TEXT: Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  1
  Artifacts: Stuff of the Ancients 
  Welcome to the JAGS Have-Not 
  Artifacts book. Here’s about a 
  hundred different artifacts, 
  vehicles, weapons, armors 
  (although most of the weapons 
  and armors are in another 
  book), and other great things 
  that were left over from the Age 
  of Wonders.  
   
  Finding stuff is, for some groups 
  a major motivating factor—and 
  why not? It’s damn cool. We 
  almost never get to find cool 
  treasure in real life (no, garage 
  sales don’t count. I’ve been to 
  them.) and with all the good stuff 
  out there waiting to be dug up or 
  uncovered, who wouldn’t want to 
  go looking. 
   
  Where’s the Good Stuff? 
  The good stuff is usually found 
  in one of a few specific places. 
  To be specific: 
  • 
  Ruins: The old cities 
  were fought over 
  (robots, weapons, 
  armor, etc.) and 
  contained all the good 
  stuff to begin with. 
  Furthermore, they’re still 
  haunted and 
  dangerous—so there’s 
  more likely some stuff 
  left. Talk about your 
  basic silver lining! 
  • 
  Sunken Installations: 
  The Scalar Weaponry 
  used during the Age of 
  War had the effect of sinking whole buildings into the earth. This almost always spelt death for the 
  people inside—but for the stuff? Good as new if you can dig it up! There were other ways things got 
  buried too: land slides, massive dust storms, encroachment of desert, etc. Digging is good. 
  • 
  Forgotten or Lost Installations: There’s a lot of out there still left. People stick to the towns—they 
  stick to the roads—they’re scared. If you go off the roads you might find something. Hell, you might 
  find anything. Although there’s a decent chance some drugged out vestige of a warlord’s army 
  might have come through that grove of trees on the horizon two-hundred-and-fifty-years-ago it’s 
  pretty unlikely that anyone from the nearby town has been there since. 
  • 
  Hidden Caches: Generals buried their stuff where they could find it. Sometimes in steel-walled 
  sunken bolt-holes—sometimes just in ditches with encoded electronic markers. Either way, even an 
  “ordinary looking ruin” could have stuff that was put in it after it became a ruin. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  2
  Artifacts: Stuff of the Ancients ................1 
  The Age of War..........................................4 
  The Cults......................................................... 4 
  The Apocalypse Cults.................................................4 
  Sacred Raiment.......................................................................................4 
  Sacred Headress.....................................................................................4 
  Oblivion Draught......................................................................................4 
  Terror Projector .......................................................................................4 
  Narkies .......................................................................5 
  Neuro-Lamp ............................................................................................5 
  Spindle Flute ...........................................................................................5 
  Lace Thrower ..........................................................................................5 
  Chill Cuffs................................................................................................5 
  Nar-cult Magic Party Bus.........................................................................6 
  The Brand Cults .........................................................7 
  Animated Spokes-God ............................................................................7 
  Viral Marketing ........................................................................................7 
  Merchandize Cache ................................................................................7 
  Snake Cults................................................................7 
  Envenomed bullets..................................................................................7 
  Scale Armor.............................................................................................8 
  Warlords.......................................................... 8 
  Robotic Authority Codex..........................................................................8 
  Royal Blood.............................................................................................8 
  Praetorian Defense Robot.......................................................................8 
  The Ride..................................................................................................8 
  Warlord Class Presidential Limo.............................................................9 
  Cerberus Main Battle Tank....................................................................10 
  The Dominion Caesars and the Three Generals......11 
  The Ravenous Caesar’s Eye.................................................................12 
  Robotic Authority Codex..........................Error! Bookmark not defined. 
  The Silent Caesar’s Sword....................................................................12 
  The Silent Caesar’s Robes....................................................................13 
  The Kind Caesar’s Intentions................................................................13 
  Surfing Cesar’s T-Bird...........................................................................14 
  The Lover’s Wives.................................................................................15 
  The Bad Muther........................................................15 
  The Bad Muther’s Shades.....................................................................16 
  The Bad Muther’s Acoustic Guitar.........................................................16 
  The Bad Muther’s Leather Vest.............................................................16 
  The Bad Muther’s Chain........................................................................17 
  The Bad Muther’s Plasma Rifle.............................................................17 
  The Bad Muther’s Hunting Knife ...........................................................17 
  The Video Collection .............................................................................17 
  Elvis Kahn ................................................................18 
  Centurion Breast Plate ..........................................................................18 
  War Drums (sub-woofer).......................................................................18 
  Random Stuff from the Age of War............... 18 
  Sensory Grenade ..................................................................................18 
  Inertial Maul...........................................................................................18 
  Web Grenade........................................................................................19 
  Spray On Body Armor ...........................................................................19 
  Bio-Scanner...........................................................................................19 
  Mech Sniffer ..........................................................................................19 
  Tactical Glasses....................................................................................19 
  Hard-Copy Plate Armor.........................................................................19 
  The Engineer: Anti-Robot Weapons.........................20 
  Stuff From The Age of Wonders............23 
  Pens.............................................................. 23 
  Immunity Serum ....................................................................................23 
  Sense of Duty........................................................................................23 
  Party Like A Rock Star ..........................................................................23 
  Preferred Stock Options ........................................................................24 
  OTC Mutagens ......................................................................................24 
  Head Games..........................................................................................24 
  Pharmaceutical Degree.........................................................................24 
  Better Living Through Chemistry: Recreational 
  Drugs............................................................. 24 
  Snow Blind.............................................................................................25 
  Dark Ocean............................................................................................25 
  Comfortably Numb.................................................................................25 
  Lost Weekend........................................................................................25 
  Mr. Leary................................................................................................25 
  The First Time’s Always free .................................................................26 
  The Good Times Virus...........................................................................26 
  Health Care................................................... 26 
  HMO ......................................................................................................26 
  PPO .......................................................................................................26 
  ICU.........................................................................................................26 
  Wide Awake...........................................................................................26 
  Hyper Aspirate.......................................................................................26 
  Other Pens.................................................... 26 
  Expert System .......................................................................................26 
  Binary Solvent........................................................................................27 
  Memories...............................................................................................27 
  Clickers ......................................................... 27 
  Audio Visual Set ....................................................................................27 
  Unlimited Calling Plan ...........................................................................27 
  I Never Forget A Face ...........................................................................27 
  TK-Controller .........................................................................................27 
  Smart Boxes.................................................. 28 
  Muse Deck.............................................................................................28 
  Opiate of the People..............................................................................28 
  Neural Network......................................................................................28 
  Hostile Take Over..................................................................................28 
  School Books.........................................................................................29 
  Personal Mechanicals: Robots ..................... 29 
  Plush Mechanical...................................................................................29 
  Executive Desk......................................................................................29 
  Pleasure Bot ..........................................................................................29 
  Other Things from the Age of Wonder.......... 29 
  Rocket Pants .........................................................................................29 
  Xerox Gun..............................................................................................30 
  Mind Swapper........................................................................................30 
  Grav-Board ............................................................................................30 
  Mass Storage.........................................................................................30 
  Hygiene Projector..................................................................................30 
  Object Projector.....................................................................................30 
  X-Ray Flashlight ....................................................................................30 
  Smart Clothes........................................................................................30 
  Now That’s Kinky...................................................................................31 
  Smart Clothes........................................................................................31 
  E-Hands Power Gloves .........................................................................31 
  Surprise Boxes! .....................................................................................31 
  Have Artifacts ..........................................31 
  Spirits and Sigils ........................................... 31 
  D’Jinn and Tonnic..................................................................................31 
  License Server.......................................................................................32 
  Something Wicked This Way Comes....................................................32 
  Geometric Solids........................................... 32 
  Black Cubes...........................................................................................32 
  Light Show.............................................................................................33 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  3
  Crystal Skull...........................................................................................33 
  Hypnotic Oil...........................................................................................33 
  Games and Riddles ...................................... 33 
  Riddle ....................................................................................................33 
  Mutation game.......................................................................................34 
  Executable Glyphs ................................................................................34 
  AI Koans................................................................................................34 
  Useful Things................................................ 34 
  Stop Watch............................................................................................34 
  Golden Eggs..........................................................................................34 
  Broken chalice.......................................................................................34 
  Divine Protection ...................................................................................35 
  Yellow Vessels ......................................................................................35 
  Beautiful Weapons........................................ 35 
  Thor’s Hammer......................................................................................35 
  Hate Bow...............................................................................................35 
  Harmonic Blade.....................................................................................35 
  Avenger Gun..........................................................................................36 
  Doomsday Jewelry ................................................................................36 
  Have Wands.................................................. 37 
  Live and Let Die.....................................................................................37 
  Paint it Black..........................................................................................37 
  Armageddon It.......................................................................................38 
  Fire of Unknown Origin..........................................................................38 
  So Far Away From Me...........................................................................38 
  Break on Through to the Other Side......................................................38 
  Let It Be .................................................................................................39 
  Nowhere Man ........................................................................................39 
  Ticket To Ride........................................................................................40 
  Come Together......................................................................................40 
  Everyone's Got Something to Hide Except Me and My Monkey...........40 
   
  The armed ATV is a good all purpose exploration vehicle. We highly recommend one.
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  4
   
  The Age of War 
   
   
  The Cults
  Historians mark the day the domes went dark as the 
  start of the Age of War—of course, like most ages, its 
  true currency wasn’t evident immediately. No. The 
  Age of War began with riots and panicked attempts 
  to escape the wonder-megapolises that had, mostly, 
  stopped working. When society failed there were a 
  few specific organizations that thrived. These were 
  collectively identified as The Cults. 
   
  The Apocalypse Cults
  Even in the Age of Wonder there were charismatic 
  groups with apocalyptic philosophies anticipating 
  and even calling for the end of the world. Many of 
  them never dreamed their calls might be answered, 
  but when the darkness came it was their greatest 
  dream and their worst nightmare, but they were 
  ready. 
   
  Sacred Raiment 
  The high priests of the cults (they didn't always call 
  themselves 
  priests; 
  they 
  didn't 
  always 
  call 
  themselves cults) often wore protective gowns. 
  These are usually robes (sometimes flowing, 
  sometimes simple togas) of high quality ballistic 
  cloth. 
   
  They are especially useful against fire. Sacred 
  Raiment is usually white or black depending on the 
  ideology. Often worn with a head-dress or gas 
  mask. 
  Suit 
  Full Coverage 
  8/60 (30/120 
  vs. Flame) 
  1000c 
   
  Sacred Headress 
  The headdress says a lot about the culture. 
  Apocalypse cults were rarely very deep and went 
  for 
  the 
  terrifying 
  large-eyed-gas 
  mask 
  look. 
  Sometimes they put on demon faces, but their 
  nightmares were usually industrial in nature and 
  they reflected that in their almost obtusely primitive 
  looking gear. 
   
  The head mask fully obscures the wearers face and 
  contains a 2 hour oxygen supply, a built in 
  encrypted radio and light amplification gear that 
  allows nighttime visibility.  
   
  These headdresses are subtly and sometimes 
  deeply disturbing. They're not just ugly—they're 
  meant to obscure and offend the humanity of the 
  wearer. In some cases, they were worn by leaders 
  who oversaw atrocities notable even in the Age of 
  War, 
  and 
  these 
  specific 
  masks 
  are 
  still 
  remembered. 
  Suit 
  Coverage 2 
  8/60 (30/120 
  vs. Flame) 
  300c 
   
  Oblivion Draught 
  In many cases, the apocalypse was expected to be 
  the beginning of a new era after a period of 
  "tribulation" – an era in which the chosen (or maybe 
  just well-armed) would emerge and rule. Some 
  groups chose to secure their dominance during the 
  age of chaos. Others preferred to "sleep it out." 
   
  The oblivion drought places the body in suspended 
  animation – it permeates the body, sealing and 
  preserving 
  cell 
  structure 
  and 
  lowering 
  the 
  metabolism to an effective zero. The drought 
  suspends most life forms on contact, eliminating the 
  ravages of disease or infection. 
   
  The sleep is thought to last from a few decades to 
  thousands of years. They are of interest because 
  they suggest there are hidden caches of cultists and 
  their gear buried around the world, waiting for the 
  clock on their sleep to run out. 
  Draught
  Suspended 
  Animation 
  1000 years 
  300c 
   
  Terror Projector 
  The terror projector is an electromagnetic weapon that is 
  tuned to stimulate the human (and most animal) brain's 
  fight / flight reflex. It is coupled with a visible-light projector 
  (like a movie projector) that shows truly disturbing 
  horrifying images at a very high rate of speed. They flash 
  past too quickly to get a good look at but they suggest 
  some terrible depravity. 
   
  The terror projectors are meant to cause fear an panic in 
  a population. There are "industrial" terror projectors that 
  are often mounted on cars (these look like spotlights) and 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  5
  hand-held ones that can be carried like large flashlights. 
   
  Terror projectors also use audio cues to inflict fear—their 
  public address systems let out a truly nerve wrenching 
  shrieking hiss that combines animal sounds with a variety 
  of mechanical nightmare cadences 
   
  Terror projectors cause a 14- PWR terror effect an all who 
  are exposed to them. 
  Name 
  DAM 
  ROF 
  Ctrl 
  Rng 
  Clp 
  Projector 
  SPECIAL 
  1 
  -- 
  -1/60 
  20 
   
  Weapon 
  PWR vs. STAT 
  14 PWR 
  1100c 
   
  Narkies
  If the Terror Cults decided the world would end truly 
  in a fire of their making, the Narkies thought it would 
  be better if everyone just, you know, chilled out. 
  Had they been better organized this might actually 
  have been a successful strategy: as long as the 
  drugs held out. There were communes (the 
  “successful” ones were remote) and there were 
  evangelists in the last days—guru styled narcotic 
  addicted leaders, leading their faithful to artificial 
  electro-chemical bliss.  
  Neuro-Lamp 
  The Neuro-Lamp looks like a glass tube with a 
  metallic base. Within the tube a slightly luminous 
  purple fluid flows up and down in intriguing patters 
  of rising and falling globes of mass. It also emits a 
  weak telepathic signal that gets people in the 
  vicinity high. The Power starts at 14- and decreases 
  1pt per 3 yards range. A roll is made once after 4 
  minutes of exposure and again each 30 min (taking 
  only higher results). A revelry roll can be substituted 
  for a WIL roll. At L3, the character can shift the 
  effect up one level. At L4, up 2 levels. The unit will 
  not work through any active mind shield. The roll is 
  otherwise against WIL. 
  Effect 
  Result 
  Minor 
  You get a good buzz—a relaxing feeling 
  watching the bubbles rise and fall. It’s 
  pleasant. You’re just a little sleepy. 
  Standard 
  You are pretty stoned. Make WIL and 
  RES rolls to avoid losing moderate 
  inhibitions or acting a bit silly. 
  Major 
  You’re baked. All rolls to do anything that 
  requires focus or concentration are at -4. 
  Critical 
  You fall asleep. A Perception roll at   -3 
  will awaken you. 
  Catastrophic 
  You are in a deep, deep sleep and will 
  not awaken until the unit is turned off. 
   
  Narcotic 
  PWR vs. STAT 
  14 PWR 
  1500c 
   
  Spindle Flute 
  The Spindle Flute is an odd musical instrument whose 
  music is combined with a telepathic signal so that the 
  music plays chords that cannot be heard by the human 
  ear inside the audience’s head. The music is quite 
  beautiful if a little, well, druggy sounding. They are 
  collectors items. 
  Musical Instrument 
   
   
  200c 
   
  Lace Thrower 
  Looks a little like a flame thrower but it sprays “pleasure 
  juice” (which has the delightful property of creating a 
  storm of floating bubbles and a nice pretty blue luminous 
  foam). The roll is against CON. This must strike skin to be 
  effective. 
  Name 
  DAM 
  ROF 
  Ctrl 
  Rng 
  Clp 
  Lace Gun 
  SPECIAL 
  4[12] 
  -1 
  1-/5y 
  30 
   
  Effect 
  Result 
  Minor 
  Treat as Dazed. Roll at -1 (vs. WIL) to 
  recover each turn. 
  Standard 
  Target is treated as Dazed, roll at -3 to 
  Recover. You feel wonderful. 
  Major 
  Target is treated as unconscious (totally 
  blessed out). Roll vs. WIL each 20 min to 
  recover. Roll immediately if someone 
  does violence to you. 
  Critical 
  As above but every hour, the roll is at -4 
  (-2 if someone does violence to you). 
  Catastrophic 
  Incapacitated for 6 hours. Doesn’t care if 
  someone does violence to them. 
   
  Weapon 
  PWR vs. STAT 
  16- 
  3000c 
   
  Chill Cuffs 
  Metallic locking bracelets that detect neural signals 
  associated with violence and “chill the character out.” Roll 
  once each turn of combat. 
   
  Effect 
  Result 
  Minor 
  The calming effect causes a -3 to to-hit 
  rolls and is treated as Stunned. 
  Standard 
  The calming effect treats the character as 
  Stunned. 
  Major 
  The character is treated as dazed. 
  Critical 
  The character is unable to act that turn. 
  Catastrophic 
  The character is  
   
  Weapon 
  PWR vs. STAT 
  16- 
  3000c 
   
   
   
   
   
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  6
  Vehicle Name 
  Nar-cult Magic Party 
  Bus 
  Total Cost 
  1800+2400+3940+1500=9640c 
  Body Type 
  Minibus 
  Body Cost 
  1800c 
  Size Class 
  9 
  Mass 
  85 
  Base Handling 
  -3 
  Stock Engine 
  H 
  Collision Mod 
  +6 
  To-Hit 
  +5 
  Clearance 
  9” 
  Base DP 
  2510 
  Core DP 
  340 
  STC Ratio 
  -1:168 
  Spaces 
  24 
  Tank Size 
  30 
  Efficiency 
  .6 
  Cab 
  12 
  MPG 
   
   
  Armor Type 
  Neo-Ceramic Shell 
  Armor Base 
  Cost 
  Size 
  Mod 
  Final 
  Cost 
  Plate 
  100/200 
   
  1600c 
  1.5 
  2400 
  Under Coat 
  50/100 
  Weight 
  2 
  Ablative 
  300 
   
   
  Stats 
  Coverage 
  DP 
   
   
  Vehicle 
  6 
  +800 
   
   
  CORE 
  8 
  +150 
   
   
  Engine 
  H 
  ACC 
  +10 
  CRL 
  -0 
   
  Extras 
  Cost 
  Space 
  Effect 
  Industry IIV Rebuild 
  1800c 
  5 
  +2 ACC, +170 Core 
  Expanded Cab 
  40c 
  4 
  12 crew 
  Moderate Luxury 
  0 
  0 
  Colorful, but not all that 
  nice 
  Custom Paint Job 
  10c 
  0 
  Psychedelic, man… 
  Air Supply 
  400c 
  3 
  12 person-hours of air 
  PA System 
  20c 
  0 
  Like an ice-cream truck 
  loaded with Jefferson 
  Airplane 
  Medi-Cocoon 
  1520c 
  10 
  Healing 
  Turret 
  150c 
  1 
  1-space turret 
   
  Weapon 
  Mount 
  SZ 
  Target 
  Cost 
  SP 
  Dam 
  ROF 
  Ctrl 
  Range 
  Reload 
  Light Auto Laser 
  Turret 
  1 
  RATT 
  600c 
  1 
  40 PEN 
  9x[32] 
  -0 
  -1/500y 
  320 
  25mm Cannon 
  Front 
  2 
  RATT 
  900c 
  0 
  125 HEAP 
  1 
  -.25 
  -1/100y 
  1s 
   
  Description:  When the 
  Nar-cults went out 
  recruiting they took the 
  party bus—armed well 
  enough to slug it out with 
  minor security forces and 
  with a sound system that 
  could blast their brand of 
  psychedelic music over 
  the landscape they were 
  looking for more workers 
  to “feed the commune.” 
   
