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SDM Gear Table of Contents

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Gear-Focused Powers

Nunka’S Epidermal Sculpt Reference Table

Reference table retained for body-mods/cybernetics/mutations/vome-implants context. The modification occupies one inventory slot.

Sculpt Effect
Leathery Hide armor +2
Fur, Feather or Fat Insulation cold resistant
Sweat or Radiators heat resistant
Scales armor +3, reduced water loss
Armored Nodules armor +5, agility -1
Armored Plates armor +8, agility -3
Rejuvenated look a decade younger
Soft Skin armor -2, look younger
Squishy armor -5, agility +2
Vesicles store liquids or gases, agility -1
Spines attackers suffer 1d4 damage in close combat
Lethal Spines attackers suffer 1d8 damage in close combat, agility -1
Webbing / Gliding Surfaces movement bonus, agility -1
Transparent creepy
Glowing like a bioluminescent candle
Camouflage bonus to hide, conceal
Slippery bonus to grapple, escape

Gear Mechanics

VLG Available Items and Packed Items

In the Vastlands, gear has two states: available and packed.

Available means hand, belt, bandolier, sling, or otherwise ready now. It is used immediately, but still consumes a real slot even when tiny.

Packed means bundled, nested, and stowed for travel. Packed gear is efficient, not quick. Retrieving a specific packed item costs at least one action.

Backpacks are honest containers, not sorcery. They let travelers compress more small gear into practical loadout (+stones), but do not erase retrieval time under pressure. If it was not declared available before danger, rule it packed.

Pockets are smuggler craft: hidden seams and secret folds for tiny things (+soaps). On frisk, intake, or search, pocketed items stay hidden unless someone performs a targeted search.

Canonical links:

Weapon Mechanics

Bullets, swords, rocks, explosions, fireballs, gouges, and chokes. They hurt the body, but usually spare the soul. Civilized humans frown upon personal weapons, much to the delight of rapacious barbarians.

Weapon Features

Features can be anything, from an unusual but mundane aspect (decorated with Onion-and-Skull filigree), to exceptional (vorpal). Tables may skip self-evident features to save space (for example, all melee weapons are designed for close combat, so the melee weapons table doesn’t specify range). This list covers 40 possible weapon features.

  1. Armor Piercing. Bonus to attack rolls against heavily armored targets.
  2. Atrophy. Deals ability score damage.
  3. Attune. This weapon must be attuned by investing xp and turning it into a hallmark before its special abilities can be fully utilized.
  4. Backfiring. Harms the user on a natural 1.
  5. Blinding. Target can’t see for one round. Critical hits may blind permanently.
  6. Burdening. A hit imposes a burden on the target. They suffer a -1 to all subsequent rolls.
  7. Cavalry. One-handed weapon for use with a steed. Deals double damage when charging.
  8. Confusing. Target is confused, suffering a penalty to its actions for one round.
  9. Burst. Unload all your ammo to deal damage in a small area. Targets can take cover and forfeit their next move for half damage. Targets already under cover take no damage if they forfeit their next move.
  10. Clumsy. Penalty to attack rolls, obviously.
  11. Concealed. Easy to hide.
  12. Corrupting. The target saves or suffers a mutation.
  13. Deathly. Has a save or die or similar terminal effect.
  14. Entangling. Target saves or is immobilized. Getting free takes some work.
  15. Fantascience (fantastic). Gifts of the Logos unbound; use charisma for their attack rolls.
  16. Fearsome. Makes animals howl in fear and forces humans to roll a morale test.
  17. Frag. Its epic energies make slain enemies explode and deal 1d6 damage in a small area.
  18. Glowing. The weapon glows bright as a torch.
  19. Hands-Free. No hands required to use this weapon.
  20. Heat. Metals glow. Flammable targets save or burn.
  21. Intravenous. Loaded with holy or toxic liquids.
  22. Mad. Drives its target mad and—if they are a PC—unplayable until treated or rebooted.
  23. Mercy. This weapon ends suffering. Target suffers a penalty to death rolls.
  24. Necrotic. Kills living tissue directly. Often toxic.
  25. Oldtech. Found in archives and vaults, these ancient weapons use thought for their attack rolls.
  26. Petrifying. Makes the target feel as though they have been turned to stone. Save allowed.
  27. Psychic. Causes scars on the inside.
  28. Radiant. Uses energy rays. May set things aflame.
  29. Reach. Longer, so it attacks first in close combat.
  30. Restricted. Hard to find, overpriced, often illegal. Zombies are such a thing.
  31. Semi-Sentient. This weapon can follow simple instructions and attack on its own. Set it up on a powered swivel mount for best effect.
  32. Silent. This weapon makes no sound.
  33. Slow. Goes after the usual initiative order.
  34. Slumber. Puts targets to sleep.
  35. Subdual. Target gets a bonus to death rolls.
  36. Throwing. Designed for throwing. Fine at short range, but suffers a penalty at longer ranges.
  37. Two-Handed (2H). Needs two hands to use properly. Big weapons (2+ st) are usually two-handed.
  38. Versatile. Can be used two-handed to increase its damage dice one step (1d6 → 1d8, 1d12 → 1d20), unless specified otherwise (e.g. 1d10 → 2d8).
  39. Vital. This weapon drains the user of 1 life (or more) each time it is used.
  40. Vorpal. Decapitating, bisecting, truncating on a natural 20 (or other specified natural roll). Turns one target into two ex-targets.

Standard Fabricated Weapon Sizes

Classic autofabers create everything to the standard six-cubit height of a truemade god-blessed human.

Category Small Medium Large Very Large
size <1 st 1 st 2 st 3+ st
damage 1d3 or 1d4 1d6 or 1d8 1d10 or 1d12 2d8 or more
feature concealed one-handed two-handed mounted
melee dagger sword polearm divine rod
ranged pistol blaster projector autocannon

Standard Attack Ability

All weapons can be divided into melee or ranged, but within those categories there are two stranger types: oldtech are the wonders of the Long and Long Long Agos, while fantascience weapons are alien irruptions into this cosmos.

Weapon Type Ability Benefit
Melee strength no ammo
Ranged agility attack at a distance
Oldtech thought weird powers
Fantascience charisma mental impact

Baseline Human Scale Ranges

In scenes with more-or-less baseline humans, imperial meters (1m = 1 old yard = 2 high cubits = 3 left feet) offer a reasonable metric for visualizing the action. Using a weapon outside its range usually imposes a penalty.

Range Close Short Medium Long
meters <2m 1–10m 5–50m 40m+
words here there over there way off over there
combat melee pistol, blaster rod, projector mortar, cannon

Area Effects

Dimension and target numbers help the referee adjudicate effects. They may adjust them to fit the situation.

Area Single Small Medium Large
circle <1m across 1–4m across 4–16m across 16–64m across
cone 15° wide and <2m long 30° wide and 4m long 60° wide and 8m long 90° wide and 16m long
line 2m 8m 32m 128m
# targets one a few (~1d4-1) some (~2d6-2) many (~2d12-2)

Related item tables: WEAPONS, THIS WILL WORK FOR SELF-DEFENSE …, Weapons Against the Blue God, Cat Approved and Disdained Weapons, Self Defense Systems.

Undead Immunities

There is no Ministry pamphlet for this.
No approved chart.
No clean little doctrine.

“Undead immunities” is caravan language for all the unliving ways a target refuses to be hurt properly: post-mortal stubbornness, ghost-phased bodies, old burial logic, and the hateful arithmetic of things that should have stayed dead.

So when a weapon says it ignores undead immunities, read that as a practical cruelty: if undeath changes incoming weapon damage, ignore that change. Half-damage clauses, minimum-damage clauses, critical-negation, “normal steel barely counts,” and similar corpse-privileges are bypassed.

But nothing else is magically dissolved. You still roll to hit. Defense is still Defense. Armor is still armor unless another tag says otherwise. Saves still happen. Command structures, fearlessness, maintenance chains, social/legal undead status, and other non-damage rules remain intact.

Likewise, when a weapon says full damage to ghosts or full damage to spirits, it means the blow is not thinned just because the target is half-here. It does not mean automatic hits, and it does not mean “ignore all spirit rules forever.”

In SDM+, “spirit” is a broad and unruly category: it includes Ultras and other entities that are explicitly immune to physical attacks, and it includes Astral Sea noospheric spirits. These Spirit-path characters are usually out-of-phase, difficult to strike with ordinary force, and still bound by wards, names, and noospheric rules. Keep the range. Do not flatten it into one template.

Referee touchstone: if a rule changes weapon damage because the target is undead/ghostly, this clause bypasses it. If the rule is about something else, it stands.

Field sanity checks:

  • Ghost Bone Axe bypasses undead damage protections and deals full damage to ghosts.
  • Ghost Bone Sabre deals full damage to spirits; precise clause, precise effect.

UVG Weapon Mechanics

UVG Ranges and Areas

Like The Black Hack (check it out), the UVG assumes abstract ranges and areas. Don’t worry too much about precise distances, keep combat sketchy and descriptive and fast. A weapon’s listed range is its optimal range – attacks one category beyond that range are possible, but suffer major penalties [-].

Range Area Dimensions Movement
Close Small, 1 or 2 people. 2 meters or 7 feet. Adjacent.
Short Medium, 2 to 8 people. 10 meters or 30 feet. One move.
Medium Large, 3 to 18 people. 40 meters or 120 feet. Two moves.
Long Massive, a crowd. Further away. Aim carefully. Three or more moves.

UVG Weapon size

The average weapon weighs one stone. Light weapons take less space, heavy ones more.

It wouldn’t be a pseudo-colonial-apocalyptic savanna-crawl without guns. Unless specified otherwise, weapons are one-handed.

UVG Weapon Features

  • Ammo: unless noted otherwise, ammo weighs one stone and costs one tenth the price of its weapon.
  • Blinding: if any damage dice roll maximum, the target is blinded for one round. Critical hits may blind permanently.
  • Burst: unload all your charges or ammo to deal damage in a small area. Targets can take cover and forfeit their next move for half damage. Targets already under cover take no damage if they forfeit their next move.
  • Frag: charged with epic energies beyond mortal ken. Slain enemies explode and deal 1d6 damage in a small area.
  • Intravenous: can be loaded with liquid toxins or holy water.
  • Mounted: a heavy one-handed weapon for mounted use. Does double damage when charging.
  • Rare and restricted: such equipment is hard to find, overpriced outside of the settlement that produces it, often controlled by some faction or powerful group and may provoke hostile reactions. Zombies are such a thing.
  • Reach: weapon is longer and attacks first in close combat.
  • Relevant stats: most ranged attacks use Agility, while melee attacks use Strength. Some weapons can use other stats.
  • Reload #: a weapon is out of ammo and needs to be reloaded after an attacking d20 shows the reload number or less. Reloading is an action. Skilled fighters reload for free.
  • Throwing: lots of weapons can be thrown, some are even made for it. Throwing a weapon at a nearby or close target is fine, but the attacker is at a disadvantage against far-off enemies.
  • Two-Handed: it’s big. Needs two hands (2H) to use properly.
  • Versatile: can be used two-handed. In that case, its damage dice increase one step (1d6 becomes 1d8, 1d12 becomes 1d20).

Related item tables: UVG WEAPONS, Ranged Weapons: Bows and Gun Wands, Simple Melee Weapons (d8), Military Melee Weapons (d14), Weird Melee Weapons (d10).

Armor Mechanics

Shells, carapaces, plates, harnesses, mails, masks, helms, force fields. Armors protect the soft flesh of the human mollusc against the terrible world. The civilized mock the ferals who go about in fur, with little faith in the guardian angel phylakes who block all harm. The outlanders suspect the divine guardians may be unreliable.

Armor Features

All armors have features, just like weapons. Here are some possibilities:

  1. Bulky. Cumbersome. Hampers stealth and agility.
  2. Bulletproof. Grants resistance against high-velocity kinetic attacks. That means half damage.
  3. Camo [Lion]. Like that scaly, color-changing lion of legend, this armor adjusts itself to help you hide.
  4. Cool. Looks good in the sun, but a thermal blanket is recommended at night because it gets chilly.
  5. Enviro[nmental]. Grants resistance (half damage) to acid, toxins, and dehydration—often with hazmat runes and breathing implants.
  6. Flare #. Dissipate damage in excess of the flare number. Good against one attack per round.
  7. Hot. Good in winter, terrible in muggy summers. After exertion, you may well need some rest.
  8. Interfacing. Allows direct neural control of secondary systems, such as artillery or colossal golems.
  9. Intra[venous]. Inject potions as a free action. Doff the armor slowly and carefully.
  10. Large. The armor is large enough that you will struggle with normal human doors and rooms.
  11. Living. It’s alive. Feed it and it repair itself.
  12. Lucent. Clear enough to let light and some attack beams through.
  13. Mirror. Half damage from rays and beams.
  14. Oldtech. A valuable status symbol, not fabricated in these later times.
  15. Pocket #. A secret pocket, that is. Hides # soaps.
  16. Powered. Spiritual engines power golem muscles. Armor gains a replenish score and a burn effect. Unpowered: penalty to physical activities.
  17. Sunder. The kind of shield you can allow to be destroyed to negate one attack.
  18. Spiked. Unarmed attackers suffer 1d3 damage.
  19. Stylish. Reveals you as a person of taste. Can be worn in civilian settings without raised eyebrows.
  20. Weapon. Also serves as a weapon.

Standard Fabricated Armor Sizes

Modern humans prefer 4 cubit armor, even 2.5 cubit armor in the Orange Lands, but the self-willed fabricators refuse to change their blue prince designs, so artisans usually have to adjust every new-fab suit of armor.

Category Small Light Medium Heavy Golem
size <1 st 1 st 2 st 3 st 4+ st
armors bracers shield, linen amber, chitin porcelain, chain automato
bonus 1–2 1–3 2–6 3–9 4–12

Related item tables: VLG Armors, WARDS, SALVAGABLE ARMOR!, WHAT DO THESE SYMBOLS MEAN?.

UVG Armor Mechanics

UVG Armor Bonus

The defensive bonus armor provides, assuming an ascending armor class. A simple defense score = 7 + Agility (or Dexterity) + Armor (+ Skill, optional). (Note: All characters in the UVG book are ‘skilled in Defense’, and have 7 + 3 = 10 Base Defense.)

UVG Armor Features

  • Cool: Looks good in a hot environment, but a thermal blanket is recommended at night because it gets chilly.
  • Cumbersome: Stealthy and nimble activities are more difficult in this armor.
  • Environmental: Magically provides advantage ([+]) to tests against environmental effects like acid, toxic clouds and dying of thirst. Often with magical hazmat runes or post-mechanical breathing implants.
  • Hot: Good in winter, but sucks in hot environments. After exertion, such as a battle, the hero needs a rest and water. Without such a breather, the hero may become fatigued.
  • Intravenous: Set up to inject a potion directly into the body with a free action.
  • Powered #: Uses a magical source of energy, be it solar prayers, thermonuclear batteries, blood sacrifice or something else. Armor has # charges and loses a charge after every combat or significant exertion. The wearer can also spend a charge to boost their combat prowess. A spare power source and automagical recharging cradle (or prayer altar) takes a whole sack and costs €500. See Fuel, Power, and Supplies.
  • Size: As a rule, ordinary shields and light armors take one stone, medium armors take two stones, and heavy armors take three.

Wards Mechanics

Scarabs, necklaces, glasses, shawls, tomes, gems, scrolls, pectorals, amulets, bags, cloaks, caps, circlets, loincloths, and other relics coupling Long Ago oldtech and postmodern fantascience to protect from metaphysical harm. Anyone afraid of curses, charms, nocturnal terrors, mental necroscopy, ill fate, daemons of self-loathing, ghosts of doubt, mere misery or other uncommon psycho-spiritual assault would do well to kit themselves out with suitable wards.

Ward Features

All wards have features besides providing a bonus to saving throws. They may also have some armor features.

  1. Album. Holds 1d4+1 powers. Efficient storage!
  2. Antimagic. Spend 1d6+1 life to nullify an effect (save).
  3. Armor. Also serves as armor.
  4. Auto. Moves around. Claims to be alive.
  5. Booster. Adds ward bonus to another item or effect.
  6. Corpsefed. Double bonus for an hour after it eats.
  7. Cramping. Penalty to defense. Usually -1.
  8. Deathlike. Makes you look undead.
  9. Emplaced. Set up to generate a small warding aura.
  10. Heretical. Blasphemous technology. Don’t get caught with it. Makes authorities hostile.
  11. Implant. Attaches to your body. 1 life to remove.
  12. Jade. Grants ward bonus against ghosts and spirits.
  13. [Limited] Land. Only works in one region.
  14. Spell Eater. Spend 1d4+1 life to capture a spell targeting you (save). Using it later takes an action.
  15. Scary. Applies ward bonus to foes’ morale.
  16. Stealthy. Makes you more silent and sneaky.
  17. Undreaming. Spend 1d4 life to look past illusions.
  18. Vessel. Can carry up to a dozen drinkable doses.
  19. Watchful. Keeps an eye on you. Like an alarm.
  20. Weapon. Also serves as a weapon.

Standard Found Wards

Modern wards tend towards the jury-rigged pectoral, poorly inscribed amulet, or repurposed soul battery. The wards of Long Ago are available with more varieties, powers, and features. Some even move and talk and say they are alive.

Category Trinket Wearable Portable Bulky
size <1 st 1 st 1–2 st 3+ st
wards scarab circlet pectoral homunculo
bonus 1–5 1–5 2–7 3–9

Ward Compatibility Error

Stacking identical wards or wearing them on a single body part causes a psycho-spiritual error. Roll d20 + aura.

d20 Initial Effect d20 Ongoing Effect (if stacked)
1–4 Suffer corruption and one ward is destroyed. 1–4 After a week, suffer corruption.
5–8 Suffer corruption or one ward is destroyed. 5–8 After a week, one ward is destroyed.
9–12 One ward ceases to work for a week. 9–12 After a week, one ward falls off.
13–16 One ward falls off, repelled by a strange force. 13–16 Both wards continue to function as initially.
17–20 One ward provides its bonus and nothing else. 17–20 After a day, gain +1 to an ability while wearing both.
21+ Both wards work as expected. 21+ After a day, the two wards merge into one.

Wards in Autonomous Mode

The ward bonus translates into level, life, and other attributes. Sentience module recommended to avoid void-ghost personalities. The ritual to heal a ward takes a week and transfers your life force 1-to-1.

Ward Bonus Level (L) Life Mor Def Bonus Dmg Mood
+1 to +2 1d4 L × 2 6 1d4 + 7 L + 3 L × 1d4* Twitching, dazed and confused.
+3 to +5 1d6 L × 4 7 1d6 + 8 L + 5 L × 1d4* Gibbering, hungry for destruction.
+6 to +7 1d8 L × 6 8 1d8 + 9 L + 7 L × 1d4* Cold, harsh, thirsting for salvation.
+8 to +10 1d10 L × 8 9 1d10 + 10 L + 9 L × 1d4* Yellow tangerine ray fracture ERROR.

Related item tables: WARDS.

Cybernetics Mechanics

Implants & Prosthetics

Cybernetics include implants and prosthetics that integrate oldtech, biomancy, golem systems, or vomish source code into a living or living-adjacent body.

Implant Varieties

  • Biomantic: Sculpted from the user’s own flesh. Each such implant reduces Life by 1. Can only be used by organics.
  • Golem: The finest of implants draw their energy from the stars.
  • Oldtech: Cannot be modified without Long Long Ago tools.
  • Psychic: Modulates a creature’s aura, invisible to the naked eye.
  • Vampiric: Inoperable unless fed 1 Life per week.
  • Vomish: Extracted from a vome. These implants require a life-long regimen of healing rituals, prayers, and mech-suppressants (€5/week/implant) to avoid the corruption inherent in the bug-ridden vomish source code.

Integrated

Any active implant occupies one trait slot, not item slots.

Related item tables: Implants & Prosthetics.

Custom Combat Gear Mechanics

Each item can support a number of upgrades or customizations equal to its level plus one. This is convenient, since most weapon or armor fresh out of its fabricator has no levels (that is, its level is 0).

To customize an item further, characters level it up by investing experience and turning it into a hallmark item. Some treasured items (what simple types might call ‘magic’ items) are effectively the hallmarks of heroes or civilizations long gone and already have levels—upgrading them further is thus more expensive.

Lvl +Level XP +New Trait XP Combined XP Mods Hallmark
0 0 0 0 1 -
1 150 150 300 2 personal
2 380 380 760 3 calibrated
3 750 750 1,500 4 bound
4 1,500 1,500 3,000 5 imbued
5 3,000 3,000 6,000 6 quickened
6 6,250 6,250 12,500 7 resonant
7 12,500 12,500 25,000 8 awakened
8 25,000 25,000 50,000 9 ascended
9 50,000 50,000 100,000 10 transcended

Alignment note: this table is aligned to canonical OGA/Quickstart item-upgrade costs in Golden Age Item Upgrading (Lvl/Roll/Dmg/Armor/Ward/Trait Table), using separate tracks for +Level and +Trait.

Mod-sourcing note: the +New Trait XP track can be substituted in play by discovering, acquiring, or fabricating equivalent mods/upgrades through the fiction, with referee approval.

