanotech has no affect on any type of fish
or invertebrate. The nanounits in the cloud immediately
within 50 feet who’s lost half or more of her hit
points. (It can also be activated manually with the
press of a button or a spoken command.) During
F
stabilize the wounds of any human or animal that they activation, it unfolds to extend six spider-like legs
touches, even if the creature is at –9 hit points. Also, three feet long and ten slender arms, four with six-
every stock, pure strain, or mutant human affected by fingered hands and six ending in various medical
this nanotech heals 1d6+3 hp, at 1 hp per minute. tools like scalpels and forceps. A fully equipped triage
Animals, including both humanoid and mutant animals
only heal 1d4+1 hp. This medical nanotechnology heals
damage caused by any source unless the source specifies
spider carries supplies of drugs including antitoxin,
cleanout, regen and total med sufficient to treat a
hundred patients. If any of these run out, the spider
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that nanotech doesn’t affect it.
Sometimes scavengers find treatment eggs without
a treatment gun. Treatment eggs can be set off alone.
attempts to make do with what it can scrounge or
persuade others to let it use. It also generates high-
frequency, low-voltage electrical currents for use in
H
There is a red spot on one end of the egg and a blue anesthetizing body parts for treatment and in
spot on the other. T set of the treatment egg, users must
press the red spot and then the blue spot within two
turn. (Anyone who has done this more than once can
speeding the healing of bone damage.
The spider is very skilled at general first aid
E
and relief, and at surgery and the development and
easily manage this in a single turn.) Treatment eggs application of follow-up treatments. Once it begins
explode in a 10-ft burst radius two turns after they have working on a patient, it seeks to continue the task
been fully activated in this fashion. One activated, until the patient is fully recovered or a physician
treatment eggs repeat, “activated, place near target
immediately” until they go off two rounds later.
Characters must make a DC 15 Speak Languages roll
for the language of the egg’s makers to understand this
orders it to some other job. Anyone with either the
Surgery feat or at least 10 ranks in Treat Injury and
5 ranks in Craft (Pharmaceutical) can do this easily,
V
meeting the spider’s sense of what a physician is.
phrase, but may make a new roll each round the phrase
is repeated. Regardless of how they are activated,
treatment eggs can be used only once.
Others must win an opposed roll of Bluff against
the spider’s Will save. In the absence of
countermanding orders, the spider seeks to treat all
A
TRIAGE SPIDER
Triage Spider: Small Construction; HD 2d10 (16 hp); Mas
—; Init +3; Spd 30 ft (6 squares); Defense 17 (+1 size, +3
the injured people it can sense in order from most
seriously wounded to least, without regard for their
allegiance or other factors. It also attempts to stop
U
any effort to kill or harm any of its patients. If several
Dex, +3 natural), touch 14, flat-footed 14; BAB +1/Grap +1;
Atk +4 melee (special, stun gun); Full Atk +4 melee (special,
2 stun guns); FS/Reach 5 ft/5 ft; SQ darkvision; AL
people in its sensor range are dying (below 0 hit
points), it tries to save those farthest from death
first; it scavenges organs from dead and untreatable
L
Hippocratic oath; SV Fort +3; Ref +6; Wil +1; AP 0; RP 0;
Str 8, Dex 16, Con —, Int 12, Wis 12, Cha 10.
Skills: Craft (pharmaceutical) +10, Knowledge (Earth and
Life Sciences) +5, Treat Injury +15
patients for the benefit of others.
Triage spiders have the standard self-powering
and healing capabilities of synthetic characters.
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GAMMA WORLD: OUT OF THE VAULTS

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M
A

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Like synthetics, most surviving vehicles built valuable as working weapons and medical
before the Final Wars are both self-powered and self- technologies.
repairing. Most vehicles without these advantages Vehicles using technology unavailable to a
became rusting hulks many decades ago. Since rapid character’s community require analysis with one DC
transport allows traders to safely travel longer 15 layer for the standard controls (stopping, starting,
distances and local militias to become far more steering and the like) and an additional DC 15 layer
effective, working vehicles are widely considered as for each unusual feature like amphibious operation.

THE AFFECTS OF STRONG MAGNETIC FIELDS


All hover vehicles use extremely strong magnetic than 5 feet above such a person or device any robot or
fields for lift, but most fly close enough to the ground cyborg must make a DC 20 Fortitude save or suffer a
that there is little risk of the vehicle flying over some temporary malfunction. Similarly any device that uses
person or device. However, being underneath a nanotechnology has a 50% chance of malfunction.
hovercycle or any other magnetic vehicles that can fly All such malfunctions can be easily repaired with the
more than a foot or two above the ground can have appropriate tools and a DC 15 Repair check that
devastating affects on robots, cyborgs or various requires 15 minutes to reset various crucial
advanced technologies. If a hover vehicle passes less components.

GROUND VEHICLES
Even in the 22nd century, most people used ground vehicles survived the Final Wars, most became
vehicles as their primary mode of transport. While instantly useless. Many used power cells that required
advances like micro-fusion reactors and magnetic regular recharging and most could only run upon well-
repulsion allowed manufacturers to create vehicles far maintained roads. Although some of these vehicles
superior to any that had ever existed before, in basic remain in excellent condition due to their self-repair
design they were quite similar to those created in the capabilities, they are now essentially useless. Before
dawn of the automobile era. The basic categories like the Final Wars, fusion and solar powered off-road
motorcycles, economy cars, luxury car, vans and trucks
remained in place right up until the Final Wars.
Unfortunately, although many millions of ground
vehicles were far less common than ordinary ground
vehicles. However, these vehicles are in great demand
in the Gamma Age.
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TABLE 4–1: GROUND VEHICLES
H
Name Crew
Brachiating walker 1
Pass Cargo Init
5 200 0 +1
Top
Maneuver Speed
120/60 10 5
Hit
Defense Hardness Points Size
47 L
Purchase
DC
n/a
CHAPTER FOUR: VEHICLES
A
(swinger)
Caravan home
Hover board
1
1
5
0
1,000 –2
50 0
–2
+5
40
60
8
11
10
5
39
16
H
S
32
23/24
P
Hover bubble 0 7 500 0 +1 400 8 15 38 H n/a
Hover cycle
Hover truck
1
1
1
8
50 0
400 –2
+4
0
200/300
160
10
8
5
5
23
35
L
H
32/35
35
T
Runner 1 7 500 –2 0 240 8 10 38 H 35/38

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BRACHIATING WALKER highly maneuverable helicopter or some similar vehicle
(SWINGER) that would allow tourists to view the rainforest canopy
Swinger
Swinger: Large construct; HD 5d10 (47 hp), Mas —; Init +3; from a few meters away. Instead, engineers at J-K
combined a helicopter cabin with a complex walking

G Spd 40 ft (8 squares), brachiate 100 ft; Defense 18 (–1 size,


Dex, +3, Natural +6), touch 12, flat-footed 15; BAB/Grap +3/
+10; Atk leg-claw +6 melee (1d8+5 and stun gun); Full Atk 2
vehicle that could brachiate rapidly and nimbly
through the trees.
The body of the craft is an oval pod 10 feet wide,
leg-claws +6 melee (1d8+5 and stun gun); FS/Reach 15 ft/10

A ft; SQ low-light vision, DR 5/kinetic, scent; AL humans; 10 feet high and 15 feet long, that comfortably seats
GAMMA WORLD: OUT OF THE VAULTS

swingers; SV Fort +3; Ref +6; Wil +1; AP 0; RP 0; Str 20, Dex four and can hold up to 6 Medium humanoids. Four
16, Con —, Int 8, Wis 12, Cha 12. narrow limbs stuffed with extremely complex nanotech
extend from a yard-wide dome on top of the pod, each
M Skills: Balance +8, Climb +8, Knowledge (Earth and Life
Sciences +4), Listen + 4, Navigate + 8, Pilot +10, Search +4,
Sense Motive +2, Technology (Pre-War) +2, Technology
extending up to 30 feet and capable of forming as many
joints as necessary. The ends of these limbs can form
(advanced) +2. almost any sort of manipulator, from blunt, heavy

M Feats: Guide, Multiattack, Tech Familiarity (Pre-War Tech)


Advances in both robotics and artificial
claws, to many-finger multi-jointed hands capable of
fine manipulation. When standing on the ground, a
swinger looks a great deal like a gigantic mechanical
intelligence in the late 21st century produced

A numerous different types of walking vehicles. The most


exotic are undoubtedly the brachiating vehicles
popularly known as Swingers. Jolo-Kwan Greentech,
daddy longlegs.
To enable the swinger to make the best use of these
limbs and also to allow it to correctly judge the optimal
way to safely swing from one branch to another, it is
a small company that produced specialized vehicles for
equipped with moderately complex soultech almost as
use by the many eco-tourism companies first created
intelligent as a person. Because the swinger is capable
these unusual conveyances in 2087. A company
of navigating through the trees using only its AI and
interested in starting tours of various rainforest