  Most of these recruitment 
  missions were ill thought 
  out—but a ready supply 
  of drugs (in the 
  beginning) and a super-
  colorful exterior (painted 
  like flowers or fireworks or 
  something) made the 
  party bus hard to miss. 
  Today they are favored 
  by adventurers since they 
  fit the whole crew! 
  Armor Pen Table
  Plate
  200
  Roll
  DAMAGE
  20-
  20 - 39
  19-
  40 - 49
  18-
  50 - 65
  17-
  66 - 99
  16-
  100 - 113
  15-
  114 - 132
  14-
  133 - 139
  13-
  140 - 159
  12-
  160 - 179
  11-
  180 - 199
  10-
  200 - 219
  09-
  220 - 239
  08-
  240 - 259
  07-
  260 - 299
  06-
  300 - 349
  05-
  350 - 399
  04-
  400 - 499
  03-
  500 - 599
  02-
  600 - 799
  01-
  800 - 999
  00-
  1000 - 1000
   
  Armor Pen Table
  Ucoat
  100
  Roll
  DAMAGE
  20-
  10 - 19
  19-
  20 - 24
  18-
  25 - 32
  17-
  33 - 49
  16-
  50 - 56
  15-
  57 - 65
  14-
  66 - 69
  13-
  70 - 79
  12-
  80 - 89
  11-
  90 - 99
  10-
  100 - 109
  09-
  110 - 119
  08-
  120 - 129
  07-
  130 - 149
  06-
  150 - 174
  05-
  175 - 199
  04-
  200 - 249
  03-
  250 - 299
  02-
  300 - 399
  01-
  400 - 499
  00-
  500 - 500
   
  Total Damage STC Roll
  168 15-
  336 14-
  504 13-
  672 12-
  840 11-
  1008 10-
  1176 09-
  1344 08-
  1512 07-
  1680 06-
  1848 05-
  2016 04-
  2184 03-
  2352 02-
  2520 01-
  More
  destroyed  
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  7
   
   
   
   
   
   
  The Brand Cults
  After the fall people clung to anything for security—
  for a feeling of well being in a world on a rapid 
  descent to anarchy and fiery chaos. It turned out 
  that there was already something ready made to 
  give you that feeling of warmth: brand name 
  consumer 
  goods. 
  A 
  lot 
  of 
  knowledge 
  and 
  understanding was lost very fast—fast enough for 
  some of these to become actual, idolized, religions. 
   
  Animated Spokes-God 
  During the Age of Wonder brands had their own artificial 
  intelligence 
  spokes-beings—luminous 
  animated 
  characters  made of solid light. The AI-cores and 
  projectors were salvaged from the ruins and set up in the 
  temples of the Brand Names. 
   
  The bits of the AI’s that were salvageable were often 
  missing vital pieces—and the units themselves were 
  learning machines. The result is that now, if one is 
  encountered it may believe it’s self to be anything from 
  some kind of real deity to a self-aware ancient machine 
  that understands what it is. One thing that has not 
  changed for these is their hard-coded love of the product.  
   
  A typical manifestation might look something like this: 
   
  Spokes God 
  Artificial being 
  PHY  
  06 
  STR 
  30 
  BLD 
  05 
  STC 
  15 
  DP 150 
  Armor 30/60 
  REF 
  COR 
  12 
  REA 
  12 
  AGI   
  12 
  TBH  -2 
  Base 20 IMP 
  INT 
  RES 
  14 
  MEM 
  18 
  WIL   
  -- 
  To Hit 12 
   
  Move 
  12 y/s 
  -1 STC / DP 
   
   
  Grapple 
  38/30 
  -10 STC / 1 DP 
   
   
  Spokes-forms can appear and disappear as an 8 REA 
  Long action within 100 yards of their “projector” and AI core 
  (much further back in the old days of networking). In 
  combat they can strike or use 30 damage power-rays. 
  Charisma: The Spokes Gods are very likable if they want 
  to be (many have gone psychotic). Give them 15- Charm 
  rolls (some much higher) 
  Fluid: The cartoon-looking entities can change their shape 
  at will (but are always recognizable). This gives them a 
  higher than normal grapple as worked into their listed 
  score. 
  Brand Addiction and History: The spokes beings are 
  unwaveringly loyal to their brand, hostile to competing 
  brands, and have some knowledge of their history. This 
  may be their most valuable asset. 
   
  Being 
   
   
  varies 
   
  Viral Marketing 
  The major tool of the Brand Cults were sub-derms 
  that injected a need for the product they 
  worshipped. Often this product no longer exists, 
  making the victim (should someone dig one up and 
  take a dose) despondent and miserable until 
  something can be done to cure it. The rules are for 
  Addiction (see the drugs section). The cure is 
  buying the product. It lasts a week. 
  Weapon 
  PWR vs. STAT 
  18- 
  3000c 
   
  Merchandize Cache 
  And of course they stockpiled merchandise. Dig in 
  the right place or break into the right building and 
  you might find massive stockpiles of boxes 
  SuperTarts, 
  syringes 
  of 
  Frosti-Pop, 
  rolls 
  of 
  HappiLuvWidgets, stacks folded EternalT-Shirts or 
  something else that was. 
  Stuff 
   
   
  100c 
   
  Snake Cults
  A darker solution to the end of society was to 
  worship the monsters that arose from the mutation, 
  devastation, and disease. Some of these beasts 
  were created to be new gods. Some simply 
  appeared and didn’t devour (all of) their followers. 
  Some of these exist today, almost symbiotic with 
  their icons of consumption and terror. Note: Not all 
  the cults actually worshiped snakes—some did 
  spiders 
  or 
  giant 
  toxic 
  octopi 
  or 
  whatever. 
  Collectively they’re called snake cults for obscure 
  reasons. 
   
  Envenomed bullets 
  Envenomed bullets come in standard sizes and fit 
  most standard weapons. They have the following 
  properties: 
   
  24 Base Damage, 15- Power vs. Con. -1 Power for 
  each 1 Mass over 4. 
   
  Must successfully do penetrating damage. 
  Weapon 
  PWR vs. STAT 
  24 Base 
  30c/round 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  8
  Scale Armor 
  Giant snakes shed their bulletproof skin. Enormous 
  spiders spin armored web things. Massive poisoned 
  octopi do … something else (it involves rapidly 
  hardening goo excretion: You don’t want to know). 
  Their followers wind up with bio-tech armor as a 
  result of this in some cases. The coverage is usually 
  4pts and the outfit looks like scales with bone plates 
  (scary!). 
  Armor Pen Table
  Plate
  15
  Roll
  DAMAGE
  20-
  1 - 2
  19-
  3 - 3
  18-
  3 - 4
  17-
  5 - 6
  16-
  7 - 7
  15-
  8 - 9
  14-
  10 - 10
  13-
  10 - 11
  12-
  12 - 12
  11-
  13 - 14
  10-
  15 - 15
  09-
  16 - 17
  08-
  18 - 18
  07-
  19 - 21
  06-
  22 - 25
  05-
  26 - 29
  04-
  30 - 36
  03-
  37 - 44
  02-
  45 - 59
  01-
  60 - 74
  00-
  75 - 75
   
  Armor Pen Table
  Suit
  8
  Roll
  DAMAGE
  20-
  0 - 0
  19-
  1 - 1
  18-
  2 - 2
  17-
  2 - 3
  16-
  4 - 4
  15-
  4 - 4
  14-
  5 - 5
  13-
  5 - 5
  12-
  6 - 6
  11-
  7 - 7
  10-
  8 - 8
  09-
  8 - 8
  08-
  9 - 9
  07-
  10 - 11
  06-
  12 - 13
  05-
  14 - 15
  04-
  16 - 19
  03-
  20 - 23
  02-
  24 - 31
  01-
  32 - 39
  00-
  40 - 40
   
   
  Armor 
   
   
  120c 
   
  Warlords
  After the fire and the panic and the destruction 
  came the Warlords. They, and their strange armies, 
  gave rise to the Age of War, making it in their image 
  and their names. Much of the artifacts that can still 
  be found are the results of these. Many things were 
  created; many, many more were destroyed. 
   
  Robotic Authority Codex 
  You and what army? Oh. That army. An authority 
  codex is a hand held computer device that contains 
  a broadcaster and the crypto-command keys for 
  some specific robots. In many cases the robots that 
  could be commanded no longer exist (the Codexes 
  held by famous generals are museum pieces). In 
  other cases there are still robots around that will 
  answer their call. 
  Pocket Computer 
   
  20y rng 
  200c or more 
   
   
  Royal Blood 
  It’s not something you’re born with—it’s something 
  you’re given. A viral-re-write of your DNA gives you 
  biometric command of assault robots. The sub-derm 
  syringes that contained this were usually rare (and, 
  are often, found cached with some bodyguard 
  robots). Unlike a codex which could be taken away, 
  Royal Blood was forever … until someone drained it 
  all out of you. 
  Command 
   
   
  500c 
   
  Praetorian Defense Robot 
  This is an example of a robot that might be found 
  with Royal Blood or otherwise cached in a warlord’s 
  secret base. They are not usually battlefield grade 
  units (some warlords did have those things 
  defending them, but mostly the heavy artillery was 
  used on the field). This sample robot is over 200 
  years old. It would need to see codexes or royal 
  blood to take commands. If touched it would 
  respond with deadly force. 
  Praetorian 
  Robot Body Guard 
  PHY  
  50 
  STR 
  50 
  BLD 
  100 
  STC 
  15 
  DP 450 
  Armor 30/60 
  REF 
  COR 
  11 
  REA 
  11 
  AGI   
  11 
  TBH  +2 
  Base 58 IMP 
  INT 
  12 
  RES 
  10 
  MEM 
  -- 
  WIL   
  -- 
  To Hit 14 
   
  Move 
  12 y/s 
  -1 STC / DP 
   
   
  Grapple 
  60/40 
  -30 STC / 1 DP 
   
   
  The Praetorian looks like an 8’ tall semi-humanoid machine 
  with brilliant silvery plates and a visor glowing with golden 
  light. It carries a pole-arm. It is smart enough to take 
  commands as a human would. They are usually short on 
  personality. 
  Energy Lance A short-range plasma weapon powered by 
  the robot. In HTH combat it has Swing of +1 and Back 
  Swing of +2 and hits for +18 damage (total of 72 PEN). 
  Name 
  DAM 
  ROF 
  Ctrl 
  Rng 
  Clp 
  Lance 
  30 PLAS 
  4[12] 
  -1 
  -1/30y 
  -- 
    
  Robot 
   
   
  5000c 
   
  The Ride 
  You need to get around. And you need to do it in 
  style. Most warlords traveled in armored convoys 
  with lead cars, and following cars, and air cover 
  when they could swing it. When you're a Warlord, 
  everybody hates you. When you're moving, you're 
  vulnerable.  
  Vehicle 
   
   
  10K and up 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  9
   
  Vehicle Name 
  Warlord Class 
  Presidential Limo 
  Total Cost 
  1200+14560+32800+9600= 
  58,160c 
  Body Type 
  Limousine 
  Body Cost 
  1200 
  Size Class 
  7 
  Mass 
  120 
  Base Handling 
  -2 
  Stock Engine 
  D 
  Collision Mod 
  +3 
  To-Hit 
  +2 
  Clearance 
  7 1/2” 
  Base DP 
  6120 
  Core DP 
  1192 
  STC Ratio 
  -1:408 
  Spaces 
  16 
  Tank Size 
  20 
  Efficiency 
  1.2 
  Cab 
  9 
  MPG 
  -- 
   
  Armor Type 
  Ulterion Alloy Shell 
  Armor Base 
  Cost 
  Size 
  Mod 
  Final 
  Cost 
  Plate 
  500/1000 
   
  8000 
  1.3 
  14560 
  Under Coat 
  250/500 
  Weight 
  3 
  Ablative 
  1100 
   
   
  Stats 
  Coverage 
  DP 
   
   
  Vehicle 
  10 
  +4320 
   
   
  CORE 
  10 
  +900 
   
   
  Engine 
  D 
  ACC 
   +40 
  CRL 
   -3 
   
  Extras 
  Cost 
  Space 
  Effect 
  Militarize 
  600c 
  0 
  120 
  Mass, 
  +2” 
  Clearance, 
  -1 
  ACC, 
  +600 DP 
  Expanded Cab 
  30c 
  3 
  6 passengers, 3 crew 
  Luxury Interior 
  540c 
  0 
  Full Luxury Space 
  Stealth Finish 
  300c 
  0 
  -4 to radar perception 
  EMP Missile Defense 
  3400c 
  0 
  Distract 
  self-guided 
  missiles 
  Extra Axles 
  500c 
  0 
  +12 Core, +1 ACC 
  Nuclear power plant D  
  10,000c 
  5 
  Acceleration D, +250 
  Core 
  Mark 1 Force Field 
  16,000c 
  1 
  300 power force field 
  Earth Station 
  400c 
  0 
  World Wide Comm 
  Run Flat Tires 
  630c 
  0 
  +30 Core 
  Air Supply 
  400c 
  4 
  1280 min  air supply 
   
  Weapon 
  Mount 
  SZ 
  Target 
  Cost 
  SP 
  Dam 
  ROF 
  Ctrl 
  Range 
  Reload 
  125mm Smoothbore 
  Front 
  5 
  RATT 
  4800c 
  0 
  1400 PEN 
  1 
  -- 
  -1/400y 
  10s 
  125mm Smoothbore 
  Front 
  5 
  RATT 
  4800c 
  0 
  1400 PEN 
  1 
  -- 
  -1/400y 
  10s 
   
  Description: The 
  Warlord Class 
  “Presidential Limo” 
  screams dangerous-cool. 
  In the Age of War, the 
  really important people 
  traveled in these. They 
  were never cut off, never 
  uncomfortable and never 
  out of style. Today, the 
  highest echelons of the 
  Bone Yard Hierarchy 
  restore these to drive 
  them around.  
   
  Note that these vehicles 
  were often heavily 
  customized with more 
  weapons, wet bars, 
  artificial intelligences, and 
  so on. The model 
  represented here is a 
  common one, but hardly 
  the top of the line. 
  Armor Pen Table
  Plate
  1000
  Roll
  DAMAGE
  20-
  100 - 199
  19-
  200 - 249
  18-
  250 - 332
  17-
  333 - 499
  16-
  500 - 570
  15-
  571 - 665
  14-
  666 - 699
  13-
  700 - 799
  12-
  800 - 899
  11-
  900 - 999
  10-
  1000 - 1099
  09-
  1100 - 1199
  08-
  1200 - 1299
  07-
  1300 - 1499
  06-
  1500 - 1749
  05-
  1750 - 1999
  04-
  2000 - 2499
  03-
  2500 - 2999
  02-
  3000 - 3999
  01-
  4000 - 4999
  00-
  5000 - 5000
   
  Armor Pen Table
  Ucoat
  500
  Roll
  DAMAGE
  20-
  50 - 99
  19-
  100 - 124
  18-
  125 - 165
  17-
  166 - 249
  16-
  250 - 284
  15-
  285 - 332
  14-
  333 - 349
  13-
  350 - 399
  12-
  400 - 449
  11-
  450 - 499
  10-
  500 - 549
  09-
  550 - 599
  08-
  600 - 649
  07-
  650 - 749
  06-
  750 - 874
  05-
  875 - 999
  04-
  1000 - 1249
  03-
  1250 - 1499
  02-
  1500 - 1999
  01-
  2000 - 2499
  00-
  2500 - 2500  
  Total Damage STC Roll
  408 15-
  816 14-
  1224 13-
  1632 12-
  2040 11-
  2448 10-
  2856 09-
  3264 08-
  3672 07-
  4080 06-
  4488 05-
  4896 04-
  5304 03-
  5712 02-
  6120 01-
  More
  destroyed  
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  10
   
   
   
  Vehicle Name 
  Cerberus Main Battle 
  Tank 
  Total Cost 
  250,000c 
  Body Type 
  Heavy Tank 
  Body Cost 
  10,000c 
  Size Class 
  10 
  Mass 
  800 
  Base Handling 
  -5 
  Stock Engine 
  I 
  Collision Mod 
  +8 
  To-Hit 
  +8 
  Clearance 
  30” 
  Base DP 
  45,000 
  Core DP 
   4,000 
  STC Ratio 
  -1:3000 
  Spaces 
  28 
  Tank Size 
  40 
  Efficiency 
  .6 
  Cab 
  5 
  MPG 
   
   
  Armor Type 
  30mm Composite 
  Armor Base 
  Cost 
  Size 
  Mod 
  Final 
  Cost 
  Plate 
  1000/2000 
   
  12800 
  1.6 
  20500 
  Under Coat 
  500/1000 
  Weight 
  7 
  Ablative 
  2000 
   
   
  Stats 
  Coverage 
  DP 
   
   
  Vehicle 
  10 
  +9000 
   
   
  CORE 
  10 
  +1800 
   
   
  Engine 
  I 
  ACC 
  +8 
  CRL 
  -0 
   
  Extras 
  Cost 
  Space 
  Effect 
  Treads 
    
  0 
  30” Ground clearance 
  Diesel/Turbine Engine 
   
  5 
  +7 ACC 
  Telepathy L2 
   
  0 
  Telepathy 
  for 
  tank 
  commander 
  ESP L2 
   
  0 
  ESP 
  for 
  tank 
  commander 
  Force Field Mk 4 
   
  0  
  Power 2800 
   
   
   
   
   
   
   
   
   
  Weapon 
  Mount 
  SZ 
  Target 
  Cost 
  SP 
  Dam 
  ROF 
  Ctrl 
  Range 
  Reload 
  100 Gun 
  Turret 
  3 
  RATT 
  9000c 
  3 
  3800 PLAS 
  S 
  -2 
  -1/120y 
  4xV2/100 
  100 Gun 
  Turret 
  3 
  RATT 
  9000c 
  3 
  3800 PLAS 
  S 
  -2 
  -1/120y 
  4xV2/100 
  100 Gun 
  Turret 
  3 
  RATT 
  9000c 
  3 
  3800 PLAS 
  S 
  -2 
  -1/120y 
  4xV2/100 
  Psychokinetic Hammer 
  360 Field 
  1 
  Psionic 
  NA 
  2 
  7000 IMP 
  1 
  0 
  LOS 
  -- 
   
  Description: The MBT 
  (Main Battle Tank) 
  described here is one of 
  the war-horses of the Age 
  of War. These vehicles 
  were expected to lead 
  attacks and exploit 
  breaches.  
   