Upgrading an item may require materials, fees, skilled labor, traditional rituals, or hardcoded daemons who demand cash to unlock features.

Final costs are somewhat liable to the referee’s discretion.

customization cost = mod cost × total number of upgrades or item base cost if higher than above

Some mods are repeatable ( R ). Long Ago treasures and rare fabricators may provide access to level 0 items with inherent mods.

Related item tables: CUSTOM COMBAT GEAR, Weapon Mods, Armor and Ward Mods, WEAPONS, ARMORS, WARDS.

Vehicle and Mount Mechanics

When your feet won’t do, when you’re weary and the road goes ever on and on, few things are as satisfying as the bell of the ancient bus, the mechanical servant of the human settlements, programmed to transport. Well, a private golem cruiser or even a bicycle may be more satisfying, to be honest.

Ride Features

Your friendly transportation, logistics, and combat solutions have many possibilities:

  1. All-Terrain. Designed to overcome obstacles, grants a bonus in mud and snow. May consume more fuel.
  2. Atom. Converts matter into energy, like a sun.
  3. Cart. Lets your steed pull triple its normal capacity.
  4. Coalem. False golem that eats compressed and fossilized biomatter. Some have converted themselves to eat other types of biomatter: oil, wood, carcasses, flesh, even blood.
  5. Combat. Designed for combat. No penalties on its riders in combat, may even grant bonuses.
  6. Dark. This ride is not on any books. Its jewel is clouded. It is invisible to local gods and daemons.
  7. Sled. Lets your steed pull double its normal capacity. May include stretchers, ropes, rollers or skids.
  8. Flying. Dangerous in the west because of the mind-rotting Purple Haze and the razor stuckforce shards littering the sky. In civilized lands, painted statoliths and flags mark safe routes.
  9. Fuel. High-energy juices refined from biomass by biomagical-eating vat animalcules or domesticated autofacs. Some communities even refine their dead.
  10. Golem. True golem vehicles use near-inexhaustible radiothermal batteries. Each lasts for decades. Popular target for thieves.
  11. Grazer. Eats plants. In deserts, consumes a sack of supplies per week. Desert-adapted rides only consume half.
  12. Pneuma[vore]. A soul-eater. One human soul powers even the largest vehicle or mount for a year.
  13. Semi-Sentient. There is something of a brain in this ride. It can steer itself and follow simple orders.
  14. Sentient. This ride is at least as smart as a human. It may be unionized.
  15. Solar. Powered by the radiation of the Green Sun or other solar stars. May be keyed to a specific sun.
  16. Vital. Drains its user’s life force for motion.
  17. Undead. This ride is powered by eldritch powers. It requires no upkeep, but makes you unpopular.
  18. Underwater. This ride goes under water—and keeps functioning. It may even resurface!
  19. Void. Keeps occupants safe in the terrible void outside the envelope of Heaven.
  20. Water. A watercraft. It floats.

Standard Cultivated Human Rides

As specified by the One and Eternal Garden Path (revised 3rd yellow edition), humans can use any vehicles they create by themselves, without the inputs of self-willed or builder-made fabricators. Other vehicles are traditionally restricted. Modern humans don’t quite understand what this means, but there are some standard rides found in the civil lands.

Attribute Velocipede Conveyance Familiar Van Golem Bus Road Train
Level 0–1 1–4 2–7 4–9 7–13
Size skeleton-sized cow-sized greater unicorn-sized indricothere-sized whale-sized
Capacity 1–2 sk 2–6 sk 4–12 sk 6–24 sk 12–48 sk
Speed normal slow normal or fast slow or normal very slow or slow
Power pedal pull or push fuel or golem coalem or golem atom or pneuma
Supply 1 / wk 2 / wk 3 / wk - -

Level and Non-Sentient Rides

Level determines the defense, life, bonus, and damage attributes of a ride. Sentient rides are treated like any creature. Non-sentient rides have more life, no morale, and lower defenses and bonuses than usual. Riders add their skill to the defense of a ride they control. Characters using the ride to attack add their skill to its bonus. The damage represents a ramming attack, unless otherwise specified. Attacking a hard target deals equal damage to the ride.

β(Lvl) Life Def Bon Dmg
0 5 7 +0 1d4
1 11 7 +1 1d6
2 18 6 +2 1d8
3 26 6 +3 1d10
4 35 5 +4 2d6
5 45 5 +5 2d6+3
6 60 5 +4 2d6+6
β(Lvl) Life Def Bon Dmg
7 80 4 +4 3d6+6
8 110 4 +3 3d6+9
9 140 4 +3 4d6+12
10 180 4 +2 5d6+15
11 230 3 +2 6d6+18
12 300 3 +1 7d6+21
13 400 3 +1 8d6+24

Size

Size matters to give a sense of scale and to help imagine how a character can interact with a ride. The precise weight in imperial kilograms is usually not required. The legendary greater unicorn weighed between 1 and 3 imperial tons and made itself go extinct to cure all of humanity’s plagues. The indricothere was a 20–30 imperial ton giraffe. Both air and water whales are beloved of the phylake angel machines and can reach 300 imperial tons.

Capacity

How much a ride carries. Listed in sacks. One sack equals one human (roughly) or 10 stones (precisely).

Overloading a ride is possible, but not smart. Make a driving or riding roll when it makes sense, or once a week.

d20 Oops What Now
1–2 Death Repairs cost 25–200% of purchase price (roll 1d8 x 25). Spend a day replacing the engine or reanimating the steed (if you can). Or find help.
3–6 Exhaustion Spend 1d4 days resting and fixing up the ride. Otherwise, save or it dies at week’s end (above). Ride can’t carry cargo until it is repaired. Repairs cost 20–160% (1d8 x 20) of the purchase price.
7–10 Fracture If you force it to carry cargo, save or it is permanently slowed at the end of the week.
11–15 Accident Straps break. Goods spill. Fragile figurines shatter. Lotus leaf crushed. Cargo loses 10–80% of value.
16–19 Delay Tire bursts. Horseshoe drops. Mud claws at wheels. Lose 1d4 days.
20+ All OK Deft driving sees you through. Good thing you invested in all those caravaning and packing traits.

Speed

Speed matters for chases and races. The referee assigns bonuses to faster entities and penalties to slower ones.

Listed speeds are descriptive and relative—a horse’s speed is relative to other similar animals, an autogolem’s to other self-propelled sentient vehicles. When vastly different entities interact, for example a void skiff chasing a race horse, the referee may adjudicate the matter as no contest or require exceptional circumstances (or sacrifices) to allow a roll.

Speed [+]/[-] Human Baseline Autogolem Baseline Flyer Baseline
very slow [-][-] decaying zombie, broken human war engine aerolith blimp  
slow [-] skeleton, overburdened human crawler bus skyship
normal 0 healthy hiking human road cruiser flapper
fast [+] horse, hound, centaur warrior wicker hollowgolem
very fast [+][+] metal steed racing rocketgolem airjet

Power and Supply

Different rides may consume different types of supplies (fuel, food, souls). Quantities are in sacks per week.

Vehicle Mods and Upgrades Mechanics

Each ride can support a number of upgrades or customizations equal to its level plus one. A mod’s cost represents work, rituals, fees, material, taxes, and other unexpected issues. Some mod costs scale with the ride’s size (capacity). Weapons add attacks, but may require a dedicated gunner if the ride is not sentient (and possibly multi-brained). Many mods have additional effects: filling up capacity, increasing fuel use, or modifying other attributes.

Related item tables: Vehicle Mods and Upgrades, UVG Transport Fixes & Features.

UVG Vehicles & Mounts

Energy
Most vehicles burn synthetic fuel. Traditionally, this is refined from biomass with the use of biomagical eating animalcules and alchemical vats, or with a domesticated autofac. Some remote communities even refine their dead into energy.

  • Low-Q Diesolene, “Ole Belcher”, costs €10 per sack and produces hot, iridescent smoke. Adds the “smoke” tag to a caravan.
  • Premium Guzzolene costs €20 per sack.
  • Oldtech Jetolene costs €50 per sack and adds the “fast” tag to a caravan. It burns white-hot and may explode engines.
  • See Fuel, Power, and Supplies.

Carting
Wheels are great. A creature can pull triple its normal capacity. A creature pulling one load can’t also carry a second load. Just no.

Dragging
Using improvised stretchers, ropes, rollers or skids, a creature can pull double its normal capacity.

Flying
Not a good idea because of the Purple Haze, which rots human minds. At least, that’s what natives say. Also, there are fragments of stuckforce littering the sky, an invisible cutting hazard.

Golem
Golem vehicles use near-inexhaustible radiothermal batteries. Each lasts for decades. They are popular targets for thieves.

Grazing
Herbivores usually eat grass and other plants. In deserts, they consume a sack of supplies per week. Common supplies cost €2 per sack, like for humans. Camels only consume half, they’re cool.

UVG Overloading

Possible, but not smart. Moderate test once a week or something goes wrong (roll d6):

  1. Engine dies. Lose a day replacing the engine (if you have one) or pull the vehicle to a machine shop.
  2. Exhausted animal. Lose 1d4 days resting or a 1-in-2 chance it dies at the end of the week.
  3. Broken axle. Lose 1d4 days to jury-rig a fix. A replacement axle costs a tenth of the vehicle’s cost.
  4. Lamed animal. It can’t carry anything for a week. Force it to carry cargo and it will be permanently crippled.
  5. Straps break. Random cargo spills. Fragile things break.
  6. Random cargo crushed, loses half value. Badly packed, the fragile black light lotus leaf is now just so much powder.

UVG Upgrading Vehicles and Mounts

Customization is the name of the game. Smaller upgrades can be purchased for larger vehicles and creatures at double the cost. Some upgrades might not make sense at the referee’s discretion.

UVG Transport Fixes & Features

Vehicle Features

d20 Brands of Long Long Ago Dubious Features
1 Macaroni Integrale Self-threading caps
2 Atomkraftwagen Anti-tampering engine configuration
3 Spitz-Schnauzer Synchrotronic gearbox
4 Deus Machina Electric transix variator
5 Olive Garden Dilithium superfluid compressors
6 Singer Metal Humans Dante’s Gate propulsion unit
7 Void Y Microhydraulic homeostatic brain
8 <=5H1N3=> Inhalator body air scoops
9 Vanta-Chouette Anti-rapture heartbeat sensors
10 AXE Vehicle Lubricants Nine-axis suspension struts
11 Podzol Kozmos Swivel bucket seats
12 Vega Utopia Industries Gyroscopic auto-leveler
13 Barca Real ESL Automatic anti-crash foam nozzles
14 Omnisentience UI Extruded poly-chromium trim
15 Langmorgen KNVX Telepathic key systems
16 Three Ritual Extensible omniadaptors
17 Aquarius Trained underbody rust slimes
18 Maya Yuga Mercurial dimagnetic levitation bearings
19 Feltz & Filtz Ghost-bone dry-clutch
20 Sombrero Corporation Hydrophobic faux-fur seat covers

Vehicle Trouble

d20 What Broke? How Do We Fix It?
1 Sparkulators clogged. Take ‘em out & file them.
2 Lightning whirler isn’t whirling. Squint and twiddle some screws.
3 Fuel tube burst. Run a new one.
4 Brakes gone. It’ll probably be fine.
5 Flat tire. Get the tools, patch ‘n’ swap.
6 Radumilator blown. Keep adding fluids on the go.
7 Fuel pump seized. Probably need a new one.
8 Won’t hold pressure. Time for bubblegum welding.
9 Carbassimilator stuck. Hit it with a wrench.
10 Wheel bearings locked up. Grease and hammer.
11 Threw a belt. Find something long & stretchy.
12 Radiothermals leaking. Duct tape time.
13 Confuser unit ERROR. Diagnosticator red button time.
14 Transmission goes “clunk”. Take the whole thing off.
15 It goes “grrtschuktuktuk.” Don’t use that gear.
16 Thorbox won’t charge the battery. Replace it. Maybe with a Zeusbox.
17 Omnibattery won’t hold a charge. Chemical ritual time.
18 No dead dinosaur juice. Get more juice. Add more juice.
19 Hole in the metal-fragment shield. Patch it, add liquid, pray.
20 Piston went to space. Needs a full rebuild.

Animal (or Human) Trouble

d20 What’s the Matter? How Do We Fix It?
1 Threw a shoe. New shoe (and maybe a farrier).
2 Perambulator tendon pulled. Long rest and light duties.
3 Infected spottle-fly bites. Apply soothing Liger balm daily.
4 Runny yellows from bad water. Antidiarrheals and extra water.
5 Noxious flatulence. Regular bleeding. Leeches?
6 Secondary head growth. Surgical decapitation.
7 Sprained primary foot joint. Rest, compression, pain killers.
8 Gangrenous amoeboid cyst. Limb amputation. Or antibiotics.
9 Broken walker appendage. Needs a new leg.
10 Infectious omnivampirism. Daily blood rations. Or a stake.
11 Eye fell out. A fresh optic seed. Or a patch.
12 Bullet hole out of nowhere. Duck and cover! Then bandage.
13 Sudden philosophical bent. Teach them to keep a journal.
14 Intense and constant hunger. Extra rations. De-worming pills.
15 Hair loss and vomiting. Anti-radiation medicine.
16 Tremors and loss of motor control. Please visit a neuromancer.
17 Dryland flu. Anti-virals and quarantine.
18 Vivid hallucinations. Dark glasses?
19 Creeping, cosmic ennui. Hide the pain, Kharold.
20 Freak cosmic ray mind wipe. Needs a new personality.

SDM Gear Index

VASTLANDS GUIDEBOOK

This world is not like that of Old Soil, with its wild west feudalism and deep-delving gong-farmers. Sufficiently advanced technology indistinguishable from magic abounds, if unevenly distributed. The modern human knows that wonders exist, though few can pretend to understand them. Too much knowledge exists even for the hive minds and synthetic intelligences, and more has been forgotten.

What is magic? What mundane? That distinction is impractical. Somewhere in these vast lands nearly every item the human may dream up must already exist. Thus, to list all possible equipment… hubris!

Yet, some useful things for the traveler, for the voyager into the vast beyond the edge of civilization? That, yes, let us list that.

COMBAT GEAR

WEAPONS

Melee Weapons

Melee Weapons

By wrench and machete, the shadowed jungles of lost times must part.

d8 Traditional Melee Weapons Features Dmg Size Cost
1 Shiv — A sharpened butter spork. conceal 1d3 2 sp €0
2 Battle Stick — Hardwood for hard knocks. str or agi 1d4 1 st €1
3 Spear — A blade on a stick. Combines well with shields and other spear bearers. versatile, throwing 1d6 / 1d8 1 st €2
4 Burdenbeast Whip — Can be used to swing. str or agi, reach 1d4 1 st €3
5 Machete — The blade that overthrew the void tunnel jungle and opened a passage to New Soil. chops wood 1d6 1 st €3
6 Wrench Hammer — Maintainer caste tool for divine doors and holy hatches. Today, a badge of priestly office. two-handed 1d10 2 st €10
7 Gentleman’s Cane — A short sword in a cane. Perfect for traipsing down portal avenue or giving ruffians a what-ho. conceal 1d4 or 1d6 1 st €20
8 Stun Baton Wand — Spend 1 life to stun (save). Retractable. conceal 1d4 5 sp €25
d12 Melee Weapons of the Long Ago Features Dmg Size Cost
1 Access Flenser — This less-lethal phantom blade cuts layers of ego and id. Max damage: give target’s soul one direct command (save vs extreme commands). re 5, attune, oldtech, subdual 1d6 1 st €200
2 Agon Whip — Implants the target with your personality homunculus (save). Each round, each implanted personality tries to take control (aura rolls). reach, re 13, attune, fantascience, burdening 1d4 1 st €1,500
3 Arzax Lance — Ultralight energy lance. Switch off the null-field to collapse into a short rod. Stuns on natural 13. reach, cavalry 1d12* 1 st €200
4 Black City Blade — Made of obsidian and shadow and error. It whispers to you of lost histories. ignores damage resistances 1d10 1 st €300
5 Chain Sword — An elegant weapon from the time of the great reincarnation error. Decapitate on natural 20. re 2, versatile, vorpal 1d10 / 2d8 2 st €450
6 Forty-Pound Uranium Rod — Heavy metal staff for a heavy metal wizard. Stuns for 1 round on matching damage dice. 2H, slow 2d10 4 st €900
7 Ghost Bone Axe — Noödaemon bone weapons ignore undead immunities. Deals full damage to ghosts. Its disturbing nature inflicts nightmares (save) on its wielders and victims. 2H, disturbing 2d8 2 st €550
8 Noetic Blade — The onyx and ivory hilt projects a blade of pure psychic energy, slicing through mental and physical barriers. Spend 1 aura to deal triple damage. fantascience, armor piercing 1d8 1 st €500
9 Pleasure Thorn — Related to the neural whip, but more pleasant. Disables with ecstasy. Paroxysms for 1 round on a natural 7. close, re 5, oldtech 1d8 1 st €400
10 Skip Knife — Cuts through time, skips the target forward 1d6 rounds (hard save). Its mass is increased by its future anchors. re 1, fantascience 1d4 7 sp €1,250
11 Soul Siphon Spear — Whips like a cobra, drinking souls and leaving empty husks. Holds three souls. Spend one to animate it as a spear snake (L3 / 12 life) or to regain 1d6* life. 2H, attune, fantascience 2d6 1 st €3,000
12 Wire-Ghoul Hammer-Axe — A thing of undead biomachinery, overgrown with wriggling, acid-belching flagellae. Double damage to heavily-armored enemies. necrotic 1d10 1 st €750

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WEAPONS
  • see-also:

Ranged Weapons

Ranged Weapons

Guns can be seen in the oldest human concrete-art, found in the ruins of pre-Long Long Ago cave cities.

d6 Traditional Bows and Guns Features Dmg Size Cost
1 Bow — Recurved metalbird pinion and laminated chitin strips. Its lack of features is a feature. med, 2H 1d6 1 st €20
2 Crossbow — Simple, silent clocktech. Rewind after each shot. med 1d8 1 st €25
3 Golem Lance — Take a defunct war golem’s arm, remove the war golem, and you have an effective heat ray. short, re 6, 2H, heat 1d10 2 st €200
4 Inquisition Squirtgun — Originally an effective tranquilizer delivery device. Now adapted for all kinds of fluids. short, re 5, intravenous 1d6 5 sp €300
5 Scavenger Bolter — Rugged, tough, notoriously easy to modify. Not the most accurate, though. med, re 10, 2H, clumsy 1d10 1 st €100
6 Redland District Submachine Gun — The mass-produced firearm of the people. Rare outside the RLD, restricted inside. med, re 1, 2H, burst 2d6 1 st €500

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WEAPONS
  • see-also:

Throwing Weapons

Throwing Weapons

The baseline human body is finely adapted for throwing. All throwing weapons have a short range.

d8 Traditional Stones and Grenades Features Dmg Size Cost
1 Stone — Man’s first weapon. May be synthetic. 1d3 1 st €0
2 Bola — Corded weights to entangle a target. Popular with herders and nomads. entangling 1d4 1 st €1
3 Throwing Knife — The classic combat shuriken of Rustlanders, alley-dwellers, and other ne’er-do-wells. concealed 1d4 2 sp €1
4 Concussive — A clay pot filled with black powder. A grenade any modern artisan could make. area S 1d6* 2 sp €5
5 Flarestick — Fruit of the flambén tree, preserved with resin. Thrown, it bursts into bright, flaring light. As fuel, it burns for an hour with a low-heat flame. heat 1d4 2 sp €10
6 Flasher — A glitch-vome’s signaling eye set to St. Vitus. Causes blindness, nausea, and/or robot dancing. area S 1d6 2 sp €30
7 Builderbang — The holy fragmentation grenade of elder times, treasured by inquisition grenadiers. area L 3d6* 2 sp €250
8 Slowtime — Creates a bubble of altered spacetime that lasts several rounds. Those within (save) only act every other round. Ranged attacks through the bubble suffer a penalty. area M, 1d3/round 1d3*/round 1 st €450

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WEAPONS
  • see-also:

Terrible Ranged Weapons of the Long Ago

Terrible Ranged Weapons of the Long Ago

Strange things, perhaps never made by or meant for humans, perhaps the product of a more terrible age. They lurk in the ground, in vaults and time cysts, like rotten dragons’ teeth, waiting to tempt and destroy.