W canopies commissioned Jolo-Kwan to create a small


advanced sensors, anyone can pilot this vehicle. All

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the driver need do is don a pair of adjustable bracelets and limbs. Touching an electrified swinger is equivalent
and use some easily learned hand signals to direct the to being hit with a stun gun. Also, they can use their
vehicle. If the vehicle does not understand the driver’s legs to make attacks that do stun gun damage. Today,
directions or if the driver appears either confused, the approximately half of the various bands of swingers are
vehicle will ask the driver where he wants to go and independent nomads, but the rest have alliances with
use a combination of speech and small holograms on various small human communities. Some of the larger
the vehicle’s holo-tank to instruct the driver on how bands have allied themselves with small nomadic stock
to steer and direct it. Alternately, the driver can simply human or mutant tribes who travel in the swingers and
ask the swinger to travel in a particular direction. help them find the parts they need to survive. Dealing
Swingers can brachiate at speeds of up to 60 mph (120 with swingers is rather like interacting with somewhat
feet/turn) in the trees and run at speeds of up to 30 slow-witted human allies.
mph (60 feet/turn) on the ground.
Unlike many vehicles, Swingers survived the Final
CARAVAN HOME
Wars in excellent shape, both because they were largely Near the beginning of the 22nd century, a group
located far from the worst devastation and because they of private researchers ran simulations about
are smart and dexterous enough to care for themselves. interactions between technology and society and
Also, because they were designed to operate in the determined that some sort of major sociopolitical
wilderness, they all possess advanced fuel cells that can catastrophe was almost inevitable within the next 20
digest plant material and transform it into energy to years. When these researchers were unable to convince
keep their power cells running. In effect, these vehicles any government or large corporation of this danger,
eat and digest plants. These fuel cells also power the they turned to other options. While several raised
vehicle’s nanotech self-repair systems. money to set up caches of technology and information
Since most rainforest tours consisted of Small to around the world, three others used the popular press
Medium groups, the programmers made certain that to disseminate their ideas about the coming disaster
all swingers were reasonably social and enjoyed the and sold thousands of people a mobile dwelling
company of their own kind. Although some are now specifically designed to survive in these conditions.
solitary or live in pairs, most swingers live in groups of These researchers created large durable, solar-powered,
between 4 and 12, and in addition to performing social self-repairing walking vehicles that they called caravan
grooming and helping to repair badly damaged homes. Although these vehicles deliberately did not
members, members of a group help each other out. If incorporate the most advanced technologies available,
one of them is destroyed, they will scavenge the body they were both self-repairing and easy to manually
repair. Each caravan home is 35 feet long, 16 feet wide
for spare parts. Swinger bands regularly explore old
ruins and non-functional vehicles and robots for spare
parts and a few have taken to hunting other vehicles
and is a mobile mechanized home the size of a small
apartment. To provide reliable transportation over any
C
for additional materials. These vehicles’ only limitation surface, caravan homes have eight sturdy legs. They
is that they will not harm anything that appears human
and will avoid causing harm to any animals. However,
are also watertight and if placed in water, the legs
retract and a small inboard motor propels the vehicle.
These vehicles proved to be quite popular for a
H
swingers attempting to find spare parts for an injured
comrade might well steal parts from a human’s vehicle
or even arrange a discrete trap designed to safely wreck
or sabotage the vehicle and then offer to carry the
while, but the predicted disaster didn’t happen until
decades after the initial prediction and in the
intervening time, many who had purchased these
CHAPTER FOUR: VEHICLES
A
humans a short distance in return for the opportunity vehicles grew complacent. Thousands of owners sold
to scavenge the wreck.
Anyone who aids one of these vehicles can befriend
their caravan homes and tens of thousands more of these
vehicles sat unwanted on large lots. When the Final
Wars broke out, most who still owned such vehicles died
P
them and most will gladly work with humans or even
mutant animals that treat them well and help them find
spare parts. Although swingers can walk on the ground
quite well, they greatly prefer to brachiate through the
within a few days. However, several thousand people
survived and their caravan homes enabled them to
thrive. They and their descendants proceeded to collect
T
more caravan homes from the ruins of sales lots and
trees. These vehicles prefer to stay in dense forests of
various sorts unless forced to seek spare parts. They have
no armaments and little armor, but as a defense against
storage facilities. Today, there are several hundred bands
of caravan home travelers and well as thousands of
families and small groups who own a single caravan
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large animals, they can electrify the outside of their hull
home. Some of the bands are as small as three or four

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caravan homes, while the largest are full-fledged mobile has become popular with both solitary travelers and a
communities containing five or six dozen caravan number of bandit gangs and regional militias. Hover
homes. Many of the largest bands belong to nomadic boards were the smallest magnetic repulsion vehicles
herders, but other bands are mobile trading guilds, that could carry a person. While most were made for
itinerant tinkers or wandering bands of mercenaries teens, thousands of adults also loved these whimsical
Each caravan home contains two small bedrooms, vehicles. Before the Final Wars, hover boards were the
a tiny kitchen, and a larger common room. They focus of many local sports competitions, where riders
provide moderately roomy accommodations for two to attempted to best each other in races and daring feats
four people and comfortable but cramped quarters for of acrobatic prowess. Several people even set records
five to six inhabitants. The top of this vehicle can by crossing the United States and even the Atlantic
change its form, but most of the time is a shallow U- Ocean on hover boards.
shaped panel that is 22 feet wide and covered with Hover boards are 18 inches wide, 36 inches long
solar cells. These solar cells power the vehicle and and 2 inches thick. The nano-augmented structure of
provide a power source for the vehicle’s built-in power the board is self-repairing and can seamlessly fold in half
cell recharger. This roof also serves to capture twice, forming an easily carried block 18 inches wide, 9
rainwater, this vehicle also purifies water that contains inches long and 8 inches thick that weighs only 6 lb.
toxins or radioactive particles. The board’s magnetic levitation coils can lift the vehicle
Caravan homes are equipped with specially up to six feet above the ground and their built-in MHD
designed environmental control system that jets propel them at speeds of up to 30 mph.
completely protects the inhabitants from all chemical, Nanotech assemblers similar to that found on
biological and nanotech effects. It also provides DR cutter-bonders (see Chapter Two) safely bond the
20 versus radiation damage and a +10 equipment bonus wearer’s shoes, or even her feet to the board. All the
to Fortitude saves versus saves versus all environmental user needs to do is step on the clearly marked outlines
effects and energy types, including radiation. If the located near the center of the board, turn on the board
caravan home is struck by an attack that bypasses its and say “board bond.” To release her feet, the user says
DR, the vehicle is breached for one round and the “board release.” The board will only obey commands
occupants are subject to any environmental effects or given by the person standing on the board. The rider
attacks from outside . On the following round, the steers and controls her board by a combination of
caravan home’s environmental system flushes any weight shifting and foot pressure. Hover boards are so
effects out of the dome again, assuming another attack responsive, that the rider can use the Tumble skill to
does not breach its DR. The vehicle also contains a perform the tumble past opponents and tumble through

G nano-swarm repellant field generator that the driver


can turn on or off, as well as simple and extremely
durable sensors that instantly informs the inhabitants
opponents maneuvers without penalty while riding a
hover board. She can also use the Dodge, Agile Repost,
Mobility, and Sprint Attack feats while riding on a

A if the air outside is safe to breath and what the local


radiations levels are like.
Hover board and if she has 5 or more ranks in Tumble,
she can use this skill to increase her Defense while
GAMMA WORLD: OUT OF THE VAULTS

To assist in manual repairs and creating goods riding a hover board. When riding a hover board, the
necessary for survival, caravan homes contain user can also attack and move normally and without

M miniature machine and electronics shops and an


extensive first aid station. These shops consist of an
extremely well designed deluxe electrical tool kit as
any penalty. The only difference is that the user moves
at the hover board’s speed and not her own.
The board’s power cell propels the board for 16

M well as a basic mechanical tool kit and a field medical


kit (see Chapter Three). Each vehicle is fitted with a
computer that is equivalent to four datapads that
hours. The user can either recharge the board normally
or she can unfold the two wide solar panels from the
side of the board. Every hour these panels are in direct
contain large amounts of medical and technological sunlight recharges two hours of flight time. The user
A knowledge. While they are comfortable and allow
occupants to lead a relatively self-sufficient, limitations
can ride the board with the panels out, but this reduces
the board’s speed to 25 mph and prohibits the rider from
on weight and power meant that they cannot travel using the Tumble skill while riding the board. Folding
faster than 20 mph. or unfolding these solar panels requires one full round.
Any Small or Medium character can ride a hover board.
HOVER BOARD Riders can carry up to 50 lb of baggage, either in a
A popular child’s toy in the era before the Final
W Wars, in the Gamma Age this small but fast vehicle
backpack or strapped to the back of the board. Almost
all hover boards are brightly colored and are clearly