  Unofficially called the 
  “Three headed monster” 
  (also Cerberus), the 
  tank’s primary weapon is, 
  surprisingly not the 100 
  guns, but rather the 
  psychokinetic “hammer” 
  that allows the captain to 
  lash out mentally at 
  anything with line-of-sight. 
   
  The price listed is 
  hypothetical – these units 
  can no longer be 
  manufactured, even in the 
  Yard.  
  Armor Pen Table
  Plate
  2000
  Roll
  DAMAGE
  20-
  200 - 399
  19-
  400 - 499
  18-
  500 - 665
  17-
  666 - 999
  16-
  1000 - 1141
  15-
  1142 - 1332
  14-
  1333 - 1399
  13-
  1400 - 1599
  12-
  1600 - 1799
  11-
  1800 - 1999
  10-
  2000 - 2199
  09-
  2200 - 2399
  08-
  2400 - 2599
  07-
  2600 - 2999
  06-
  3000 - 3499
  05-
  3500 - 3999
  04-
  4000 - 4999
  03-
  5000 - 5999
  02-
  6000 - 7999
  01-
  8000 - 9999
  00-
  10000 - ####
   
  Armor Pen Table
  Ucoat
  1000
  Roll
  DAMAGE
  20-
  100 - 199
  19-
  200 - 249
  18-
  250 - 332
  17-
  333 - 499
  16-
  500 - 570
  15-
  571 - 665
  14-
  666 - 699
  13-
  700 - 799
  12-
  800 - 899
  11-
  900 - 999
  10-
  1000 - 1099
  09-
  1100 - 1199
  08-
  1200 - 1299
  07-
  1300 - 1499
  06-
  1500 - 1749
  05-
  1750 - 1999
  04-
  2000 - 2499
  03-
  2500 - 2999
  02-
  3000 - 3999
  01-
  4000 - 4999
  00-
  5000 - 5000  
  Total Damage STC Roll
  3000 15-
  6000 14-
  9000 13-
  12000 12-
  15000 11-
  18000 10-
  21000 09-
  24000 08-
  27000 07-
  30000 06-
  33000 05-
  36000 04-
  39000 03-
  42000 02-
  45000 01-
  More
  destroyed  
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  11
  The Dominion Caesars and the Three Generals
   
   
  Once upon a time there were seven Kings who 
  ruled over fragments of a dying desert kingdom. 
  They slew all who stood against them and came 
  close to uniting the world. They stood together, not 
  out of fidelity or loyalty (they understood those 
  ideas, but scoffed at them), but because none of 
  them could accept defeat, and only in unity could 
  they ensure victory. 
   
  They each had secret plans—"When our victory is 
  complete," they had said to their concubines and 
  advisors, "I shall turn on my allies—it will be a 
  magnificent betrayal! And I alone shall be the 
  winner! The Last and Greatest of the Dominion 
  Caesars!" 
   
  So it was that they plotted and schemed, until one 
  day when victory was close at hand, the weakest of 
  them, knowing that he would be the first betrayed 
  (they were not fools) convened a meeting. 
   
  "Victory is near," He said. 
  "Near," They agreed. 
  "We rule in all directions as far as we can 
  see—all the horizons belong to the Seven." 
  "Our rule," they agreed, "is complete." 
  "But even as we stand poised at the edge of 
  victory, our defeat is made certain." 
  "Defeat!?" They cried. "What are you talking 
  of? Who might defeat us? Hell, dude—who would 
  even dare stand against us?" (This last, was the 
  Surfing Caesar). 
  The Weakest looked from Window to 
  Window. "The Three Generals," He said. 
  "What Three Generals? Who? Show us to 
  them. Let them fall before our might, as well—" 
  "You know them well," The Weakest said. 
  "They are the Three all Generals yet fall to. General 
  Entropy. General Death. And the greatest of all—
  General Time." 
   
  Now, these Three Generals have always stood at 
  the edge of any victory. They are patient and 
  implacable. And they always win.  
   
  "You called us up to tell us that, Dude?" 
  One of them asked (history does not record who). 
   
  "I called you because I suggest that if true 
  victory—final victory—total victory is to be ours, then 
  we must not simply wait for defeat. We must stand 
  against them. And unlike those who have come 
  before us we will prevail. Because we know we can. 
  Because there have been those who have come 
  before us and have defeated The Three." 
   
  And the Seven knew it was true. They remembered 
  the stories of the Haves. 
   
  "If they can defeat those Three Generals," 
  the Seven said, "then perhaps so can we." In the 
  time of the Haves, there were studies that were 
  forbidden—ideas considered to abhorrent to be 
  accepted in polite society. These avenues of 
  depravity were not super-sciences (for that Age) – 
  they were merely hateful and pathetic and 
  damaging. And perhaps the worst of these was 
  Abnegation—the ultimate crime against the self. 
   
  In the Age of Wonders, one could turn the strangest 
  and most twisted machines built against the body. 
  Abnegation took one beyond suicide—death was a 
  release—and into eternal opposition. Even as one 
  ceased to exist, one became immortal—no—
  beyond immortal. The Abnegnated became eternal. 
   
  Abnegation was a total transformation of the body—
  an experience beyond cybernetic replacement. It 
  turned the subject into a thing as impervious and 
  undauntedable as an idea. 
   
  The Seven searched the land, looking for those 
  ancient, forbidden machines and, even rarer, the 
  skill to repair, rebuild, and use them. It is said that in 
  a desolate desert place, they built a laboratory and 
  the Awful Engines in it hummed and mumbled to 
  each other and talked of evil things and made 
  mockery of Nature and Humanity, and all that is 
  Pure. 
   
  And the Seven realized that to become Eternal was 
  to die in ways unimagined by mortal man. To use 
  the machine was to change in ways that were 
  indescribable. And they realized, one by one, that 
  the Awful Engines were the only weapons they had 
  against their greatest foes—The Three. And so one 
  by one, they entered the machine and one by one 
  they were made into constellations. 
   
  And, of course, they made the Weakest go last. 
   
  And, of course, he stood in the empty chamber, and 
  then threw the off-switch, and the Awful Engines fell 
  silent. And he walked out, into the twilight desert 
  sun. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  12
  The Tombs 
  No one's sure how the Seven perished—the story 
  seems absurd. But their accountants know that 
  tombs were built and great fortunes were spent 
  (and, perhaps lesser, but still great ones hidden 
  away). Abnegation transforms the body into 
  something that seems to absorb energy and radiate 
  it in ways that tweak (but... probably don't defy the 
  Second Law of Thermodynamics). The Seven 
  Tombs contain the Seven's bodies. Perhaps 
  someday they will rise. Perhaps someday their 
  death will end. 
   
  Until then, whomever finds a Tomb would be 
  privileged to the most awesome secrets and 
  (perhaps) a great fortune. 
   
  Some of the Tombs have been found. Some of the 
  Seven have been dug up. This is some of their stuff. 
   
  The Ravenous Caesar’s Eye 
  The Ravenous Caesar ruled over a great dry valley. 
  He led an army of machines – it is said that his 
  lineage had come from business men. His Eye is 
  said to be a full inch in diameter and smooth like 
  glass. It is a dark stone with faint hints of amber 
  light deep within it. 
   
  It makes the holder strong. The holder's STR and 
  DP will double within the first week of acquisition. 
  They will double again in the second week (four 
  times their original value), and again the fourth 
  week of ownership. The increases will continue as 
  follows. 
  Weeks 
  Held 
  Strength 
  DP 
  Build 
  1 
  2x 
  original 
  value 
  2x 
  original 
  value 
  1x 
  original 
  value 
  2 
  4x 
  4x 
  1.5x 
  4 
  8x 
  8x 
  2x 
  8 
  16x 
  16x 
  2.5x 
   
   
  ... and so on. The user will continue to grow and 
  mutate. As the body changes, so does the 
  metabolism and the mind. After the second week, 
  the character must consume his body mass in 
  biological material to each week. Failure to do so 
  will not stop the change. 
   
  Giving up the eye means slowly returning to the 
  original form (This requires a WIL roll—the power is 
  addictive and some characters may be unwilling to 
  do this at all. 
   
  Extreme mutations occur after the eighth week 
  including the growth of Jaws, "Many Mouths to 
  Feed" and so on. By the 64th week, characters 
  holding the eye are usually unstoppable monsters, 
  as ravenous as their patron. 
  Abnegated Eye 
   
  20y rng 
  10,000c 
   
  Ravenous Caesar’s Heart 
  The Ravenous Caesar’s Heart was cut from his 
  body by the men who found his tomb. It is a 
  beautiful thing—complex like an infinitely faceted 
  crystal, seductive like a beautiful woman. 
   
  When it beats it causes a heatless, lightless 
  shockwave comparable to that of a small nuclear 
  explosion. The heart of the blast, the eye of the 
  storm, as it were, is spared. Everything else is 
  rendered to dust. They say that the noise it makes 
  is utter silence. 
   
  Damage is 1,000,000,000 DP with a 2m RAD. 
   
  Distance
  Damage 
  Distance 
  Damage 
  0 meters 
  0 DP 
  8 meters 
  62,500 DP 
  2 meters 
  1,000,000 DP 
  10 meters 
  40,000 DP 
  4 meters 
     250,000 DP 
  20 meters 
  10,000 DP 
  6 meters 
     111,111 DP 
  40 meters 
    2,500 DP 
   
  Distance
  Damage 
  Distance 
  Damage 
  80 meters 
  625 DP 
  800 meters 
  6 DP 
  100 meters 
  400 DP 
  1000 meters 
  4 DP 
  200 meters 
  100 DP 
  2000 meters 
  1 DP 
  400 meters 
    25 DP 
  4000 meters 
  None 
   
  The heart beats upon command—they say—but 
  there are also those who say it beats when it 
  desires to… 
  Abnegated Heart 
   
   
  100,000c 
   
  The Silent Caesar’s Sword 
  He never said anything—but he made his wishes 
  known and his displeasure was a blood drenched 
  statement splattered across the families of his 
  subjects.  
   
  The silent one bore a blade that whispers when it is 
  drawn. Unsheathed, its pale light and mad, half-heard 
  babbling brings the world to a stop. The bearer gains L4 
  Fast. The silent one’s blade has other aspects as well. 
   
  Despair PWR 18 (affects all within 10 meters) 
  Its voice causes despair in all those who hear it. It talks of 
  deeply personal things to them. It speaks devastating 
  truths and ingenious, crippling lies. Recorded, it is simply 
  evocative word-salad, but heard… The effect is the same 
  as Terror, except that a critical result will inflict a deep 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  13
  depression and a catastrophic result  will result in 
  immediate suicide. This does not directly affect the 
  wearer, but over time, most of the blade’s owners have 
  ended their life upon it. 
   
  Ghost 
  During the wielder’s bullet-time phase, he can step 
  through solid obstacles. This does not protect the wielder 
  from damage that those obstacles might cause (walking 
  through an electrified fence will still be … shocking), but it 
  does allow the user to pass without trace. Users who end 
  their phase within solid matter take an immediate 
  disruption attack where power = the obstacles DP. 
   
  Pale light 
  The luminance of the blade makes things appear terrifying 
  and ugly. Corrupt. Putrid. When the blade is drawn, the 
  user has +4 to all intimidate rolls and there may be other 
  effects. 
   
  Dreams 
  The blade’s user has the Dreams advantage—often 
  coupled with nightmares. 
  Name 
  Damage 
  STR 
  Swing 
  Back Swing 
  Reach 
  Abnegated 
  Blade 
  64 PEN 
  11 
  +1 
  +2 
  Med 
   
  Abnegated Blade 
   
   
  15K 
   
  The Silent Caesar’s Robes 
  The silent Caesar wore a monk’s robes. The hood 
  covered his face. The robes were taken from his 
  tomb.  The robes protect the wearer from poison, 
  radiation, and mental assault. 
   
  The robes provide formidable armor and add 128 
  pts to the wearer’s DP. 
   
  The robes replace the wearer’s senses—the wearer 
  is blind and deaf—the robe sees and the robe 
  hears. The wearer’s perception roll goes to 20- and 
  the robe can also detect the subtle tells that cleave 
  truth from fiction (Lie Catcher 20-). 
   
  But as acute as the robe’s sense are, the sensation 
  of being deprived and isolated is strong and terrible. 
  Most users cannot stand to wear the robes for long: 
  WIL rolls each hour at an increasing -2 each hour, 
  stopping at -8: if you make that, you may wear the 
  robes indefinitely—but a failed roll by 5 will result in 
  a subtle psychosis (that is, a normal WIL roll failed 
  by 5, not with the negative). 
  Suit 
  Full Coverage 
  128/256 
  Armor 
  9000c 
   
   
  The Kind Caesar’s Intentions 
  The Kind one—Most Beloved of All—had left 
  instructions before he entered the machine. “Take 
  from me the good that I have done, that it might 
  remain in the world and not be undone by these 
  Awful Engines.” His burial attendants searched his 
  form thoroughly for what good he had wrought, but 
  all they came away with was his intentions. 
   
  The Kind Caesar’s intentions are kept in a small 
  pouch with a draw string. There is something in the 
  pouch, but no one can say quite what (it feels like 
  marbles…) Those who have looked into the pouch 
  have been dazzled, their heads filled with ideas. 
   
  Sometimes 
  pouch 
  conveys 
  L4 
  electronics, 
  mechanics, physics, and other scientific skills 
  necessary to build a great machine. The user has 
  this vision in his head of a machine that would save 
  the world. The skills cannot be used for general 
  discovery, 
  but 
  there 
  may 
  be 
  side 
  effect 
  breakthroughs as the machines are built (this is Age 
  of Wonders technology—or, perhaps, even greater: 
  almost to the level of the Haves some speculate). 
   
  The machine (or machines) has never been built. 
  Those familiar with the design say it is abominable. 
   
  Sometimes the pouch conveys L4 Politics and L4 
  leadership and a dream of a blessed, utopian 
  nation. The user will find followers willing to do his 
  bidding. There will be funds—there are always 
  those willing to fund despots. If the user is willing to 
  do whatever is required, The Nation can be built. So 
  far, those who have tried have been assassinated. 
   
  And sometimes, the pouch conveys L4 Artist, and 
  the dream of a great work of art—a mural to cover a 
  valley, a statue that dwarfs the colossus, something 
  epic. It is a thing of magnificent beauty; a gift to the 
  world. The colossus has never been built. Those 
  who have tried have been burnt, their designs burnt 
  with them. Those who have seen them partially 
  completed have gone mad. 
   
  There may be other ideas and intentions within the 
  pouch. No one can know for sure. 
  Unknown 
   
   
  10,000c 
   
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  14
   
   
   
   
  Vehicle Name 
  Surfing Cesar’s T-Bird 
  Total Cost 
  500,000c 
  Body Type 
  Muscle Car GT 
  Body Cost 
   
  Size Class 
  6 
  Mass 
  50 
  Base Handling 
  -1 
  Stock Engine 
  A 
  Collision Mod 
  +3 
  To-Hit 
  +1 
  Clearance 
  5 ½” 
  Base DP 
  8250 
  Core DP 
  900 
  STC Ratio 
  -1:550 
  Spaces 
  12 
  Tank Size 
  18 
  Efficiency 
  1.3 
  Cab 
  5 
  MPG 
   
   
  Armor Type 
  Pure Neonium Plate 
  Armor Base 
  Cost 
  Size 
  Mod 
  Final 
  Cost 
  Plate 
  500/3000 
   
  18000 
  1.2 
  21600 
  Under Coat 
  250/1500 
  Weight 
  1 
  Ablative 
  1500 
   
   
  Stats 
  Coverage 
  DP 
   
   
  Vehicle 
  6 
  +2400 
   
   
  CORE 
  8 
  +500 
   
   
  Engine 
  A 
  ACC 
  +100 
  CRL 
  -6  
   
  Extras 
  Cost 
  Space 
  Effect 
  Nuclear Engine A 
  40,000c 
  6 
  Acceleration A 
  Force Field Mk 4 
  100,000c+ 
  0  
  Power 2800 
  Luxury Interior 
  450c 
   
   
  Regeneration Matrix 
   
  0 
  Regenerates 10% DP 
  per second (825) 
  Earth Station 
  400c 
  0 
  World Wide Comm. 
  Scanner Invisibility 
  30,000c 
  0 
  Car is invisible to radar 
  and laser sensors 
  Environmental field 
  31,000c 
  0 
  Environmental support 
  in all conditions 
   
  Weapon 
  Mount 
  SZ 
  Target 
  Cost 
  SP 
  Dam 
  ROF 
  Ctrl 
  Range 
  Reload 
  Nuclear Laser headlight 
  Front 
  2 
  Advanced 
  -- 
  0 
  3200 PEN 
  2 
  -0 
  -1/1000y 
  0s 
  Nuclear Laser headlight 
  Front 
  2 
  Advanced 
  -- 
  0 
  3200 PEN 
  2 
  -0 
  -1/1000y 
  0s 
   
  Description: With the 
  surfing-Caesar’s T-Bird, the 
  fun never ends. Literally. The 
  nuclear engine runs forever 
  (well, at least it runs until the 
  end of the world, which, the 
  way things are going, will be 
  considerably shorter than 
  “forever”). It also comes 
  back from the dead – even 
  when blown to pieces, an 
  army of nanomachines will 
  re-assemble it from its 
  broken fragments. Almost 
  every component of it is pure 
  neonium; it doesn’t rust. It 
  doesn’t “get old” and it never 
  looses that “new car” smell. 
  Speaking of the smell, the T-
  Bird looks like a convertible, 
  but inside its force-bubble, 
  it’s got an unlimited supply of 
  clean air and cool water, 
  making it a comfortable ride 
  on the surface of the moon 
  or the bottom of the sea. The 
  car was a legend when it 
  was built, and it’s been lost 
  and found a thousand times. 
  The cost listed is where the 
  bidding might start if it came 
  up for auction.   
  Armor Pen Table
  Plate
  3000
  Roll
  DAMAGE
  20-
  300 - 599
  19-
  600 - 749
  18-
  750 - 999
  17-
  1000 - 1499
  16-
  1500 - 1713
  15-
  1714 - 1999
  14-
  2000 - 2099
  13-
  2100 - 2399
  12-
  2400 - 2699
  11-
  2700 - 2999
  10-
  3000 - 3299
  09-
  3300 - 3599
  08-
  3600 - 3899
  07-
  3900 - 4499
  06-
  4500 - 5249
  05-
  5250 - 5999
  04-
  6000 - 7499
  03-
  7500 - 8999
  02-
  9000 - ####
  01-
  12000 - ####
  00-
  15000 - ####
   
  Armor Pen Table
  Ucoat
  1500
  Roll
  DAMAGE
  20-
  150 - 299
  19-
  300 - 374
  18-
  375 - 499
  17-
  500 - 749
  16-
  750 - 856
  15-
  857 - 999
  14-
  1000 - 1049
  13-
  1050 - 1199
  12-
  1200 - 1349
  11-
  1350 - 1499
  10-
  1500 - 1649
  09-
  1650 - 1799
  08-
  1800 - 1949
  07-
  1950 - 2249
  06-
  2250 - 2624
  05-
  2625 - 2999
  04-
  3000 - 3749
  03-
  3750 - 4499
  02-
  4500 - 5999
  01-
  6000 - 7499
  00-
  7500 - 7500  
  Total Damage STC Roll
  550 15-
  1100 14-
  1650 13-
  2200 12-
  2750 11-
  3300 10-
  3850 09-
  4400 08-
  4950 07-
  5500 06-
  6050 05-
  6600 04-
  7150 03-
  7700 02-
  8250 01-
  More
  destroyed  
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  15
   
   
   
  The Lover’s Wives 
  The Lover was known for his romantic writings, his 
  women (several—but only one at a time, the 
  legends say—and when they left him, how he 
  determined if they lived or died), and (even more 
  darkly) his “wives.” His personal entourage and 
  body-guard were automations stored in vases. They 
  are spindly, pure Neonium humanoids that project 
  soft-lit 
  female 
  appearing 
  holograms 
  around 
  themselves when they are out and about. They 
  move with an odd mechanical grace. 
  The Wives 
  Brutal Robot  
  PHY  
  50 
  STR 
  180 
  BLD 
  8 
  STC 
  15 
  DP 2250 
  Armor 60/120 
  REF 
  COR 
  14 
  REA 
  14 
  AGI   
  14 
  TBH  -5 
  Base 170 IMP 
  INT 
  12 
  RES 
  10 
  MEM 
  -- 
  WIL   
  -- 
  To Hit 
  14 
   
  Move 
  18 y/s 
  -1 STC / DP 
   
   
  Grapple 
  200/160 
  -150 STC / 1 DP 
   
   
  In combat they are brutal hand-to-hand combatants, 
  striking for 170 damage and rending metal with their hands. 
  There exists codexes that allow their control—the Lover 
  gave his “wives” to various functionaries as gifts—it is said 
  that each had an override code to his codex so that he 
  could order an underling dead from afar. 
  Massage: The wives are massage artists and have an 
  amazingly light touch (unless commanded to rip your arms 
  off). 
   