d30 Weapons of the Time of Rats and Worm Portals

d30 Weapons of the Time of Rats and Worm Portals Features Dmg Size Cost
1 Dusk Emitter — This convenient, pocket-sized anti-light ray wandgun emits “dusk” in a 15° cone. med, re 3, blinding, oldtech 1d4 5 sp €50
2 Diagnostic Wand — Demands a full summary of intent. Target’s next action takes two actions to complete. short, re 15, attune, oldtech 1d4 5 sp €120
3 Ego Echo Wandpistol — Reverberates thoughts and emotions, disorienting the target (save). A disoriented creature (1d6): (1) attacks itself, (2) attacks an ally, (3) sits down, (4) wanders away, (5) does what it planned, (6) pauses and gains 1d6 life. short, re 4, attune, fantascience, psychic 1d4 5 sp €200
4 Jetolene Igniter — A flame-thrower from the anti-anti-zombie wars. Sets hearts (and heads) afire. short, re 15, 2H, high heat 3d6 3 st €250
5 Transfer Gun — Originally a medical device. It transfers a burden from the user to the target (save). short, re 5, attune, oldtech 1d8 1 st €300
6 Radiothermal Horn — Emits hard radiation. Causes illness (hard save). Backfires on a natural 1. Works as a portable stove. short, re 2, glowing, oldtech 2d4* 1 st €400
7 Telempathy Blaster — Repurposed psychemedical device. Minimum damage: the target stops fighting for one round and tries to parley. short, re 6, attune, fantascience, psychic 1d10 1 st €600
8 Aerolith Impactor — Fires an aerolith seed reducing the target’s weight by 1 sack per hit. Effect lasts 10 minutes. med, re 4, oldtech 1d6 1 st €800
9 Porcelain Death Mask — Micro-rocket headset. Generates hornet-sized ammo using integrated fabricators (1d4 life to reload). Designed for polybody drones. med, re 7, hands-free 2d6* 1 st €1,000
10 Solipsism Shotgun — Dream a lifetime in a day! This old prayer gun is useful for putting enemies to sleep (save). short, re 2, 2H, attune, slumber, fantascience 1d8 2 st €1,000
11 Satrap Radiant Gun — Semi-sentient laser weapon that communicates through its crystal soul display. long, re 7, 2H, blinding, radiant 2d12 2 st €1,100
12 Fold-Field Array — Repurposed cracked levi drive. Reduces spatial dimensions in the target area by 50%. Targets are slowed and weakened (save). On a natural 2, one target’s skull folds in on itself instead. short, area S, re 10, oldtech 1d10* 1 st €1,500
13 Hellfire Hand Cannon — Projects part of the target’s mind into hell. They are burdened with the fire of pain, the acid of despair, the depredation of time (save). The burden dissipates after 1d6* days. med, re 5, 2H, attune, burdening, fantascience 1d8* 2 st €1,500
14 Phase Handgun — Shifts the target (or a 3 cubit sphere) out of phase with normal matter for 1 round (save). short, re 6, attune, oldtech 2d8* 1 st €1,650
15 Reality Flense — The target glimpses the true, underlying nature of reality. On a natural 20, their mind breaks. On a natural 7, they permanently gain 1 aura. short, re 3, attune, mad, psychic 1d6* 1 st €1,800
16 Golem Killer — Gray-orange anti-mechanical emitter. Damage roll 13: target mech shuts down for an hour. med, re 4, 2H, silent 2d8* 2 st €2,000
17 Ultra Blaster — For void use, with fully shielded particle coils that function even in the subspace of the dullways. short, re 1, blinding, radiant 3d6 5 sp €2,000
18 Crystal Siege Rod — Disintegration ray amplifier housed in a heavily glyphed brass and brazilwood casing. A leftover from the rationalist living god wars. Breaks open doors if any die rolls a natural 6. short, re 4, 2H, clumsy, slow ×4 1d6 3 st €2,000
19 Lamarckian Needler — This fleshy green wandgun turns your blood into corrupting serum. Max damage: corrupted. short, attune, vital, intravenous, corrupting 1d4* 5 sp €2,800
20 Replacer Rod — Replaces target with an almost identical copy of themselves (save). Ever after, they feel alien to themselves. short, re 7, atrophy, fantascience 2d4* & 1 tho 1 st €2,900
21 Blue God Blaster — Particle of the divine, subverted and converted into a toxic array for tunnel combat. v. short, re 7, 2H, necrotic, burst 4d8 1 st €3,000
22 Mouth of the Void — Hear the song of the cosmos, merge with your existential dread. Adjacent creatures suffer 1d6 damage. Stops a heart on a natural 13. short, re 4, attune, fantascience, deathly 2d10 6 sp €3,900
23 Angelroarer — Portable solid hologram projector manifests a divine progenitor to smite unbelievers. Loud, bright, inflammatory, and terrifying. short, re 7, 2H, fearsome, heat, subdual 3d10 2 st €4,000
24 Eye Solar — The Hard Sun’s divine eye smites your foes with its cruel, luminous hands. med, 2H, vital, petrifying 1d6* 2 st €4,400
25 Gate Daemon Actuator — Once used to spin up travel gates, now it serves as a pair of gravity shears. Bisects target on a natural 13. Also, reorients gravity in a small area. med, re 13, 2H, vorpal, oldtech 1d12 3 st €4,500
26 Magnificent Fireball Wandpistol — Converts the dross of mortal life into balls of fire. Drains the user of 1 life per shot. short, area S, vital, attune, oldtech 3d6 1 st €5,000
27 Autoportal Conflux — Fires itself and its user through itself into the destination, re-materializing with a bang. Natural 13: re-materialization delay; roll d6: (1–3) 1–6 rounds later, (4–5) 10–60 minutes, (6) 1–6 hours. long, area M, re 7, 2H, attune, slow, oldtech 6d6 2 st €7,500
28 White City Matter Creator — This coiling, whorling device duplicates 1d6 stones of matter at range. short, re 5, 2H, attune 1d12* 2 st €10,000
29 Ultra Ba “Leapfrog” — Raygun and skull-cap combo that translates your personality into another body after reducing the target to 0 life. short, re 10, 2H, attune, fantascience 1d20 2 st €17,500
30 Mazing Crown — Rays from its labyrinth jewel cause confusion (save). Minimum damage: target falls into a bubble maze dimension for a week. short, re 3, hands-free, attune, fantascience 2d12 1 st €45,000

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WEAPONS
  • see-also:

ARMORS

See Armor Mechanics, and Wards in Autonomous Mode for mechanics.

Modern and Ancient Shields

Modern and Ancient Shields

Interposed between fragile flesh and deadly bullet.

The oldest myth that mentions humans using a shield is the drum-epic Rise Into Hell, when the ancestrats of protohumanity rebelled against the Deep Givers and clambered to the thin-sucking surface of Old Soil. There, Mastress Flearoth wielded a shield called Gravelgnaw (Rodigaia, in the dialect of the drum-epic). It reflected the blows of the Givers’ granite golems, crushing their fists with its three rotating heads.

d6 Modern and Ancient Shields Features Armor Size Cost
1 Shield Mk74c — Modern wicker and pleather classic. sunder +2 1 st €2
2 Strapguard — Brass and plaz strapped to your forearm. hands-free +1 1 st €5
3 Field Glove — Plastic and living-wire gauntlet with a small protective field. Spend 1 life to boost defense by +1d6 until the end of the next round. hands-free +1 5 sp €15
4 Blazeglass — You can shoot beam weapons through this polarized glass shield. lucent, sunder +3 1 st €100
5 Void Infantry Dissipator — Towering pavise of ceramic, aerolith, and cryptic coils. Any damage over 10 dissipates harmlessly as a polychrome flare. flare 10, sunder +4 2 st €500
6 Hard Light Targe — A push-button shield of force. In melee, it deals 1d4 damage and severs limbs on a natural 17. weapon, vorpal +3 1 st €950

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > ARMORS
  • see-also:

Light Armors

Light Armors

Suits for fighting and even running away. Beloved of barbarians, riff-raff, bandits, and other ill-civilized folks.

d8 Light Armors Features Armor Size Cost
1 Nomad Robes — Great in the hot desert. cool +2 1 st €10
2 Artyhide — Cheap, shiny when oiled, great with a wide-brimmed high plateau rustler’s hat. hot +2 1 st €10
3 Riot Pleather Suit — With detachable spike, cloak, and skull hardpoints. hot, spiked +3 1 st €50
4 Ballistic Linen Suit — The gentle adventurer getup. Secret nip pocket. cool, pocket 3, bulletproof +2 1 st €100
5 Silk Vest — Elegant protection for the hero-about-town. stylish +2 0 st €150
6 Hazviral Suit — Synthskin suit designed by the goddess Haz-Maat. enviro, hot +2 1 st €150
7 Syncsuit — Ancient spandex and living wire for direct proprioceptive control of a vech or void vessel. interfacing +3 1 st €500
8 Shipmetal Shirt — Light as a boat shirt, tough as steel. flare 8, cool +3 1 st €1,200

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > ARMORS
  • see-also:

Medium Armors

Medium Armors

All-rounder suits for normal agents who would preserve humanity and keep it on the Garden Path.

d6 Medium Armors Features Armor Size Cost
1 Scale Suit — From de-extincted iron pangolin scales. bulky, hot +4 2 st €50
2 Dryland Weave — Woven from the cilia of special dryland coral hybrids, surprisingly breathable. cool +4 2 st €100
3 Chitin Cuirass — Also called lobster armor. bulky, cool +5 2 st €600
4 GRD Combat Harness — Ugly semi-organic suit with grasping tentacles to keep gear in easy reach. bulky, hot, living +6 2 st €850
5 Watersuit — Cool-suit of synthskin over woven bone mesh, with vascular cooling and filtration system. bulky, enviro +4 2 st €1,200
6 Amber Cuirass — Strands of ancestral memories trapped in amber. Ghostly memories grant +1 thought. bulky +5 2 st €1,500

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > ARMORS
  • see-also:

Heavy Armors

Heavy Armors

Stout suits for standing and defending.

d8 Heavy Armors Features Armor Size Cost
1 Splinter Suit — Sungwood scales over fibrous tissues. Floats surprisingly well until it becomes waterlogged. bulky, hot +7 3 st €400
2 Bone Mesh — Trademark bone wizard product. bulky, cool +6 3 st €500
3 Assault Suit — Silver sinews, porcelain plates, undead tissues. hot, str +1, end +1 +6 3 st €1,200
4 Bullet Plate Weave — Modern smithing with old tailoring. Its loud metal parts hamper stealth but make for a more intimidating charge. bulky, loud, hot +8 3 st €1,500
5 Jade Mail — Stonesung links that also grant resistance against ghosts and immaterial daemons. bulky +7 3 st €2,000
6 Voidsuit — A lobotomized void arachnid sung and hollowed into a shape fit to carry a human. Air for 3 days. bulky, large, enviro, void +7 3 st €3,000
7 Bunker Crawler — Shaped livingstone suit, with tether tentacles for crawling up and down tunnels. hot, spiked, intravenous +6 3 st €4,000
8 Umbral Panoply — Hard shadow and synthsilk weave. bulky, cool, camo +9 3 st €9,000

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > ARMORS
  • see-also:

Classic Golem Armors

Classic Golem Armors

Living exoskeletons for soft humans powered by arcane sources. As a free action, you can activate a golem’s burn mode for the rest of the scene by making a d20 usage roll. Warning! Burn mode may drain a golem’s energy stores.

d6 Classic Golem Armors Features Armor Size Cost Burn
1 Spectral Parasite — Steel-glass scales and an enviromaker parasite. re 3, bulky, cool, enviro +5 2 st €2,400 Gain +2 strength.
2 Malachite Swirl — Polished stone and woven lines of force to resist high velocity and energy attacks. re 4, bulletproof, energy resistant [+5] +5 2 st €8,000 Gain +5 strength or a 30 life forcefield.
3 Onyx Ghost — Coiling onyx snakes and shifting spirit stones whisper of lives wasted, dreams destroyed. re 2, enviro +5 2 st €10,000 Gain +3 aura or a 50 life forcefield.
4 Porcelain Walker — The best in princely technology, with shiny polychrome ceramic plates. re 3, bulky, cool, intravenous +7 3 st €600 Walks itself for several hours.
5 Full Archaic — This smart suit can fight without you inside (see full auto destruction mode). Warning: may develop a personality. re 2, semi-sentient, large, weapon +8 3 st €5,000 Gain +4 strength or a 20 life forcefield.
6 Brazen Minotaur — Monstrosity of godmeat and astral bronze cooked up in the crypt vats of the Living Flesh God. Deals 1d10 damage with unarmed attacks. Bonds to its user; removal requires a day of prayer or 3d6 life. re 3, bonded, weapon +7 4 st €5,000 Gain +6 strength and a 30 life forcefield.

Full Auto Destruction Mode

No human inside, can it see at all or is it blind? Can it walk at all, if it moves will it fall? An armor’s bonus translates into the level of a golem in full automatic destruction mode—also known as iron human mode. Sentience module required.

Armor Bonus Level (L) Life Mor Def Bonus Dmg Mood
+5 1d4 + 1 L × 5 9 1d4 + 13 L + 2 1d6 Filled with dread and foreboding.
+6 1d4 + 2 L × 6 9 1d6 + 13 L + 2 1d8 Vengeful. Convinced it is dead.
+7 1d6 + 2 L × 7 10 1d6 + 14 L + 2 1d10 Chasing those it once saved.
+8 1d6 + 3 L × 9 10 1d6 + 15 L + 3 2d6 Doesn’t even care. YOLO.
+9 1d6 + 4 L × 12 11 1d8 + 15 L + 4 2d8 Traveled time. Seen man’s future.
+10 1d8 + 4 L × 15 11 1d10 + 15 L + 5 2d10 Eyes full of stars and hope.

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > ARMORS
  • see-also:

WARDS

See Wards Mechanics, and Wards in Autonomous Mode.

Trinkets

Trinkets

The smallest of wards: rings, scarabs, necklaces, pendants, broaches, amulets, tattoos, earrings and the like.

d6 Trinkets Features Ward Size Cost
1 Heretech Scribbles — Reality fracturing equations on a synthskin scroll. heretical +1 1 sp €5
2 Safety Scarab — Undead beetle vome with your name on it. corpsefed +1 1 sp €10
3 Bone Necklace — Living undead bones! Do not ingest. deathlike +1 1 sp €50
4 Violet Cat Egg — Purroof of a catlord’s great favor. And mastery. purple land +5 5 sp €250
5 Shadow Shawl — Woven from voidspider silk. Eats light and sound. stealthy +2 5 sp €500
6 Empty Glasses — Cool alien sunglasses from beyond reality’s veil. undreaming +1 2 sp €725

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WARDS
  • see-also:

Wearable Wards

Wearable Wards

Hats, belts, shirts, shoes, cloaks, boas, ropes, skulls and other things a human might call clothing or accessories.

d6 Wearable Wards Features Ward Size Cost
1 Skull Garland — Add a friend’s skull to boost bonuses by +1! armor +2 +2 1 st €50
2 Pointy Slippers — Very sharp points—your kicks deal 1d6 damage. weapon +1 1 st €75
3 Jade Mask — Tinkling jade beads also add +1 charisma. jade +2 1 st €150
4 Pectoral of Red — Adds +2 bonus to damage or effects of red items. booster +2 1 st €200
5 Robe of Eyes — Bonus against surprises, sneak attacks, and such. watchful +3 1 st €300
6 Full-Spectrum Suit — Radiant 8-bit confusion tailoring. cramping, glow +5 1 st €7,500

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WARDS
  • see-also:

Portable Wards

Portable Wards

Astral clocks, portable shrines, prayer engines, antimagic mirrors and other oldtech devices that work while carried.

d6 Portable Wards Features Ward Size Cost
1 Box of Eyes — Lets you grow functional eyes all over. Yuck. implant +3 2 st €450
2 Kingshead Flask — Ornate potion flask made from the head of a king. vessel, scary +3 1 st €667
3 Tome of Metal B — Tome of powers inscribed in steel and thunder. album +3 1 st €2,500
4 Antimagic Mouth — Monstrous mouth-shaped box. Fits your head?! antimagic +4 2 st €3,000
5 Vile Recorder — For your up-to date backup. Implantable. heretical +4 2 st €8,500
6 Savehead Jar — Looks like a helmet. If you would die, it saves your head and skitters off like a creepy spider. autonomous, spell eater +4 2 st €10,000

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WARDS
  • see-also:

Bulky Wards

Bulky Wards

Biomechanical engines, living coffins, homunculos, and other large wards weren’t designed to be carried.

d6 Bulky Wards Features Ward Size Cost
1 Prayer Engine — Blares high-bpm holy tunes. Frightens demons. emplaced +3 2 st €1,750
2 Living Coffin — Field ward of the revolutionary ghouls of the 3rd Juniper Era. Works best when fed a fresh human. auto, corpsefed, emplaced +4 5 st €2,500
3 Necrolexicon NEC — Unliving tome of illegal death magicks. corpsefed, tome +5 3 st €5,000
4 Basic Homunculo — Tiny fake human. Sacrifice it to absorb a technomagical effect. Or to fuel your powers. auto +6 3 st €6,995
5 Monochrome Mirror — This fragile mirror halves damage from all sources that are not monochrome: black, grey, or white. emplaced +7 3 st €25,000
6 Second Soul — Radiant ghostly apparition that boosts the damage of all your mental and energy attacks. auto, booster +9 6 st €99,500

tags:

[gear] [source:vlg] [combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > COMBAT GEAR > WARDS
  • see-also:

CUSTOM COMBAT GEAR

See VLG Custom Combat Gear Mechanics.

Weapon Mods

Weapon Mods

Many fabricators (1-in-2) and golem smiths (1-in-3) have the skills preinstalled to manage the following modifications.

d8 Standard Upgrades R Cost
1 Damage Boost — The most basic of weapon mods. +1 bonus per damage die (2d4 → 2d4+2). y €5
2 Styling — Inscription, gilding, etching, coloring, etc. Harder to steal and pawn. y €5
3 Glow — An eerie, radioactive glow tailored to your character. Bright as a torch. n €25
4 Bane Coat — Exotic coating (ultraviolet, gold) deals double damage to one type of target. n €50
5 Resistance — Weapon gets a +1d6 bonus to saves and breaks through one type of resistance. n €75
6 Precision — Precognitive daemons guide the weapon, granting a +1 bonus to attacks. y €100
7 Area Boost — Magitechnically tweaked to roughly double its area of effect. y €150
8 Range Boost — Greater range without sacrificing accuracy requires wholesale material editing. y €200

More extreme weapon customizations can get very expensive. Exotic fabricators may be required.

d12 Postreality Customizations R Cost
1 Damage Upgrade — Increase the damage dice one step (2d4 → 2d6 → 2d8). y €100
2 Hammerspace — Item no longer occupies an inventory slot. It’s a part of you, so to speak. n €150
3 Crippling — Target is slowed (save). Second strike immobilizes for 1d6 rounds (save). n €200
4 Draining — When it deals damage the wielder gains 1 temporary life. Lasts a few hours. y €200
5 Saboteur — Instead of damage: target is tripped, slowed, shoved, or blocked (hard save). n €250
6 Integrated — Size reduced one step (1 sk → 1 st → 1 sp) and attacks can be treated as unarmed. y €350
7 Remapped — It uses a different ability for its combat bonuses (e.g. aura for melee attacks). n €450
8 Vorpalization — Severs or destroys an extremity on a critical hit, or deals double critical damage. n €500
9 Atrophic — Deals 1 ability damage per hit. Choose target ability (strength, agility, etc.). y €600
10 Stunning — Strikes with a flash or shocking roar. Target loses 1 action (save). n €850
11 Sentience — The weapon gains a mind and +1d4 charisma, aura, and thought. y €1,000
12 Projector — Gains the ability to use one power (or spell). Uses its own level and abilities. y €1,250

tags:

[gear] [source:vlg] [custom-combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > CUSTOM COMBAT GEAR > WEAPON MODS
  • see-also:

Armor and Ward Mods

Armor and Ward Mods

Golem tailors (1-in-3) or barbarian armorsmiths (1-in-4) may manage the standard customizations.

d8 Common Upgrades R Cost
1 Hardened — Improved plates, reactive tissues and absorbers increase armor defense by +1. y €10
2 Cooling Fins — fans, and vents. Suitable for hot environments. n €25
3 Heating Lining — seals, padding. Suitable for cold environments. n €25
4 Waterproof — Oils, rubbers, and wools. Keeps you dry and gains a bonus against electric attacks. n €25
5 Fashionable Embossing — filigree, inlay, etc. Boldly declares who you are. Grants +1 charisma. n €50
6 Gas-Tight Mask — rebreathers, and polymers to protect from environmental hazards. n €75
7 Silent — Swathed and padded to muffle sound. No penalty when sneaking about. n €100
8 Pocketses — Secret compartments hide a number of small items (1 sp) equal to its level. These items do not occupy additional inventory space. n €50

Extreme armor upgrades may result in autonomous suits of armor. Beware if they go amok. Other armor features may also work as upgrades. The referee sets the final cost and requirements.

d12 Post Scarcity Customizations R Cost
1 Skull Warded — Protection from dark magics boosts saves. Grants ward +1. y €20
2 Life Field — Grants the wearer temporary life: 5 or its level, whichever is higher. y €100
3 Resistant — Take half damage from one type of damage (e.g. fire, acid, necrotic). n €150
4 Absorbing — Reduce its armor bonus by 1 to negate the damage from one attack. Unless it is living armor, spend €50 to repair each armor point. n €200
5 Streetfighter — Ghoulish wiring increases unarmed damage dice (1d3 → 1d6 → 1d8 → 1d10). y €300
6 Golem Servos — Boosts wearer strength, agility, or endurance by 1. y €400
7 Limited Flare — Dissipator fields limit damage one attack per round to 10. y €500
8 Jade-Marked — Absorbs one burden per week for the wearer. y €700
9 Aetherial — Also grants its defense against noöspheric attacks, ghosts, and ultras. n €800
10 Living — It’s alive. Reduce its armor bonus by 1 to regain 1d4 life. Fed and allowed to rest, it regains 1 armor per week. n €900
11 Urbanweave — Miniaturized (-1 st, minimum 1 st) and styled to look more like civilian clothes. n €1,000
12 Automaton — Follows simple instructions, but has no mind of its own. Use the sentience weapon mod to give it a brain. Can ‘walk’ the wearer, making some endurance challenges trivial. Autocombat mode: gains +1d4 str, agi, & end. Life: 10 × level. Defense: 7 + armor + level. Attack: bonus = level. Damage: 1d6 + armor + level. y €1,500

tags:

[gear] [source:vlg] [custom-combat-gear] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > CUSTOM COMBAT GEAR > ARMOR AND WARD MODS
  • see-also:

CYBERNETICS

Prosthetics and Implants

Prosthetics and Implants

Flesh is negotiable in the Vastlands. Memory, less so. This table is for moments when someone asks what a new limb, a cleaner mind, or a second chance actually costs in coin, risk, and obligations. Every implant/mod occupies a trait (integrated) or item slot.