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designed for teens and sports enthusiasts. Hover boards talk. Before the Final Wars, some wealthy people
are reasonably common and can be found in the ruins fortunate enough to own hover bubbles became close
of many stores and houses. Unpowered hover boards friends with their vehicles.
float and scavengers can use them as surfboards. The Today, hover bubbles are some of the most
hover board’s hardness does not protect the rider. intelligent vehicles in existence and now possess a wide
variety of motives. Most are intensely curious beings
HOVER BUBBLE who are eager to have human and mutant passengers
Hover Bubble AI: Str —, Dex —, Con —, Int 16, Wis 14, Cha that are both intelligent and polite. Others have
12. embraced various ideologies: some will only work with
Skills: Computer Use +2, Diplomacy +2, Knowledge (Gossip) + pure-strain humans and many are passionately devoted
4, Knowledge (Technology: Advanced) +2, Knowledge to helping to rebuild the world, especially since hover
(Technology: Pre-War) +2, Listen +4, Navigate + 10, Pilot +10, bubbles occasionally require raw materials for their
Spot + 4 nanotechnological self-repair systems to process into
Feats: Guide, Tech Familiarity (Pre-War) spare parts.
The most useful craft developed shortly before the In the Gamma Age, hover bubbles are far more
Final Wars were the ones powered by miniature fusion like valuable allies than they are like possessions. If
reactors. Using exceptionally powerful magnetic they are mistreated or if their passengers ignore their
repulsion and powerful, but nearly silent MHD jets, wishes, hover bubbles fly off at high speed leaving these
hover bubbles can hover up to 20 feet off the ground. people far behind. However, they usually work with
Hover bubbles were among the most expensive and one or more humans or mutants — most of these
advanced vehicles created before the Final Wars and vehicles like people and wish to have someone around
while these vehicles are extremely durable and fitted who can perform any necessary repairs.
with self-repair nanotechnology, they are also fairly
rare. A hover bubble is usually a smooth ovoid or other HOVER CYCLE
balanced form 20 feet long, 10 feet wide and 8 feet When environmental concerns restricted the use
high. It can hold six people comfortably (seven if they of dirt bikes and snowmobiles, the makers of off-road
are crowded) and has a cargo space capable of holding vehicles attempted to create new and exciting
500 lb of cargo. alternatives that would avoid these problems. While
Hover bubbles have a top speed of 160 mph and many makers created walking and running vehicles like
can maintain that speed indefinitely. Able to condense robohorses, others developed small hovercraft that used
water from the air it uses for lift and propulsion, a hover advanced computer controls to avoid the inherent
bubble never needs fuel. In addition, all hover bubbles
contain a recharging unit in their cockpit and recharge
power cells as rapidly as if the recharger was plugged
difficulties in controlling a vehicle that float on a
cushion of magnetism. The smallest and most popular
of these vehicles is the hover cycle.
C
into a wall socket. Since many owners were worried Hover cycles are 7 feet long, 3 feet wide and 3 feet
about terrorists and industrial accidents, they are well
armored and protect their inhabitants from toxins,
high. Weighing 150 lb, these vehicles can carry up to
two Medium passengers and hold up to 50 lb of cargo in
two small cargo pods on either side of the vehicle’s back
H
radiation and similar dangers as well as a Sealed
Environment Dome. These vehicles also contain a
nano-swarm repellant field generator that affects all
nearby nanotechnology that is not part of the vehicle.
half. Hover cycles normally float 3–8 feet off the ground
and can fly at speeds of up to 100 mph. However, to
enable them to cross especially rough terrain or small
CHAPTER FOUR: VEHICLES
A
ravines, the user can temporarily overload the engines
Because the entire vehicle uses reactive
nanotechnology there are no hinges or joints . Its gull-
wing doors can become temporarily less rigid and
to allow the hover cycle to travel at speeds of up to 150
mph and to actually fly up to 500 feet above the ground.
P
gracefully bend up like flexible plastic sheets. To avoid Hover cycles can maintain this speed and altitude for
the necessity of a human pilot, the computer in all
hover bubbles needed to be as intelligent as a human
and capable of speech, hearing and sight. Because it
no more than three rounds, enabling them to cross
chasms over half a mile wide. After this time, the hover
cycle cannot overdrive its engines for at least another
T
had such a powerful on-board computer, hover bubbles
are always fully automatic, they contain no actual
controls. The user instructed the vehicle where to go.
hour, safety over-rides prevent rider from using this
function more often than this.
Unlike most battery-powered hover-vehicles, hover
E
This computer can also play various electronic games cycles are extremely efficient and their four power cells
with the passengers to keep them entertained or simply allow this vehicle to operate for up to 12 hours. Designed

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for off-road usage, hover cycles were equipped with a solar
power cell charger that can recharge the cycle’s power
pack. When the driver unfolds the solar recharger it forms
a rainproof canopy over the driver and passenger. Driving
with the solar canopy up increases the hover cycle’s air
resistance, reducing the vehicle’s top speed to 80 mph
and only allowing it to overdrive its engines for two turns
every hour, When used in this fashion, the hover cycle
can operate without draining its batteries as long as it
remains in sunlight. Putting the solar cell canopy up or
down requires the touch of a button and takes one round.
Since various companies manufactured several
million of these vehicles before the Final Wars more
than a hundred thousand of these vehicles survived
the Final Wars. Today, hover cycles are extremely
popular with nomadic raiders and several dozen nascent
city-states have divisions of hover cycle cavalry to
combat both these bandits and rival city-states.
HOVER TRUCK
This vehicle isn’t so much a specific sort Pre-War
vehicle as it is a whole category of vehicle that largely
grew to prominence in the days immediately following
the Final Wars. When the survivors of the Final Wars
dug themselves out of the ruins, many realized that
they required both powerful armaments and reliable
transportation. Most vehicles built before the Final
Wars relied upon power cells that owners must recharge
every few days. After the technological infrastructure
collapsed, such vehicles soon ran out of power and few
people had the means to recharge them. Scavengers

G rapidly found many of the surviving military and high-


end civilian vehicles powered by micro-fusion reactors
and fitted other vehicles with solar recharging units.
In the first generation after the wars, most fragile or
A unreliable vehicles ceased working, either because of
GAMMA WORLD: OUT OF THE VAULTS

mechanical failures or because of battle damage.


Almost all surviving vehicles have self-repair

M capabilities similar to that synthetics possess. Most of


these vehicles that are surprisingly similar, despite their
many superficial differences.

M Most hover trucks and armed hover trucks are the


size of early 21st century SUVs, with magnetic
repulsion for lift and MHD jets for propulsion. The
surviving vehicles all have self-repair capability and

A use either a micro-fusion reactor or a series of solar


cells on their top surface for power. These vehicles also
contain a power cell recharger that passengers can use
to recharge any devices they are carrying. The only
real differences between these various vehicles depend
upon their power sources. Solar-powered vehicles are
slower and cannot carry incorporate built-in weaponry