  Robots 
   
   
  10,000c 
   
  Ion Guns 
  Cost 
  Dam 
  ROF 
  Ctrl 
  Rng 
  Clip 
   
   
   
   
  1500c 
  120  PLAS 
  S 
  -1 
  -1/15y 
  C/20 
  The signature weapon in 
  the time of the Caesar’s 
  was the Ion Gun—notable 
  for irradiating anyone even 
  close 
  to 
  some 
  combat 
  action. Ion guns take water 
  into a spherical tank and 
  then run it through a super-
  conductor, 
  creating 
  an 
  explosive 
  ionic 
  plasma. 
  This is then accelerated 
  and ejected from the mouth 
  of the weapon, incinerating 
  anything it hits. Targets in 
  the area (4 yards) get 4 
  RAD points when it is fired. 
  Targets that take damage 
  from it get 16 RAD points. 
  The area when the hit (or 
  miss by 1) takes a 16 pt 
  explosion within 2 yards 
  (but not beyond that) due 
  to 
  “splash” 
  of 
  the 
  ion 
  stream. 
   
   
  The Bad Muther
  Today, The Bad Muther is a story that parents tell 
  their children about when they want them to stay 
  indoors where it’s safe and their teenagers about 
  when they want to inspire them to acts of uncivilized 
  bravery. Time has made him a legend, but he was 
  real, and this is his story. 
   
  First came the darkness. And with the darkness 
  came terror and chaos. The world fell around 
  everyone and fire and violence were unleashed on 
  the land. Those who were weak or stupid or unlucky 
  perished. Those who hesitated were lost. Those 
  who were meek were rendered unto the earth. 
   
  The Bad Muther was none of these things. 
   
  It is told how he never wanted leadership – never 
  craved power. His credo was as simple as it was 
  universal: Don’t Mess With Me. 
   
  But, lo—there were those who messed with The 
  Bad Muther, and so their stories are etched in 
  history, even as their bones are now dust. 
   
  The Bad Muther emerged from the nuclear inferno 
  that had swallowed his city and set out west, 
  searching for some place of peace he could call 
  home. He made his way toward the Great Ruins. 
   
  On the way he encountered many men who wanted 
  his guns or his plasma or the gold chains about his 
  neck, the leather jacket upon his back, and the 
  snakeskin boots on his feet. 
   
  An lo, did he poppest caps in all of them –  for as 
  Bad as they were, he was Badder. 
   
  His notoriety preceded him. The small men who 
  called 
  themselves 
  Sheriffs 
  and 
  Mayors 
  and 
  Warlords, but were unworthy of that title knew he 
  was coming – like a storm on the horizon – and they 
  feared him. 
   
   
  “We will welcome him,” they decided, “and 
  offer him a place he may live in peace and we will 
  offer him women and wealth. But then we must 
  betray and murder him lest others see our 
  weakness and think we can be extorted. We will win 
  his trust and then kill him.” 
   
  And they decided it was a good plan. 
   
   
  And it was a good plan. 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  16
   
   
  But he was The Bad Muther. 
   
   
  On the day of his arrival in The Great Ruins, 
  they met him with fanfare and adulation. “Welcome,” 
  They told him. “We offer you friendship and 
  nourishment – for yours has been a long journey.” 
   
   
  “Word,” He said. 
   
   
  “We offer you companionship and cocaine – 
  for you like to party,” they told him. 
   
   
  “Yeah,” didst he say. 
   
   
  “And as you settle here, is there anything 
  else that we might do for you?” They asked of him. 
   
   
  “As a matter of fact, yo,” The Bad Muther 
  said, “There is. Could you—you know—hold still for 
  a second?” 
   
   
  And then he didst shoot them all because 
  he was The Bad Muther and he was No Fool. 
   
  And so did he rule until the end of his days in peace 
  because it was clear to one and to all that he was 
  one bad ass mo-fo and Not To Be Messed With. 
   
  The Bad Muther’s Shades 
  These are museum pieces. The Bad Muther wore a 
  distinctive A/V headset that kept him plugged in to 
  what was going down.  They were connected to a 
  Smart Box neural net he wore on his hip, and they 
  fed it everything he saw. As a result, the shades 
  and the network learned his ways. 
   
  To anyone wearing them, who’s willing to listen they 
  grant the following: 
   
  +2 Visual perception – nothing got by him, and while 
  the n-net’s not that good it learned what matters and 
  what doesn’t. 
  +1 Initiative on the first round of a combat. The Net 
  saw a lot of action and can tell when it’s about go 
  down. 
  +1 Accuracy with weapons – He hit what he aimed 
  at. Always. And the net’s learned to tell a good shot 
  from a bad one. 
  L2 16- History and Lore of the Baddest One – The 
  Net learned his stories and delights in telling them. 
  It tends to go a bit over the top… but then… they 
  were a bit over the top. 
  Sensor Net 
   
   
  1000c 
  The Bad Muther’s Acoustic 
  Guitar 
  The Bad Mother played the guitar. He had a 
  beautiful, soft wood-wood acoustic guitar made 
  especially for him. In his quiet, reflective moments, 
  he would use it to woo the women of his life and it is 
  said they were legion. The guitar itself is worth 
  1000c or more to anyone who appreciate his life 
  and ways (and gives a +1 to musical performance 
  rolls, but only in quiet, unplugged, intimate settings). 
   
  Also of interest is the "guitar case full of weapons" 
  worth several thousand credit. He usually traveled 
  with at least two sub-machine-gun type weapons, 
  several energy-cells or cases of ammunition, 
  rockets, grenades, and pistols. The guitar-case-full-
  of-ordinance contains an assortment of firepower 
  worth about 10,000c. NOTE: there were several of 
  these cases made and while there’s only one 
  “actual one” (the last one that the Bad Mutha 
  carried) some similar setups are laying around. 
  • 
  “Silver Bullets” – Not the actual metal—but 
  rounds (similar to SHOK rounds) made by a 
  master weapons smith who was his friend. 
  The Silver Bullets are normal six-gun 
  rounds that ignore up to 180pts of armor 
  and do 3x damage if they penetrate (if 
  armor is reduced to 0, PEN defense is 
  halved). 
  • 
  Executioner: A special hand weapon—a 
  10mm automatic. It has a neuro-active grip 
  that interfaces with the holder’s nervous 
  system. Under normal conditions it feels 
  good in one’s hands and adds +1 to 
  weapons skill—but if you know its secret 
  then it’s better. The secret is holding it 
  sideways. When this is done, with an aiming 
  action, the gun will scan and re-align the 
  shot for maximal damage. This gives armor 
  save a -3 and adds +4 to Damage Modifier  
  after firing. It also carries Silver Bullets. The 
  base damage is 9 PEN, 27 PEN if it 
  penetrates. 
  Weapons package 
   
   
  10,000c 
  The Bad Muther’s Leather Vest 
  It is said that he distained common armor, preferring 
  to get out of the way of fire (or be the one with the 
  ambush) rather than absorb it. But the vest was a 
  gift from a woman who loved him—and he wore it. 
   
  It does not reduce Damage Modifiers or TBH and 
  gives 30/200 armor coverage 4. 
  Armor 
  Coverage 4 
  30/200 
  4000c 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  17
   
  The Bad Muther’s Chain 
  It is known that he had many golden chains—and 
  some of pure neonium just for the mix. But one was 
  said to be special—he wore it for much of his life 
  and before it ended, he gave it as a gift (some say 
  to his daughter, some say to a lover, some say he 
  took a young wife and she outlived him—it is not 
  known for sure).  
   
  The chain contains a micro-medical unit that gives 
  +2 to CON and will, 3x per day, heal 20 DP 
  instantly. This is usually done if the wearer takes 
  significant damage. 
  Medical Unit 
  Healing 
   
  1000c 
   
  The Bad Muther’s Plasma Rifle 
  Mostly he fought with bullets but, as has been 
  noted, he was No Fool. He carried a specially 
  modified Mk1 Tactical Plasma Gun. It had a special 
  black finish, a glowing red-stripe power indicator, 
  special sights, and an amped up power-pack so it 
  hit harder than normal. He made it heavy, with gyro-
  stabilizers (which he carried with no problem) to 
  reduce the recoil and he made it hard to pull the 
  trigger (it is said other men tried and failed). 
  Damage is 150 PLAS, ROF is S, Control is -1, 
  Range is -1/100 and Clip is V1/80. It takes a 15 
  STR to use the weapon or Level 3 Weapons skill on 
  a 16-. It is big—but it is also invisible to energy 
  sensors … and has a secret catch for “retract mode” 
  that allows a BLD 15+ person to hide it under a 
  trenchcoat. 
  Weapon 
   
   
  7000c 
   
  The Bad Muther’s Hunting Knife 
  Although he was (by accounts) a skilled knife 
  fighter, the blade he carried was intended to be 
  used for hunting. All too often, the legends say, he 
  did find it necessary to hunt those who hunted 
  him—and so the blade found its way into many of 
  his enemies. It is an improved ion blade with a 
  mean-looking artistic design that features a heavily 
  weighted bladed end. It does +12 damage on a 
  normal hit, +36 damage on a hit by 4+. 
  Weapon 
   
   
  900c 
   
   
   
  The Video Collection 
  People such as The Bad Muther are, even in their 
  life, more myth than reality (puzzle out that one)—
  which is why we make sing their songs, tell their 
  tales, and make B-grade grindhouse genre movies 
  about them. 
   
  After his passing, all of those things were done—but 
  there is legend that a set of story disks remain that 
  actually chronicled the Bad Muther on his travels. It 
  is said that he had a sidekick whom he allowed 
  (barely say some legends. Historians just laugh) to 
  tag along behind him and shoot his footage for all of 
  time. 
   
  It is said these tapes exist—and that they are 
  encoded with massive anti-copy Trojan-horses, 
  proprietary electronic video formats with machine-
  controlling non-copying players, and other holy 
  grails the RIAA of the Information Age sought … but 
  they do (the legends say) exist. 
   
  And if you watch them, you can learn. Watching a 
  real tape of the Bad Muther and learning from it 
  requires that the character be a disciple of his—one 
  who honestly seeks, in some way, to pattern and 
  style his life after the ancient warlord. For this to be 
  the case, it is necessarily true that the last thing the 
  character would do is try to make copies or 
  distribute the media. It also probably goes without 
  saying that they would protect it. The Bad Muther 
  would not like the idea of punks watching his life 
  over sugary drinks and chips. 
   
  Blood Orgy of the Vampire Vixens Part 8  
  The 411: Were 1-7 lost? Who knows? The Bad 
  Muther 
  stops 
  at 
  an 
  ancient 
  and 
  ruined 
  establishment of higher learning and finds an evil 
  doctor and his horrible, shape shifting, mutant 
  coeds. He shoots them all. 
  Viewer Gets: 2pts in weapon skill 
   
  Blood Drinking Freaks 
  Some of the goriest footage on Vid shows the Bad 
  Muther being invited to a show in a nearly destroyed 
  movie house. … where the actors devour the 
  audience. He guns them down after a horrific 
  interlude of sex, gore, and violence. 
  Viewer Gets: +1 Fearless, 2pts in weapons skill 
   
  The Hard Ride 
  The 411: The Bad Muther and a gambler cross the 
  country pursued by a cybernetic bounty hunter. 
  When the metallic assassin finally catches them, the 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  18
  Bad Muther kicks it to pieces. 
  Viewer Gets: 8pts in Martial Arts skills 
   
  Pipe 
  The 411: The origin of this title is unknown (there’s 
  no pipe narcotic or otherwise in the vid) but it details 
  a part of the Bad Muther’s travels where he is hired 
  by a warlord to retrieve the warlord’s daughter from 
  another, enemy encampment. Lots of great dialog. 
  The Bad Muther blows up an entire convoy! 
  Viewer Gets: +8 Damage Points 
  Vid Collection 
   
   
  20,000c 
  Elvis Kahn
  It is said that in what is now the far, unreachable 
  wastes to the Northeast there was a land known as 
  The Garden State (and this was, the Historians say, 
  a lie on par with calling a desolate ice-ridden stretch 
  of rock Greenland). In this state there was a mecca 
  of all things glittering and clinking and making the 
  holy sound of Ka-Ching. And in the end, there was a 
  Warlord who fancied himself the heir to something. 
  What this something is a mystery: a form of 
  immortality? Definitely a form of godhood. Based on 
  myths and religions of an even more ancient past, 
  when the end came he was one of those who 
  launched the missiles that sterilized what he 
  believed to be his future domain: Las Vegas. 
   
  They called him Elvis Kahn. 
   
  It is said that he died in the desert where his convoy 
  went down—but that may not be true. He certainly 
  rode to Vegas with his army, his nuclear artillery, 
  and his blasting music—but it is unclear when, if 
  ever, he died. Perhaps he reached it. Perhaps 
  whatever is in Vegas consumed him as well. 
   
  Whatever the case, Elvis Kahn was quite mad and 
  his armies were composed of zealous followers in is 
  bizarre schemes.  
  Inertial Maul 
  A highly unusual weapon, the Inertial Maul appears 
  as a metallic ball on a stick (with grips—like a 
  medieval mace). It takes a B Cell. When activated it 
  has a massive moment of inertia for a fraction of a 
  second (proximity sensors on the head detect and 
  activate just before it strikes something when swung 
  hard). Thus, its tendency is to keep moving right on 
  through the target. It acts like a normal Mace (same 
  Swing and Back Swing). It hits for +32 IMP damage. 
  Name 
  Damage 
  STR 
  Swing 
  Back Swing 
  Reach 
  Mace 
  +32 IMP 
  11 
  +2 
  +4 
  Med 
   
  Weapon 
   
   
  200c 
   
  Centurion Breast Plate 
  Some people got full coverage power-armor but the 
  Kahn chose handsome generals and wanted people 
  to be able to see their faces. Even with the power at 
  his disposal this led to some safety issues on the 
  battlefield (“But what are zealot-followers for if not 
  obeying one’s orders unto death?” the Kahn would 
  often say). The plate gives coverage 4, 50/100 
  armor and has a force field that gives 30 points of 
  protection (and degrades as do normal force fields. 
  It recharges overnight). They are golden and shine 
  and shimmer as though under bright lights even in 
  the darkness (if the field is active): -8 to Stealth 
  rolls. 
  Armor 
  Coverage 4 
  50/100 
  2000c 
   
  War Drums (sub-woofer) 
  The War-Drums subwoofer attaches to the bottom 
  of a normal rifle where a grenade launcher might 
  go. When activated, it produces a low-frequency 
  war-beat that also contains telepathically delivered 
  tactical information. Although the sound (which is a 
  variety of ancient songs) gives away the user’s 
  location (and this, it is thought, wasn’t necessary—
  but the Kahn loved it so) it lets the user detect other 
  people within a 200 yard radius (telepathic scan). It 
  will also get a Perception roll to pick up power-using 
  weapons (15-). 
  Sensor 
   
   
  1000c 
   
  Random Stuff from the Age of War
  Most of this was built by various warlords and can 
  appear anywhere.  
   
  Sensory Grenade 
  It looks a bit like a 20mm grenade—but some 
  models can be fired as regular shotgun shells. It 
  comes with a "halo" head-set. When fired and it 
  "detonates" the person wearing the halo can see, 
  hear, smell, and even, um, taste (if they want) 
  anything within 20 yards of the grenade. It lands 
  'silently' (Perception roll to see it come down at -1 
  per 4 yards distance if used in combat condition—
  no negative if not in combat). Once used it last 1 
  hour and is then expended. 
  Scanner 
   
   
  100c 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  19
  Web Grenade 
  A pale-purple cylindrical container made of heavy 
  cardboard with a metal top. When activated (it either 
  has a 5s fuse or detonates on impact after being 
  thrown, activator's choice) it explodes in a mass of 
  coiled super-high-strength wires. A tenth of a 
  second after impact they are fluid and expand within 
  a 3 yard radius like a liquid. After that, they harden 
  and seize up and coil and become high-friction 
  tangle-wires. This has a Grapple of 30 against all 
  targets—but against vehicular targets it has a 13- 
  chance of stopping it dead, -1 per axel after the first 
  (really it will decelerate at 60 Speed Class per 
  second). 
  Weapon 
   
   
  200c 
   
  Spray On Body Armor 
  A spray-can canister that contains both a viral skin-
  adjuster and temporary polymer coat. The result is 
  that when the target is sprayed down (the canister 
  will cover 10 Mass) it gets +15/30 armor for 4 hours. 
  This can be done over worn armor. 
  Armor 
   
   
  1200c 
   
  Bio-Scanner 
  The Bio-Scanner is a ranged creature analyzer. It 
  has a 12- roll unless used by someone with 
  scientific skills (in which case a Biology roll will 
  work). With a 5 REA quick scan it gets a roll at -5 
  (partially negated by Level 3 skill or ignored by ). 
  With a 2 minute examination, the character gets a -
  2 roll. With several hours the character gets a 
  normal roll.  
   