Cybernetic Opportunity Form Effect Market Value (Base) Source Context
Noojack neural plug Noospheric cranial implant Extension plug to local noosphere; also stores 3 vidys; fast utility pick for social/intel scenes €50 VLG Noojack item (implant, 1 sp, €50).
Mental Shackles Glyph-crusted head implant Protects against mind control and coercive thought patterns (ward +3 profile in item form) €150 VLG Mental Shackles (head implant ward entry).
Box of Eyes Multi-ocular dermal implant cluster Grows functional eyes across body (implant, ward-profile +3); strong surveillance/ambush counterpick €450 VLG Box of Eyes (implant ward entry).
Synthetic Subsystem organ Battery-powered replacement organ Maintains vital functions when air/water/food fail; plugs into most human phenotypes €2,000 VLG Synthetic Subsystem (re 5, 1 st).
Vile Recorder Implantable backup-recorder module Keeps an up-to-date personal backup record; strong continuity/security pick with clear social/legal heat €8,500 VLG Vile Recorder (implantable heretical item).
Street-tier implant install (inferred) One-day low-tier bio-chirurgy Common implant install with moderate test; failure adds burden or infection complications (do it yourself? [disadvantage] or [-] with an appropriate skill) €10* to €100* Inferred from VLG economy baselines (€10 professional-tool day, €100 rare/expert-tool day).
Implant extraction procedure Field pull or clinic extraction Removal is never free: rushed extraction costs life and can cascade complications; controlled extraction reduces fallout €2d6* to €2d6* x 10 VLG implant feature context (Implant. Attaches to your body. 1 life to remove.) + Recovery ladders.
Secret-tier augmentation and rebuild Recovery-secret tech interventions Legendary augments, builder-tech body mods, and relife-grade body rework behind access checks €1d6 × 1,000 VLG Faster Recovery Services (secret 25+).
High-end augment package access Elite/post-human augmentation market Campaign-grade bodily upgrades with social and faction consequences; gate by settlement class and patron access €100,000 to €1,000,000 VLG Equipment economy examples (€100k near super-heroic augment, €1m abmortality).
Relife overhead stack Licensing/integration/legal surcharge Total replacement cost is procedure plus civic/legal overhead for continuity and embodiment +fees/taxes on top of base relife cost VLG Relife service framing (licensing fees, integration tax, reincarnation penalty, gardening fine).
Post-relife stabilization upkeep Ongoing fluid and recovery maintenance Weekly upkeep pressure until body state stabilizes after compromised replacement outcomes €1d6 × 10/week VLG Relife consequence track (body requires vital fluids weekly).

* Inferred value, derived from VLG prose economy bands (€10 professional day-scale, €100 rare/expert day-scale) to support at-table adjudication when no explicit implant service fee is provided.

Synthesized from Vastlands_Guidebook.md -> INVENTORY > Prosthetics and Augments, Starting Cash, How much is one cash?, Invest Your Experience (scavenger conversion), and relife/replacement procedure text.

tags:

[gear] [source:vlg] [cybernetics-synthesis] [chapter:gear-services]

meta:

  • source:
    • book: Vastlands_Guidebook; sections: INVENTORY; character economy baselines; progression and relife procedures
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#cybernetics-mechanics
    • Synthetic_Dream_Machine_05_Gear_Index.md#recovery-rest-and-relife-services
    • Synthetic_Dream_Machine_01_Quickstart.md#inventory-and-sacks

GOODS AND SERVICES

SERVICES

What Cash Buys

What Cash Buys

Precisely how much €1 buys varies with place and time (and referee whim), but a reasonable baseline is 100 theoretical convertible imperial universal dollars from Finite Earth A.D. 2025 to €1. Example purchases:

Price Purchase
€0.1 common meal or ingredient, mass tourist souvenir
€1 day’s food and lodging for two proletarian baseline humans, basic tool, uncommon ingredient, fancy meal
€10 day’s food and lodging for two mildly enhanced bourgeois humans, professional tool, rare ingredient, opera ticket
€100 day’s food and lodging for two betterfolk aesthetically-augmented humans, rare or expert tool, very rare ingredients, basic vehicle, hut, small farm
€1k day’s food and lodging for two abmortal oligarchs, uncommon vehicle, small cottage, middling farm
€10k hour’s rock-hitting trip for an imperial executive unit, rare vehicle, comfortable residence, large farm or ranch
€100k nearly super-heroic augment, luxurious residence, plantation
€1m abmortality, seat on the neo-imperial shadow parliament, modest palace

Use this as referee guidance, then bend for scarcity, local law, route danger, and faction leverage.

tags:

[gear] [source:vlg] [economy] [chapter:gear-services]

meta:

  • source:
    • book: Vastlands_Guidebook; section: STARTING CASH > What Cash Buys
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#vlg-synthesized-loot–treasure
    • Synthetic_Dream_Machine_01_Quickstart.md#market-research

One Strange Item

One Strange Item

Exactly what this item does is a mystery. It could turn out to be an item of prophecy, linked to your character’s destiny or your community’s fortunes. It might also just be daemon garbage or a broken piece of forgotten history.

d50 Item Size
1 One lost soul trapped in a stoneware pot. 1 st
2 Half a crystal skull and two dream powders. 1 st
3 Purple brick, dims ambient lights. 1 st
4 Teal vase with an undead rose. 5 sp
5 Three gilded wooden geese with needle teeth. 3 st
6 Dead grey daemon slab of obsidian and steel. 2 sp
7 Gold book proclaiming eternal peace. 2 st
8 Cameo sapphire amulet of a banker priest. 1 sp
9 Briolette black pearl of the weeping architect. 1 sp
10 Ammolite relic of the void mollusc period. 5 sp
11 Tin head filled with echoes of epic poetry. 1 st
12 Psychic ash trapped in pink amber. 2 sp
13 Golem reprogramming probe in a jewel box. 1 st
14 Agave plant that mutates daily. Water monthly. 1 st
15 Shed lingish face skin in a velvet pouch. 5 sp
16 Anthracite eating ooze in a plastic bottle. 1 st
17 Astraporter network manual. Outdated. 1 st
18 Pretty ritual tea set of grown posthuman bone. 1 st
19 Taxidermied head of a doghead pistolier (L5). 1 st
20 Opaque hallucinatory mask of bravery. 1 st
21 Large carnivorous motile monstera (L3). 3 st
22 Stone cat (L2). Feed blood to awaken for a day. 1 st
23 Brain shaving kit. Delusion tape included. 1 st
24 Bluish, mildly anti-gravitic rock—an astrolith. 1 st
25 Red and green mechanical foot. 1 st
26 Jar of pickled space worm meat. 1 st
27 Semi-sentient fibrous colony blanket. 1 st
28 Box of ochre ancestor summoning chalks. 1 st
29 Elegant mechanical pit viper (L1). 1 st
30 Seven single-use capsules of universal solvent. 1 sp
31 Zircon personality jewel of a scion duplicate. 1 sp
32 Mummified cucumber with six human teeth. 5 sp
33 Safety orange cultist robe with fruit glyphs. 1 st
34 Moonling undershirt of woven hardlight. 5 sp
35 Yellowed great-human ivory dining set. 1 st
36 Congealed shadow horn of decaying fruits. 2 st
37 Gray sphere. Weighs six times more than gold. 1 st
38 Tangerine radiant onion scepter. 1 st
39 Electromechanical backup V.I.L.E. brain. 2 st
40 Three old guns reforged into a blue ax. 1 st
41 Sentient greenish plastic bucket (L1). Cursed? 1 st
42 Ever-growing tooth carved into a spear. 2 st
43 Plastinated sacred hand of a relative. 5 sp
44 Square glasses of perfect vision. 3x zoom. 2 sp
45 Porcelain and jade pipe and no-bacco box set. 1 st
46 A shapechanger’s preserved hide. 2 st
47 Procedural entertainment box-and-screen. 3 st
48 Ebony haruspicy liver and odds casting tables. 1 st
49 Artificial you. Only the face and one hand. 2 st
50 Living seed of your ancestral house. 1 sp

Selling Your Strange Item

Figuring out what it does is a hassle. Why don’t you just sell it for quick cash? Everything will be ok!

Buyer Where Quick Cash
Random Merchant Anywhere, really. Here? €1d6* × 10
Sage Patron A remote location. €1d6* × 100
Legendary Collector A dangerous location, behind a difficult quest. €1d6* × 1000

The asterisk denotes an exploding die. On a roll of 6, roll again and add the results together. Keep rolling and adding dice as long as you keep rolling sixes.

tags:

[gear] [source:vlg] [strange-item] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > ONE STRANGE ITEM
  • see-also:

Recovery, Rest, and Relife Services

Recovery, Rest, and Relife Services

In the Vastlands, recovery is a ladder of escalating interventions: cheap tonics and field treatments keep people moving, high-end restoratives rewrite flesh and fate, and relife itself turns death into a costly negotiation with memory, identity, and whatever follows you back.

Faster Recovery Services

Options exist if you can find them. Asking around this town, they offer (roll d20 + cha + relevant ability):

Tier Access Roll Price Item Type Effect
Cheap 1–10 €2d6 Common healing unguents Restore 1d6 life.
Cheap 1–10 €2d6 Restorative tonics Restore 1 ability point or remove 1 burden.
Pricey 11–19 €2d6 × 10 Uncommon medical packs Restore 2d6 life or 1d3 ability points.
Pricey 11–19 €2d6 × 10 Repair parasites Repair missing limbs, heal illnesses, or remove a complex burden (such as a curse).
Dear 20–24 €1d6 × 100 Full-heal treatment Restore all missing life and ability points.
Dear 20–24 €1d6 × 100 Rare oldtech replacements Replace limbs and organs; 1-in-6 chance to permanently increase one ability score by 1.
Dear 20–24 €1d6 × 100 Divine blessings Remove any burden; 1-in-6 chance to convert it into a somewhat useful trait.
Secret 25+ €1d6 × 1,000 Long Ago relife Revive the dead.
Secret 25+ €1d6 × 1,000 Legendary augments Upgrade human parts with flesh of the First Creation; permanently increase one ability by 1 with 1-in-6 chance of a positive mutation.
Secret 25+ €1d6 × 1,000 Builder tech mods Strange magimechs enter the body, turning a burden into a useful trait.

Relife Services

Death is not the end of your character’s service. The quality of their remains and the relife service provider may provide additional modifiers to the relife roll.

Provider Requires Consequence Roll Price Service Basis Notes
Body Available d20 + end €1d6 × 100 + soul licensing fees Aspera casket reseeds body-personality dyad. Includes weekly fluid upkeep risk at middling outcomes. See RELIFE for full rules.
Head Available d20 + tho €3d6 × 100 + body and soul integration tax Aspera jar preserves head for later body integration. Better outcomes can grant +1 ability point. See RELIFE for full rules.
Jewel Available d20 + aur €1d6 × 1,000 + reincarnation penalty Re-seed consciousness from canopic jewel backup. Includes personality-instability and trait-randomization risks. See RELIFE for full rules.
Shattered Husk d20 + cha €3d6 × 1,000 + gardening fine Emergency synthetic personality matrix restoration path. Most volatile relife path with heavy mutation/corruption risk. See RELIFE for full rules.

Full-rules references in Quickstart: RECOVERY, REST, RELIFE.

Synthesized from Vastlands_Guidebook.md -> ## RECOVERY

tags:

[gear] [source:vlg] [service] [chapter:recovery-relife]

meta:

  • source:
    • book: Vastlands_Guidebook; section: RECOVERY > REST > Faster Recovery; RELIFE
  • see-also:

VLG Synthesized Loot & Treasure

VLG Synthesized Loot & Treasure

Treasure in the Vastlands is never just money. It is weight, delay, rot, buyers with opinions, and the question of whether you live long enough to spend it. Use this card to turn finds into play, not bookkeeping.

Referee Lever Where To Pull It What It Pays Friction (Weight, Time, Trouble) Table Use
Set the opening floor VLG ONE STRANGE ITEM Start package includes one strange item + €100 strange currency Immediate, item-scale value; no extraction clock Use to calibrate session-1 risk/reward before first major haul.
Liquidate odd finds via buyer ladder VLG Selling Your Strange Item Random Merchant: €1d6* x 10; Sage Patron: €1d6* x 100; Legendary Collector: €1d6* x 1000 Better buyers are harder to reach and more dangerous to access Core sale procedure for “we found a weird thing.”
Calibrate sale swing VLG THE ROLL example Example offer €110 from a €1d6* x 10 pull Exploding dice and hero dice can spike outcomes Benchmark for hard bargaining and bold asks.
Convert haul directly into XP VLG EARNING EXPERIENCE (Scavengers) 1 xp per €1 of treasure recovered Requires actual recovery/extraction from ruin context Turns treasure movement into immediate progression pressure.
Burn cash into XP + complications VLG EARNING EXPERIENCE (Pícaros) Spend €1d6 x 100 for equivalent XP One-week action with setback risk Primary sink that keeps loot from stagnating.
Reinvest money into hallmark power VLG Investing in Hallmarks €5 per item-level damage step; €10 per defense step Requires owned hallmark and upgrade opportunity Converts liquidity into long-term combat capability.
Handle extreme windfalls* VLG Selling Your Strange Item + VLG THE ROLL example €25,000+* (explosion-chain edge case) Rare outcome requiring stacked luck + elite access Treat as campaign event, not baseline expectation.

* Minimally synthesized phrasing/price-banding.

Synthesized from Vastlands_Guidebook.md -> economy baseline passages, treasure sale examples, travel/misfortune result procedures, and scavenger XP conversion.

tags:

[gear] [source:vlg] [loot-treasure-synthesis] [pass:prose-import] [chapter:caravan-trade]

meta:

  • source:
    • book: Vastlands_Guidebook; sections: ONE STRANGE ITEM > Selling Your Strange Item; RULES > THE ROLL (sale example); LEVELING AND GROWTH > EARNING EXPERIENCE; INVESTING EXPERIENCE > Investing in Hallmarks
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#one-strange-item
    • Synthetic_Dream_Machine_05_Gear_Index.md#loot-treasure-and-discovery-economics
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

GADGETS

Gadgets rely on common sense. They do what they say they do. Interpret for fun. Roll d9 and d6 for a random gadget.

Climbing & Mobility

Climbing & Mobility

d6 Climbing & Mobility Size Cost
1 Grappling Hook — And 50 cubits of rope. 2 st €5
2 Smart Rope — 20 meters. Ties and unties on command. Unclear if it can talk. 1 st €10
3 Climbing Gear — Pitons, ropes, belts, carabiners, static rod. 2 st €20
4 Inflatable Raft — Lightweight. Stowed: 1 st, inflated: 10 st and carries 5 sacks. 1 st €50
5 Aerolith Anchor — Slows you down if you fall. Larger = slows more. 2 st €75
6 Exoskelegolem — Pipes, cables, synthetic flesh and insectile mind. Carry +1 sack. 5 st €500

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Surveillance & Tracking

Surveillance & Tracking

d6 Surveillance & Tracking Size Cost
1 Chronometer — Jeweled, with date, timer, alarm, timezone, and note-taking functions. 1 sp €25
2 Electronic Ear — Eavesdropping at a distance. 5 sp €25
3 Clicker Casket — Handheld detector for 17 kinds of magical and mundane rays. Medium range. 5 sp €50
4 Microgolem — Remote surveillance crawler. Flyer costs €200. Long range. 1 st €50
5 Holomap — Forget about mapping as you facility crawl! 4D auto-tracking. Medium range. 1 st €100
6 Bioscanner — Detects traces of individuals and species. Database may be out of date. 1 st €200

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Stealth & Disguise

Stealth & Disguise

d6 Stealth & Disguise Size Cost
1 Dampsound Shoes — Very chubby. Stylish in some contexts. 1 st €20
2 Unnoticeability Mask — Pass unremarked. Comes with six preset faces, including rules lawyer. 1 st €25
3 Voice Modulator — This scarab attaches to your neck with grippy little tarsals. 5 sp €30
4 Wall-Blender — Chameleon suit. Fifteen shades of gray and twenty shades of brown. 1 st €50
5 Dark-Vision Goggles — With infrared emitter. 1 st €90
6 Soft-Hands Gloves — Record & replicate fingerprints. 1 st €110

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Security & Infiltration

Security & Infiltration

d6 Security & Infiltration Size Cost
1 Disintegrity Spray — Dissolve metals, plastics, locks, and bars. 1 st €15
2 Mechatronic Picks — Lockpick any door that doesn’t have a mind of its own. Those need words. 1 st €25
3 Multi-Auto Tool — 75 mechanical tools in one. Disable traps, assemble furniture. Replenish 2. 2 st €50
4 Interface Gauntlet — Access magi-electric devices using their local noösphere ports. Open biomechanical doors, talk to living machines, joke with radiation ghosts. 1 st €100
5 Augmented Reality Goggles — with real-time blue prince (blueprint) generator. 1 st €105
6 Omni-Utilitool — Laser cutter, microwelder, plasma beam, and seven other small energy tools. 1 st €200

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Protection & Safety

Protection & Safety

d6 Protection & Safety Size Cost
1 Nasal Filters — Stops horrible smells and nausea. Also protects against some inhaled toxins. 1 sp €5
2 Emergency Flare — Glows brightly and smokes for about 10 minutes. Says, “I am here!” Re 2. 1 st €10
3 Glo Paint — With applicator nozzle. Mark your way. Bright enough to read by. 1 st €15
4 Hyper Adhesive — Seal doors or immobilize enemies (save). Re 4. 1 st €30
5 Enviro Mask — Protects from spores, gas, and toxic spells. 1 st €50
6 Rebreather — Breathe underwater (assuming the water contains dissolved oxygen). 2 st €150

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Magielectronics & Power

Magielectronics & Power

d6 Magielectronics & Power Size Cost
1 Invisibilly Bomb — Makes all objects in a small area transparent. Throwing. 1 st €25
2 Signal Jammer — Set up to block EM and psychic communications. Medium range and area. 1 st €50
3 Portable EM Pulser — Temporarily disable golems and synthetics (save). Short range, re 4. 1 st €50
4 Nanopear Spray — Repair any item in one hour. Re 5. 1 st €100
5 Aug-Harness — Golem strength physical augmentation. Sets your strength to 6. Re 5. 1 st €200
6 Nulla Charger — Uses zero-energy to recharge any item in one hour. Re 5. 1 st €450

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Communication & Control

Communication & Control

d6 Communication & Control Size Cost
1 Alarwurm Box — Responds to preset conditions. Basic sensors. Loud. 5 sp €10
2 Distraction Projector — Holographic. Short range, re 3. 1 st €100
3 Ear Jewels — Six for encrypted team communications. Charging jar. Poor mic. Long range. 1 st €100
4 Ear Slug — Universal translator. Feeds on ear wax. Symbiote, not parasite. 1 sp €100
5 Control Choke — Human remote control (hard save). Does not work on wizards. Re 19. 1 st €200
6 Credenticard — Sympathetic generative ID. The ever-believable forgery option. Re 3. 1 sp €200

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Travel & Outdoors

Travel & Outdoors

d6 Travel & Outdoors Size Cost
1 Water Pills — Purifies a day’s water supply. Kills bugs. Removes some toxins. Refill 2. 1 sp €5
2 Void Thermos — Perfect vacuum seals keep tea, soup, or MOM’sTM bio slurry warm for a week. 1 st €25
3 Oculars — Techno-optics with 25x zoom, rangefinder, and integrated ad-blocker. 1 st €50
4 Astral Compass — Directions, latitude, longitude, and archaic map. Requires astral line of sight. 2 sp €50
5 Ray Banes — Oldtech UV-blocking sunglasses. Status symbol for travelers and merchants. 1 sp €100
6 Solar Lamp — Magic Long Ago lamp that eats sunlight to emit a short beam of warm light. 5 sp €100

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

Rest & Recreation

Rest & Recreation

d6 Rest & Recreation Size Cost
1 Folding Chair — Wicker pipes, mesh, tubes and drink holder. Very comfortable for stake-outs. 1 st €5
2 Musical Instrument — Guitar, oud, pipa, qanbus, rubab or tambur. Loosen tongues and boost moods. 1 st €10
3 Campaign Bed — Chitin mesh and flexi-bamboo for good sleep. Remove +1 afflictions per week. 2 st €35
4 Enviro Tent — Protects one from heat, cold and rain. Recycles liquids and air for 1 week. 1 st €50
5 Portable Illusion — 9D experience vidy crystal projector. Fools non-wizards. Recharge 4. 1 st €250
6 Radiothermal Stove — Provides heat forever (or at least 100 years). Warning! Absolutely do not open! 1 st €1,000

tags:

[gear] [source:vlg] [gadget] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > GADGETS
  • see-also:

CONSUMABLES

Single-use items such as air, drink, food, medicine, potions, poisons, and drugs. Prices are for twelve-packs with a replenish score of 2. Effects last a few hours unless specified otherwise. Single units sell for one tenth of the price and occupy a tenth of the space.