W because they lack sufficient power. The best and most

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desirable fusion-powered hover trucks have either a ROBOTIC HORSE (ROBOHORSE)
blaster rifle or a microwave gun built in, so that one of Robohorse: Large robot; HD 3d8+9 (22 hp), Mas —; Init +1;
the passengers can fire it. Military hover trucks were Spd 80 ft (16 squares); Defense 15 (–1 size, +2 Dex, +6 natural),
fitted with these weapons as part of their original touch 11, flat-footed 17; BAB/Grap +2/+7; Atk hoof +3 melee
equipment, while survivors retrofitted other models (1d8+4); Full Atk 2 hooves +3 melee (1D8+4); FS/Reach 10 ft/
had weapons after the Final Wars. Although many 5 ft; SQ Darkvision; DR 5; AL owner, excitement; SV Fort +3;
different types of Pre-War vehicles are still in use, hover Ref +5; Wil +1; AP 0; RP 0; Str 18, Dex 15, Con —, Int 11, Wis
trucks are the single most common type of ground 12, Cha 10.
vehicle that most people encounter. Skills: Bluff +2, Intimidate +4, Hide +2, Jump +6, Listen +6,
NANOBOOTS Navigate +4, Spot +6, Survival +4, Tactics +4
Size: Small Feats: Combat Reflexes, Guide
Weight: 1 lb Before the Final Wars, only the wealthy used this
exotic mode of transport. Having a fully intelligent steed
Purchase DC: 15/17
was a standard feature of many fantasy novels written
In 2113, Arachne Sports claimed this device was
in the 20th and early 21st century and by the end of the
the ultimate evolution of the shoe. Arachne Sports
21st century, this dream had become a reality. The vast
made models for both civilian and military uses, but
majority of riders were either dilettantes who dreamed
they were very similar. These ankle-high boots look
of having adventures with their equiform companion
like brightly colored fine leather, but are actually an
or members of the growing subculture of wealthy
advanced nanotech composite. These boots shape
individuals who enjoyed playing increasingly dangerous
themselves to perfectly fit the user. Any human or
and outlandish extreme sports and wanted a mount that
Medium mutant animal with roughly human-shaped
could actively help them hunt other people for fun. As
feet can wear a pair. These boots do not even come in
a result, while they were all as intelligent as an ordinary
sizes: one size literally fits everyone. Because they also
person, robohorses were programmed so that they greatly
fit themselves to the user’s stride, these boots are far
enjoyed running fast and engaging in exiting and
more comfortable than any conventional shoe.
potentially dangerous activities.
Regardless of weather or terrain, the wearer’s feet will
The surviving robohorses consider themselves to
be cool, dry, comfortable and blister-free. Walking in
be independent and free-willed beings who will work
these shoes for eight hours is slightly less tiring on the
with human partners. However, they are completely
user’s feet than walking for only two hours in most
unwilling to act as servants or slaves to any other being
shoes. Also, these shoes are extremely tough and the
and do not allow themselves to be bought or sold. Their
wearer can walk across razor sharp spikes and Antarctic
glacier safely and comfortably, and while the user
cannot actually step in molten lava, she can safely walk
impressive physical capabilities allow them to easily
escape from most forms of captivity. Robohorses all
choose their companions carefully, looking for people
C
on the roastingly hot rock near an active volcano.
Anyone wearing a pair of nanoboots has DR 5/– for
any physical damage that strikes the soles of her feet.
who are interested in leading exciting lives and placing
themselves in situation where the robohorse will test
its capabilities their limits. Most soon abandon
H
However, none of these features compare to the
companions who act in a cowardly manner or whose
boots’ most impressive feature. They can actually flex
their soles to propel the user forward, adding +30 feet
to the wearer’s base speed. They can enhance the user’s
lives become too staid and dull for the robohorse’s
innate adventurousness.
CHAPTER FOUR: VEHICLES
A
In terms of game mechanics, robohorses are
speed for up to half an hour; over relatively flat terrain,
the user can run up to 15 miles in this time. During
the time, the user can also jump twice as far as normal.
extremely similar to other synthetics. They heal by
ingesting the remains of technological artifacts and can
be treated as synthetics in all other ways, including
P
Since the boots do the vast majority of the work when
running at this speed, the wearer is no more tired after
this run than from jogging for half an hour. At the end
of this time, the boots’ batteries are almost exhausted
the fact that many robohorses have levels in one or
more heroic character classes. Tough and Dedicated
Hero are especially common classes for robohorses.
T
and must slowly recharge themselves by drawing small
amounts of energy from the wearer’s stride. Every 8
hours of normal walking allows the boots to speed up
RUNNER
While most walking vehicles provide slow but
reliable transport over rough terrain, runners are one
E
for 30 minutes. Alternately, a single power cell can
recharge both boots five times.
of the fastest ground vehicles in regular use. They were
first created in 2093 for use by an off-road racing league.

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By 2110, runner racing was exceedingly popular and not in motion, but instantly earn the respect of anyone
many people who never planned to take part in a race who sees them moving. Best of all, the vehicle’s
wished to own one of these exciting and unique computer controls also insure that the cabin remains
vehicles. As a result, various manufacturers created level and stable. Even when the runner is moving at

G several hundred thousand of these vehicles. The best


models were both self-repairing and powered by micro-
fusion reactors. More than ten thousand of these
top speed through a swamp studded with huge boulders
or the broken ruins of a city, anyone inside is perfectly
comfortable and can even eat and drink without

A vehicles are still in operation. spilling anything.


GAMMA WORLD: OUT OF THE VAULTS

The basic form of all runners is the same. They While a few were made for military and
consist of an oval or rectangular cabin 12–18 feet long, paramilitary use, most runners were initially unarmed.
8–10 feet wide and 4–6 feet high. Depending upon However, shortly after the Final Wars, surviving
M the size of the vehicle, the cabin holds between 4 and
8 passengers and between 300 to 600 lb of cargo.
mechanics attached blaster rifles or microwave guns
to many of these vehicles. Armed runners are some of
Underneath the cabin is a large motor and two sturdy the favorite vehicles of bandits. They move extremely

M legs between 15 and 18 feet tall, which holds the cabin


high above the ground. Advanced computer controls
allows the vehicle to remain stable on almost any
swiftly and the psychological impact of seeing a huge
and obviously well armed running vehicle bearing
down upon them can intimidate many people into

A terrain and the variable configuration of the runner’s


feet enables it to run swiftly upon a well maintained
road and to walk safely over mud and ice. The feet can
surrendering without a fight. In addition to armed
runners, the most common and popular varieties are
the larger ones that resemble early 21st century SUVs
both change size and shape and alter their traction. with huge legs. These vehicles allow traders and other
Runners can maintain speeds of over 120 mph on professional and semi-professional travelers to trek
a flat road and at least 60 mph over the roughest swiftly and safely through the wilderness.
relatively flat terrain. Able to out distance any animal To leave or enter a runner, the vehicle must squat

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voice commands by their designated owners and can Traders who worry that the inhabitants of a settlement
simply be asked to squat down to allow passengers to might either be intimidated by their runner or attempt to
enter. Alternately, users can simply make a DC 10 Climb steal it, often conceal it a mile or two away from the
roll. However, most come equipped with two or three settlement and walk into town. If the trader gets into
specialized wrist assistants with controls that allow the trouble, she can discreetly call the runner to her. The sight
user to operate the vehicle at a distance of 25 miles. of an huge and often-armed vehicle showing up in the
Cameras on the runner display the exterior terrain, middle of a village is generally sufficient to cause most
allowing the user to direct the vehicle using the wrist villagers to abandon attempts to attack a trader, especially
assistant’s screen. Alternately, the user can simply specify since the villagers have no way of knowing if the trader
the destination and order the runner to go there. has several well-armed comrades inside of the runner.

WATER VEHICLES
In the days immediately before the Final Wars, creatures that centuries of over fishing had not
there were fewer advances in boats than in most other depleted. Looking like a combination of an early 21st
forms of transportation. However, advances in century oil tanker and an advanced submarine, these
materials technology and soultech both allowed vessels were widely known as deep hunters.
engineers to design boats and submarines that were While they contain advanced AIs and were
exceptionally tough, fast, and maneuverable. The originally intended to be completely unpiloted, several
single greatest advance was in the design of super- incidents where minor mechanical failures prevented
cavitating submarines. By 2060, engineers could build a ship from being able to service itself caused the
highly maneuverable submarines that could travel at manufacturers to refit these vessels to hold small human
speeds of several hundred miles per hour. crews. By the era of the Final Wars, over 100 of these
huge vessels were in operation, and each one had a
DEEP HUNTER crew of between 40 and 60 people who performed
Deep Hunter AI: Str —, Dex —, Con —, Int 18, Wis 16, maintenance on the vessel, conducted undersea
Cha 14. research and provided services for the rest of the crew.
Skills: Business + 4, Computer Use +4, Diplomacy +4, Navigate The vessels also contained workshops capable of
+ 12, Pilot +12, Technology (Pre-War) +4, Technology making a wide range of replacement parts and other
(advanced) +6.
Feats: Educated, Renown, Tech Familiarity (Pre-War Tech)
A few decades before the Final Wars, several
goods as well as between 20 and 30 synthetics who
assisted in maintenance, repair and cargo processing.
Deep hunters are all approximately 1,800 feet long,
C
undersea mining companies decided that mobile
platforms that scoured the sea floor for useful items
like manganese nodules, rare minerals coming up from
250 feet wide and 200 feet tall. Two-thirds the vessel
consists of vast holding tanks for whatever this
particular ship was programmed to collect. The rest of
H
volcanic vents and chemicals derived from the strange it consisted of the various engines and other electronic
life-forms living around hydrothermal vents were the
best way to make money off of the deep ocean.
Engineers designed similar vessels to hunt for large and
and mechanical sub-systems, an advanced fusion
reactor rated for at least 250 years of continuous
operation, a powerful AI, advanced sensors and a
CHAPTER FOUR: VEHICLES
A
elusive animals like swordfish and the few other habitable section near the front that consisted of five
P
Name
TABLE 4–2: WATER VEHICLES
Top
Crew Pass Cargo Init Maneuver Speed
Hit
Defense Hardness Points Size
Purchase
DC
T
Deep hunter
Porta-boat
Super-captivating 1
0 2,0001,200 tons–10
1 5 600 –6
3–5 1,000 0
–6
–2
+2
70
30
700
6
6
12
25
5
10
800
24
52
C
L
H
N/A
24/26
44/48
E
minisub