  A successful roll made by 5+ gives the complete 
  stats on the target being. If made by 0-4 the 
  character will get general data (ranges of stats, 
  general amount of armor—usually within 10pts, 
  major mutations or abilities, etc.) 
  Sensor 
   
   
  800c 
   
  Mech Sniffer 
  The Mech-Sniffer is a handy piece of gear that uses 
  several sensors to detect active robots in the area. 
  This will detect Skitter Mines, SAD Drones, and will 
  detect the approach of larger systems. Due to the 
  presence of robotic systems in the ruins this is a 
  valuable piece of gear since prospectors want it. It 
  gives the following: 
  • 
  Perception of 13- to detect robots within 
  100yards 
  • 
  Proximity Warning of a large robot-system 
  within 1 mile. 
  • 
  Signature and identification of standardized 
  robots if scanned (point it at them and get a 
  stats readout). X-System robots qualify—age of 
  war Mech Abominations may not. 
  Sensor 
   
   
  3200c 
   
  Tactical Glasses 
  Binoculars that scan for heat, radio-signals, power 
  sources, and movement. They have a 15- 
  perception roll to find hidden targets within a field of 
  view (this is at -1 per 100 yards, normal stealth and 
  camouflage modifiers apply). Arrows and brackets 
  will appear around things it detects that the visual 
  scan can't see (color coded as to type of pickup). 
   
  Target has energy weapon 
  +3 to +5 
  Target is walking (<4 mph) 
  +1 
  Target is running (<20 mph) 
  +2 
  Target is sprinting (20+ mph) 
  +4 
  Target is hot like a running vehicle 
  +3 
  Target has a radio broadcast going 
  +6 
  Target is a cyborg 
  +1 
  Target fires a gun 
  +7 
   
  Armor 
   
   
  1200c 
   
  Hard-Copy Plate Armor 
  In the Information Age things were printed on 
  something called "paper" made from trees. In the 
  Age of Understanding, hardcopy—output from a 
  computer one could hold in one's hands was spun 
  from polymer nodes. Over the years odd things 
  happened to the masses of documentation that 
  were produced (and when the world-nets started 
  failing it seemed that people were quick to start 
  printing anything they could get their hands on): the 
  stacks of hardcopy sort of fossilized. Today, worked 
  pieces of the original tomes make pretty good armor 
  plate—and if you get bored, you can read it! HAP 
  has plate stats of 15/30. Cost is by coverage. 
  Coverage 3 
  100c 
  Coverage 4 
  200c 
  Coverage 5 
  400c 
   
  Armor 
   
   
  1200c 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  20
   
  The Engineer: Anti-Robot Weapons
   
  At midnight, in the Age of War conflict raged 
  between the powerbrokers and the mass population 
  of humanity lay at the mercy of the Warlords and 
  their machines. The Executive System made for a 
  ruthless and efficient army that was terrifying to 
  stand against. Hundreds of thousands—perhaps 
  millions—died, and the war raged on. 
   
  A man—his name is lost, we know him today as 
  The Engineer—stood against the machines. He 
  knew their ways and their secrets and he developed 
  tools that ordinary men might stand against them. 
  These weapons are very high-tech. They were 
  breakthroughs in their own age and even in the Age 
  of Wonders, they would have been considered 
  brilliant. 
   
  They are designed for use against Age of Wonders 
  robots. This means, primarily, the Executive 
  System. It also includes a variety of other robots 
  built in the age of war. They are not effective 
  against Have technology machines like gunslingers 
  or war machines. They can be effective against 
  some cyborgs at the GM's discretion.  
   
  While the specific effects of these on cyborgs are up 
  to the GM, typically effects like Dazed, Stunned, 
  and Unconscious shut down the system (if this is 
  your nervous system or skeleton, that means the 
  effect applies to the character).  Subsystems 
  (weapons systems, senses, etc.) are reduced in 
  effectiveness 
  (if 
  "stunned") 
  or 
  shutdown 
  ("unconscious"). Damage effects operate similarly—
  a weapons system that is damaged is might 'burn 
  out' without damaging the user—although in some 
  cases, simply apply the damage to the user who 
  suffers as his cybernetics burn.  
   
  All PWR v. Stat attacks roll against the robot's INT. 
   
  Against cybernetics, use the character's CON or the 
  level of the cybernetic system x 2  + 11 (so a Mk 1 
  skeleton has a resistance of 13, an Mk2 skeleton 
  has a resistance of 15, and an Mk3 skeleton has a 
  resistance of 17) whichever is higher. 
   
  JAM Pack 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Electronic Warfare Module 
  2500 
  PWR 14 
  Special 
  -- 
  Varies 
  NA 
  The Jam Pack looks like a back-pack-sized radio and weighs 15lbs . It is both an amplifier and a transmitter, 
  but it can be attached to a more powerful broadcast source. The JAM packs generate powerful 
  electromagnetic interference and noise on frequencies that robots use to communicate with. 
   
  JAM packs, once activated, affect all robots within their area (100m radios in open territory—40m in ruins or 
  built up areas, and line-of-sight in underground bunkers) 
   
  JAM packs affect robots immediately when turned on (or when the robot enters the effective zone), and then 
  again at decreasing intervals—once every 4 turns, plus another 4 each time (so when turned on, 4 turns 
  later, 8 turns after that, 12 turns again, and so on). Turning the pack off and back on, won’t help. 
   
  The JAM Pack changes its approach rapidly – subsequent rolls are not at increasing negatives. In fact, once 
  the JAM pack is successful, subsequent rolls are made at +2 as it learns the robot's vulnerability 
   
  JAM Packs require 2 fuel cells to run at operational power levels for 1 hour. 
   
  Minor Effect 
  Target is Dazed. 
  Standard Effect 
  Target is Dazed for 2 seconds. 
  Major Effect 
  Target is Dazed for 2 seconds and then shuts down 
  Critical Effect 
  Target shuts down immediately 
  Catastrophic Effect 
  Target shuts down indefinitely 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  21
   
  Radio-Electric Cannon 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Electronic Warfare Gun 
  1500 
  PWR 14 
  1 
  -- 
  -1/20y 
  1 
  The RE-Cannon fires what has been described as a 'blizzard' of static at frequencies that tend to interfere 
  with computer functioning. This is not the same as an EM Pulse, which will affect solid-state electronics. The 
  RE-Cannon has no effect on systems that are not operated by ultra-high density Age of War / Age of 
  Wonders computational processors. 
   
  It will affect a variety of systems, however, including powered armor and many energy weapons. It will effect 
  cybernetic systems as well. 
   
  The RE-Cannon appears as a heavy-duty flashlight with a rifle stock. It fires a "cone" of light that can be 
  used to sweep an area (+3 to hit) 
   
  The RE-Cannon takes a single B power cell. 
   
  Minor Effect 
  Target is Dazed. 
  Standard Effect 
  Target is Dazed for 2 seconds. 
  Major Effect 
  Target is Dazed for 2 seconds and then shuts down 
  Critical Effect 
  Target shuts down immediately 
  Catastrophic Effect 
  Target shuts down indefinitely 
   
   
  Pulse Gun 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Electronic Warfare Gun 
  5000 
  15- 
  1 
  -- 
  -1/40 
  1 
  The pulse gun generates a powerful, focused, full-spectrum electromagnetic pulse similar in some ways to 
  the pulse caused by a nuclear weapon detonation. The burst lasts for a fraction of a second, but causes an 
  uncontrolled surge of electrical current in all unshielded metal. This is not generally powerful enough to 
  affect humans but it can cause significant, permanent damage to sophisticated electrical systems. 
   
  Pulse guns do damage to electronic systems based on the vulnerability of those systems. 
   
  Unshielded system 
  Civilian vehicles, civilian electronics (desktop computers, cell 
  phones) 
  7- 
  Shielded system 
  Most robots (Executive System), cybernetics, and weapons. 
  Corporate mainframes 
  11- 
  Protected system 
  Powered armor, cybernetics, High-powered energy weapons and 
  very sophisticated robots 
  14- 
  Entrenched military systems 
  and some Have technology 
  War Machines, military mainframes 
  18- 
   
  All damage is done through armor with a damage roll of +8, rolling on the penetration damage table 
   
  Pulse guns fire once per fuel cell. Their area of effect is 30meters, -1 PWR for each 10m after that. The area 
  is measured from the point of impact of the beam. 
   
  Pulse guns appear as heavy rifles with thick metal housings and a metallic grill on the front. They're stubby 
  and awkward in appearance and weigh about 30 lbs. 
   
  Minor Effect 
  Target is Dazed; 10pts damage 
  Standard Effect 
  Target is Dazed for 2 seconds, 30pts damage 
  Major Effect 
  Target is Dazed for 2 seconds, 60 damage 
  Critical Effect 
  Target is Dazed for 2 seconds, 120 damage 
  Catastrophic Effect 
  Target shuts down, 250 damage 
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  22
   
  Virus Gun 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Electronic Warfare Gun 
  3000 
  PWR 16 
  Special 
  -- 
  -1/10 
  10 
  The virus gun is a small, hand-held transponder that listens for and broadcasts on the robotic IIF channel. 
  IIF—Identify Friend/Foe is the mechanism by which robots identify potential enemies. While most robots 
  have a variety of sensory capabilities (visual, audio), most of them rely on encrypted broadcasts to ensure 
  that they are not engaging friendlys. 
   
  These channels are vulnerable to sophisticated attack and the Virus Gun is one of the most sophisticated 
  and devastating weapons. It mimics a variety of IFF challenge/response signals and also uses a variety of 
  over-rides and backdoors – a sophisticated "brute-force" hacking approach to gain access to the robot's 
  operational software stack. 
   
  If it succeeds, it infects the robot with a virus that is transmittable through the IFF data-exchange protocol. 
  This virus (or, perhaps more accurately, worm) spreads far more easily through already-authenticated 
  systems.  
   
  The worm can be configured to cause a time-delay shutdown which will synchronize its payload delivery to 
  affect all infected systems simultaneously. 
   
  Chance of Infection against unauthenticated system: PWR 11 v INT; requires a standard success 
  Chance of infection against an authenticated system PWR 16 v INT; requires a standard success 
   
  A failure will alert the system of the hacking attempt. 
   
  The payload, when delivered causes the following impact 
   
  Minor Effect 
  Target is Dazed. 
  Standard Effect 
  Target is Dazed for 2 seconds. 
  Major Effect 
  Target is Dazed for 2 seconds and then shuts down 
  Critical Effect 
  Target shuts down immediately 
  Catastrophic Effect 
  Target shuts down indefinitely 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  23
   
  Stuff From The Age of Wonders
  The Age of Wonders remains a mystery. Accounts 
  contradict, make no sense—and, when you think 
  you have it all down, you learn something really … 
  bizarre. They say human nature doesn’t change: 
  were the citizens in the Age of Wonder really like 
  us? The Haves weren’t—but how far did that 
  change extend? There’s no real way to know … 
  until someone figures out how to go back and 
  check. 
   
  The stuff from the Age of Wonders that's still with us 
  has a definite look to it—it's usually brightly colored 
  (commercial). It's usually some kind of ultra-durable 
  plastic or alloy (metals that don't rust, molecular 
  structures that don't decay). It's usually sleek and 
  ergonomic – the computer system designers 
  understood form and function intimately and those 
  concepts drove all of their designs. 
   
  Today, figuring out exactly what Age of Wonders 
  stuff is can be quite difficult—the designs look very 
  similar to us, and the writing (logos, specialized 
  consumer-segment languages and symbologies) no 
  longer make sense. 
   
  Pens
  A lot of stuff they built back then was packaged in 
  thin, tapered cylinders that look a lot like ballpoint 
  pens. This is especially true of stuff you inject into 
  yourself: it's a clean, reliable, one-dose, highly 
  efficient self-medicator (or whatever). They made a 
  lot of these for entertainment purposes. They also 
  made these to provide real medical treatment. 
  Figuring out what they're used for can be the 
  difference between life and death. 
   
  Administering a dose from a "pen" is a 3 REA short 
  action if the pen is "readied" (held in the hand). 
  Getting a pen ready is a 5 REA medium action. 
   
  Gene Therapy 
  They cracked the genetic code, totaled up what it 
  means to be beautiful or tough, or eloquent, and 
  bottled it just for you. For a lot of people, one hit of 
  this stuff is a dream come true; you just never know 
  which dream. These things can change your life—
  they cause permanent mutations. They can rock 
  your world. The good ones cost a fortune. The one's 
  you're most likely to find aren't quite that hot.  
   
   
  Most gene therapy reactions take 4 to 24 hours to 
  fully complete. 
  Immunity Serum 
  From the day this hits you, until you die, you've got 
  a tuned up, hyped up immune system. It can hunt 
  and kill engineered viruses. It can recognize 
  cancer—even the sneaky kind. It can find toxins and 
  poisons and shut them down. Bonus effect: you 
  won't have anymore allergies. Say goodbye to hay 
  fever. 
   
  +4 CON v. Disease, poison, toxins, venom, etc. 
  Gene therapy 
   
   
  1000c 
   
  Sense of Duty 
  Now you've got a cause. Well, you already had a 
  cause; now you're a true believer. Sense of duty 
  gives you the stomach to carry on with whatever it 
  was you said you believed. It fortifies your will (+2 to 
  WIL rolls when acting for the cause) It makes others 
  respond (Leadership L2 when acting for the cause). 
  It also gives a +4 to WIL and forces an immediate 
  roll against any form of brainwashing or mind 
  control the character who takes it is under. 
   
  You get to decide what the cause is when the drug 
  hits you; it has to be something you believe in, but it 
  can be something you never acted on before. 
  Gene therapy 
   
   
  1000c 
   
  Party Like A Rock Star 
  You're the life of the party and you've got the talent 
  to prove it. Party Like a Rock Star gives you the 
  genetic advantage that they have. Whatever it is. It 
  might be Flair and Appearance. It's almost definitely 
  8 character points in music or singing. It's a 
  combination of charisma and shine-like-the-sun 
  conviction. In most cases, the dream fades—you 
  can party for about 18 hours. Some doses (very 
  valuable ones) don't wear off, and the party lasts the 
  rest of your life. The average PLRS dose has about 
  32 character points worth of pumping you up. 
  Typically 4pts Flair, 8pts in a skill (L3, stat+), 8pts in 
  Revelry (L3, stat+), 8pts in Attractive, 4ps in 
  assorted other skills or abilities depending on who 
  you're new life is based on. 
  Gene therapy 
   
   
  1000c 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  24
  Preferred Stock Options 
  You're a VIP now, or at least you can play one on 
  TV. Age-of-Wonder systems (and many Age of War 
  systems) will recognize you as someone important. 
  Many of them are smart enough to know you picked 
  up your biological rights someplace you probably 
  shouldn't have, but the whole point of PSO's was to 
  let anyone with the right access into the party. 
   
  VIPs get better treatment from robots and 
  computer-run installations. Even systems that won't 
  give them access will still treat them with respect 
  and provide assistance where possible. 
  Gene therapy 
   
   
  3000c 
   
  OTC Mutagens 
  Kids... sigh... you know how it goes—your daughter 
  gets her ears pierced. The girl across the street has 
  her nose done. Then it's the belly button. The lips.. 
  the tongue.  And then where? In the Age of 
  Wonders, the sky was literally the limit. One hit of 
  this stuff, and you start to change exactly how you 
  change depends on what you get. A lot of these 
  give only cosmetic changes. Some of them give 4 to 
  8 points of mutant abilities. Find a nice cluster of 
  these and you can deck your whole party out with 
  neon plumage, gills, and combat talons—neat! 
   
  Prices for cosmetic changes run in the hundreds of 
  credits. Prices for serious combat mods run in the 
  mid thousands and up. 
  Cost 
   
  Name 
  Effect 
  100c 
  "Might" 
  +1 STR 
  +1 BLD 
  1000c 
  "Speed" 
  +1 REA 
  100c 
  "Look" 
  +1  
  Pre roll 
  300c 
  "Brain" 
  +1 RES 
  1000c 
  "Fire" 
  +1 WIL 
  100c 
  "Grind" 
  +4 DP 
  5000c 
  "Jump" 
  +1 AGI 
  5000c 
  "Live" 
  +1 CON 
  250c 
  "Fish" 
  Gills 
  300c 
  "Elf" 
  Exotic L1 
  100c 
  "Jaws" 
  Jaws 
  Mutation 
  5000c 
  "Buddha" 
  Fat, +20DP, 
  Glowing 
  eyes 
  300c  
  "Siren" 
  Beguile 
   
  Gene therapy 
   
   
  varies 
   
  Head Games 
  A hit of Head Games gives the user telepathy L2. 
  That's rare and expensive. A more common version 
  (1/10th the value) gives a telepathic effect that lasts 
  about 
  4 
  hours. 
  Some 
  variants 
  also 
  give 
  psycokinesis and other mental effects. 
  Gene therapy 
   
   
  35,000c 
   
  Pharmaceutical Degree 
  Don't want to learn a trade? Too busy battling 
  mutants in the forbidden zone to apprentice? Too 
  cool for school? A hit of Pharmacy will take care of 
  your problem—you become a walking, talking 
  source of valuable drugs. You're a little high all the 
  time, and it can wreck your mind, but hey—radiation 
  was going to get you anyway, right? 
   
  The character generates and produces (usually 
  through tear ducts or sweat glands) various low-
  grade but still valuable narcotic chemicals. The 
  character produces about 100c / week. INT rolls are 
  made at -1 due to a constant buzz and some other 
  physiological effects may apply 
  Gene therapy 
   
   
  5000c 
   
  Better Living Through Chemistry: 
  Recreational Drugs 
  It looks like almost everyone in the Age of Wonders 
  was on something. There was a lot to choose from. 
  Most of the narcs from the Age of Wonders were 
  highly recreational: they made you happy (or 
  mellow, or excited) without terrible side effects or 
  addiction. Some of them were addictive—it seems 
  that some people in the Age of Wonders enjoyed 
  the experience of being out of control.  
   
  Listed here are a few samples of the most popular 
  and common street drugs. 
   
  Most of these drugs—or their general equivalent—
  can be manufactured in the Bone Yard, but at great 
  expense. They are manufactured in ultra-pure, large 
  quantities by The Pharms and, in fact, it is believed 
  that The Pharms were the Age of Wonders source 
  for most of the recreational narcotics. 
   
  On Drugs 
  Most drugs vary in the specific emotion they evoke. 
  Dark Ocean makes you mad. Snow Blind makes 
  you happy—and so on. The game effects of being 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  25
  high (or low, or freaked out, or distracted) are about 
  the same across the board. Your ability to 
  concentrate (WIL, Perception, and so on) is 
  reduced. This includes most INT/RES/MEM based 
  skills as well. Additionally your inhibitions are 
  lowered—especially with respect to the emotion the 
  drug is engendering.  WIL negatives are doubled 
  concerning not doing what you wanna do so badly. 
  Minor effect 
  Mild buzz: -1 INT, -2 WIL for 1-4 hours 
  Standard 
  effect 
  Buzzing. -2 to all INT and -4 WIL for 1-4 hours 
  Major effect 
  I. Wanna Rock and Roll All Night (as above, 12 hours) 
  Critical Effect 
  Smashed. -4 INT, -8 WIL (12 hours) 
  Catastrophic 
  Effect 
  As Critical. Character becomes delusional, actively seeking 
  situations that will create or evoke the emotional effects of 
  the drug (i.e. gets into fights, hooks up with acquaintances, 
  etc.) 
   
  Addicted 
  In the Age of Wonders, nothing had to be addictive. 
  If it was, it was because someone wanted it that 
  way. Addiction comes in a variety of flavors and 
  intensities. Moderately addictive drugs have PWR 
  12 or 13 (strongly resisted by BLD). Highly addictive 
  drugs can have PWR 14, 18, or even higher. 
   
