Gamma World RPG Out of The Vaults
Gamma World RPG Out of The Vaults
Gamma World RPG 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.
ISBN 1-58846-022-3
WW17253 $21.95 U.S.
WW17253
M Heavy Weapons
Armor
Medicine
73
77
84
Ground Vehicles 91
Water Vehicles 99
Flying Vehicles 104
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INTRODUCTION
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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
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.
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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
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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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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 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
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• 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
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 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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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
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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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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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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
- 30 -
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
- 31 -
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
- 32 -
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.
- 33 -
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,
- 34 -
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
- 35 -
- 36 -
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
- 37 -
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.
- 38 -
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.
- 39 -
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
- 40 -
- 41 -
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.
- 42 -
- 43 -
- 44 -
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
- 45 -
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: —
- 46 -
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
- 47 -
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.
- 48 -
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
- 49 -
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
- 50 -
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.
- 51 -
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,
- 52 -
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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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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M
M
A
W
O
R
L
D
56
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
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,
58
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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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 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
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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M Musket
Tactically
A Screamer
Mini-
Grenade
Launcher
Needle
W
Gun
Railgun
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
L
D Chemex
Grenade
Smart
Grenade
Photon
Grenade Torc
Grenade
70
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
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.
L
D ORF Weapons
Platform
ECM Bomb
Fission Bomb
74
V
A
U
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
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,
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.
76
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
D
80
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
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
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.
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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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
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
M
M
A
W
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R
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.
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.
C
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
E
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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
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
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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
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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
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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
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
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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.
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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
W and most other vehicles, runners look ungainly when down so the door is at ground level. Some runners obey
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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,
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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
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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
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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
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.
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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
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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
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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
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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
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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
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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
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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
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,
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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.
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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
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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
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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-
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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
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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
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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
bubble-like cabin capable of holding four passengers
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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
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.
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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
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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
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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,
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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
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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.
ISBN 1-58846-022-3
WW17253 $21.95 U.S.
WW17253