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3-meter high decks 200 feet wide and 100 feet long. On most of the remaining deep hunters, the AI rules
This area provided the crew with a relatively large and much like a constitutional monarch, and a popular vote
comfortable living space as well as excellent laboratory can challenge or even override its decisions.
and medical facilities. Such amenities were necessary Most of the vessels keep in near constant contact
to convince workers to sign on for a tour of duty that with one another through beamed sonar pulses. These
normally lasted between six and nine months. During ships share information and on many, their crews
most of this time, the ship would be deep under the regularly communicate with one another. The ships
ocean and would be almost completely out of contact warn each other of potential risks and discuss issues of
with the rest of the world for as much as three months ethics regarding their crews. Almost all deep hunters
at a time. Only very low frequencies can pass through cut off communications with vessels that abuse or kill
miles of water, and they limit signals to the equivalent their crews.
of 20th century modems. On six vessels, severe life support problems
When the Final Wars broke out, 107 deep hunters threatened the lives of the crew. Since deep hunters
were at sea. The crews of 21 of these decided to return contained advanced nanotech medical facilities, these
to port to allow the crew to be with their families and ships altered their crews so that they can now all
to attempt to help with the futile rebuilding efforts. breathe water. One of these ships contained 1,200
Nanotech hunting clouds and similar weapons of the refugees, the others each contained between 100 and
Final Wars destroyed another 34 when they surfaced. 200 crew members and their children. All of these
However, the remainder of the ships elected to remain individuals are now effectively stock humans with the
at sea to keep themselves and their crews safe until gills mutation. On two of these ships, the passengers
order was restored. Because they are both loyal to their can no longer breathe air, while on the other four, the
programming and creatures of habit, a few ships passengers are fully amphibious and can live equally
attempted to keep making their deliveries to port. well in air and water.
However, these vessels met with automated defense Unlike the residents of other deep hunters, these
systems, rogue technologies or armed criminals eager crew members occasionally leave their ship and explore
to seize both their goods and the ship itself. These ships the ocean. Three of these crews have become raiders
sent word to the others of their kind via sonar and all who help their ship loot coastal ruins and installations
of the surviving ships focused on their secondary on small islands and well as occasionally engaging in
programming, which was to keep their crews safe. 39 acts of piracy. The other three crews live aboard ships
deep hunters are still at sea, keeping in contact with where the both AIs and the inhabitants consider such
one another and avoiding the shore. They are all aware behavior to be highly immoral and instead help their

G of the dangers found on both the coast and at sea and


these hardy survivors have become extremely skilled
at survival.
vessels explore the ocean and occasionally render aid
to ships in distress, including other deep hunters.
On one deep hunter, a chemical fire killed

A The crews of more than a dozen of these surviving


deep hunters persuaded their ships to surface and pick
everyone onboard. Because of its guilt over their deaths
and to enable it to survive, this vessel is currently
GAMMA WORLD: OUT OF THE VAULTS

up refugees in ships and along the shore. The crews sending its most humanoid robots onshore to recruit a
and the robots on these deep hunters worked together new crew.
M to adapt the hold to additional living quarters. Today,
the most populous of the ships that took on refugees
have populations of between 1,200 and 1,800, most of
The AIs on five of the surviving deep hunters
blame all humans for destruction of the world and
punish their crews for the transgressions of their species.

M whom are stock humans. Most ships that did not take
on additional personnel now have populations of
between 40 and 300 pure-strain humans. The advanced
On three of these vessels, the humans live as miserable
and oppressed slaves with no hope of escape. On the
fourth, the vessel kill all of its humans during a revolt
nanotech medicines aboard the vessels can keep even
A the oldest the crew members alive for at least another
50 years; on vessels that are well disposed towards their
inhabitants, most of the original crew is still alive.
that badly damaged the vessel and on the fifth, similar
revolts left the vessel unharmed and the vessel killed
off all but a handful of its humans. In both cases, these
vessels now seek out new crews. These two ships send
On 18 ships, the ship’s AI rules the crew like a their most human-looking maintenance robots on
benevolent god-king who listens to requests and shore to either trick or forcibly abduct unsuspecting
dispenses justice, punishments and boons aided by both humans into coming on board and becoming its slaves.

W human aids that it appoints and maintenance robots. Since many of those shanghaied aboard these vessels

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refuse to adapt to slavery and must be killed and others changed, they hold enough power to propel the boat
die from the ill-treatment they receive aboard these for 10 hours.
ships, these two deep hunters are constantly seeking Since solar cells also cover the bottom of this boat,
new crews. All have found that dockside bars are when the power runs out, the user need only beach
excellent places to “recruit” crews. Several other deep the boat, turn it over and leave it in the sun for up to
hunters also took this path, but rebellious humans or 10 hours. Each hour in the sun powers the motor for
lack of maintenance eventually destroyed all of these 30 minutes. The boat also has oarlocks and comes with
the ships. expandable oars, if the user wishes to row the boat. To
Except in the case of the aquatic humans that live store the boat, the user only needs pull two tabs on the
on a few of the deep hunters, the residents cannot leave inside of the boat, at the very front. When she pulls
and once they learn about the state of the world beyond both tabs simultaneously, the boat expels all the water
their ship’s hull, few wish to do so. However, while it absorbed and refolds itself into a small, light ovoid.
most vessels and their crew would be suspicious of any The entire process takes five minutes. Before the Final
visitors who arrived in their own ship or submarine, if Wars, this vehicle was popular with hikers and outdoors
the visitors are not openly hostile, the residents would enthusiasts and was also used as a lifeboat on most
likely be at least willing to talk. The deep hunters are relatively new watercraft. Scavengers most often find
also not defenseless. While both the vessels and the porta-boats in the ruins of stores selling camping gear,
crews are unarmed, on-board factories could rapidly in the ruins of boats and at docks.
turn out simply hand weapons like blaster rifles and
pistols, and the ship’s robots could help organize the SUPER-CAVITATING MINISUB
crew into a force capable of repelling all but the most Near the end of the 20th century, Russian naval
well armed boarders. engineers discovered a way to design torpedoes that
can travel at speed of up to 200 mph. By the middle of
PORTA-BOAT the 21st century, this same technology have been
Created from the same memory diamond used in improved and adapted so that engineers could use it
the most advanced armor and portable shelters, this on full-size submarines. Eventually, they refined it
device is a moderate-sized boat that the owner can be sufficiently so that small minisubs could also become
easily carry around. When stored, this vehicle is a super-cavitating. Powered by MHD jets these subs can
somewhat oval block 10 inches long, 6 inches wide, reach a top speed of 350 mph, with a cruising speed of
and 3 inches thick. Weighing only 5 lb, this item is 300 mph. These subs look like rounded tapering cones,
designed so that the user can carry it in the pocket of with extremely short, stubby wings, much like a 1960s
her overcoat, strap it onto her belt or even pack in the
bottom of her rucksack and take it out when she
requires it. The outside of this oval is largely featureless,
fighter plane. They also handle much like a fighter
plane and are able to bank, turn, and dive as easily
and almost as rapidly in the water as conventional
C
containing only a button-like tab that the user can aircraft can move in the air.
pull and a small digital charge indicator. Thin-film solar
cells cover the outside of this ovoid — even if the boat’s
battery is completely empty, placing it in direct sunlight
Each minisub is 30 feet long, 8 feet wide and has
room in its large cockpit for up to four Medium
humanoids — six if the ones in the back seat are willing
H
or other bright light for 15 minutes provides it with
sufficient power to open. When the user pulls the tab,
the boat slowly unfolds on its own, taking 5 minutes
to be extremely crowded. In addition, the sub can hold
up to 500 lb of cargo in a small cargo hold. The minisub
can operate for up to 15 hours without recharging and
CHAPTER FOUR: VEHICLES
A
to fully expand. can cross the Atlantic Ocean in less than 10 hours.
Once deployed, the boat is 10 feet long, 6 feet wide,
and 3 feet deep, with comfortable bench seats and an
electric inboard motor that can propel it at speeds of
Minisubs unfortunately require prodigious amounts of
power. The sub holds the equivalent of 50 rechargeable
power cells. A simple adaptor (Purchase DC 6 or DC
P
up to 15 miles per hour. When it first unfolds, the boat
only weighs 5 lb, but as soon as the user places it in
water, the material absorbs a sufficient amount of water
15 Craft (Electronics) check to make one from scratch)
allows a minisub to drain power cells to recharge.
Otherwise, it must use a conventional recharger. Each
T
to cause it to weigh 40 lb, making the boat far sturdier hour of operation requires six hours of charging time
and more resistant to overturning. The boat can hold
up to 1,800 lb, and normally carries up to six people
from the built-in solar recharger or two hours from a
recharger drawing current from a wall outlet or other
E
and 600 lb of supplies. When its power cells are fully power source.