  In general roll WIL against the addiction's power 
  once per period (once a day, usually—sometimes 
  more or less).  
   
  Addiction effects are cumulative – each effect adds 
  up. Negatives to WIL rolls affect  
  Minor effect 
  You need it: -1 WIL 
  Standard 
  effect 
  You need it bad: -1 WIL on further rolls and -1 INT (due to 
  distraction, misery, etc.) 
  Major effect 
  -1 WIL and INT and the character and -1 REA 
  Critical 
  Effect 
  -1 to INT and WIL; -1 REA and CON 
  Catastrophi
  c Effect 
  -1 INT and WIL; -1 REA and CON 
   
  Note: CON will not drop below 7; at CON of 7, the 
  character is incapacitated and will experience 
  withdrawal. Withdrawal will last several days and 
  may require further CON rolls to emerge from. After 
  withdrawal, the character is no longer addicted.  
   
  Snow Blind 
  Back in the day, everyone who was anyone did 
  snow blind. They had blizzards in the middle of the 
  summer. Snow blind was the recreational drug of 
  choice for people who with the means. Smooth, 
  powerful, and always effective, it's considered very 
  chic and retro at Bone Yard parties. 
   
  Snow Blind makes you happy and gets you up. 
  Characters under a critical effect or higher may act 
  irrationally (gambling large sums of money, taking 
  risks, etc.) 
  Narcotic 
  PWR 16 
   
  1000c 
   
  Dark Ocean 
  While the yuppies and media demigods were 
  shooting up on snow blind, the psychos and tough 
  guys were getting violent on Dark Ocean. It doesn't 
  make you mean, but if you're kinda mean to begin 
  with, it can really bring it out. 
   
  Characters under the influence of Dark Ocean have 
  short tempers and must make WIL rolls not to get 
  angry. Critical and higher effects usually start fights. 
   
  Characters under the under the influence of Dark 
  Ocean feel reduced pain and generally get +1 to 
  CON rolls to resist the effects of Minor and Sub-
  Minor wounds. 
  Narcotic 
  PWR 16 
   
  1000c 
   
  Comfortably Numb 
  You feel blissed out and very sleepy. And 
  sometimes hungry. CN makes the user extremely 
  apathetic. The drug inhibits the user from doing 
  anything but the most basic activities (eating, 
  sleeping, watching TV). But hey—you have a great 
  time doing it! 
  Narcotic 
  PWR 16 
   
  1000c 
   
  Lost Weekend 
  Take a vacation from your mind. And take pictures, 
  because you won't remember anything coming 
  back. Lost Weekend stimulates significantly bizarre 
  dream-states and leaves the user in a hypnotic 
  stupor. On the other side, it's relaxing and almost 
  like waking up to a whole new world. 
  Narcotic 
  PWR 16 
   
  1000c 
   
   
  Mr. Leary 
  T. Leary takes your brain on a wild, hallucinogenic 
  ride. It's too extreme for most people (Lost 
  Weekend is about as far as casual users will want 
  to go), but Leary takes you deep into schizophrenia 
  and brings you back. Some people think you learn 
  about yourself. Some people think you just make 
  stuff up. 
   
  There are indications that Mr. L. can cause 
  permanent mental conditions or radically change 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  26
  mental states. There are also reports of users 
  developing or manifesting psychic powers or 
  psychic awareness (pre-cognitive trips are not 
  uncommon, but these effects are not reliable 
  enough to make Leary useful tool in most cases). 
  Narcotic 
  PWR 16 
   
  1000c 
   
  The First Time’s Always free 
  Most of the recreational drugs that were mass 
  produced in the Age of Wonders were non-
  addictive. Those that were addictive were very, very 
  addictive. First Time's Always Free is an addictive 
  substance that is usually mixed with other street 
  drugs. 
  Narcotic 
  PWR 16 
   
  1000c 
   
  The Good Times Virus 
  The Good Times Virus is like a sweet hit of Snow 
  Blind with the good manners to share with your 
  friends. Once you're high (standard effect or better), 
  you're a carrier—anyone who has casual contact 
  with you (standing nearby while you're breathing, for 
  example, is going to be exposed and after that, 
  they're likely infectious, too. 
  Narcotic 
  PWR 16 
   
  4000c 
   
  Health Care
  A lot of what they turned out was meant to fix 
  people up. These pens inject a cocktail of chemicals 
  that analyze what's wrong with a biological system 
  and try to set it right again. They arrest shock 
  reactions, they stop blood loss. They start the 
  healing process and they deliver oxygen and 
  nutrients to the places in the body that need it. Note 
  that these shots do not need a working circulatory 
  system—they propagate through the body without it. 
   
  HMO 
  This is a standard (and not uncommon health dose). 
  It allows an immediate CON roll at +2 to recover 
  from damage effects (unconscious, dazed, etc.) 
   
  The health dose also contains powerful antibiotics 
  and anti viral agents and gives an immediate 
  CON+4 roll against any disease. 
   
  Dying characters are stabilized. 
  Healing 
  10 DP 
   
  100c 
   
  PPO 
  Like HMO but a single dose will heal up to 40 DP at 
  10 per second. 
  Healing 
  40 DP 
   
  200c 
   
  ICU 
  ICU stimulates cellular regeneration and floods the 
  brain and body tissues with energy-giving chemicals 
  and oxygen. It allows vital functions to continue 
  without respiration, blood flow, or direction from the 
  central nervous system. It can stabilize dying 
  characters and can even raise the dead (restoring 
  heartbeat and biological functions): it propagates 
  through the body by a poorly understood method. 
  ICU gives an immediate CON roll at +5 against the 
  last damage taken including Dead results if 
  administered within 5 to 10 minutes of death. It also 
  gives a CON+8 roll against disease or infection and 
  regenerates DP up to full at 1 DP per second. 
  Healing 
  Full DP 
   
  400c 
   
  Wide Awake 
  Wide Awake causes the character to become hyper 
  alert for a period of time. This is similar in effect to 
  the chemical produced by cybernetic Alert Glands. 
  Pens usually contain L2 concentration. 
  Stimulant 
  Full DP 
   
  200c 
   
  Hyper Aspirate 
  HA infuses the user's body with high-energy 
  chemicals suitable for sustaining cellular level 
  metabolisms without oxygen (the "ATP cycle"). 
  What this means, practically, is that for several 
  hours after taking a dose of HA, the user doesn't 
  need to breath and gains much greater endurance 
  (8x normal). 
   
  Stimulant 
  8x Endurance 
   
  100c 
   
  Other Pens
   
  Expert System 
  Not all computer systems come in smart boxes. The 
  Expert System is a microscopic, biological computer 
  with a neural / dendronic interface. You shoot it up, 
  and it plugs in. Expert systems are loaded with data 
  and they know the right questions to ask you to give 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  27
  you the answers you need. An ES gives an L2 or L3 
  skill at RES +2 (it's still based on the user's brain). 
  The value of the dose depends on the skill. 
  System 
  Skills 
   
  1000c 
  Binary Solvent 
  These pens contain two innocuous and rather inert 
  chemicals that, when mixed together become an 
  extremely potent acid. Binary solvent pens usually 
  look a bit different from pens meant to be used on 
  humans—they're thicker, and have a different spray 
  gun (and all those cool markings are dire 
  warnings...) 
   
  The Binary Solvent does 100 DP of damage, 10 
  points a second, to an area about 2 to 4 inches in 
  diameter. It eats through armor: if the armor is 
  greater than 10 points, the armor (in that spot) is 
  reduced by 10 points. If it penetrates (the armor is 
  less than 10 points) it reduces the armor by half and 
  the remainder of the damage is applied to the 
  character. 
   
  Example: A character has 8 points of armor. In the first round the 
  solvent reduces the armor to 4 (spending 4 points of damage) 
  and applies the remaining 6 points of damage to the new armor 
  value doing 2 points to the character (6 – 4 = 2).  
   
  The second round, the solvent reduces the armor to 2 (spending 
  2 points) and applies the remaining 8 points of damage to the 
  new armor value doing 6 points of damage to the character (8 – 2 
  = 6). 
   
  The third second, solvent reduces armor to 1 (spending a single 
  point) and applies the remaining 9 points of damage to the new 
  armor value, doing 8 points to the character (9 – 1 = 8), and so 
  on. 
   
  Damage against unarmored characters is considered PEN, and 
  hits each turn with same to-hit modifier as the initial hit roll. 
  Industrial Tool 
   
   
  250c 
  Memories 
  Memories, it turns out, can be recorded and 
  encoded in chemical sequences. Characters who 
  take a dose of this remember something as though 
  it happened to them. They won't experience it, 
  exactly, at least not immediately—but they will feel a 
  deep connection with the events and the emotions 
  that whomever had the memory in the first place 
  had. A lot of these are recreational (that weekend 
  where everyone got drunk and we had these three 
  girls over... and that one was wild...) some of them 
  are instructional. And others are just sort of like 
  home movies. An anniversary here, a new child 
  there. They're valued especially because they can 
  give fascinating glimpses into the past. 
  Trivia 
   
   
  30c 
   
  Clickers
  Clickers are a generic term for a common device 
  with spin-dials, buttons, and switches. They 
  exercised control over a number of things in their 
  environment. 
  They 
  also 
  acted 
  as 
  portable 
  computers and came with headset and visor jacks. 
  Audio Visual Set 
  These are the headsets that allow communication 
  with Clickers and other Age of Wonder systems. 
  They don't have cords (they're wireless) but an 
  individual set has to be "calibrated" to a specific 
  Clicker.  This usually involves holding the headset 
  up to the Clicker and keying in the calibrate 
  instructions. 
   
  There 
  are 
  several 
  varieties 
  of 
  these: 
  cool 
  transparent ones. Menacing ones. Nearly invisible 
  ones. Some have only audio. Others have video as 
  well (and look like sunglasses). 
  Recreation 
   
   
  15c 
  Unlimited Calling Plan 
  This device reads the user's brainwaves and 
  projects them at line-of-sight to other users. It can 
  also pick up, de-scramble, or even hack the mental 
  activity of nearby targets. 
   
  If the user has a head-set, it can be targeted by line 
  of sight (hits as per telepathy). Without a headset, 
  the beam must be fired directly (hits with COR), and 
  it is held like a remote control. 
  Telepathic Communication 
   
   
  700c 
  I Never Forget A Face 
  The clicker and visor set is an auto-map and target 
  ID system with database look-up: it takes a 5 REA 
  Medium action to scan an area or click on a person 
  to record their appearance. It’s smart enough that, if 
  you’re wearing it when someone you clicked on is 
  introduced to you, and you meet them again it’ll tell 
  you who they are. It also acts as a handy vehicle 
  identification system and is good for giving you 3-D 
  maps of installations you might enter. 
  Telepathic Communication 
   
   
  400c 
   
  TK-Controller  
  A hand-held wand that emits a “tractor beam” of 30 
  Mass Lift (2250lbs). It has a 12 pt grapple for 
  purposes of holding squirming people. It moves 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  28
  objects at 30/Mass yards per second and has a 
  range of 30 yards. 
  Telekinesis 
   
   
  350c 
   
  Smart Boxes
  A different take on the clicker (which is primarily a 
  point and click tool) Smart Boxes are used to 
  augment the wearer in some way (they’re more 
  passive). They almost always come with headsets 
  or “halos” that clip in behind the ears. 
  Muse Deck  
  The Muse Deck plays music—randomly generated 
  music tuned to the user's bio-feedback; it keeps 
  getting more and more specific towards what the 
  user likes. Muse Decks are usually fine pieces of 
  entertainment, but they can become addictive—
  after several hours of listening, they have an 
  addiction PWR 10 effect. 
  Smart Box 
   
   
  100c 
   
  Opiate of the People  
  An audio-visual muse deck. The designs are 
  fascinating—like the best screen saver you've ever 
  seen—and they're interactive—they "listen" to the 
  user's reactions and adjust the light show.  OOTP is 
  addictive (PWR 13) and hypnotic (PWR 16).  
   
  All hypnosis effects are cumulative – seduced 
  characters will also be entranced. 
   
  Minor Effect 
  Target is entranced (-2 to all INT /  Pre rolls while 
  watching) 
  Standard 
  Effect 
  Target is seduced (Dazed; roll to recover v Will). 
  Major Effect 
  Target is captivated (As above, -2 to will rolls, -4 
  entranced) 
  Critical 
  Effect 
  Target is awestruck (unconscious, roll against WIL to 
  recover, -2 to resist addiction) 
  Catastrophic 
  Effect 
  Target is mesmerized (unconscious, roll at -4 to resist 
  addiction, character is delusional and believes great 
  mysteries of the universe are revealed in the patterns 
  and will resist recovery) 
   
  Smart Box 
   
   
  400c 
   
   
   
   
   
   
   
   
   
  Neural Network  
  The Neural Network is a general purpose artificial 
  intelligence. These are companion systems with 
  their own personalities, memories, and experiences. 
  They are generally smart (INT 14) and give the best 
  advice they can based on what they know of a given 
  situation. 
   
  Neural Networks view the world through worn head-
  sets. Disconnected Nets are blind, deaf, and dumb. 
   
  Neural networks are often skilled at computing skills 
  such as programming, data searching (electronic 
  underground) and hacking. They can also be useful 
  when connected to sensor arrays and other data 
  sources, as they excel at finding patterns. 
    
  Some common skills – a neural network will often 
  have all of these. 
   
  Computer 
  Programmer 
  L2 14- 
  Electronic 
  Underground 
  L2 14- 
  Mathematics 
  L2 15- 
  Electronics 
  L2 14- 
   
  Smart Box 
   
   
  2400c 
   
  Hostile Take Over  
  There are viruses that affect smart boxes and turn 
  them into Trojan devices that affect and corrupt the 
  user. Hostile Takeover works like an Opiate of the 
  People, but with a mission—once the character is 
  affected, the machine begins to present subliminal 
  messages to control and manipulate the user. 
   
  The nature of these messages varies—some of 
  them are simply psychotic or homicidal ("Kill your 
  partners; give us channel 83..."). Others are 
  relevant to modern life ("Join Great White") 
   
  Hostile 
  Takeovers 
  are 
  often 
  viral 
  marketing 
  strategies from the Age of Wonders – the character 
  may become a disciple of Frosty Pop or Goode 
  Rentals zealot.  
   
  Behavior is often bizarre and delusional. The 
  character not only desires a product that probably 
  no longer exists, but wishes to convert others to his 
  cause. Characters under the effects of a Hostile 
  Takeover 
  can 
  be 
  dangerous 
  and 
  highly 
  unpredictable. 
  Addictive Power 18 
   
   
  500c 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  29
  School Books  
  Many 
  smart 
  boxes 
  are 
  information 
  libraries. 
  Generically called "School Books," they are actually 
  complex expert systems that can advise users on a 
  variety of specialized topics. They're usually L2 14-, 
  sometimes with very insightful capabilities. Books 
  are able to learn and analyze situations and tend to 
  become more helpful as they are given more 
  information. 
   
  Note that unlike neural networks, school books 
  typically have a single skill or area of knowledge 
  they 
  are 
  dominant 
  in. 
  Like 
  other 
  artificial 
  intelligences, they have their on perspectives, 
  opinions, and viewpoints. 
   
  History 
  L2 14- 
  Literature 
  L2 14- 
  Engineering 
  L2 14- 
  Physics 
  L2 14- 
   
  Smart Box 
   
   
  300c 
  Personal Mechanicals: Robots
  In the age of wonders robots were common and 
  sophisticated. Large things (cars, buses) and small 
  things (filing cabinets, coffee makers) had their own 
  intelligence and even their own autonomy (the 
  coffee maker, for instance, could go to the 
  cupboard, reach back behind the soup, get the 
  coffee, and maybe even run down to the grocer 
  when it realized you're out of cream...) 
   
  Most of the robots (mechanicals, as they were 
  called) ceased to function without the ubiquitous 
  network – but some of them were sophisticated 
  enough to run on their own (called "fat clients" for 
  reasons that may or may not be obscure). 
  Plush Mechanical  
  Plush Mech 
  Toy Robot 
  PHY  
  4 
  STR 
  4 
  BLD 
  1 
  STC 
  16 
  DP 8 
  Armor 0 
  REF 
  COR 
  11 
  REA 
  11 
  AGI   
  11 
  TBH  -4 
  No damage 
  INT 
  03 
  RES 
  07 
  MEM 
  07 
  WIL   
  -- 
  To Hit 11 
   
  Move 
  2 y/s 
  -1 STC / DP 
   
   
  Grapple 
  2/0 
  -2 STC/1 DP 
   
   
  It might look like a little yappy dog—or, less cute, like a 
  millipede that cleans the floor. Often these were toys for 
  children—but some came with AV Relays and visors: so 
  you can see out of its eyes and control it. That qualifies as 
  valuable! 
   
  Small Robot 
   
   
  300c 
   
  Executive Desk  
  Plush Mech 
  Toy Robot 
  PHY  
  19 
  STR 
  19 
  BLD 
  25 
  STC 
  15 
  DP 150 
  Armor 4/12 
  REF 
  COR 
  11 
  REA 
  11 
  AGI   
  11 
  TBH  +3 
  Arm Strike: 
  12 Damage 
  INT 
  08 
  RES 
  07 
  MEM 
  07 
  WIL   
  -- 
  To Hit 11 
   
  Move 
  4 y/s 
  -1 STC / DP 
   
   
  Grapple 
  14/12 
  -1 STC / 10 damage 
   
   
  The Executive Desk is a big, spidery thing with a circular 
  desk area, built-in com and computer unit, and arms the 
  rider can use to reach things far away. 
   
  Large Robot 
   
   
  300c 
  Pleasure Bot  
  Plush Mech 
  Toy Robot 
  PHY  
  11 
  STR 
  11 
  BLD 
  09 
  STC 
  15 
  DP 74 
  Armor 2/8 
  REF 
  COR 
  12 
  REA 
  11 
  AGI   
  11 
  TBH  -1 
  Arm Strike: 1 
  IMP 
  INT 
  09 
  RES 
  10 
  MEM 
  10 
  WIL   
  -- 
  To Hit 12 
   
  Move 
  9 y/s 
  -1 STC / DP 
   
   
  Grapple 
  5/3 
  -1 STC / 5 damage 
   
   
  Perhaps the ultimate in decadent luxury, Pleasure Bots 
  were used as servants and escorts. Oddly, they seemed to 
  have been built to have an interesting “Virtual life” outside 
  of their interaction with their owners—often attending a real 
  person while “off somewhere else” with their “real friends” 
  (other robots). 
  Exotic: Pleasure Bots are Exotic Level 3. 
   
  Medium Robot 
   
   
  1200c 
   
  Other Things from the Age of 
  Wonder 
  Nothing 
  captures 
  the 
  amazing 
  variety 
  and 
  strangeness of the Age of Wonders as the odd, 
  random bits that are at times recovered or dug up. 
  Rocket Pants  
  Personal flight technology! Rocket pants are, to look 
  at, what could most charitably be described as 
  “stylish” (with the speaker making the little quote 
  marks with their fingers). They come in bright colors 
  and the material is just faintly luminous—like they 
  were ripped out of a cartoon. They have fins and 
  metal disks around the ankles and big sleek belts 
  with sort of “Swoosh” type designs. And back by the 
  ankles and lower calves? Rockets! 
   