Foods

Foods

Hexachromatic comestibles. Made by authentic synthetic hands! Available in most joy dispensaries.

d6 Foods Size Cost
1 Green Ortholentils — Ignore 1 mental burden for hours, reduce cognitive dissonance for a day, and comply with authorities more easily. Wafer product contains no ancestors. 1 st €10
2 Purple Worm Sausages — Enough energy for a day’s hard labor, and ignore 1 physical burden or injury for several hours. Not made from giant worms. 1 st €30
3 Blue Spacecake — [Increases insight (aura +1) and makes your face glow like a candle. Actually a yogurt and mushroom blend, not a cake. Not filled with brain-altering spores.] 1 st €50
4 Red Nutrislurry — Invigorates like a short rest. Great for sentries! May contain processed vampire. 2 st €50
5 Yellowbrain Choux Crême — Grants a bonus to contacting aliens, daemons, and other noösphere mind creatures. May induce vision dreams. May contain starmind brainmatter. 1 st €200
6 Orange Ratgum — [Resistance against telepathic and mind control effects while you chew. Contains less than 3% void rat.] 1 st €600

tags:

[gear] [source:vlg] [consumable] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > CONSUMABLES
  • see-also:

Drinks

Drinks

Beverages embraced by the authentic humans of the Circle Sea and officially classified as harmless and non-addictive.

d6 Drinks Size Cost
1 Cat Coffee — Narcotic black cat dropping induce sleep and restore lost mental attributes. Strongly addictive—withdrawal causes incessant complaining. 1 st €20
2 You Go — Fizzy drink that lets you ignore a burden for a day. Excessive consumption may cause petrification (easy save after 2nd can, medium after 3rd, etc.)! 1 st €30
3 Keep It Up Cha — Tea brewed from the Blue God’s mycelium. Reduces dissatisfaction, jitters, and initiative. Offers contentment, belonging, and obedience. Rumored aphrodisiac. 1 st €50
4 Synthetic Blood — Fine Red Soil vintage. For surgery or to feed a vampire for a week. 1 sk €200
5 Photosynth Sap — The condensed juice of the golden tree lets sunlight nourish you for a week. 1 sk €500
6 Soul Juice — Distilled soul. Removes 1 mental burden permanently. Also, a source of energy. 1 sk €3,000

tags:

[gear] [source:vlg] [consumable] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > CONSUMABLES
  • see-also:

Medicines

Medicines

From reliable autonomous pharmafactories or unreliable under-the-counter humans.

d6 Medicines Size Cost
1 Curative Snake Oil — Generic venom, toxin, bug, parasite, disease, fungus, mold, rash, blister and hangover remedy. Drink every Monday to get one free bonus save per week. 1 st €100
2 Violet City Healotion — Restores 2d6 life or 1 physical ability point. 1 st €400
3 Flesh Soil — Biomagical substrate that nourishes an organ, such as a liver or a hand or a head, for a month. Great for keeping a decapitated friend alive until you reach a re-embodiment facility. Jar available separately. 1 sk €500
4 Healmachine — Restores 2d8 life to a machine. Repairs cosmetic damage to vehicle bodies. 1 sk €600
5 Ultra-Purga — Terrifyingly effective purgative. Lose 2d4 life or ability points and just as many infections, possessing daemons, and other baneful affections. 1 sk €2,000
6 Full-Heal Kit — The wide-spectrum regenerators rebuild a lost limb in mere minutes. OTA upgrades available for rebuilding additional organs. 1 sk €3,000

tags:

[gear] [source:vlg] [consumable] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > CONSUMABLES
  • see-also:

Drugs

Drugs

The main difference between drugs and other consumables is their addictiveness, the troublesome nature of withdrawal symptoms, and the consequent social stigma. Different cultures invent their own derogatory names for different types of addicts, for example: lotus-eater, whizz-face, glitchnik, lemon-worm, haze-head, and whiskler.

d6 Drugs Size Cost
1 Felix Whizz — A popular energy drink. Grants +1d4 life, but makes you a little annoying. Weakly addictive—withdrawal causes pissy, grouchy, and unfocused behavior. 1 st €10
2 Purple Haze — The toke of choice for UV wanderers. The aromatized “essensa de mors” numbs pain and emotions. A long spliff helps with pain, grief, fear, and hurt, but makes one slow and weak-willed. Weakly addictive—withdrawal causes cottonmouth and brain fog. 1 sp €20
3 Black Light Lotus — Glows in the dark, adored by cats. Eating it lets you ignore mental afflictions for a week. Smoking induces deep sleep and restores 1d6 life. Applied to skin, it releases mind-altering pheromones, boosting your charisma by +1 for a day. Addictive—withdrawal causes cramps and hunger. 1 st €50
4 Lemma Worm — A memetic drug enjoyed via auditory and tactile input. Brings a sense of meaning. Overuse causes strange beliefs. Somewhat addictive—withdrawal causes paranoia. 1 sk €100
5 Whiskers — Expand the mind, increase perception (thought +1), cause a weak levitation effect and reduced coordination. Somewhat addictive—withdrawal causes strong tremors. 1 sk €150
6 Glitchvidy — A direct neuro-transformer absorbed via comm-goggles. Originally a human reprogrammer, now used for direct pleasure stimulation. Addictive—withdrawal blocks access to random skills and traits. 1 sk €500

tags:

[gear] [source:vlg] [consumable] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > CONSUMABLES
  • see-also:

Potions

Potions

Liquid magic, tested on humans, industrially fabricated by post-historical divine machines. Cults and clans jealously guard the remaining fabricators. Effects last from sunrise to sunset (or vice versa).

d6 Potions Size Cost
1 UV Lotion — Protects from astral radiation and grants resistance to radiant damage. 1 st €50
2 Philip Juice — Transform yourself! Swap two ability scores. 1 st €100
3 Octarine Oil — Iridescent eye drops reveal a wider spectrum, from microwaves to gamma rays. 1 st €200
4 Otherface Cream — Look like your favorite procedural star! Makes your face soft and malleable. 1 st €450
5 Eggplant Elixir — Grants rubbery skin and resistance against physical and electric damage. 1 st €500
6 Tonic Harmony — Enjoy your music more! Acquire perfect pitch and a golden throat. 1 st €750

tags:

[gear] [source:vlg] [consumable] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > CONSUMABLES
  • see-also:

Replenishment Supplies

Replenishment Supplies

In the Vastlands, resources are not a background number. They are a clock. Lamps dim, med-tools sputter, engines cough, and miracle devices go quiet at the exact wrong moment, usually after one roll too many. Replenish scores turn abundance into uncertainty: what you carry works until it doesn’t, and then every choice becomes logistics, barter, salvage, or sacrifice.

This card gathers the practical economy behind that pressure. Use single-use replenishers when speed matters, use fabricators when time and feedstock are available, and use improvised local sources when both plans fail. If the party is deep in ruins or far from a market road, treat every refill as tactical: who gets power, who goes dark, and what risk is worth one more day of functioning gear.

Single-Use Replenishers

Fabricators still churn out these disposable refills.

d6 Replenisher Size Cost Notes
1 Dehydrated Pill 1 sp €20 water for a human-sized entity
2 Fillgut Synorg 1 sp €5 human belly-fill
3 Microbattery 1 sp €7 recharge a 1 st item
4 Nanoammo 1 sp €100 for any weapon
5 Omnibattery 1 st €50 recharge anything
6 Power Cube 1 st €25 refuel any machine

Cradles and Multi-Use Fabricators

Convenient devices crafted by the Builders in the before times. A day after consuming a sack of feedstock, they produce a sack of relevant supplies.

d6 Microfabricator Size Cost Notes
1 Battery Bug 1 sk €1,100 Giant battery-laying firefly. Eats waste, water, and sunlight.
2 Enviro Genie 1 sk €500 Consumes waste gases, liquids, and solids. Emits fresh air, water, and carbon.
3 Fuel Maker 2 sk €1,200 Condenses air, light, and a sack of organics into fuel.
4 Heavy Metal Ammonite™ 2 sk €2,000 Keep in metal-rich soup for best results. Creates an ammo pack in 10 minutes.
5 Pink Slime Emitter 2 sk €1,000 Turns organics into healthy Human Food™. Flavor sold separately.
6 Teravolt Cradle 1 sk €660 Armor fast-charger (one hour). Eats wide-spectrum radiation.

Other Sources of Resources

Other ways to replenish gear exist. The listed cost is a guide for the referee to adjust based on local conditions.

Source Size Cost
Facility: shop, charging station, fueling port, etc. building €0.1–10
Portable: ammo box, charge pack, fuel can, etc. 1 st €1–200
Personal Fabricator. Consumes (roll d6): (1–3) sunlight, (4–5) life, (6) archaic energies. Generates 1d6-1 refills per day. 1 sk €500–8,000

tags:

[gear] [source:vlg] [supplies] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: INVENTORY > Single-Use Replenishers; Cradles and Multi-Use Fabricators; Other Sources of Resources
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#out-of-supplies
    • Synthetic_Dream_Machine_05_Gear_Index.md#supplies

Supplies

Supplies

Food, water, and essentials to keep a person or vehicle alive for a week.

d6 Supplies Size Cost
1 Goat Bricks — Oats, crushed dwarf bread, dehydrated water, and electrolytes. All your burdenbeast needs. Please add water. 10 sk €50
2 Voyager Supplies — Tinned meat, travel ale, disinfectant schnapps, novelty items, rough newspapers, socks, gum, and prophylactics. Human supplies, basically. 10 sk €100
3 Injectable Fodder — Intravenous nutrition for your pack animal. Overuse may turn it into a carnivorous zombie (easy save once per week). Not certified for human use. 2 sk €200
4 Standard Corpsolene — Basic synthetic dead dinosaurs. Fuel for your rigs. 10 sk €200
5 Void Paste — Packets of vacuum-packed ever-freshTM food produced for the voidfarers of old. Absorbs ambient moisture when opened. Any moisture. 2 sk €500
6 Song-Ghost Fuel — Liquified trapped daemon emanations. Clean, dense fuel for your machine. May leave parapsychic phenomena behind after burning. 2 sk €1,000

tags:

[gear] [source:vlg] [consumable] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > MISCELLANEOUS ITEMS > CONSUMABLES
  • see-also:

VEHICLES AND MOUNTS

See Vehicle and Mount Mechanics for ride features, standard cultivated rides, and operation baselines.

Undead Transportation Solutions

Undead Transportation Solutions

These old-fashioned unliving machines require a necromaintainer with a necromech degree. Most weeks they need little more than a drop of their master’s blood, some bolts tightened and a fresh dose of go-juice. Poorly maintained undead rides degrade (roll d6 each week): (1) they go full cannibal corpse, (2–3) level drops, (4-6) speed declines.

d6 Undead Transportation Solutions Lvl Cap Spd Sup Cost
1 Reanijelly — Take a giant airjelly. Reanimate and fill with biogas. Hey, presto, a towed levitating cart! A single human can tow six reanijellies. 1 1 norm necr €100
2 Skeleporter — Formerly, a useless nobody. Now a useful… biomachine. 1 1 slow necr €200
3 Zomporter — One day it may become a skeleton and stop smelling. Not today. 2 2 v slow necr €200
4 Cheval DOS — Could be any beast of burden with an internal skeleton. Horse, mule, camel, ox. Hard to tell since the head isn’t always kept. 2 2 norm necr €400
5 Charnelant — Dead flesh rewoven into a six-legged camel-sized endoskeletal ant-thing. Please ignore the human skull. 2 3 slow necr €600
6 Carnipede — Giant meat and bone centipedes are… a statement. Unlike single-body undead, they go for months before degrading into immobility. That said, speed was never the point, was it? 8 24 slow necr €2,000

This Undead Ride

D12 Name Died of Aspect Mood
1 Borgo asphalt blank mask affectionate
2 Caliope catfish charred anguished
3 Encleu curse duck tape boring
4 Iohn didn’t foul odor gnashing
5 Llobi disease ghastly grim
6 Mameleid error leathery hateful
7 Ottilo magic moldering moaning
8 Pavan murder slimy rotting
9 Sentilopa otters sym-worms seeping
10 Tendresse poison terrible unselfed
11 Ugolino science tasty watchful
12 Venca war wrappings weeping

tags:

[gear] [source:vlg] [vehicle-mount] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > VEHICLES AND MOUNTS
  • see-also:

Conveyances: Wagons and More

Conveyances: Wagons and More

Few modern humans know how to create powered vehicles and neither angels nor golems are willing to share, the first because they are inscrutable, the second because they are unionized. But carts? Carts, humans can make.

d6 Conveyances: Wagons and More Lvl Cap Spd Sup Cost
1 Handcart — A glorified wheelbarrow. Simple enough for any townmade. 2 3 norm - €10
2 Aerolith Sled — Slabs of aerolith bound and mounted on skids. 4 10 norm - €1,000
3 Battle Chariot — Shock absorbers for a smoother ride, armor to provide partial cover. For a driver and one rifleman. 3 3 fast - €500
4 Classic Cart — A design brought by the semi-nomads of the Steppes. 4 6 slow - €200
5 Heavy Wagon — Ill-suited for rough terrain, poor roads, and deep mud. 7 12 slow - €600
6 Haulcar — Not recommended without its engine. Faster on good surfaces. 8 24 v slow - €1,500

Wagon Stylings

D12 Style Trim Feature
1 amberite cloth absorbent armor gel
2 bonework foliage anti-crash foam nozzles
3 chitinweave fur gyroscopic auto-leveler
4 dead golem gelatin hydrophobic seat covers
5 extraherbal glass integrated versificator  
6 lime nomad ivory laminated prayer spindles
7 long ago jade nine-axis suspension
8 right roader metal retractable flag pole
9 scavenger resin self-repairing axles
10 sinew stone swivel seats
11 skin tile thermal barrier wrap
12 sungwood wire tuber growth medium

tags:

[gear] [source:vlg] [vehicle-mount] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > VEHICLES AND MOUNTS
  • see-also:

Beasts of Burden

Beasts of Burden

In these fallen times traditional work animals, like lopebeavers and honkazelles, are found in most rustic parts of the Rainbowlands. However, for travel, only tried and tested beasts of burden will do.

d6 Beasts of Burden Lvl Cap Spd Sup Cost
1 Biomech — Astonishing amalgams of muscle and cybernetics sheathed in superior skin. Frighten other steeds. Combat grazer. 6 6 norm 3 €3,000
2 Burdenbeast — Shaggy creatures, engineered to love lugging heavy burdens. Grow emotionally attached to their masters. Grazer. 5 4 norm 2 €600
3 Wastecourser — May be a camel. Goes farther with less water. Grazer. 1 2 norm 0.5 €140
4 Destrier — Probably not a horse. 1-in-6 chance it’s an andrewsark or other revived deep time beast. Combat omnivore. 2 2 fast 1 €200
5 Ponymule — Supposed to be a pony or mule, but there we go. Edible grazer. 1 2 norm 1 €100
6 Quadrodont — The Yellow Desert four-tusk is a recent import, popular with Safranian merchants. Temperamental grazer. 7 8 norm 3 €4,800

This Burdenbeast

D12 Like a And A Ability Temper
1 antelope beetle night vision adorable
2 bison catfish odd odor bossy
3 camel crab air gills cryptic
4 cow cuttlefish climbing pads cunning
5 dog goat phosphorescent curious
6 horse metal orb spotted diseased
7 iguana mixer prehensile driven
8 newt pig delicious empathic
9 ostrich rat parasites lethargic
10 rhino shrubbery winged loyal
11 toad slug great claws skittish
12 yak tortoise hyperguts stubborn

tags:

[gear] [source:vlg] [vehicle-mount] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > VEHICLES AND MOUNTS
  • see-also:

Autogolems

Autogolems

Sentient living machines fuelled by oldtech magics. Perhaps their time returns once more?

d6 Autogolems Lvl Cap Spd Sup Cost
1 Facetrack (autogolem) — Slow, self-propelled wagon with bolt-on cabins for passengers. An impressive statement of high status and humble taste. 10 24 slow 1 €10,000
2 Eveninger (limowalker) — Grand biomechanical walker golem. Among the most stylish travel systems money can buy. Tuxedo option available. 9 12 slow 1 €6,000
3 Chrome Horse (metal steed) — Roars like thunder and flies like lightning. Wheels are optional. 2 2 fast 0.5 €1,200
4 Bahnschiff (road yacht) — A luxury machine for a golden age. The queen of the right road. Not suitable for hive towns, cluster warrens, or shanty burghs. 7 8 norm 1 €4,000
5 Peacebringer (war engine) — A mobile fortress. Ninety tons of thunder, lighting up the night. Equipped with a phylake mount for your very own angel warden. 36 v slow 2 €20,000  
6 Weftwagon (frame buggy) — Synthetic ivory, iron-reed, and rubber. Barely a golem. Nimble enough to manage most ill-maintained modern roads. 3 4 fast 0.5 €2,000

This Autogolem

D12 Brand Feature Mien
1 <=5H1N3=> all-atmo scoops brooding
2 Aquarius anymatter engine brutal
3 Feltz & Filtz closed scrubbers cold
4 Lastus full delusion system dog
5 Macaroni Int. living tissue cover grumbling
6 Maya Yuga numbfield projector harsh
7 Podzol Kozm organometal bugs lazy
8 Singer MH polycrawler treads moody
9 Spitz-Schnauzer secondary brain pensive
10 Vanta-Chouette self-repair animalcules playful
11 Vega Utopia Ind. telepathic controls tired
12 Zeta Terra True-DayTM headlights vain

tags:

[gear] [source:vlg] [vehicle-mount] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > VEHICLES AND MOUNTS
  • see-also:

Watercraft, Aircraft

Watercraft

Engineered lifeforms and vatgrown machines to travel the waters of the Given World.

d6 Watercraft Lvl Cap Spd Sup Cost
1 Coasthugger — Coalems with paddles and flippers. Once designed to protect the cetaceans, now reorganized as the coast cargo union. 11 60 slow 3 €25,000
2 Amphigole — Recovered basal amphibian temnosponds grown to great sizes with passenger and cargo cysts in their backs. Amphibious. 7 10 slow 0.5 €3,500
3 Glisseur — Light, lapstrake boats using planks of extruded polyfiber. These neoprimitive boats are popular with modern iron humans. Outboard golem motors propel them to great speeds. 3 6 fast 1 €250
4 Oldtech Yacht — Semi-living fabricated yachts in the Long Ago crater lake style. Integrated engines, motors, and magielectronics. 8 16 fast 1 €65,000
5 Bateau — A variety of simple rowboats and paddle boats, their woody hulls grown to size on modified kigelia sausage trees. 1 3 slow - €50
6 Whallow — Giant bivalves grown into hulls, kept alive with biomachines and local necromancy. Diaphanous skin sails and bolt-on motors. 8 40 v slow 1 €5,000

Aircraft

Various lighter-than-air vehicles and creatures used in the Swept Skies, where there are no stuckforce shards nor razorfield planes to devastate those who would fly too high.

d6 Aircraft Lvl Cap Spd Sup Cost
1 Aerostatolith — An aerolith platform with condensers and regulators to enable long-term levitation. Propelled with wings, sails, and propellers. 8 16 slow 2 €15,000
2 Flapper — Sentient manta or ray-derived air fish with aerolithic bones. 3 2 norm 1 €3,500
3 Solar Blimp — Overgrown airplankton colony organisms. Directed with winds and gas emitters. Feed on sunlight. 1 4 slow 0.5 €500
4 Propelleur — Aerolith core with an aerodynamic shell, engine, and propeller. Some add wings, vanes, and other dynamic surfaces. 4 6 fast 1 €25,000
5 Moon Sphere — Bubblecraft leftover from the Long Long Ago. Functionally immortal forcefield golems. Whimsical and unreliable. 11 3 v fast - €100,000
6 Skythedral — A sailing island of aerolith, carved into fairy castles, crenellations, decorations, and gun platforms. 12 36 v slow 4 €100,000