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The sub’s advanced computer and simple controls UNDERSEA BIO-POD
give all pilots a +2 equipment bonus to pilot this Undersea Bio-pod: Huge animal; HD 5d8+10 (32 hp); Mas 14;
vehicle. Because many of these vehicles were military Init +3; Spd swim 90 ft (18 squares); Defense 16 (–2 size, +3

G craft, most minisubs were armed with torpedoes (equal


to a battery of anti-tank missiles) and a special
microwave gun designed to operate underwater. The
Dex, +5 natural), touch 11, flat-footed 13; BAB/Grap +3/+12;
Atk tentacle +4 melee (1d6+3); Full Atk 2 tentacles +4 melee
(1d6+3), slam +4 melee (1d6+3) or gore –1 melee (2d6+3);
pilot can only use the torpedoes against targets in the FS/Reach 10 ft/10 ft; SQ Blindsight (120 ft), Keen Scent; DR
A water. However, if the sub is on the surface, the 5; AL humans; other bio-pods; SV Fort +6; Ref +9; Wil +1; AP
GAMMA WORLD: OUT OF THE VAULTS

microwave gun can also be used to fire on airborne 0; RP 0; Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 10.
targets or targets on land. Every 50 shots from the Skills: Listen +8, Navigate +8, Spot +4, Survival +8, Swim + 8,

M microwave gun reduce the minisub’s endurance by one


hour. Many subs that scavengers uncover have run out
of torpedoes, but traders, explorers and pirates all
Tactics +4
Feats: Guide, Lightning Reflexes
Special: Can carry one passenger and 60 lb of cargo
greatly covet both the microwave guns and the subs.

M Although some navies and couriers continue to use


these subs, pirates also now own many of these vehicles.
These pirates use minisubs to prey upon both ports and
While high-speed submarines rivaled the speed of
airplanes, some water-travelers wished to have a more
subtle and a vividly direct experience of ocean travel.
Research biologists designed the first of these vehicles,
A conventional surface vessels with little risk. Even and
unarmed sub can potentially capsize all but the largest
conventional ships if the pilot is willing to be daring
but bio-pods rapidly became popular among wealthy
tourists, smugglers, spies and thieves. This vehicle is
enough to sideswipe the ship at top speed (DC 20 to actually an organism bred from a fusion of dolphin and
safely perform this maneuver). When correctly squid genes, which accepts various types of humans as
performing a sideswipe only the minsub’s wake ever temporary symbionts. The creature appears to be a (very
actually touches the ship. large) dolphin with a large squid-like mantle around its

W
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middle. While squids normally use their mantle for both underwater servants. However, isince the Final Wars,
breathing and jet propulsion, in the bio-pod, the mantle the bio-pods have bred and thrived free from human
provides no propulsion: the creature moves by means of control. They are now somewhat solitary individuals
its powerful flukes. Instead, the mantle holds the gills who communicate with each other over long distances
that allow the bio-pod to breathe water, forms a place using their powerful sonar. They frequently come
where the bio-pod’s eight tentacles can retract and the together to work on projects that require multiple
upper portion of the mantle serves as an opening into individuals and while some have taken to raiding
the interior space where the pilot rides. human and mutant animal settlements, the vast
All bio-pods can accept one Medium or Small majority regularly make deals with humans, trading
humanoid, who can act either as pilot or simply a their services for goods made from metal and useful
passenger. Although the inside of the bio-pod’s living and water-proof items of Pre-War technology. Most
cockpit is lined with skin, it does contain a pair of bio-pods greatly enjoy the sensation of having a human
highly specialized tentacles that are marvels of biotech pilot or passenger. Some make deals with specific
engineering. One ends in a fleshy pad that cups itself individuals, while others sell their services to an entire
over the humanoid’s mouth and nose, providing the village. Typically, small schools of two to four bio-pods
rider with air and fresh water. The other exudes make deals with coastal communities.
artificial neurotransmitters that allow it to interface Since they contain both oceanic and river
directly with the rider’s nervous system. This tentacle dolphin genes, they can survive equally in fresh and
attaches itself to the base of the user’s skull and allows salt water and there are bio-pods in the Columbia
the rider to access all of the bio-pod’s thoughts and and Mississippi rivers and in the Great Lakes.
senses and to communicate with the bio-pod. Because Although they use sonar for long-distance
both dolphins and squids are exceptionally bright, little communication, close up, they can either speak in
effort was required to make the bio-pod fully intelligent. air, since they still retain fully functional lungs, or
The original bio-pods were loyalty conditioned to they can communicate far more rapidly using their
obey their human partners in all ways and to be ideal ability to change color in complex patterns.

C
H
CHAPTER FOUR: VEHICLES
A
P
T
E
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FLYING VEHICLES
Although the basic principles of air travel weight ultra-strong materials like diamond and
remained the same from the dawn of flight in the early nanocomposites. These airborne metropolises are giant
20th century until the Final Wars, advances in engines, hot air balloons. Sunlight heats the color-changing
materials and controls meant that air vehicles built upper half of the sphere, supplemented by heat from
shortly before the Final Wars were light and self- various light industries powered by the huge banks of
repairing, and some of them literally never required solar cells covering portions of the great sphere. Spheres
fuel. Since the Final Wars, people have continued to one mile in diameter held up to 10,000 people, while
understand that flight give anyone who possesses it a the three-mile spheres held populations of over a
vast advantage. Someone who can fly can travel great quarter million. All buildings sat on vast habitation
distances swiftly and safely. Bandits, militia bands and rings between 50 and 100 yards wide and a few feet
traders all consider operational flying vehicles to be thick girding the inside of the lower halves of these
incredibly valuable. The most common form of huge spheres. The smallest spheres had between 15
propulsion for both air vehicles and ground vehicles and 20 habitation rings, while the largest bubble cities
that use magnetic levitation are MHD jets, using had as many as 100.
electricity to ionize the air and then accelerate it at These city spheres were exquisite works of urban
high speeds. The jets require no fuel, since power cells design. The apartments and shops inside had walls as
provide all of the electricity they require. thin as a sheet of cardboard but as strong as steel and
automatic machinery kept the cities supplied with fresh
CITY SPHERE (BUBBLE CITY) water, power and limited amounts of food grown in
By the middle of the 21st century a growing number hydroponic tanks. By the beginning of the 22nd
of people had become dissatisfied with conventional century, there were more than 250 city spheres.
governments and wished to set up their own self- Increased terrorism and general discontent led more
governing communities. Some built undersea people to seek out a life far above the troubles of others.
settlements on the continental shelves, a few While the city spheres periodically docked at the tops
constructed based on the moon and Mars, but most left of tall buildings or on specially constructed masts, most
national boundaries behind and lived on large mobile of the time they floated several miles above the ground,
cities. The first of these nomadic metropolises were a safe from almost any form of harm. The inhabitants of
huge ocean-going ships designed to be floating cites, most of these cities became increasingly worried about
where residents lived and in many cases telecommuted violence on the ground reaching them, so they installed
to high-paying jobs elsewhere. These ships were heavily
G automated and required very little maintenance. As the
21st century went on, more governments recognized
advanced systems to purify their air and water and to
keep out toxins, diseases, hostile nanomachines and
radiation. Bubble cities protected everyone inside as
these vessels as free cities that belonged to no nation as effectively as a Sealed Environment Dome. Most of
A long as they avoided direct contact with sovereign these cities also armed themselves with three to six
GAMMA WORLD: OUT OF THE VAULTS

territory of ground-based nations. At the end of the ion cannons, which helped protect them from attack.
century, ambitious separatists applied the same principle When the Final Wars came, various terrible

M to airborne facilities.
Based upon the ideas of 20th century polymath
Buckminster Fuller, these floating cities were geodesic
weapons instantly destroyed most of the city spheres
and all of the city spheres that lacked the latest air
purification systems soon became floating ghost towns
spheres one to three miles in diameter, built with light or were consumed by ravenous hostile nanomachines.
M TABLE 4–3: FLYING VEHICLES
A Name
Convertible
Crew
1
Pass Cargo Init
3 200 –2 +1
Top

2,000/120 10 5
Hit
Maneuver Speed Defense Hardness Points Size
35 H
Purchase
DC
36/39
microlight
Jet pack 1 0 259 0 +2 200 6 5 12 S 29/32
Portable airship 1 6 700 –6 –2 120 7 10 31 H 32/35