  Rocket pants let you fly at 60/Mass yards per 
  second. They go for 2 hrs on a C Cell (see 
  weapons) and require no roll to fly: they’re gyro 
  stabilized. 
  Device 
   
   
  2300c 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  30
   
  Xerox Gun  
  It’s pure Have technology in a sleek white hand-held 
  device. Point and click at your target (with a handy 
  laser pointer) and then point and click again (at mid-
  air) and Zort there’s copy. The Xerox gun will only 
  copy items that were mass-produced, non-living 
  (the GM can relax this restriction if the game is 
  really wacky), and worth less than 2500c. It usually 
  has about 10,000c worth of charges (price is a 
  weird measure, yes, but it’s better at copying a 
  data-tablet than an ancient work of art. Strange that 
  way.) 
  Device 
   
   
  12000c 
   
  Mind Swapper  
  It looks like a machine with two “hair-drying-domes” 
  coming out of it. You each sit under one and set it 
  up. There’s a spin-cycle … and a dry-cycle—and 
  maybe a wash cycle (who knows)—but when it’s 
  over (about 20 min): Poof—you’re in someone 
  else’s body (the person in the other dome) and 
  they’re in yours. This lasts until you go to sleep. 
  They are very, very rare. Psionic scanning will 
  detect (and can reverse) the effects. 
  Device 
   
   
  15000c 
   
  Grav-Board  
  In the Age of Wonders the law of gravity was sort of 
  like drug codes in Amsterdam: sort of enforced—
  sort of not. The Grav-Board was a natural outgrowth 
  of skimmer technology. It takes skill (an AGI based 
  Sports skill at Level 2) but you can move at 20/Mass 
  yards per second with a successful roll—and can 
  skim up walls or even along ceilings (but there must 
  be a stable surface capable of holding you). Going 
  up requires a roll at -3. Going upside down for more 
  than a second: -6. 
  Device 
   
   
  15000c 
  Mass Storage  
  These come in different sizes but look like reflective 
  “black-glass” slabs of various shapes (the largest 
  are big enough to drive a vehicle through) hooked 
  up to a computer control deck. When activated they 
  “absorb” anything touching them and can “re-emit” 
  them later. Usually they have a Mass Limit (like 1-
  200 Mass). They have to be able to completely 
  absorb the object along the vertical plane of emitter. 
  They weigh 20lbs per square foot of the emitter. 
  Device 
   
   
  250c x Mass 
   
  Hygiene Projector  
  Often mistaken for a weapon, the Hygiene Projector 
  emits a short range (10 yard) beam that when run 
  over surfaces extracts dirt, kills harmful bacteria, 
  and otherwise removes surface materials (it leaves 
  skin feeling clean and fresh!). It requires a B Power 
  Cell for 10 hours of use. 
  Device 
   
   
  60c  
   
  Object Projector  
  They look like red spheres with a tube ending with a 
  lenses coming out of it (similar to a model of 
  telescope). When activated it projects a solid image 
  of one of the objects in its library (most have things 
  like lamps, plants, chairs, etc. Some have energy 
  weapons …). While kept within 10 yards and within 
  a 60-degree of the lens the object is real and 
  functional. It vanishes if taken outside. The unit 
  needs a C battery for 2 hours of use. There is no 
  known way to put items into the library. Most 
  Projectors have 4-10 objects. 
  Device 
   
   
  60c  
   
  X-Ray Flashlight  
  A heavy handheld "flashlight" with a screen on top. 
  The 
  device 
  a 
  combination 
  of 
  sonic 
  and 
  electromagnetic signals to "look" through walls. A 
  dial can set the depth that is "ignored" up to 1 yard 
  thick of material of concrete-like density. The room 
  or space inside is shown on the screen with the help 
  of computer enhancement (it can distinguish wood 
  from metal and flesh, for example). 
  Device 
   
   
  100c  
  Smart Clothes  
  Like almost everything in the Age of Wonders, the 
  clothes they wore were computer-enabled and 
  plugged in to the world wide network. Back in the 
  day, this would have provided the network with up-
  to-the-second data. Today, those services are gone, 
  but the clothes still monitor the wearer and 
  themselves and update / correct for damage. 
   
  Smart clothes are self-cleaning and self-repairing 
  (to a point). They provide a small amount of armor 
  protection and arrange themselves to seal wounds. 
   
  Smart clothes provide 4/16 armor and apply a 12- 
  L2 First Aid roll to the wearer upon demand. 
  Device 
   
   
  100c  
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  31
   
  Now That’s Kinky  
  The neural whip is a light, fast bullwhip that causes no 
  physical damage, but flash-stimulates the target's 
  pleasure centers to such a degree that the effect is often 
  overwhelming and sometimes addictive.  
   
  The whip has a PWR 12 addictive affect on anyone who 
  takes a Major effect and PWR 14 addictive for critical and 
  catastrophic effects. 
  Name 
  Damage 
  STR 
  Swing 
  Back Swing 
  Reach 
  Neuro Whip 
  16 PWR 
  -- 
  +2 
  +6 
  Long 
   
  Minor Effect 
  The target experiences a distracting level of pleasure 
  (Stunned) 
  Standard 
  Effect 
  The target is overcome and in a state of bliss (Stunned 
  for 2 rounds)  
  Major Effect 
  Target is overwhelmed (Dazed) and may be addicted 
  (PWR 12) 
  Critical 
  Effect 
  Target is dazed for 2 rounds and must make a WIL roll 
  to continue aggressive action upon recovery (the user 
  can defend, move, etc.) 
  Catastrophic 
  Effect 
  Target is unconscious 
   
  Device 
   
   
  100c  
  Smart Clothes  
  Like almost everything in the Age of Wonders, the 
  clothes they wore were computer-enabled and 
  plugged in to the world wide network. Back in the 
  day, this would have provided the network with up-
  to-the-second data. Today, those services are gone, 
  but the clothes still monitor the wearer and 
  themselves and update / correct for damage. 
   
  Smart clothes are self-cleaning and self-repairing 
  (to a point). They provide a small amount of armor 
  protection and arrange themselves to seal wounds. 
   
  Smart clothes provide 4/16 armor and apply a 12- 
  L2 First Aid roll to the wearer upon demand. 
  Device 
   
   
  100c  
  E-Hands Power Gloves  
  A powerful piece of Force Field Tech: E-Hands are 
  technological gloves that fit a normal human hand. 
  When active (requiring a C cell for 1 hr of operation) 
  they project two glowing yellow energy hands up to 
  20 yards from the user. These hands have the 
  following properties: 
  • 
  Grip with a 25 Grapple 
  • 
  Punch for 25 Base Damage Impact for 5 REA 
  • 
  Lift and move mass at 25/Mass yards per 
  second. 
  • 
  They get a +2 Large Weapon Bonus to hit 
  • 
  They can be used as a Large Shield with a 3 
  REA block action.  
  • 
  With a 5 REA "dodge style action" (but the skill 
  is Shield Skill) they can be used to block 
  incoming ranged attack fire. 
  Device 
   
   
  8000c  
   
  Surprise Boxes!  
  Surprise boxes were small cardboard boxes (about 
  the size of a single-serving cereal box), usually filled 
  with biodegradable packing foam (edible, but 
  bland). While it is not known exactly what role they 
  played in culture, they seem to be something 
  between a gag gift an a lottery ticket: 
   
  While closed, any amount of scrutiny will reveal 
  them to have nothing but packing peanuts. When 
  opened, most of the time (about 90%) they 
  contain... packing peanuts. But another eight 
  percent of the time, they contain something 
  interesting. What, exactly "interesting" means is 
  quite variable. 
   
  The nature of the box itself is very strange: attempts 
  to look into the box (x-rays, for example) generally 
  show it to be empty until it's opened. The indication 
  is that the surprise! Is somehow transmitted or 
  teleported in. 
  Device 
   
   
  60c  
   
  Have Artifacts  
  Of course the ultimate produces of artifacts were 
  the Haves. If the Age of Wonder gear seems 
  strange and/or wonderful … you ain’t seen nothing 
  yet. 
   
  Spirits and Sigils
   
  D’Jinn and Tonnic  
  The Haves created servants that, unlike the robotic 
  automatons 
  that 
  the 
  Have-Nots 
  used, 
  were 
  composed of whorls of probability of the firmament 
  of the universe. These were called, by those who 
  saw or dealt with them spirits. They use the 
  statistics for Jinn from JAGS Monsters. 
   
  Sigils are material objects that, when held by a 
  human can summon and (perhaps) control a spirit. 
  Often spirits have specialized functions and can’t 
  act outside them. The sigil has an activation icon—
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  32
  but they give no clue as to what will happen when 
  the spirit arrives. Those that are unknown are worth 
  about 2000c. Those that control spirits are worth 
  10,000c or more. 
  Device 
   
   
  varies 
   
  License Server  
  Many Have technologies rely on "licenses" to work: 
  a spirit may only obey users with valid licenses, for 
  example. The sigils, in this case, hold an individual 
  license, but there are also server devices that can 
  provide 
  licenses 
  in 
  a 
  less 
  physical, 
  more 
  metaphysical sense. 
   
  Licenses servers appear as flickering green energy 
  patterns – columns of light that stand between a 
  meter and ten-meters tall. They appear as very 
  complex, moving patterns of neon light and they 
  react when humans acknowledge them (see them, 
  notice their existence). Licenses servers work 
  telepathically and can transmit a psychic "key" to 
  characters within 10 meters of them. 
   
  Holding a "key" of this kind is similar to owning a 
  sigil, except that there is no physical component. 
  License servers are extremely rare, but may hold 
  keys to hundreds or thousands of spirits – the 
  owner of such a server would be the commander of 
  an unstoppable have army. 
   
  License servers are INT 30 machines (WIL 30) with 
  L4 telepathy and the ability to track users and 
  licenses owners within at least the earth's solar 
  system. 
  Device 
   
   
  varies 
   
  Something Wicked This Way Comes 
  It rarely happened. Even in the most extreme cases, 
  the actions of ordinary people didn't piss of the 
  Haves. Sometimes it did. The Something Wicked 
  This Way Comes sigil allows the user to invoke the 
  spirits of vengeance. 
   
  These are seven extremely powerful spirits that are 
  charged with carrying out revenge. The first is as 
  powerful as a normal spirit. Each of the others is an 
  order of magnitude more powerful than the first (so 
  the 7th is a million times as powerful as the first). 
  They typically do not engage in combat – but they 
  will scheme and plot and find a way to erase the 
  target's works and the memory of him from this 
  earth. 
  Device 
   
   
  varies 
   
  Geometric Solids
   
  Black Cubes  
  These are some of the most perplexing objects ever 
  found. They appear as black cubes of a metallic 
  composition – they reflect the world around them to 
  a degree. Closer inspection reveals stranger details. 
   
  The cubes are always cool to the touch. They seem 
  to absorb energy and ambient heat. The cubes are, 
  apparently, indestructible: under extreme conditions 
  they will disappear or distort. They are neither 
  molecular in nature nor atomic. The material they 
  are made of is closer in nature to an energy field, 
  but with mass and weight 
   
  The length of each edge, measured in inches, 
  appears to be an irrational number – a non-
  repeating decimal that quickly goes to a precision 
  that is not measurable by normal tools. 
   
  The cubes reflect reality but seem to be apart from 
  it. If they have a function, it may be in the way that 
  they inspire and affect the human mind. Those who 
  own them and have studied them report a 
  progressive change of consciousness. The changes 
  become more dramatic the longer the cube is 
  owned and examined. 
   
  The first level is dreams – sometimes prophetic 
  dreams, sometimes simply interesting ones. Owners 
  have found reserves of creativity. 
   
  The second level, usually takes the form of a 
  strange compulsion. The specifics vary from person 
  to person—but it is often strange if not harmful. Very 
  often it involves building things or starting projects 
  of unknown final purpose. 
   
  What happens beyond that is not clear. Sometimes 
  the 
  “projects 
  fail” 
  and 
  the 
  owner 
  becomes 
  disenfranchised with the cubes. Other times, it 
  “succeeds” (there is no recorded change when the 
  ‘project is finished’) but the character has become 
  fascinated with collecting “sister and son cubes” for 
  the one he has. This may involve journeys into the 
  ruins (often fatally) or attempts to collect certain 
  cubes from other collectors. No one has ever gotten 
  a “full set.” 
  Geometric Solid 
   
   
  varies 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  33
  Light Show  
  A psycheledic sphere that seems to be composed 
  of colored nebula trapped in glass. When held, it 
  transmits a complex mental puzzle to the holder. 
  This requires RES rolls at -4 to solve. If the total 
  made by gets to +10, the sphere is opened. If it gets 
  to -5, the holder is defeated (they can come back 
  and try again the next day).  
   
  When opened the user is transformed into a Class 
  H Energy Body as per the Supers Body Type rules. 
  This lasts 10 hours x amount over 10 the final roll 
  was made by. 
   
  Finally, this transformation seems to elevate the 
  control 
  of 
  various 
  parts 
  of 
  the 
  character’s 
  personality: often the energy form will have several 
  additional 
  psychological 
  quirks 
  (or 
  even 
  deficiencies). 
  Geometric solid 
   
   
  varies 
   
  Crystal Skull  
  It is theorized that the Haves could “download” their 
  psyches into complex crystal machines. If this is the 
  case, then the Crystal Skulls might in fact contain 
  the imprints of consciousness of the Haves 
  themselves. It’s not certain. When “active” the 
  Skulls act as Level 4 WIL 16 Psionic weapons (Psi 
  Bolt, 64 Damage Point, Mental Initiative 18 under 
  the control of the “owner.”) They can also be used 
  to see the future (the power of the precognitive 
  ability varies, etc.) Depending on how and by whom 
  they are analyzed they seem to be either amazingly 
  complicated crystalline quantum computers or … 
  solid pieces of material with no special purpose. 
  Even darker: they seem to have purposes—and 
  they are said not to be nice. A skull (the legend 
  goes) wants to get somewhere and have someone 
  do something—it’ll stay with an owner until it finds a 
  better locale—and then arrange to have that owner 
  killed in some horrible fashion. They do not (it is 
  said) speak—but those nearby can get ideas. 
  Geometric solid 
   
   
  varies 
   
   
   
   
   
   
   
   
  Hypnotic Oil  
  Hypnotic oil is contained in lava-lamp style 
  containers. Staring into them gives an impression of 
  depth. And, indeed, you can “fall in.” If you stare into 
  it for more than a few seconds, make a WIL roll at -
  3. If this is failed, (and a roll that is normally made 
  by 0 would be considered “failed by 3” you get three 
  rolls at whatever negative you missed it by to come 
  out. If you don’t make those, you’re lost in there. 
  Your body goes comatose. Those that do come out 
  emerge with knowledge. Make a random roll: 
  0 - 5 
  Gain 4pts in a random skill determined by 
  the GM and knowledge of a person who had 
  it. 
  6 - 10 
  Trivial memories but very vivid. 
  11 - 15 
  Gain 1pt in History Skill. You remember 
  things about ages far past. 
  16-20 
  Gain 4pts in a random skill determined by 
  the GM and knowledge of a person who had 
  it. 
   
  Geometric solid 
   
   
  varies 
   
  Games and Riddles
  The Haves had a sense of humor—one that was 
  often twisted and deadly. There are those who say 
  we perceive it as such because of our own 
  limitations (the Haves were sublime) and there are 
  those who say the Haves blessed with power 
  beyond imagining were simply some twisted 
  bastards. It’s really hard to be sure, honestly. 
   
   
  Riddle  
  The Haves played very complex math games 
  dealing with binary logic and prime numbers. 
  Knowing certain sequences of numbers (the 
  “solution” to certain riddles) gives the knower power 
  over the world they left behind. These are like spells 
  that anyone can cast if they know them. The “riddle” 
  must be thought through (most are too complicated 
  to reliably remember) or read to one’s self or aloud. 
   
  Note: This is pretty damn weird. Spell effects would 
  come out of JAGS Magic. If you don’t want this in 
  the game, ignore it—it’s strange for post-app but for 
  some sorts of games might be cool. Use JAGS 
  Magic rules. The Skill is Mathematics. The GM 
  determines what spells are available (most likely 
  Imperial College). 
  Device 
   
   
  varies 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  34
  Mutation game 
  The Mutation Game is a virus (often carried in a 
  sub-derm like canister, sometimes in a chalice or 
  other drink) that begins a tactical war within the 
  user’s body. This would be monitored by the Haves, 
  it is believed (by some) for amusement—as one 
  would watch a chess game. The virus is a POWER 
  15 to 24-, Base Damage 32 Power vs. Stat attack. If 
  the character wins, he gains 12 mutation points. 
  Device 
   
   
  varies 
   
  Executable Glyphs 
  The Haves created a language of pictograms that 
  are executable by computers (even fairly primitive 
  ones—study indicates that it may be some sort of 
  “natural language” for logic-gate-based systems. 
  When executed, there are often surprising results. 
  The common event is the creation of data files both 
  personal, educational, and disturbing to the user—
  but other events have been recorded: large scale 
  power failures, programs of odd utility being 
  created, and unexplained connections between the 
  machine and other databases (including some UBI-
  Net databases thought generally to no longer exist). 
  A glyph-code only runs once at all—anywhere—and 
  the effects often don’t last. 
  Device 
   
   
  varies 
   
  AI Koans 
  Have Koans are electronic texts of questions that 
  start very simple and get more and more obscure. 
  The entire files are some 500-million questions long. 
  Only Expert Systems can process them fast enough 
  to really use them. When taken all at once—when 
  asked 
  and 
  answered, 
  the 
  system 
  gains 
  enlightenment and becomes a self-configuring 
  uncontrolled Artificial Intelligence. AI’s are powerful, 
  un-trusted by human forces, and heavily controlled. 
  Have Koans will earn one a death sentence by the 
  Hierarchy if found in unlicensed hands: the idea of a 
  person with the ability to create unlicensed AI’s is 
  scary to them. Note: usually it takes a complex 
  Expert System to really process the Koan—and 
  many will refuse if their programming doesn’t lead 
  them to answer abstract questions as a matter of 
  course—but there are still plenty of robots and 
  assistance networks out there that are susceptible. 
  Device 
   
   
  varies 
   
  Useful Things
   
  Stop Watch 
  A handheld time-keeper. When activated the holder 
  goes back in time 60 seconds. Each time it is used, 
  it degrades by 10s. When it reaches 0, it pops like a 
  soap bubble, vanishing. They are said to reappear 
  elsewhere. 
  When 
  used, 
  everyone 
  else 
  will 
  remember the user pulling out the stopwatch to 
  check it (and the user will be there, back in time, 
  with it in his hand). 
  Device 
   
   
  varies 
   
  Golden Eggs 
  They look like chicken eggs and are made of gold. It 
  is said that each has a twin—and that another 
  person holds the twin (as you find one, so does the 
  other person). What happens then, however, is a 
  matter of conjecture. At least one theory says that, 
  should you ever meet, both of you will instantly die. 
  Another says that you and the holder are meant for 
  each other and while attempts to find each other will 
  be star crossed (or at least met with great 
  resistance) it can be done. 
   