This Craft

D12 Foible Perk
1 ancient holomap autoloading cargo bay
2 belching smoke ducts capable self-driver
3 carnivorous urges shadow phasing
4 chilling vibrations spell-capable vocoder
5 drawn to terrifying portals beautiful avatar
6 edible parasites exceptionally strong
7 eerie noises regenerative armor
8 ideologically imperative healing vector fluids
9 narcoleptic soothing ride
10 pay-to-play options forcefield deflectors
11 pumice skin unusually fast and red
12 weeping oil pores lifeform detector

tags:

[gear] [source:vlg] [vehicle-mount] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > VEHICLES AND MOUNTS
  • see-also:

Vehicle Mods and Upgrades

Vehicle Mods and Upgrades

See Vehicle Mods and Upgrades Mechanics.

d60 Mod Cost
1 Aerolith Core — Slabs of aerolith strapped to the ride provide aerostatic lift. Fills half capacity. €500/cap
2 Babble Gem — Gives the ride a voice and semi-sentient human personality. Cuts morale by 1. €100
3 Big Treads — Cross rivers, fires, and most other obstacles. -1 speed and uses x2 supplies. €50/cap
4 Blade Plow — Clear obstacles. Ignore frontal attacks dealing 20 dmg or less. Fills 2 sk. €500
5 Cabin Gall — Full-suspension external sleep pod for one. Excellent rest guaranteed. Fills 1 sk. €250
6 Cameleocoat — This waterproof synthetic skin mimics ambient terrain. Great for hiding. Fills 1 sk. €20/cap
7 Chainclaw — An arachnid-derived arm with cutting blades. 4d8 + lvl dmg. Ignores armor. Fills 3 sk. €1,000
8 Chaingun — Six rotating barrels of doom. 2d12 + level dmg, long, re 3. Fills 1 sk. €2,000
9 Chitincap Hull — Fibrous panels reduce weight and add +1 sk capacity. -1 defense. €50/cap
10 Chromarmor — Shiny. Grants +2 defense and immunity to radiant damage. Fills 1 sk. €10/cap
11 Climate Box — Makes the ride comfortable in hot or cold climates. Impressive. Fills 1 sk. €50/cap
12 Coalem Drive — The ride can now consume any kind of biomatter. Also, belches smoke. Fills 4 sk. €200/cap
13 Dendric Fur — Bright green photosynthetic fur coat. Halves supply requirements. Fills 3 sk. €100/cap
14 Doom Ray — Requires one round to charge. 3d20 + level damage, long, re 10. Fills 4 sk. €6,000
15 Escape Pod — Encase two seats (or 2 sacks of cargo) in a self-propelled cyst. Long range. Fills 1 sk. €300
16 Extra Limbs — Two hands to hold weapons, or two legs to increase stability and endurance. Fills 1 sk. €75/cap
17 Flambéur — A jet of flame. 3d6 + level dmg, med, re 6. Fills 1 sk. €1,500
18 Frenzy Stone — Implantable combat jewel. Activate remotely to turn the ride into a relentless killing machine. Doubles attack bonus and boosts speed. Irreversible. -1 defense. €50
19 Fresh Skin — Living skin over synthetic or decayed endoskeletons. Looks lively. Fills 2 sk. €25/cap
20 Gas Jets — Bladders store gas, and siphons direct the fiery jet for a burst of speed. Recharges naturally in a few hours. Refuel with stored gas in a few rounds. Fills 2 sk. €30/cap
21 Grazer Unit — Mechanical mouth and biomatter converter. Ride is now an herbivore. Fills 3 sk. €500/cap
22 Gun Mount — Stabilized, gimballed mount for a large weapon. Fire on the go! Fills 1 sk. €50
23 Heavy Armor — Dissipates all attacks that deal 20 damage or less. -1 speed and -2 defense. Fills 4 sk. €250/cap
24 Hollow Bones — Grants +1 speed, bonus, and defense, but reduces life by 2 per level. Fills 1 sk. €50/cap
25 Hopper — Nozzles and insectile suspension systems let the ride jump like a grasshopper. Fills 1 sk. €250/cap
26 Hover Wheels — Oldtech down-thrusters let you ignore moderately difficult terrain. Uses +1 supplies. €250/cap
27 Ice Generator — Cools your cargo enough to transport corpsicles and other perishables. Fills 1 sk. €75/cap
28 Lamprey — Cartilaginous extensible hose that serves as a boarding tunnel. Fills 2 sk. €500
29 Lazor — Cutting beam of radiant energies. 3d8 + lvl dmg, short, re 5. Fills 1 sk. €2,500
30 Levi Drive — Oldtech fold-field engines and levitation lenses for magical hover-flight. Fills 3 sk. €1,500/cap
31 Living Sails — Add a bit of speed in a chase and reduce supply costs by 1d4-2 per week. Fills 2 sk. €20/cap
32 Living Tannoy — Give your ride a roaring voice. Can also play some songs. Jams sirens. Fills 1 sk. €100
33 Luxury Seats — So comfortable, you can actually rest in them (if you’re not the driver). Fills 1 sk. €75/cap
34 Nutrislurry Teat — Edible feed (supplies) for four humans from a single sack of fuel. Tastes oily. Fills 2 sk. €500
35 Obedience — Surgical loyalty. Ride no longer tests morale. Personality loss and -1 to attacks. €50
36 Osteoliths — Living bone growths boost damage by one step and grant fire resistance. Fills 2 sk. €50/cap
37 Para-Radio — Tunes from Long Ago, and coordination with some oldtech settlements. Fills 1 sk. €500
38 Plug-In Battery — [Golem second stomach for backup power. Go 4 weeks without supplies. Recharge over ] €100/cap several hours at an oldtech charging obelisk, or simply replace. Fills 2 sk. €100/cap
39 Plug-In Brain — Specialized gem brain for driving or gunnery. Grants +5 skill bonus. -1 to saves. €200
40 Porcelain Glaze — Grants +2 defense and immunity to heat and mind-affecting attacks. Fills 1 sk. €100/cap
41 Rainbow Silk — Spinnerets weave hallucinatory fields. Very hard to see in low-light conditions. Fills 2 sk. €300/cap
42 Ram — Ride suffers no damage when attacking hard targets. Fills 2 sk. €50/cap
43 Rear Dispenser — Drop mines, attack vomes, oil slicks, or caltrops. Ammo sold separately. Fills 1 sk. €75/cap
44 Recovery Rig — Winch, jacks, shovels, chains. Gets things of equal or smaller size unstuck. Fills 1 sk. €25/cap
45 Red Button — Internal explosives and a detonator deal lvl x d6 dmg in a large area. Once. Fills 1 sk. €15/cap
46 Rubbercoat — Seals the ride against gas and electric attacks. Grants +1 defense. Fills 1 sk. €10/cap
47 Satraplicator — Medical pod with automatic mind transplanter and space for one ready clone. Fills 2 sk. €2,000
48 Side Pod — Bolted-on or grown-into the ride. Adds +1 capacity. -1 speed. €50
49 Smoke Throat — Fill a medium area with opaque smoke. Makes escapes easier. Fills 1 sk. €100
50 Snazzy Paint — Scarabeo, fordite swirl, vantablack, gibbon, splunge, or red. Grants you +1 cha while you’re in or near the ride and obviously appear to be its owner. €50/cap
51 Strongbox — 1 sack of gear is safe from pilferers, thieves, and laser demons. Fills 1 sk. €200
52 Subaquatic — Massive overhaul merges ride with temnospond source codes. Amphibious. Fills 4 sk. €500/cap
53 Thagomizer — Tail with lethal spiked club deals 2d6 + level dmg. Fills 1 sk. €150/cap
54 Tube Artillery — One oldtech rocket. 2d10 x 1d10 dmg, v. long, area M. Fills 4 sk. €3,000
55 Turret — Cover an entire hemisphere with your ranged weapons. Fills 2 sk. €500
56 Vehicular Effigy — A shiny hood ornament to protect your ride. Gains +3 to saves, but suffers -1 defense. €100
57 Voidtight — Forcefields, membranes, and atmo generators to survive in the void. Fills 3 sk. €150/sk
58 Water Closet — Because even adventurers deserve a throne on the go. Fills 4 sk. €500
59 Watertight — Helps with floating, fording small streams, and such. Outboard not included. Fills 1 sk. €10/sk
60 Xenon Drive — Oldtech ur-metal cables grant minor anti-gravity and contrails at high speed. Fills 1 sk. €40/cap

tags:

[gear] [source:vlg] [vehicle-mount] [chapter:equipment]

meta:

  • source:
    • book: Vastlands_Guidebook; section: EQUIPMENT > VEHICLES AND MOUNTS > MODS & UPGRADES
  • see-also:

PATH GEAR

The quartermaster squints over your papers, checks your boots, then taps a chipped metal tray.

“Path folk don’t shop the same. A noble asks for lineage steel. A ruster asks for what still works in dust and hunger. Pick your line, pick your burden, pay in coin, blood, or favor.”

Source, Vastlands Guidebook: Other Paths.

VLG Synthesized Path Gear

VLG Synthesized Path Gear

Verbatim pull from Path d12 item tables (with the d12 column removed), then regrouped into type synthesis tables.

Full 240-row coverage across all Other Paths item tables.

Primary type precedence for hybrid items: weapon > armor > ward > implant > mod > non-combat.

Path Implants includes only entries whose primary type resolves to implant (hybrids stay under their higher-priority type table).

Source Context carries path tag + item tags + rarity label in code ticks.

Path Weapons

Item Description Stats Cost Source Context
Sturdy Stick Grants a bonus on long walks there (or back again). 1d6 dmg, 1 st €1 [path:tourist] [weapon] [melee] Uncommon (~€50)
Guide Book The thin sheets provide a lot of toilet paper. Also, spend a hero die to wrestle a useful fact or shortcut from this brick. 1d4 dmg, 1 st €3 [path:tourist] [weapon] [melee] Uncommon (~€50)
Plantation Pick This field tool also crushes vome skulls (x4 crit). 1d6 dmg, 1 st €10 [path:purplelander] [weapon] [melee] Uncommon (~€50)
Umbrella Gun Protects from rain and has a single surprising shot. Short range, reload 20. 2d6 dmg, 1 st €15 [path:tourist] [weapon] [ranged] Uncommon (~€50)
Jousting Staff Sturdy combat walking stick made of authentic synthetic wood. 1d6+1 dmg, 1 st €25 [path:servant] [weapon] [melee] Uncommon (~€50)
Rib Bow Crossbow made from dead machine parts. Won’t let you down. long, re 20, 1d8 dmg, 1 st €25 [path:yellowlander] [weapon] [ranged] [re] Uncommon (~€50)
Walking Stick Sword Elegant. Helps with walking. Also, concealed. 1d6 dmg, 1 st €45 [path:manager] [weapon] [melee] Uncommon (~€50)
Holy Arrow This killed you. Deals double damage to those who deny the Gods. Retains an intangible tether to your slayer. 1 sp €50 [path:skeleton] [weapon] [melee] Uncommon (~€50)
Yellow Dart Metal-and-bone spear. Spend 1 life to make it glow for an hour. reach, 2H, 1d10, 2 st €50 [path:yellowlander] [weapon] [melee] [reach] [fueled] Uncommon (~€50)
Lifestealer Syringe Extract 1 life per round from a pliant creature. Healing transfer function not installed. Where to store the life force … 1d2 dmg, 3 sp €75 [path:noömagus] [weapon] [melee] [fueled] Uncommon (~€50)
Amber Wandgun Shoots arcing bolts of pain and fire. Short range. re 3, 2d6 dmg, 1 st €100 [path:soldier] [weapon] [ranged] [re] Uncommon (~€50)
Piezo Mace Integrates with your biocircuits. As a free action, spend 1d6 life to deal double damage on your attack. 1d8 dmg, 1 st €125 [path:golem] [weapon] [implant] [melee] [fueled] Uncommon (~€50)
Scave Bolter An elegant, long range gun from a simpler age. re 2, 2H, 1d8+1 dmg, 2 st €150 [path:purplelander] [weapon] [ranged] [re] Valuable (~€250)
Omnibatteries 12 single-use NRFB batteries. Recharge any 1 stone item. Explode if punctured or thrown against a hard object. throwing, area S, re 2, 2d6 dmg, 1 st €200 [path:noömagus] [weapon] [ranged] [re] [throwing] [area] Valuable (~€250)
Void Gun Low-impact razor fragments shred flesh but leave void hulls intact. Useless against suits with armor +5 or better. short, re 3, 2d6 dmg, 1 st €200 [path:skeleton] [weapon] [ranged] [re] Valuable (~€250)
Dream Bone Knife Cuts ghosts and daemons. 1d4+1 dmg, 5 sp €250 [path:holy-fool] [weapon] [melee] Valuable (~€250)
Hard Light Scepter Once, void marine wizards called this a lazgun. We know better now. Charge with an omnibattery. Adjustable energy output. 1d8 dmg, 1 st €250 [path:noömagus] [weapon] [melee] Valuable (~€250)
Golem Grenade Smart enough that you have to talk it into exploding. Large area. 8d6 dmg, 1 st €275 [path:bluelander] [weapon] [melee] Valuable (~€250)
Golden Horn A knife made from the metal horns of a golden goat. Fancy. 1d4+2 dmg, 1 st €350 [path:bluelander] [weapon] [melee] Valuable (~€250)
Shipgun Short range flesh-shredder that won’t damage a voidhull. Deals triple damage to unarmored targets. re 3, 1d4+1 dmg, 1 st €500 [path:greenlander] [weapon] [ranged] [re] Valuable (~€250)
Hunting Lance A precise oldtech beam-spear. In melee it deals 1d8 damage and long range 1d12 dmg, consumes no charge. 1d12 dmg, 1 st €600 [path:orangelander] [weapon] [ranged] [melee] [oldtech] Valuable (~€250)
Swagger Stick (BILI Brand) A spiritual microfission translator lets you spend 1 life to deal 1d12 damage with this elegant walking stick. 1d4 dmg, 1 st €649 [path:bourgeois] [weapon] [melee] [fueled] Rare (~€1,000)
Sensory Overloader Flashy oldtech gun. Very visible in the dark. Target loses an action when struck (save). short re 4, 1d4 dmg, 1 st €650 [path:manager] [weapon] [ranged] [re] [oldtech] Rare (~€1,000)
Shipsteel Stiletto Long, thin, sharp blade of perfect metal. Easily concealed. 1d4+1 dmg, 3 sp €750 [path:trickster] [weapon] [melee] Rare (~€1,000)
Builder Blaster 4 of 6 shots left. The license daemon has been exorcised. Needs a buildertech port to recharge. re 4, 2H, 3d8 dmg, 1 st €800 [path:servant] [weapon] [ranged] [re] Rare (~€1,000)
Ceremonial Axe Its oldtech power spent, yet a symbol of status. Grants cha +2. 2H, 1d8 dmg, 3 st €800 [path:barbarian] [weapon] [melee] [oldtech] Rare (~€1,000)
Ghost Bone Sabre The noöspheric bones deal full damage to spirits. 1d10, 1 st €950 [path:skeleton] [weapon] [melee] Rare (~€1,000)
Eyegun Looks like an eye, shoots like a lance. Long range. Re 5. 2d6 dmg, 1 sp €1,000 [path:golem] [weapon] [ranged] [melee] Rare (~€1,000)
In-Arm Pistol Concealed oldtech EM-ray (emmaray in the local patois). Spend 1 life to recharge. 1d6 dmg, 1 st €1,099 [path:bourgeois] [weapon] [implant] [ranged] [fueled] [oldtech] Rare (~€1,000)
Zunkwaffel Wandgun The undead suppression pistol temporarily disrupts their animating force (save or knocked out for a minute). 2d6 dmg, 1 st €1,200 [path:orangelander] [weapon] [ranged] Rare (~€1,000)
Isolation Injection Like a scalpel, the oldtech overwhelms the mind. Target loses the ability to communicate for an hour (save). Short range. 1d8 dmg, 1 st €1,299 [path:bourgeois] [weapon] [ranged] [oldtech] Rare (~€1,000)
Stakehammer Cracks armor and pierces unliving hearts. Double damage to vampires. 1d8+1 dmg, 2 st €1,375 [path:redlander] [weapon] [melee] Rare (~€1,000)
Oldtech Dagger-Axe A symbol of power. Spend 1 life to deal x2 dmg. Grants cha +2. 2H, 1d6 dmg, 2 st €2,000 [path:noble] [weapon] [melee] [fueled] [oldtech] Rare (~€1,000)
Wratosek Grand two-handed sword forged of shipmetal in a distant age. 2d6 dmg, 1 st €2,000 [path:barbarian] [weapon] [melee] Rare (~€1,000)
Elegant Eater Sword An energy blade. Vorpal. Cuts through most things. re 5, 1d8 dmg, 5 sp €2,099 [path:bourgeois] [weapon] [ranged] [melee] [re] Rare (~€1,000)
Dale Four-Four Sentient Long Long Ago four-shot bolter of many colors. Settings: stun (1d4 rounds save), burn (1d6), disintegrate (4d4). 1d6 dmg, 1 st €4,000 [path:trickster] [weapon] [melee] Exceptional (~€5,000)
Builder Blade Oldtech no-matter knife. Cuts anything (slowly). Recharge in sunlight. re 4, 1d4 dmg, 1 st €4,500 [path:scion] [weapon] [ranged] [melee] [re] [oldtech] Exceptional (~€5,000)
Gorotorok Ominous semi-sentient two-handed chainsword assembled by source engineers on a distant star in a distant age. 3d6 dmg, 2 st €4,500 [path:noble] [weapon] [melee] Exceptional (~€5,000)
Glass Cannon Fires your blood as toxic shards. Targets are nauseated (save) and suffer a penalty to physical actions. Spend 3 life to reload. long, re 5, 2H, 1d12 dmg, 1 st €4,995 [path:redlander] [weapon] [ranged] [re] [fueled] Exceptional (~€5,000)
Ancient Jezail Killed a builderspawn Long Ago? Maker-charged, long range. 1d12 dmg, 2 st €5,000 [path:barbarian] [weapon] [ranged] Exceptional (~€5,000)
Garden Jezail Killed a Vile One in the Long Ago? Builder-charged, long range. re 2, 2H, 2d8 dmg, 3 st €7,500 [path:noble] [weapon] [ranged] [re] Exceptional (~€5,000)
Illusion Gun A target “killed” by this short range oldtech gun saves vs death. If they succeed, they are reduced to 1 life and knocked out instead. 1d10 dmg, 1 st €8,000 [path:scion] [weapon] [ranged] [oldtech] Exceptional (~€5,000)
The Spear Named Each time it wounds a foe, it roars and gains +3 on its next attack. Blood Drinker resets when you switch foes; two-handed, it deals 1d12 damage. reach, 1d10 dmg, 1 st €9,000 [path:barbarian] [weapon] [melee] [reach] Exceptional (~€5,000)
Nightblade The gibbering spirit of the Eater in Darkness dwells in this blade. Each blow reduces its target’s level by 1. If this would reduce its level below 0 it dies. 1d8 dmg, 1 st €13,500 [path:soldier] [weapon] [melee] Exceptional (~€5,000)