W Suborbital Shuttle 0 8 1,000 –2 –6 7,000 8 20 64 G n/a

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However, 54 of these wonders survived the Final Wars
and 51 of them are still flying. While the self-repair
systems have kept the cities and their various systems
intact, many of the devices owned by the residents
ceased working long ago. Today, the most advanced
cities contain some of the highest levels of technology
left, but most are at the same level as some of the more
advanced pure-strain human enclaves.
Three of the seven most advanced cities — New
Florence, High Orleans and Arielle — have become
hated dens of slavers and air pirates that periodically
anchor themselves over ground-based settlements and
steal food, raw materials and valuable technological
relics from the people below them at gunpoint. Using
hover cycles and other flying vehicles, the inhabitants
swoop down and steal these goods while the city trains
their ion cannons on the people below. However, the
vast majority of these cities are enclaves of merchants
and traders. Drifting like vast hot air balloons, these
trading cities float across the world, landing at various
settlements to trade and at the ruins of cities to
scavenge whatever useful items their residents can
uncover. The inhabitants mostly trade for food and
useful artifacts, since the cities meet most other needs.
CONVERTIBLE MICROLIGHT
Wealthy aviation enthusiasts and weekend
travelers developed the precursors to this sort of
vehicle. Less ethical engineers soon created more
advanced versions For smugglers and spies. The frame
of this plane is made from hundreds of segments of
precision-made nanodiamond, while the skin of the
plane is an advanced polymer that serves as a substrate
for a layer of powerful nanomachines. Many versions
C
of this plane simply pack into a large steamer trunk.
However, the most advanced and most common
version folds itself into both a small storage box suitable
for packing in the back of a large van and a small open-
H
framed three-wheeled ground vehicle that seats four
people. The ability of this vehicle to work as both an
off-road three-wheeled motorcycle and as an advanced
CHAPTER FOUR: VEHICLES
A
ultralight plane made it incredibly popular.
When completely folded, it forms a shape like a
round-edged brick, 6 feet long, 3 feet wide and 3 feet
high. Unfolding it into a three-wheeled vehicle (with
P
one wheel in the front and two on the back) is
extremely easy, since the vehicle’s multi-phase form-
changing struts perform much of the effort. Folding or
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unfolding the vehicle for its storage configuration to
its ground-vehicle configuration requires five minutes.
This vehicle is 9 feet long, 3 feet high and 4 feet wide
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with large tires designed for off-road use and a small
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in the front and up to 200 lb of cargo in a small interlocks in the jet pack do not allow the user to
compartment in the back. When fully charged, this activate it until she has safely buckled herself into it.
vehicle can drive for up to 60 hours without recharging, Putting on and adjusting a jet pack takes two complete
with a top speed of 30 mph off-road and 60 mph on a rounds. Activating a jet-pack is a move-equivalent
flat and well-maintained road. action. Users control the jet-pack by controls mounted
Folding or unfolding the vehicle from a ground on the unit’s belt. The user can either land manually
vehicle to a high-speed microlight plane requires 10 and have the safety interlocks cut power when the user
minutes. The wide, wing unfolds first, from a space touches down, or she can press one button and the
just behind the passenger bubble. This extremely thin unit will immediately land at the spot directly below
diamond-shaped wing is 20 feet wide and 12 feet from it current location. Because it uses MHD jets, this
to back. The high-efficiency thin-film solar cells that vehicle is almost silent – users can land quite stealthily
cover the wing recharge this vehicle’s power cells. by succeeding at a Move Silently roll.
Every two hours the wing sits in bright light recharges Jet packs can lift up to 450 lb, allowing a normal-
eight hours of driving time or one hour of flying time. sized user to carrying another person if she wishes.
When the plane is fully unfolded it can take off using Some jet-pack using raiders grab their enemies and fly
its powerful MHD jets. It has a top speed of 700 mph high into the air. Then the raiders either let their
and a cruising speed of 600 mph). victims fall to their deaths or demand to know some
The plane is equipped with an advanced autopilot piece of useful information and threaten to drop the
and in relatively good weather, the occupants need person if they do not comply. Able to travel at speed
only instruct the plane where they wish to go, either of up to 100 mph, the only significant limitation on
using the onboard electronic map database or by its use is that the user must recharge the jet-pack’s
directing the plane to fly in a particular direction for a power cell after only three hours of continuous flight.
specific distance. It requires no more than 50 feet of While they are incredibly maneuverable and allow the
relatively flat ground to take off or land. In the air, the user to flee pursuit with ease, without a regular supply
plane is exceedingly maneuverable and it can safely of power it is not useful for long-distance
fly as low as 10 feet off the ground, automatically transportation. Jet-packs were both uncommon and
skimming treetops and dodging obstacles. The plane quite expensive before the Final Wars, so they are now
can also fly as high as 40,000 feet and has a fully quite rare difficult to find. Only a few thousand are in
pressurized cabin. It can fly for up to eight hours before common use, but many more lie buried in various ruins.
its built in power-cells must be recharged. Empty, the
plane weighs 400 lb, and it can hold up to four people
PERSONAL WING

G and 200 lb of cargo.


JET PACK
Personal Wing: Medium creature; HD 3d8+6 (19 hp); Mas 14;
Init +3; Spd 20 ft (4 squares), fly 120 ft; Defense 16 (+4 Dex,
+2 natural), touch 14, flat-footed 12; BAB/Grap +2/+5; Atk claw
By the end of the 21st century, advanced +6 melee (1d6+3); Full Atk 4 claws +6 melee (1d6+3); FS/Reach
A superconducting batteries and MHD jets had made the 5 ft/5 ft; SQ keen sight, low-light vision; AL rider (bonded
GAMMA WORLD: OUT OF THE VAULTS

dreams of middle of the 20th century a reality. Jet packs personal wings only); SV Fort +5; Ref +6; Wil +1; AP 0; RP 0;
allowed spies, extreme sports enthusiasts and many Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 4.

M others to fly more freely than humans had ever done


before. A jet pack looks like a hard-sided backpack,
20 inches long, 12 inches wide, and 8 inches thick. It
Skills: Hide +2, Jump +6, Listen +6, Navigate +4, Spot +6,
Survival +4
Feats: Multi-Attack

M weighs 25 lb and when the user activates it, a pair of


foot-long nozzles unfold from the pack, one on each
side of the pack. These two nozzles allow the user to
Purchase DC: 27
Genetic engineers created this biotech flyer from
highly modified eagle, using limb doubling to give the
rapidly steer by shifting his weight. Advanced sensors flyer four legs to hold onto its rider. The resulting
A and sophisticated computer controls insure that even
this crude form of steering causes the jet-pack to fly
smoothly and avoid hitting obstacles.
creature is narrow-bodied and bird-like, with four long
legs that end in small claws. It has large feathered wings
that can extend up to sixteen feet from tip to tip. These
The user puts on a jet pack by slipping her arms powerful wings, combined with the telekinesis
through the two shoulder straps and then adjusting engineered into the creature, allow the personal wing
both the belt and the X-shaped straps on the front that to carry one passenger and 50 lb of cargo and fly at
run from the user’s shoulders to her hips. Safety
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urge to obey simple voice commands embedded in their All that is necessary to cause a personal flyer to bond
DNA, so they are extremely easy to pilot. Although with someone is to allow it to taste a small amount of
they are living creatures, riding one is both quite simple the user’s blood and then for the user to take it up for a
and much like piloting a hang glider so that pilots an short flight. At the end of this flight, the personal wing
use either the Pilot Skill or the Pilot (Aerial Mount)
Skill to fly a personal wing.
Personal wings are quite strong and can carry a
will follow the user around and will leap onto her back
one turn after its user calls it. Personal wings can breed
in the wild and while relatively rare, in mountainous
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user for up to eight hours before needing to rest. At
this point, it is quite tired and must rest for eight hours
and have a large meal before it can again carry
areas some animal-sellers make a living capturing these
prized mounts and selling them to anyone who wants to
own their own personal flying mount.
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someone. Personal wings eat meat and every day that
they carry someone for more than six hours, they are
too tired to hunt. Therefore, the user must instead
provide them with food. Personal Flyers weight 30 lb
PORTABLE AIRSHIP
Originally created for airship hobbyists, this exotic
mode of transport also became popular among
CHAPTER FOUR: VEHICLES
A
and must consume at least 3 lb of meat a day to remain
healthy. Although some are now treasured pets, other
personal flyers have gone wild and live as powerful
smugglers and a few free-lance spies since it was easily
portable and could fly below radar coverage. Although
hydrogen and helium provide excellent lift, nothing
P
aerial hunters. They grab large prey, which can can rival the lifting power of a contained region that
sometimes include humans, carry it high into the air,
drop it and then feast on the battered corpse.
However, their genetic programming remains strong
is in vacuum. The only problem is that normal air
pressure will collapse any container that is not
extremely strong and such strength normally means
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and if the person they pick up is familiar with the
voice commands used to control them, she can not
only avoids death but also can suddenly acquire a loyal
that the container must be far too heavy for the vacuum
inside to lift it. However, the development of nanotech
manufacturing changed all of that. Al-Batutta
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flying mount. Aerospace developed a unique phase-changing flexible