  In any event both you and the other holder will be 
  important to each other in your lives and goals 
  should you take up and carry the egg. Often for the 
  better of both—but often at a price of great hard 
  ships. If sold, they become gray and lifeless and 
  decay over a few days. 
  Device 
   
   
  varies 
   
  Broken chalice 
  Chalices are always found cracked with a piece or 
  two missing—but they are otherwise indestructible. 
  They appear to be some kind of anchor in fate, and 
  there are significant coincidences around them 
  (they might be “strange attractors”) People who own 
  them lead interesting lives. They play a part in a 
  larger story and the history of the chalice becomes 
  very important. 
  Device 
   
   
  varies 
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  35
  Divine Protection 
  A sigil granted by the Haves. When held, it ensures 
  the following: 
  • 
  Any attack directed at the holder is redirected 
  back at the attacker. 
  • 
  The holder need not breath, is immune to 
  toxins, and will not age. 
  • 
  Psionically, the holder “does not exist” 
  • 
  Explosive effects, fire, damaging radiant energy, 
  and any other harmful ambient force will route 
  around the character. 
  • 
  The character is immune to damage from falls. 
  • 
  The sigil cannot be taken from the character by 
  force—so long as the character wishes to hold 
  it, he will. 
  Device 
   
   
  varies 
  Yellow Vessels  
  The Haves built two of these and their existence is 
  not confirmed. They appeared as Age of Information 
  nuclear submarines painted a bright golden color. 
  They flew. There are pictures but beyond that, little 
  is known. Each was some sort of battle ship (rumors 
  say they flew out to make war with incoming aliens 
  warships—but that’s rubbish, isn’t it?). Anyway: if 
  they could be found, they would have things like 
  omni-directional disintegration beams, black-hole 
  rockets capable of taking out the moon, and force 
  fields that could let them survive a “core-dive” 
  through the earth. Their names were Eternal Life 
  and the Lief Erickson. 
  Device 
   
   
  varies 
  Beautiful Weapons
  These were built as deadly objects of art—not 
  something the Haves would ever need to fight with. 
  These are not entirely unique—there were several 
  made and given out. 
  Thor’s Hammer 
  It looks like a massive sledge hammer but is as light 
  and as easy to swing as a normal carpentry 
  hammer (with Long Reach). Its base damage is +16 
  (Swing and Back Swing are 0). It can be thrown 
  using Axe skill based off of COR. When it hits, it 
  returns to the thrower’s hand as a lightning bolt, 
  coalescing instantly in their grip. 
   
  For each point it hits by, damage is doubled (so a 
  hit by 4 does 256 Base Damage). 
  Name 
  Damage 
  STR 
  Swing 
  Back Swing 
  Reach 
  The Hammer 
  varies 
  10 
  +0 
  +0 
  Long 
   
  Device 
   
   
  varies 
   
  Hate Bow 
  Imagine a long bow with no string. When a drawing 
  action is made there is an ambient noise like that of 
  a choir singing. When released it fires a bolt of pure-
  blue energy that does as much damage as you 
  want to. Or more accurately, does more damage the 
  more you hate your target. The basic damage is 64 
  PEN damage, however, this doubles for each point 
  a WIL roll is made by. If the target is someone you 
  have history with you get bonuses (if it’s someone 
  you love, you get big negatives). If the WIL roll is 
  missed, halve damage for each point missed by. 
  Range is -1/30 yards. Rate of fire is 1 shot every 2 
  seconds. Damage can be explosive at option (but is 
  halved) 
  Device 
   
   
  varies 
   
  Harmonic Blade 
  The Harmonic Blade is a long sword style device 
  with a silvery blade of amazingly intricate work. 
  Flourishes, symbols, glyphs, and runes are carved 
  into the surface (and close study will find such 
  designs down to a molecular level at which point 
  other orders apply). The weapon’s edge is 
  mathematically two-dimensional (although it gets 
  thicker fast). 
   
  When held, it responds to an idealized version of 
  what the user’s intent would be: It’s arc and your 
  arm doesn’t go “where you swing it,” it goes “where 
  you want it to.” It confers L3 Sword skill on a 19-. 
  The blade does +12 damage, +120 on a hit by 4 or 
  more and ignores all armor. If the user has L3 
  sword skill, it goes to L4. 
   
  Further more, when used during a turn to block (any 
  blocking move) it gives a -4 damage mod (applied 
  before doubling) against HTH weapons. If it does 
  successfully block anything but a Have manufacture 
  weapon by 4+, that weapon is cut in half. Similarly, 
  if blocked by anything but a Have weapon by 0 to 3, 
  the blocking weapon is cut in half (but the block 
  applies). 
  Device 
   
   
  varies 
   
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  36
  Avenger Gun 
  The Avenger looks a bit like a 9mm pistol—but it is 
  “perfect black.” From any direction, under any light, 
  it’s just a silhouette. It fires reality warps (it goes 
  “bang” like a handgun) that distort space-time 
  around them. The Avenger hits only what you shoot 
  at—there is no collateral damage. When a target is 
  hit, the damage is 400pts ignoring armor. Other 
  stats are as per a normal 9mm handgun. The gun 
  can “vanish” at the owner’s will, reappearing in the 
  hand when it is ready. Usually they were given for a 
  single killing (although they’ll kill plenty of people on 
  the way to that killing)—and they evaporate after it 
  is done. Legend says, when found, it is always by 
  someone in need of vengeance. 
  Device 
   
   
  varies 
   
  Doomsday Jewelry 
  Have jewelry came in the form of golden necklaces 
  with red crystals in them. The crystals are very, very 
  tough (80 DP to break) and contain a perfect 
  pathogen—a disease capable of ending life on 
  earth. It is believed that this “perfection” (marred 
  only by a time-lock that destroys the disease 
  seconds after it is unleashed) was what the Haves 
  appreciated. If broken, within a 40 foot radius, every 
  animal species exposed to air will die. Then the 
  pathogen itself (some form of lightning fast 
  prion/viral entity) will expire leaving the area 
  sterilized. 
  Device 
   
   
  varies 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  37
  Have Wands
  While the people outside the domes had clickers to manipulate their world, the Haves apparently used wands 
  (which looked a bit like white plastic rods with a few red lights and buttons). Although there were a variety of 
  wands (and wands with a variety of uses) the ones most often found by mortal men (or given, or loaned) was 
  given with a purpose. Some wands respond to many command words and can carry out multiple functions 
  described here. 
   
  Wands usually appear as metal rods 12 to 18 inches in length. They are often quite skinny (about half an inch in 
  diameter or less). Sometimes they are plain metal, other times they are engraved with symbols or decorative 
  designs (the Haves liked repeating geometric designs that flowed through subtle changes and transmutations as 
  they were replicated). 
   
  Note that wands, like Sigils, require licenses to use. In most cases, the owner is automatically registered with the 
  license server for the wand upon picking it up. In some cases wands may be locked (and therefore unusable) or 
  require specific actions or events to allow registration. 
   
  Wands are triggered by thought—often a codeword or phrase—which is used here to denote their name. 
   
  Most wands have a "clip" which recharges at one charge 1/20th of its capacity (whichever is greater) per day. 
   
  Live and Let Die 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  9000 
  9000 
  1 
  None 
  -1/40y 
  20 
  Live and Let Die is a reasonably tactical personal weapon. These were used (usually) to make a point 
  without wiping out the entire seaboard. Live and Let Die unleashes a blinding flash of light (PWR 19 Flash 
  Attack) and a searing ray of heat (9000pt Heat Beam) at its target. 
   
  The heat-ray is intense and will usually cause severe, short-range firestorms at the point of impact (100pt 
  fire attack to all targets within 2 yards of the impact point, with a radius of 1m beyond that). 
   
  Paint it Black 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  35000 
  PWR 24 
  1 
  None 
  -1/20y 
  20 
  Paint it Black is a terrifying weapon – an incredibly powerful death-ray – but the "death" it brings on 
  contains, with it, a strange kind of permanence. Targets that are slain by the death-ray do not decay or 
  deteriorate, but instead seem to become more beautiful and lifelike over time – almost a reverse-entropy 
  process. Their bodies glisten as though bathed in starlight. They seem – not dead — but asleep; as though 
  they might awaken at any time. 
   
  After more than a century, targets of Paint it Black are addictively beautiful. Looking upon them brings a 
  sense of peace and joy that has a PWR 12 addictive quality, +1 PWR per century (a cadaver 5 centuries old 
  would be PWR 16 addictive) 
   
  Attempts to destroy or mutilate the body are dangerous: the body protects itself with a PWR 14 death-ray 
  (19- to hit, Initiative 20, ROF 4, but only one "attack" per target) and regenerates damage. Even completely 
  destroyed bodies will re-form over time. 
   
  It is believed that the death-ray is a kind of temporal distortion; perhaps a stasis field, and that perhaps the 
  subject will awaken over time. Poets have speculated that Paint it Black was not a weapon, but some 
  tremendous, incomprehensible act of love amongst the Haves. 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  38
  Armageddon It 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  50000 
  3600 
  25x[104] 
  None 
  -1/100y 
  1400 
  Some wands were weapons. Armageddon It was a toy. The Haves were notorious for their disregard for the 
  natural world. They saw it as a playground to be used and used up at their will. Apparently they also used it 
  for target practice. 
   
  Armageddon It sprays 3600pt Plasma Beams from its tip. A single use will leave the target zone full of 
  smoldering craters and arcing static discharge. The wand also protects its user with a 10,000 pt force-field: 
  not enough to endure a direct hit from the wand, but usually enough to prevent collateral damage from being 
  fatal. 
   
  The force field only applies in rounds that the wand is used, and only applies from the user's firing action to 
  the end of the round. When the wand is out of energy, the force field no longer activates. 
   
  Fire of Unknown 
  Origin 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  16000 
  -- 
  1 
  None 
  -1/20y 
  3 
  Fire of Unknown Origin summonses a spirit (see above) and directs that spirit against the target. 
  Up to three spirits can be active at any one time. The spirit will seek to either destroy the target or 
  capture him / her at the user's discretion. The spirit will not stop or return until the target is dead 
  (either at the hands of the spirit or by other means). 
   
  So Far Away From Me 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  5000 
  -- 
  1 
  None 
  -1/20y 
  3 
  So far away from me is either a transport mechanism or a way of ridding one's self of nuisances. It opens a 
  wormhole at the target location (Grapple 6 against all targets in 1m radius) which sends the target... 
  elsewhere. 
   
  Generally, targets are just banished, never to return again (14-). Sometimes the target is deposited "nearby" 
  (hundreds or thousands of miles away) – often at the "sink" point of an existing wormhole. 
   
  It is believed that the wand can be controlled within reason: the user could, with sufficient practice, send a 
  target to a specific wormhole or area (it would have to be an area that has or could have a wormhole). The 
  Haves may have, routinely, had that level of control, but in general these wands are mainly good for 
  garbage disposal and getting rid of pests. 
   
  Break on Through to 
  the Other Side 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  4000 
  none 
  1 
  None 
  -1/5y 
  20 
  Haves were very direct in their dealings with those outside the domes. They rarely paid attention to niceties 
  like guards, secretaries, closed doors, security systems, or other mechanisms that regular humans used to 
  keep themselves isolated. 
   
  Break On Through to the Other Side re-arranges matter to form a portal the user can walk through. It is 
  usually simple, opening a hole 8' x 8' and up to 128' deep in any structure. It is very careful not to eliminate 
  or damage structural integrity. It also re-routes or re-positions pipes, electrical wiring, and so-forth. 
   
  As far as can be determined, the molecules themselves, simply spontaneously re-arrange themselves. 
  Molecular bonds including ionic and covalent ones are broken and re-established. Formidably stable 
  structures (arches, molecular-level geodesic pipes, etc.) are used to build load-bearing structures. This 
  takes seconds – usually less than a second and rarely more than 10. 
   
  Opening a portal will set off security systems – it is not, and is not meant to be, surreptitious. 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  39
   
  The portal is permanent, although, at the user's discretion it can close behind him (automatically, once he 
  and his friends have passed), or close automatically after a period of time. 
   
  Note: Break On Through will not affect or open a Have dome. 
   
  Let It Be 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  27000 
  --- 
  1 
  None 
  -1/20y 
   
  20,000  
  Let It Be allows the user to dispense protection as needed. The wand contains up to 20,000 points of power 
  field which can be projected in 1000 point increments to build protective walls, bubbles, or to enclose and 
  protect targets.  
   
  A 1000 point field can protect an area 2m x 2m x 2m (or create a force field sphere about 3m in diameter). 
  Each extra 1000 points adds 1 to the dimensions 
   
  Power Field Power 
  Cube 
  Sphere 
  1000 
  2m x 2m x 2m 
  ~3m radius 
  2000 
  3m x 3m x 3m 
  ~4.5m radius 
  4000 
  5m x 5m x 5m 
  ~7m radius 
  And so on... 
   
  The field will conform to the terrain features around it. It provides protection against environmental factors 
  such as radiation and toxins (it is permeable to air, but will block poisonous chemicals and elements). 
   
  Note that the field can be projected at a particular target in which case the target is protected by a form-
  fitting enclosed field. 
   
  The power field will drain away at 100pts per hour.  
   
  Nowhere Man 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  3000 
  -- 
  1 
  None 
  -1/20y 
  3 
  Nowhere man has an odd effects on its targets – it is believed that Haves used it on their servants in some 
  cases to make them more effective and in other cases as a punishment. Targets of Nowhere Man are 
  altered in subtle ways. 
   
  So long as they behave in a manner that is calm—almost bland, really—and low key, those who interact 
  with them trust them and seem to remember them – they seem familiar even if they're not. Nowhere Men 
  are strangely trustable and likeable. This isn't exactly a form of mind control (if one of them is trying to kill 
  you, the effect won't work), but they tend to be able to effortlessly talk their way through checkpoints and 
  past all but the most disciplined security screens. 
   
  No Where men are L4 Likeable and have the psychic power of influence at PWR 14—although to an 
  observer who is not interacting with them directly (watching a recording), there appears to be no explanation 
  for this: the likeability is a result of something about the way the user perceives the Nowhere Man. 
   
  Another effect—one that can be both a blessing and a curse—is that Nowhere Men are quickly forgotten 
  when out of sight for more than an hour. People will have the same, positive reaction to them – and will think 
  they remember them – when meeting a Nowhere Man again, but will not be able to carry out an on-going 
  relationship. 
   
  This makes giving people commands to be carried out at a later date difficult, but Nowhere men can arrange 
  this – they simply have to make contact with the subject again when the command is to be carried out (the 
  effect works over the phone or video link, after a face-to-face meeting has been completed). 
   
  Nowhere men make devastatingly effective agents but find normal, human relationships impossible to 
  maintain. As one Nowhere Man put it, "They've given you a number and they take away your name..." Or 
  maybe that was the subject of a different wand... 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  40
   
  Ticket To Ride 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  1100 
  1500 
  1 
  None 
  -1/20y 
  20 
  Ticket To Ride lets you get around.  The target can, with an 8 REA Long Action teleport without error and 
  with no danger on landing direction from 1-1000 miles. But that’s not all. The wand can store up to 12 
  locations for instant return—and if that’s not enough, it can sometimes grant locations. The user can say 
  “put me in the Amaglam-Conglomated-Industries board room!” or “Take me to my girlfriend’s apartment,” or 
  even “”Take me to some really good stuff!” When this is done a roll is made (the wand has a 15- skill). Each 
  question asked during a month is at a cumulative -3. 
  Missed 
  The wand doesn’t know. Sorry. That question is off limits now. 
  +0 to +3 
  The wand will be able to find things a local to the area (and it must be an inhabited area) 
  could find. Major landmarks, common buildings, street addresses, etc. 
  +4 to +6 
  The wand can find conceptual things in common places: a good restaurant, a happening 
  bar, etc. It can also find things that an expedition could find in a named area given a day 
  or so (you can say  “take me to a devastated movie theater in the LA Ruins.” Finally, at 
  this level, it can find things that a person with a good map and a lot of knowledge of the 
  land could find (a big town, a well stocked hospital, etc.) The user need not specify a 
  location but that helps. 
  +7 to +9 
  The wand can find things very few people know about—a spot of buried treasure, a 
  crime bosses apartment, etc. 
  +10 
  The wand can find things that no one knows about.  
  Unlike normal teleportation, the wand is not effected by force fields or any other technological or psionic 
  defense. 
   
  Finally, the wand can be used to “Get me Out of Here!!”—this is useable as a 3 REA Short action and 
  teleports the user somewhere random within 100 miles (but to a safe spot for landing—and not within reach 
  of a dangerous creature). 
   
  Come Together 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  3000 
  --- 
  1 
  None 
  -1/20y 
  20 
  Come Together repairs and restores and sometimes even enhances in unexpected ways. It 
  analyzes what it's aimed at and understands it at a deep level. Point it at a horse – it doesn't just 
  see a biological organism: it sees a loyal steed, a beast of burden, a symbol of endurance or 
  power. It understands the horse's role, its history, its meaning. And then it restores it. 
   
  Most of the time this means healing. A charge from Come Together restores up to 1000 points of 
  DP to any animate or inanimate object and reduces any damage taken to dazed. It purges toxins 
  and disease and restores the (freshly) dead to life.  
   
  Sometimes, (4-, perhaps) it will imbue the target with some improvement to some aspect of its 
  role or being. This is not always what one might expect but it usually makes some sense after 
  consideration. 
   
  Everyone's Got 
  Something to Hide 
  Except Me and My 
  Monkey 
  Cost 
  Dam 
  ROF 
  Control 
  Range 
  Clip 
  Wand  
  2500 
  -- 
  1 
  None 
  -1/20y 
  20 
  The truth will set you free. EGSHEMMM (pronounced "eggs" for short) performs a deep scan and 
  analysis and then brutally tears away illusion and falsehood. It exposes secrets, reveals 
  deception, disintegrates disguises and so-forth.  
   
  This has two components. The first is a shockwave of information – everyone within 100m receives a 
  telepathic upload of the true nature of the target – background, history – especially secrets and hidden 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  41
  things. 
   
  The second effect is that "eggs" compels truth and prevents deception with a PWR 24 Compel Truth effect. 
  The truth effect  
   
  Minor Effect 
  10 hours 
  Target cannot speak known falsehoods. The target can remain 
  silent and can omit or provide partial information but cannot lie.  
  Standard Effect 
  100 hours 
  Target is unable to conceal, deceive, omit or otherwise engage in 
  any act of deception. Target can refuse to answer questions, but 
  must make it clear that he is refusing to do so. 
  Major Effect 
  1000 hours 
  As above, but target projects an "eggs" field which compels truth 
  on those around him at PWR 14 
  Critical Effect 
  10,000 
  hours 
  Target is committed to absolute honesty and disclosure. Target 
  catches lies at INT + 5, projects a PWR 18 Compel Truth field an 
  has + 5 perception to detect hidden things. 
  Catastrophic Effect 
  Permanent 
  As above but PWR is 20 and the character is capable of 
  projecting PWR 16 rays that act as the wand. 
   
   
   
  
SOURCE: textdata/thevault/Have-Not/Have-Not Artifacts.pdf