Path Armor

Item Description Stats Cost Source Context
Pointy Helmet Sacrifice to negate one critical hit. Headbutt for 1d8 damage. armor +1, 1 st €5 [path:soldier] [armor] [wear] Uncommon (~€50)
Leather Harness Shows off oiled physique. +2 free weapon item slots. armor +1, 1 st €30 [path:bearer] [armor] [wear] Uncommon (~€50)
Friendly Anklet So your master can always find and save you! armor +1, 1 st €50 [path:bearer] [armor] Uncommon (~€50)
Golem Carcass You call it “friend.” armor +3, 2 st €50 [path:holy-fool] [armor] Uncommon (~€50)
Anti-Static Robes Reduce spell blowback. Bonus to saves vs corruption and oldtech. armor +1, 1 st €75 [path:noömagus] [armor] [wear] [oldtech] Uncommon (~€50)
Battle Briefcase Protect magidocs and blue prince scrolls. Serves as a shield. armor +1, 1 st €100 [path:manager] [armor] [shield] [wear] Uncommon (~€50)
Fur Kilt Impressive. Grants +1 charisma. armor +1, 1 st €120 [path:bearer] [armor] [wear] Uncommon (~€50)
Sungwood Shield Light shield of living symbiotic wood. Your blood can regrow it. armor +2, 1 st €125 [path:greenlander] [armor] [shield] Uncommon (~€50)
Mosswear A living weave of mycelial threads and mossy friends, perfect for hiding in the deep old woods. Protects from toxins and gas. armor +2, 1 st €200 [path:greenlander] [armor] [enviro] Valuable (~€250)
Sacribracers Roll a hero die to suffer twice that much damage instead of an ally. armor +1, 1 st €200 [path:bearer] [armor] Valuable (~€250)
Fungal Harness Its moisture halves fire damage and sustains you in dry places. armor +4, 2 st €225 [path:bluelander] [armor] [wear] Valuable (~€250)
Shield Living tissue over translucent crystal ribbing. Always regrows within a week of destruction. Placed in a door, it forms an airtight seal. Probably from a dead void ship. armor +2, 1 st €250 [path:skeleton] [armor] [shield] Valuable (~€250)
Fallen Empire Armor Porcelain and olivine plates over slippery organo-metallic mesh. armor +5, 2 st €300 [path:barbarian] [armor] Valuable (~€250)
Ruffle Coat The socially acceptable coat, its silksteel protects as leather. Refined lifestyle pockets offer 7 sp of free inventory. armor +2, 1 st €350 [path:manager] [armor] [wear] Valuable (~€250)
Rational Helm Blocks empathy, crushes pity, useful HUD. armor +1, ward +1, 1 st €375 [path:purplelander] [armor] [ward] [wear] [warded] [item] Valuable (~€250)
Yellow Poncho Protects from sun, heat, and mind-affecting rays. armor +1, ward +2, 1 st €375 [path:yellowlander] [armor] [ward] [wear] [warded] [item] [mind] Valuable (~€250)
Leatherman Suit Hides your bones. Is looking like a leather golem better? armor +4, 2 st €400 [path:skeleton] [armor] [wear] Valuable (~€250)
Crow Armor Puffs up to slow your falls. Popular with wyvern riders. armor +4, 2 st €450 [path:redlander] [armor] Valuable (~€250)
Sacrificial Robes For facing gods in temple and daemons on the battlefield. arm +2, wrd +2, 2 st €500 [path:noble] [armor] [ward] [wear] [warded] [item] [spirit] Valuable (~€250)
Camelskin Jerkin Sturdy living leather with tassels and secret pockets. Good for looking nondescript. armor +3, 1 st €600 [path:trickster] [armor] [wear] Valuable (~€250)
Amber Suit Full suit of armor grown from a biomorphically slaved amber crab. armor +6, 3 st €700 [path:orangelander] [armor] [wear] Rare (~€1,000)
War Furs Striped to show strength. armor +2, str +1, 1 st €750 [path:purplelander] [armor] [wear] Rare (~€1,000)
Hard Light Shield Projection bracelet with a glittering force-shield. Vorpal edge. armor +3, 1d4 dmg, 1 st €925 [path:soldier] [armor] [shield] Rare (~€1,000)
Buffer Harness II Intelligent forcefields let you spend 2 life to cap maximum damage from any attacks at 6 until the start of your next round. armor +3, 1 st €949 [path:bourgeois] [armor] [fueled] [wear] Rare (~€1,000)
Combat Suit Spectral Satrapy steel-glass scales with atmo-symbiote. Scrubbers, filters, and bladders maintain environment for a few hours. armor +5, re 3, 2 st €1,500 [path:soldier] [armor] [re] [wear] [enviro] Rare (~€1,000)
Living Suit Synthetic anthropoid flesh to protect your endoskeleton. armor +1, life +5, 1 st €2,000 [path:golem] [armor] [wear] Rare (~€1,000)
EM Harness Protects positronic innards, halving radiant and electric damage. arm +3, wrd +3, 2 st €2,500 [path:golem] [armor] [ward] [wear] [warded] [item] Rare (~€1,000)
Empire Armor Sanguine plates over flesh-mesh. Feed 1 life per day or half bonus. armor +8, 3 st €2,500 [path:noble] [armor] [fueled] Rare (~€1,000)
Daemonskin Mask Ornate. Spend 1 hero die to terrify the rabble into flight (save). arm +1, wrd +2, 1 st €3,000 [path:noble] [armor] [ward] [wear] [warded] [item] [spirit] Exceptional (~€5,000)
Noble Riding Gear Looks spiffy, and the jacket was advertised as quite bullet-proof. armor +5, 1 st €3,500 [path:servant] [armor] Exceptional (~€5,000)
This Old Thing A tatty, silvery undershirt from ages ago. Probably not worth much. armor +4, 1 st €4,500 [path:tourist] [armor] Exceptional (~€5,000)
Godskin Mask Ornate. Spend 1 hero die to terrify cityfolk into flight (save). arm +1, wrd +2, 1 st €5,000 [path:barbarian] [armor] [ward] [wear] [warded] [item] Exceptional (~€5,000)
Mindvault Helm A traditional helm, of godbone and shipmetal, it blocks the Vile One’s mental assaults. Sunder to negate all damage from a critical hit. armor +1, ward +3, 1 st €7,500 [path:redlander] [armor] [ward] [wear] [warded] [item] [mind] Exceptional (~€5,000)
Second Skin Void-capable force-bonded syn-tissue. Wearable under other armor. armor +2, 1 st €10k [path:scion] [armor] [implant] [enviro] Exceptional (~€5,000)
Godbone Exoskeleton Gruesome golem armor, replenished with your hero dice. Burn: gain armor +5, +20 temporary life and +3 strength. re 5, 3 st €16k [path:scion] [armor] [re] [wear] Unique (~€25,000)

Path Wards

Item Description Stats Cost Source Context
Better Life Pamphlets Promises. ward +1, 1 st €5 [path:holy-fool] [ward] [item] Uncommon (~€50)
Old Friend’s Head Pickled by dark wizardry. It possesses one skill you lack. Once per day, spend a hero die and it eats a spell—stopping an incoming harmful power from affecting you. To everyone but you it is just the disturbing shrunken head of some nameless barbarian loser. ward +1, 1 st €5 [path:barbarian] [ward] [item] Uncommon (~€50)
War Mask A terrifying visage to frighten foes. A bonus against fear, too. ward +2, 1 st €10 [path:soldier] [ward] [item] [mind] Uncommon (~€50)
Bravery Goggles Hide scary sights. May impose a large penalty. ward +1, 1 sp €15 [path:bearer] [ward] [item] Uncommon (~€50)
Dust Face Full-face mask protects against dust, haze, spores, and toxins. ward +1, 1 st €25 [path:yellowlander] [ward] [item] Uncommon (~€50)
Dusty Orb Teleview of a lovely little town. It reminds you of home, but matches nothing you’ve seen. Linked to a secret observation portal. ward +1, 3 sp €30 [path:skeleton] [ward] [item] [mind] Uncommon (~€50)
Collar of Happiness Injects you with happy juice when you feel sad. ward +2, re 3, 1 st €50 [path:servant] [ward] [re] [item] Uncommon (~€50)
Lucky Bone Orb You suspect it was your maker’s. Years in your memory pouch have polished it into a sphere. Plagued by bad vibrations. ward +2, 1 sp €50 [path:golem] [ward] [item] Uncommon (~€50)
Shrunken Head Belonged to previous bearer? Stores a single power. ward +2, 1 st €69 [path:bearer] [ward] [item] Uncommon (~€50)
Cryptic Clavus It’s a card, it’s a key, it unlocks oldtech doors. Requires jiggery-pokery and a skill roll. ward +1, 1 st €75 [path:trickster] [ward] [item] [oldtech] Uncommon (~€50)
Driver License This holomorphic amulet lets you drive in the Metropolis. You can also try to command autogolems with it (hard test). ward +1, 1 sp €75 [path:greenlander] [ward] [item] Uncommon (~€50)
Pass Person A magic document that gives a bonus to bypassing officials and guards. ward +1, 1 sp €145 [path:tourist] [ward] [item] Uncommon (~€50)
Blisscandy Keeps bad thoughts away, prevents betrayals. Reduces charisma and agility by 1. Bad thoughts and ability scores return after a day. ward +3, re 2, 1 sp €150 [path:bearer] [ward] [re] [item] [mind] Valuable (~€250)
Bodylectric Bracers Talk to machines as though they were your siblings. ward +1, 1 st €150 [path:noömagus] [ward] [item] Valuable (~€250)
Collar of Life Store up to 3 life for powers. It doesn’t care where you got it. ward +1, 1 st €150 [path:noömagus] [ward] [fueled] [item] Valuable (~€250)
Dead God Tooth A bonus to catching and storing powers and spells cast at you. ward +1, 1 st €150 [path:bluelander] [ward] [item] Valuable (~€250)
Mental Shackles Glyph-crusted head implants that protect you from mind control and thoughts of not doing what you’re told. ward +3, 1 st €150 [path:servant] [ward] [implant] [item] [mind] Valuable (~€250)
Rustbeast Cloak Hide in the rusty wastes. Halve damage from iron weapons. ward +1, 1 st €225 [path:redlander] [ward] [item] Valuable (~€250)
Old Friend’s Poem On a scroll in a sacrificial godskin chest-piece amulet. ward +1, 1 sp €250 [path:noble] [ward] [item] Valuable (~€250)
Glass Skull It can hold three powers. It sings at dawn. Whose was it? ward +1, 1 st €500 [path:skeleton] [ward] [item] Valuable (~€250)
Personal Daemon It knows things it shouldn’t, gives advice you can’t follow. Spend 1 life to get a quick infodump on the local area. ward +1, 1 st €500 [path:scion] [ward] [fueled] [item] [spirit] Valuable (~€250)
Mermaid’s Kiss You store it in a little jar. It keeps all your fears away. ward +2, 1 st €550 [path:holy-fool] [ward] [item] [mind] Valuable (~€250)
Bunker Pass Oldtech amulet that proves you’re a true human, allowed to shelter in the anti-god bunkers that stud the Red Land. Also, opens wise doors. ward +2, 1 st €650 [path:redlander] [ward] [item] [oldtech] Rare (~€1,000)
Astral Pin Can hold one soul. 1-in-6 chance it already does. ward +2, 1 sp €665 [path:greenlander] [ward] [item] [spirit] Rare (~€1,000)
Booster Bracelet Break it to negate an attack. ward +2, 2 sp €699 [path:bourgeois] [ward] [item] Rare (~€1,000)
Maintain Bracelet Marks the wearer as undead to undead creatures. ward +1, 1 st €750 [path:orangelander] [ward] [item] Rare (~€1,000)
Echoing Top Hat It whispers etiquette, rank, and status guidance into your mind. ward +1, 1 st €799 [path:bourgeois] [ward] [item] [mind] Rare (~€1,000)
Book of True Thought Written by the master’s master, it holds every answer. With it, spend a hero die to find your way. Works 5-in-6 times. ward +3, 1 st €800 [path:bearer] [ward] [item] [mind] Rare (~€1,000)
Zu Helmet It receives voices from beyond. Groans with the voices of desert and mountain. It lets you speak to ghosts and phantoms. ward +1, 1 st €800 [path:skeleton] [ward] [item] [spirit] Rare (~€1,000)
Portable Shadow Battle-hardened war shadow from the eternal struggle cloned and bound. Don’t lose the leash. Halves damage suffered from ghosts, daemons, and other aetherics. ward +4, 2 st €850 [path:soldier] [ward] [item] [spirit] Rare (~€1,000)
Fairy Key Pass through a fairy cat portal. ward +1, 2 sp €895 [path:purplelander] [ward] [item] Rare (~€1,000)
Simmersuit Traditional jumpsuit that clearly displays your status and duties. ward +3, 1 st €1,000 [path:greenlander] [ward] [item] Rare (~€1,000)
Fireward Circlet The semi-sentient band of daemon-matrix jewels protects your identity. Spend 1 life to block your mind for 1 round. ward +3, 1 st €1,100 [path:manager] [ward] [fueled] [item] [mind] [spirit] Rare (~€1,000)
Rotting Angel’s Ring Taken off a dying phylake, it opens spirit doors. ward +3, 1 sp €1,300 [path:holy-fool] [ward] [item] [spirit] Rare (~€1,000)
Abominable Paw The preserved paw of some gloomy human phenotype from the distant north. It doubles the effects of your curses. ward +3, 1 st €1,500 [path:bluelander] [ward] [item] Rare (~€1,000)
Second Heart A backup heart. Stores stolen life equal to your level. ward +1, 2 st €1,995 [path:redlander] [ward] [implant] [fueled] [item] Rare (~€1,000)
Fresh Face Feed it blood every day (1 life) so it stays rosy. ward +1, 1 st €2,000 [path:skeleton] [ward] [fueled] [item] Rare (~€1,000)
Solaris Disc Fancy headgear uses light and fire to block hostile powers. Also, it absorbs solar energy to recharge 1 omnibattery per day. ward +2, 1 st €2,500 [path:noömagus] [ward] [item] Rare (~€1,000)
Safety Blanket Possibly a large towel. Grants invisibility vs very large and stupid predators. ward +4, 1 st €2,950 [path:tourist] [ward] [item] Rare (~€1,000)
Power Broker Amulet Spend 1d6 life to absorb one power used against you. Wield the power for free—once. Resetting the amulet requires an action. ward +1, 1 sp €6,500 [path:scion] [ward] [fueled] [item] Exceptional (~€5,000)
Phylake Clavus A key that lets you pass unseen in front of an angel. Or daemon. ward +3, 1 st €20k [path:noble] [ward] [item] [spirit] Unique (~€25,000)

Path Implants

Item Description Stats Cost Source Context
Noöjack Extension plug to the local noösphere. Also stores 3 vidys. implant, 1 sp €50 [path:noömagus] [implant] [network] Uncommon (~€50)
Nu-Face Mk III A perfectly sculpted and poised face. Remove it to reveal your skull, synthetic muscles, and titanium hard-points. charisma +1, 1 st €1,199 [path:bourgeois] [implant] [cyber] Rare (~€1,000)
Synthetic Subsystem This battery-powered organ maintains vital functions when food, water, and air grow scarce. Plugs into most human phenotypes. re 5, 1 st €2,000 [path:orangelander] [implant] [cyber] [re] Rare (~€1,000)

Path Consumables

Item Description Stats Cost Source Context
Motor Chung Six glittery vials. Consume no more than an hour before use. Spend 1 life to gain a bonus action this turn. re 3, 1 sp €3 [path:soldier] [consumable] [re] [fueled] [single-use] Uncommon (~€50)
Blood Brandy Thickened bloodwine. Restores 1d6+1 ability or life points. Intoxicating. 1 st €10 [path:redlander] [consumable] [fueled] [single-use] Uncommon (~€50)
Red Juice Master secretes it every morning. Says it’s healthy. Grants +1d8 temporary life and +2 strength. Withdrawal: after a day without, reduce strength and thought by 2. 1 sp €15 [path:bearer] [consumable] [single-use] Uncommon (~€50)
Coffee Bonbons Candy that hides a burden for a day. May cause twitching. re 2, 1 st €20 [path:purplelander] [consumable] [re] [single-use] Uncommon (~€50)
Omnifleisch Syntetik™ brand universal undead food. Keeps ‘em looking fresh! re 3, 1 sk €20 [path:orangelander] [consumable] [re] [single-use] Uncommon (~€50)
Rotblood Scent Perfume to smell unappealing to ghouls and vampires. 1 sp €20 [path:redlander] [consumable] [single-use] Uncommon (~€50)
Holy Human Herbs Burn them to create a sacred space and chase away daemons. 5 sp €25 [path:barbarian] [consumable] [single-use] Uncommon (~€50)
Felix Whizz Six-Pack The energy drink grants 1d4 temporary life. Mildly addictive. re 4, 1 st €49 [path:bourgeois] [consumable] [re] [single-use] Uncommon (~€50)
Drywood Gourd The predatory wood of this gourd absorbs fluids all on its own. Great for drying damp clothes or dehydrating enemies. 1 st €50 [path:bluelander] [consumable] [single-use] Uncommon (~€50)
Parasite Patchflesh is a temporary fix. Recover 2d8 + level life or 1d4+1 ability damage, but suffer 1 burden. Remove with salt. Addictive. single use, 1 sp €75 [path:soldier] [consumable] [single-use] Uncommon (~€50)
Organic Paste Processed human life in a tube! 10 life for activating powers. 10 life, 1 st €100 [path:bluelander] [consumable] [single-use] Uncommon (~€50)
Sun’s Caress A special sunscreen that heals you as you turn a lovely shade of fried. Recover 1d6 life after a few hours in the sun. re 3, 1 st €100 [path:holy-fool] [consumable] [re] [single-use] Uncommon (~€50)
Mindwipers Think a thought you would forget, then eat these pills. re 5, 1 sp €200 [path:greenlander] [consumable] [re] [single-use] Valuable (~€250)
Sleepy Coins Look like gold wrapped in plastic. Exposed to the air, they sublimate into a soporific cloud. Save or sleep. re 2, 1 sp €200 [path:trickster] [consumable] [re] [single-use] Valuable (~€250)
Smart Lubricants Tiny synthetic animalcules smooth your joints and reduce wear and tear. Each dose removes 1 golem burden. re 4, 1 st €250 [path:golem] [consumable] [re] [single-use] Valuable (~€250)
Saffron Snuff Inhale to clear your head or gain 1d4 aura for an hour. re 1, 1 sp €250 [path:yellowlander] [consumable] [re] [single-use] Valuable (~€250)
Nip Lotion Makes you smell nice to Cat Lords. charisma +2, re 7, 1 sp €350 [path:purplelander] [consumable] [re] [single-use] Valuable (~€250)
Metapills Pop daily. Reduce max life by 1, but get a bonus save against diseases. re 1, 1 sp €300 [path:tourist] [consumable] [re] [single-use] Valuable (~€250)

Path Tools/Kits

Item Description Stats Cost Source Context
Standing Bed A tubular steel frame to lean on and rest while ‘keeping watch.’ 1 st €1 [path:soldier] [tool] [kit] Uncommon (~€50)
Polishing Kit Perfect for keeping jewelry and weapons looking impressive. 1 st €3 [path:bearer] [tool] [kit] Uncommon (~€50)
Pre-Fall Firemaker Sippo brand. Includes lighter fluid. 1 sp €10 [path:barbarian] [tool] [refillable] Uncommon (~€50)
Social Credit Tattoo Proof of what a good person you are. Free access to corporate dormitories and food slurry dispensaries! Do not resuscitate! €10 [path:servant] [tool] [kit] Uncommon (~€50)
Odd Lock Picks Well-used. Open doors and crack autogolem route guidance brains. 1 st €20 [path:servant] [tool] [kit] Uncommon (~€50)
Null Thermos Almost zero heat loss! 1 st €55 [path:purplelander] [tool] [kit] Uncommon (~€50)
Reading Monocle Translates 72 supported languages. Censorship module included. 1 sp €70 [path:manager] [tool] [kit] Uncommon (~€50)
Traveler Kit Porta-stove, samovar, canteen, cast iron pot, oils, salts, spices, ladles, tongs, knives, and chopping block. No more raw game! 1 sk €75 [path:barbarian] [tool] [kit] Uncommon (~€50)
Machination Kit Wrenches, pliers, wires, solders, blue prince scrolls, machine mantras, and more to keep an old fabricator ticking over. 1 sk €125 [path:yellowlander] [tool] [kit] Uncommon (~€50)
Cunning Watch Tells time and etiquette. charisma +1, 1 sp €250 [path:manager] [tool] [kit] Valuable (~€250)
Book of Regulations Like a lockpick set for bureaucracies and organizations. 1 st €300 [path:manager] [tool] [kit] Valuable (~€250)
Pause Declaration of Daemon suspension incantation cylinder, hooked to a wind-up speaker. Spend 1 life: nearby daemon loses their turn (save). 1 st €400 [path:yellowlander] [tool] [fueled] [kit] Valuable (~€250)
CordwoodTM Jumpsuit & Headset A virtual room with noösphere access on the go. A house of your own even if you have nowhere to sleep. 2 st €450 [path:holy-fool] [tool] [kit] Valuable (~€250)
Golemechanic Kit Everything you need to repair and maintain yourself. re 2, 1 sk €500 [path:golem] [tool] [re] [kit] Valuable (~€250)
Mightier Pen Bonus to legal and oldtech scrolls; opens ministry doors. aura +1, 1 sp €700 [path:manager] [tool] [kit] [oldtech] Rare (~€1,000)
Book of Hellaesthetics Words to cause pain or take it away. Spend 2 life to restore or remove (save) 1d6+1 life. Seal to recharge overnight. re 5, 1 st €800 [path:holy-fool] [tool] [re] [fueled] [kit] Rare (~€1,000)
Eisen Doppler Amulet Spend 1 hero die to project your iron illusion (level and skills as PC, defense 19, 1d8 damage, only 1 life) nearby. 1 st €2,000 [path:soldier] [tool] [fueled] [kit] Rare (~€1,000)
Vidy Unity Box Long Long Ago holo-plays such as Willow Wolf’s Wall and Temple of the Serpent King. Brings folks together in a soft blue glow. 2 st €2,000 [path:bluelander] [tool] [kit] Rare (~€1,000)
Ring of Divisibility Spend 1 life to split yourself into two half-sized copies. Lasts several minutes. Feels weird. 1 sp €3,500 [path:trickster] [tool] [fueled] [kit] Exceptional (~€5,000)
Doormaker This empathic brushpen lets you draw doors in livingstone and shipmetal structures. Originally made for Metropolis maintainers. Eraser sold separately. re 7, restricted, 1 st €4,500 [path:greenlander] [tool] [re] [kit] Exceptional (~€5,000)
Force Harness Reactive defense. Spend 1 hero die to negate one attack. 1 st €9,250 [path:scion] [tool] [kit] Exceptional (~€5,000)
Court Kit Snuff box, spice tongs, tumblers, coffee cups, brushes, combs, pins, rings, heels, girdles, scrolls, voice modulators and more. 1 sk €15k [path:noble] [tool] [kit] Unique (~€25,000)