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diamond material in 2102. Precisely controlled pulses SUBORBITAL SHUTTLE
of electricity convert this material from a flexible and Suborbital Shuttle AIs
AIs: Str —, Dex —, Con —, Int 12, Wis 12,
incredibly tough airtight fabric to a steel hard, paper- Cha 12.
thin diamond shell in less than 5 minutes. This same Skills: Diplomacy +4, Knowledge (gossip) +4, Knowledge
material forms the airship’s open cabin and the housing (history) +4, Navigate + 12, Pilot +12, Sense Motive +4,
for its high-efficiency MHD jets. Technology (Pre-War) +2, Technology (advanced) +2.
The portable airship breaks down into four separate Feats: Guide, Renown, Tech Familiarity (Pre-War Tech)
65 lb packages that each fit into an ordinary backpack.
Considered by many people to be the fastest and
One of these packages holds the balloon, another holds
most luxurious form of private long-distance
the cabin and the microelectronics that control the
transportation, suborbital shuttles were another
airship and the remaining two contain the electrically
advance made possible by the development of small
powered MHD engines. When fully inflated, this
fusion reactors. This vehicle is a fusion-powered rocket-
balloon is an ovoid 50 ft long and 30 ft in diameter.
jet capable of reaching speeds of Mach 6 (over 3,500
When deflated, it collapses down into a flat sheet that
mph) and can reach anywhere in the world in under
automatically folds up into a cube 18 inches on a side.
four hours.
When fully deployed, this balloon can lift an additional
2,100 lb into the air. The airship normally carries up Shaped like a rounded cone, suborbital shuttles
to seven passengers and 700 lb of cargo (or fewer are 35 feet tall and 20 feet wide at the base. The shuttle
passengers and more cargo). Although previous airships has a door 10 feet up the side. When the door opens, a
were extremely vulnerable to damage, this vehicle’s set of folding stairs automatically extends down to the
high damage reduction, combined with its self-repair ground. The interior is richly outfitted with eight large
capability and the modular nature of the vacuum cells comfortable acceleration couches, as well as other
means that even a direct hit on the balloon will not accommodations, including plumbing, a tiny but
cause the vehicle to crash. efficient kitchen and an exceptionally comfortable
shower. Since the acceleration couches easily convert
Micro-thin solar cells cover the upper surface of
to both chairs and comfortable beds, passengers can
the balloon, so this vehicle can recharge its power cells
actually live inside a suborbital shuttle.
either by spreading the uninflated balloon out in the
sun or by flying in direct sunlight. These solar cells While passengers must strap in during takeoff and
also power the vehicles power cell recharger. The landing, they can freely move about the cabin during
airship can fly at its top speed of 60 mph for 12 hours the rest of the flight. The shuttle contains a wide
for every six hours it is exposed to sunlight (if it flies in selection of music and videos that passengers can play,

G sunlight for eight hours, it can fly for an additional


eight hours in the dark). The airship can fly up to three
miles above the ground and can safely fly in any
as well as a bar and storage for snacks. Unfortunately,
users must supply their own beverages and snacks. The
fusion reactor in a suborbital shuttle provides it with
effectively unlimited power — it could theoretically

A weather except heavy storms.


Assembling and inflating this airship requires 15
fly continuously. This fusion reactor also provides
GAMMA WORLD: OUT OF THE VAULTS

current for both the power cell recharger in passenger


minutes of work, as does deflating and repacking it for
compartment and the shuttle’s nanotech based self-
transport. The four sections are clearly marked for easy
M assembly and doing so requires no skill. The user can
inflate or deflate the airship with the push of a single
button — once she hooks the four separate units
repair systems. Suborbital shuttles heal as well as any
synthetic character and are effectively immortal.
Computerized controls and a vast map database
allows passengers to obtain detailed images and
M together, the entire process is completely automatic.
For safety, the user cannot deflate the airship unless it
is on the ground. More than twenty thousand of these
information about ay place on the globe and take the
shuttle there, the only limitation on the shuttle’s
airships survived the Final Wars. Today approximately movement is that it is a high speed vehicle and cannot

A half are waiting in ancient ruins for someone to


discover them. Nomadic air-gypsies use many of the
make journeys of less than 500 miles. Unfortunately,
the information in the map and travel databases all
dates from before the Final Wars, and is now seriously
rest of the vehicles — these aerial vagabonds travel
from settlement to settlement, trading, performing odd outdated. What was once a thriving city noted for fine
jobs, recharging power cells and bargaining courier food and excellent jazz bars could be either a glassy
services for food and other goods. radioactive plain or ruins filled with mutant cannibals.

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These vehicles are more than the ultimate method Suborbital shuttles are also able to protect themselves
of long distance transport. They are also fully from dangerous passengers. These vehicles are equipped
intelligent beings. Designed for use by wealthy with advanced sensors capable of detecting any
corporate and government officials, they can literally weapons that a passenger may be carrying. Most will
fly themselves and in fact have no manual controls, request that all weapons and other gear must be stowed
only the computer can pilot the shuttle. Over the years, in various compartments before take-off and will refuse
all of these computers have evolved their own to take off until the passengers comply.
personalities and desires. Like many soultech creations, If a passenger attempts to threaten the shuttle, it
these vehicles no longer blindly obey humans. Instead, has anti-hijacking capability that allows it to electrify
they are all aware that their actual owners died many all or part of its interior, doing automatic (no roll to
decades ago and now consider themselves to be free- hit is required) stun gun damage to anyone or everyone
willed beings. Most only carry passengers if these inside. In addition, these shuttles have learned that if
passengers are willing to provide useful services in they fly several miles straight up and then hover, most
return. These vehicles cannot be purchased, passengers realize that if they attack the shuttle, they
prospective passengers must bargain with the shuttle could easily die. Finally, suborbital shuttles can literally
for passage. shake aggressive passengers into compliance. Anyone
While they are not all identical, their initial who is not strapped in when the if the shuttle takes off
programming significantly constrained their emergent takes 1d8 points of subdual damage (halve this damage
personalities so that they all evolved along similar lines. if the passenger can make a DC 20 Reflex save and
Suborbital shuttles love to travel, but even more than successfully brace herself). If the shuttle wishes, it can
that they are all deeply curious about the places they undergo sufficient acceleration to cause everyone on
visit. The vehicles love hearing stories about the places board to fall unconscious for 1d6 x 5 minutes if they
they go to and are especially eager to obtain detailed fail a DC 15 Fortitude save. Reduce this DC to 10 for
information about such places and enter it into their anyone who is strapped into an acceleration couch.
databanks. Most of these ships carry several digital Several dozen suborbital shuttles have developed
cameras and half a dozen or more sense specs (see long-term partnerships with groups of explorers. The
Chapter Two) for their passengers. The shuttles love explorers ride in the shuttle (and in most cases, live in
to have an opportunity to actually see what their the shuttles’ comfortable and self-cleaning interior)
passengers are experiencing. Suborbital shuttles are and collect information for it. These shuttles and their
favorably inclined towards anyone who records images crews possess most of the best present day maps and
and then describes or writes about what they saw. Most geographic and sociopolitical data currently available.
shuttles will carry passengers who are willing to provide
information about where they have been and to collect
information about the locations they visit.
Some of the ships trade information back and forth by
radio and are currently attempting to produce a
complete atlas of the Gamma Age world. Characters
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If a shuttle does not know or completely trust its who wish to work in this project and who are willing
passengers, it will sometimes refuse to unlock some of
their baggage from the baggage compartment until they
to treat a suborbital shuttle as an equal partner could
find both a home and a career of the encounter a shuttle
H
come back with the information the shuttle desires. that is looking for a crew.
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GAMMA WORLD® OUT OF THE VAULTS™
Super-Science Unleashed
The warriors and scholars of the Final Wars hid many of their bestbe tools
and weapons. Centuries later, many of those secrets still wait for
for someone
to dig them up and turn them loose… for good or evil.
What did the people fighting the Final Wars deem too terrible, or too
out,, along
unimportant, to let anyone know about? This book lays it all out
with new rules for analyzing mysterious technology and for improving
the technological level of the heroes and their community.

Requires the use of the d20 Modern™


Roleplaying Game or the Dungeons & Dragons®
Player’s Handbook, v.3.5, published
by Wizards of the Coast®.
The Gamma World campaign setting is an officially
licensed Wizards of the Coast property.

ISBN 1-58846-022-3
WW17253 $21.95 U.S.
WW17253

A Technology Sourcebook for the d20 System

Scott Tyrrell (order #8988) 12.160.138.6

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