Path Clothes/Wearables

Item Description Stats Cost Source Context
Cat Collar Proof of Cat Lord service. Guarantees bedding and protein. 5 sp €5 [path:purplelander] [utility-device] [wear] [collar] [status] Uncommon (~€50)
Hard Leash Oldtech fibers so strong, they’ll never snap. 6m long. 2 sp €5 [path:yellowlander] [utility-device] [wear] [pet] [collar] [oldtech] Uncommon (~€50)
Hedonic Accumulator This wearable adds up how much you have cost the community! Also tallies how many years of useful labor you will provide after death. 1 sp €5 [path:orangelander] [utility-device] [wear] [status] Uncommon (~€50)
Shapeless Hat Protects from rain, sun, flies, and spores. Bonus to disappearing in a crowd. 1 st €5 [path:tourist] [utility-device] [wear] [headgear] Uncommon (~€50)
Comfy Sandals Show off your socks as you walk in style! 6 sp €20 [path:tourist] [utility-device] [wear] [footwear] Uncommon (~€50)
Skin Glove A creepy synthetic flesh glove. It’s for the fingerprints, you see. 1 sp €50 [path:trickster] [utility-device] [wear] [disguise] Uncommon (~€50)
City Shoes Soft soles to find your way around a city with your eyes closed. 5 sp €60 [path:manager] [utility-device] [wear] [footwear] Uncommon (~€50)
Third Ear Hear master’s voice at a distance. Pretty nifty. 1 sp €65 [path:bearer] [utility-device] [wear] [audio] Uncommon (~€50)
Harshfield Uniform Rugged striped outdoor labor suit with built-in climate control for work in hot and freezing conditions. 1 st €75 [path:servant] [utility-device] [wear] [clothing] [enviro] Uncommon (~€50)
Air Compressor Biomechanical mask for breathing in low-pressure conditions. loud, 1 st €85 [path:orangelander] [utility-device] [wear] [mask] [enviro] Uncommon (~€50)
Dumb Veil Obscures mental emanations. Hides intelligence. 5 sp €85 [path:purplelander] [utility-device] [wear] [veil] [mind-shield] Uncommon (~€50)
Cinnabar Shoes Pass without trace in ruins and abandoned bunkers. 1 st €95 [path:redlander] [utility-device] [wear] [footwear] [stealth] Uncommon (~€50)
Gold Leaf Enough to plate yourself thrice! Look like a protocol golem. 1 sp €100 [path:golem] [utility-device] [wear] [clothing] [golem] Uncommon (~€50)
Snakeskin Shoes Show you’ve got class. Make mongeese love you, but not snakes. charisma +1, 5 sp €100 [path:noömagus] [utility-device] [wear] [footwear] [social] Uncommon (~€50)
Poly-Ocular Visor With three removable eyes. Roll ‘em, pose ‘em, stick ‘em on a wall. long range, 1 st €265 [path:orangelander] [utility-device] [wear] [visor] [sensor] Valuable (~€250)
Spotted Lion’s Cloak Grants a lion’s bravery, chases away fear, and provides steppe camo. 1 st €300 [path:barbarian] [utility-device] [wear] [clothing] [camo] Valuable (~€250)
Tinkling Shoes Pretty bells ensure you won’t pass unheard. charisma +1, 1 st €300 [path:purplelander] [utility-device] [wear] [footwear] [social] Valuable (~€250)
Cloak of the City Pass without trace in town. Become one with the brickwork. 1 st €349 [path:bourgeois] [utility-device] [wear] [clothing] [stealth] Valuable (~€250)
Second Face Another face, stored in a nutrient gel in a preservative bag. 1 st €550 [path:trickster] [utility-device] [wear] [disguise] Valuable (~€250)
Indigo Face A mask of pure crystal, a lost noble’s visage. Passkey or money? aura +1, 1 st €640 [path:bluelander] [utility-device] [wear] [mask] [disguise] [passkey] Rare (~€1,000)
Living Flesh One Pound of Sunlight keeps it alive, but it must feed on wriggling, living tissue to grow and entirely coat your bones. life +4, 5 sp €670 [path:skeleton] [utility-device] [wear] [clothing] [skeleton] [fueled] Rare (~€1,000)
Twilight Shades Low-light 360° wraparounds for nightclubs and deep woods. 1 st €700 [path:greenlander] [utility-device] [wear] [eyewear] Rare (~€1,000)
Living Shoes They smell and lick, make tracking easier, warn you of dangers. 1 st €800 [path:scion] [utility-device] [wear] [footwear] Rare (~€1,000)
Ceramic Visage A gentle face to soothe soft-flesh humans. charisma +2, 1 st €850 [path:golem] [utility-device] [wear] [mask] [social] Rare (~€1,000)
Blindgod A face mask that hides your soul and mind from daemons and divines. end +1, 1 st €3,000 [path:redlander] [utility-device] [wear] [mask] [mind-shield] Exceptional (~€5,000)
Master Eyeball In a preservative jar. Lets you pass for higher class. charisma +1, 1 st €4,500 [path:servant] [utility-device] [wear] [disguise] [status] Exceptional (~€5,000)
Face Crab Wear it to look like someone nice and established and not at all like you. The crab needs an hour and 1d4 life to replace its face. Obviously, it also needs a fresh human face. Very illegal. 1 st €5,000 [path:servant] [utility-device] [wear] [mask] [disguise] Exceptional (~€5,000)

Path Utility/Devices

Item Description Stats Cost Source Context
Old Key It looks mundane, but you know it’s a transcendental key for an omni lock. The address is in a ruined city. What does it hide? aura +1, 1 sp €1 [path:skeleton] [utility-device] [key] [passage] Uncommon (~€50)
Water Extractor Extracts all the moisture from a cubic decimeter of matter in less than a minute. Bottle not included. Reusable. 1 st €10 [path:yellowlander] [utility-device] [portable] Uncommon (~€50)
Scroll Disk Belt Store 3 floppy power diskettes and activate with a button! 1 st €25 [path:noömagus] [utility-device] [portable] Uncommon (~€50)
Soup Thermos Nutrislurry and other stew-category fluids stay edible forever. 1 st €25 [path:manager] [utility-device] [portable] [refillable] Uncommon (~€50)
Tikker Clicker An ancient clock that vibrates and buzzes when it detects corrupting energies. Grants bonus against corruption. 1 sp €30 [path:yellowlander] [utility-device] [portable] Uncommon (~€50)
Sand Dragon Scale Incredibly hard, can grind anything save ur-diamond. 1 st €40 [path:yellowlander] [utility-device] [portable] Uncommon (~€50)
Smart Rope Unties as needed. Wants to strangle its maker. 20 meters, 1 st €45 [path:trickster] [utility-device] [portable] Uncommon (~€50)
Jet Credit Ring Spend €1,000 now, pay later. Or skip corporate jurisdiction. 1 sp €49 [path:bourgeois] [utility-device] [credential] [credit] Uncommon (~€50)
Tree-Reader Speak with over 30 kinds of tree! 1 st €65 [path:orangelander] [utility-device] [portable] Uncommon (~€50)
Photomeme Demon crystal records what you see. Its magnetic brain stores 360 images. 1 st €75 [path:tourist] [utility-device] [portable] Uncommon (~€50)
Void-Certified Sleeping Bag Rest easy, even if your fast star springs a leak! Stolen. 1 st €100 [path:holy-fool] [utility-device] [portable] Uncommon (~€50)
Radioactive Rodent Skull One night, its owner bit you and you had an epiphany. aura +1, 2 sp €125 [path:holy-fool] [utility-device] [portable] Uncommon (~€50)
Tree-Plug Fungo-mechanical charging unit that draws energy from smart trees to power omnibatteries and other devices. 1d4 hours per charge. 2 st €150 [path:orangelander] [utility-device] [portable] Valuable (~€250)
Flesh Pocket This symbiote lets you hide objects (1 st) inside yourself! The hidden object counts as clothes—not taking up inventory space. 1 st €300 [path:bearer] [utility-device] [portable] Valuable (~€250)
Spirit Hand Ectoplasmic third hand anchored in your aura. Occupies a trait slot. 1 st €375 [path:scion] [utility-device] [portable] Valuable (~€250)
Blood Deed They owe you €1,000 or a body. 1 sp €500 [path:greenlander] [utility-device] [contract] [claim] Valuable (~€250)
Shipstone Skull An ancestor turned metamorphic. It whispers, sometimes lies. thought +1, 2 st €750 [path:bluelander] [utility-device] [portable] Rare (~€1,000)
Spotted Lion’s Paw Imbued with a lion’s power. strength +1, 1 st €750 [path:noble] [utility-device] [portable] Rare (~€1,000)
Green Figurine It says it is a true god? It promises you’re special. aura +2, 5 sp €800 [path:greenlander] [utility-device] [portable] Rare (~€1,000)
Escape Button Put it on a wall, push it, and a door appears. Single-use. 1 sp €1,000 [path:tourist] [utility-device] [portable] Rare (~€1,000)
Reliquary Acrylic translucent plastic puck that softens and hardens with your thoughts. Safely stores a fragment of radiance or human personality. 1 st €1,250 [path:redlander] [utility-device] [portable] Rare (~€1,000)
Power Scroll Printer Insert a pliant human hand to extract life (and blood) to imbue power into a synthskin scroll. Sacrifice 1d6 life to refill. re 3, 2 st €1,450 [path:noömagus] [utility-device] [re] [portable] Rare (~€1,000)
Copypasta Egg Feed it €500 of materials and hold it for a week to copy your body. 1 sk €1,500 [path:golem] [utility-device] [portable] Rare (~€1,000)
Pouch of Rubies Quite illegal. Where did you get those? charisma +2, 1 sp €3,000 [path:servant] [utility-device] [portable] Exceptional (~€5,000)
Estate Key Lucky day! An estate worth €15/wk can be yours if you clear out the falscher infestation. It’s just 2d10 days’ travel away. 1 sp €3,500 [path:greenlander] [utility-device] [key] [deed] Exceptional (~€5,000)
Folk Hero Source Code A stack of source cards that teaches a mother machine how to reincarnate a folk hero of the pre-feline times. thought +1, 2 st €4,000 [path:purplelander] [utility-device] [portable] Exceptional (~€5,000)
Travel Deck Private portal cards to 54 great houses. Many are now toxic husks. 2 sp €25k [path:noble] [utility-device] [portable] Unique (~€25,000)
Black Mandible You know this metal bone came from a Builder. A god, of sorts. 3 sp 3rr0r [path:scion] [utility-device] [portable] Unique (~€25,000)

Path Vehicles/Mounts

Item Description Stats Cost Source Context
Folding Boat Paddles included. cap 4, 5 st €75 [path:bluelander] [vehicle] [mount] Uncommon (~€50)
Walking Bed A kind of golem. L1, capacity 1 €100 [path:holy-fool] [vehicle] [mount] Uncommon (~€50)
Cad Bird A 2-meter cariamid. Swift and scary, with beak and claw. L3, capacity 1 €300 [path:orangelander] [vehicle] [mount] Valuable (~€250)
Plug-In Chimeric Hybrid burdenbeast with a dome head and electric discharge. L5, capacity 3 €550 [path:yellowlander] [vehicle] [mount] Valuable (~€250)
Metal Steed Roars like thunder, gleams like a chrome elemental. L2, cap 2, fast €700 [path:barbarian] [vehicle] [mount] Rare (~€1,000)
Centaur Cradle (vehicle mod) Four wheels, shock absorbers, tubular struts and a plug-in drive. Turns a walkergolem into a simple, fast autogolem. cap +2, 1 sk €1,250 [path:golem] [mod] [vehicle] [mobility] Rare (~€1,000)
Golem Steed Belches fire, burns like an ash elemental. Charges like a truck. L3, capacity 3 €1,500 [path:noble] [vehicle] [mount] Rare (~€1,000)
Motogolem Named Harm. Electric, so feed it omnibatteries. L2, cap 2, fast €1,690 [path:servant] [vehicle] [mount] Rare (~€1,000)
Builderhorse Eight legs, synthetic skin, composite bones, old-school clock-brain. L3, cap 4, fast €2,500 [path:scion] [vehicle] [mount] Rare (~€1,000)
Articulated G-Wagon Six wheels, seven gears, and a solar omnibattery. L4, capacity 5 €2,700 [path:manager] [vehicle] [mount] Rare (~€1,000)
Limousine Golem An elegant living machine to project gravitas. Roads only. L4, capacity 6 €3,299 [path:bourgeois] [vehicle] [mount] Exceptional (~€5,000)
Friend Horse It talks, but will not share its name. L4, cap 2 €NA [path:soldier] [vehicle] [mount] Unique (~€25,000)

Path Companions/Entities

Item Description Stats Cost Source Context
Potted Plant The first lifeform you found after awakening on a dead fast star. sentient, 1 st €1 [path:golem] [companion] [entity] Uncommon (~€50)
Pet Bird Of no known species. Of foul speech. L0, 1 st €5 [path:scion] [companion] [entity] Uncommon (~€50)
Little Pyramid Tiny mummy (L6, groaning) inside! Smash pyramid to set it free… 2 sp €15 [path:skeleton] [companion] [entity] Uncommon (~€50)
Glitter Ball Floating Long Long Ago disco orb. Follows simple instructions. L0, 1 st €120 [path:trickster] [companion] [entity] Uncommon (~€50)
Stranger in a Bottle A synthetic person with fake memories trapped in an improbability superposition. Use it to inject some personality into a hollow shell or basic golem. 1 sp €200 [path:trickster] [companion] [entity] Valuable (~€250)
Dead Language Daemon A noösphere spirit trapped in a shell of glass and steel. Translates dead languages. Invents rude limericks and dainty sonnets. 1 sp €499 [path:noömagus] [companion] [entity] Valuable (~€250)
Comprehender Caius the A Long Ago daemon in an earring that correctly translates 5-in-6 texts, and catastrophically mistranslates the other 1-in-6. 1 sp €495 [path:tourist] [companion] [entity] Valuable (~€250)
Flower Pot of the Living Avatar Keeps any plant alive. Who needs green fingers? 1 st €700 [path:holy-fool] [companion] [entity] Rare (~€1,000)
Vicious Bird This pet is no one’s friend. It curses like a star sailor. L1, 6 life NA [path:bluelander] [companion] [entity] Unique (~€25,000)
Friend Spider It might actually be a coal elemental? Or a carbon golem? “Sooty” is very fire resistant and likes flowers. L0, tiny (1 sp) NA [path:trickster] [companion] [entity] Unique (~€25,000)

tags: [gear] [source:vlg] [path-reference-synthesis] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS > Path Item Tables
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Barbarian Items

Barbarian Items

d12 Item Stats Cost | d12 | Item | Description | Stats | Cost | | — | — | — | — | — | | 1 | Old Friend’s Head | Pickled by dark wizardry. It possesses one skill you lack. Once per day, spend a hero die and it eats a spell—stopping an incoming harmful power from affecting you. To everyone but you it is just the disturbing shrunken head of some nameless barbarian loser. | ward +1, 1 st | €5 | | 2 | Pre-Fall Firemaker | Sippo brand. Includes lighter fluid. | 1 sp | €10 | | 3 | Holy Human Herbs | Burn them to create a sacred space and chase away daemons. | 5 sp | €25 | | 4 | Traveler Kit | Porta-stove, samovar, canteen, cast iron pot, oils, salts, spices, ladles, tongs, knives, and chopping block. No more raw game! | 1 sk | €75 | | 5 | Fallen Empire Armor | Porcelain and olivine plates over slippery organo-metallic mesh. | armor +5, 2 st | €300 | | 6 | Spotted Lion’s Cloak | Grants a lion’s bravery, chases away fear, and provides steppe camo. | 1 st | €300 | | 7 | Metal Steed | Roars like thunder, gleams like a chrome elemental. | L2, cap 2, fast | €700 | | 8 | Ceremonial Axe | Its oldtech power spent, yet a symbol of status. Grants cha +2. | 2H, 1d8 dmg, 3 st | €800 | | 9 | Wratosek | Grand two-handed sword forged of shipmetal in a distant age. | 2d6 dmg, 1 st | €2,000 | | 10 | Godskin Mask | Ornate. Spend 1 hero die to terrify cityfolk into flight (save). | arm +1, wrd +2, 1 st | €5,000 | | 11 | Ancient Jezail | Killed a builderspawn Long Ago? Maker-charged, long range. | 1d12 dmg, 2 st | €5,000 | | 12 | The Spear Named | Each time it wounds a foe, it roars and gains +3 on its next attack. Blood Drinker resets when you switch foes; two-handed, it deals 1d12 damage. | reach, 1d10 dmg, 1 st | €9,000 |

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:barbarian] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Bluelander Items

Bluelander Items

d12 Item Description Stats Cost
1 Drywood Gourd The predatory wood of this gourd absorbs fluids all on its own. Great for drying damp clothes or dehydrating enemies. 1 st €50
2 Folding Boat Paddles included. cap 4, 5 st €75
3 Organic Paste Processed human life in a tube! 10 life for activating powers. 10 life, 1 st €100
4 Dead God Tooth A bonus to catching and storing powers and spells cast at you. ward +1, 1 st €150
5 Fungal Harness Its moisture halves fire damage and sustains you in dry places. armor +4, 2 st €225
6 Golem Grenade Smart enough that you have to talk it into exploding. Large area. 8d6 dmg, 1 st €275
7 Golden Horn A knife made from the metal horns of a golden goat. Fancy. 1d4+2 dmg, 1 st €350
8 Indigo Face A mask of pure crystal, a lost noble’s visage. Passkey or money? aura +1, 1 st €640
9 Shipstone Skull An ancestor turned metamorphic. It whispers, sometimes lies. thought +1, 2 st €750
10 Abominable Paw The preserved paw of some gloomy human phenotype from the distant north. It doubles the effects of your curses. ward +3, 1 st €1,500
11 Vidy Unity Box Long Long Ago holo-plays such as Willow Wolf’s Wall and Temple of the Serpent King. Brings folks together in a soft blue glow. 2 st €2,000
12 Vicious Bird This pet is no one’s friend. It curses like a star sailor. L1, 6 life NA

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:bluelander] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Bourgeois Items

Bourgeois Items

d12 Item Description Stats Cost
1 Jet Credit Ring Spend €1,000 now, pay later. Or skip corporate jurisdiction. 1 sp €49
2 Felix Whizz Six-Pack The energy drink grants 1d4 temporary life. Mildly addictive. re 4, 1 st €49
3 Cloak of the City Pass without trace in town. Become one with the brickwork. 1 st €349
4 Swagger Stick (BILI Brand) A spiritual microfission translator lets you spend 1 life to deal 1d12 damage with this elegant walking stick. 1d4 dmg, 1 st €649
5 Booster Bracelet Break it to negate an attack. ward +2, 2 sp €699
6 Echoing Top Hat It whispers etiquette, rank, and status guidance into your mind. ward +1, 1 st €799
7 Buffer Harness II Intelligent forcefields let you spend 2 life to cap maximum damage from any attacks at 6 until the start of your next round. armor +3, 1 st €949
8 In-Arm Pistol Concealed oldtech EM-ray (emmaray in the local patois). Spend 1 life to recharge. 1d6 dmg, 1 st €1,099
9 Nu-Face Mk III A perfectly sculpted and poised face. Remove it to reveal your skull, synthetic muscles, and titanium hard-points. charisma +1, 1 st €1,199
10 Isolation Injection Like a scalpel, the oldtech overwhelms the mind. Target loses the ability to communicate for an hour (save). Short range. 1d8 dmg, 1 st €1,299
11 Elegant Eater Sword An energy blade. Vorpal. Cuts through most things. re 5, 1d8 dmg, 5 sp €2,099
12 Limousine Golem An elegant living machine to project gravitas. Roads only. L4, capacity 6 €3,299

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:bourgeois] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Golem Items

Golem Items

d12 Item Description Stats Cost
1 Potted Plant The first lifeform you found after awakening on a dead fast star. sentient, 1 st €1
2 Lucky Bone Orb You suspect it was your maker’s. Years in your memory pouch have polished it into a sphere. Plagued by bad vibrations. ward +2, 1 sp €50
3 Gold Leaf Enough to plate yourself thrice! Look like a protocol golem. 1 sp €100
4 Piezo Mace Integrates with your biocircuits. As a free action, spend 1d6 life to deal double damage on your attack. 1d8 dmg, 1 st €125
5 Smart Lubricants Tiny synthetic animalcules smooth your joints and reduce wear and tear. Each dose removes 1 golem burden. re 4, 1 st €250
6 Golemechanic Kit Everything you need to repair and maintain yourself. re 2, 1 sk €500
7 Ceramic Visage A gentle face to soothe soft-flesh humans. charisma +2, 1 st €850
8 Eyegun Looks like an eye, shoots like a lance. Long range. Re 5. 2d6 dmg, 1 sp €1,000
9 Centaur Cradle (vehicle mod) Four wheels, shock absorbers, tubular struts and a plug-in drive. Turns a walkergolem into a simple, fast autogolem. cap +2, 1 sk €1,250
10 Copypasta Egg Feed it €500 of materials and hold it for a week to copy your body. 1 sk €1,500
11 Living Suit Synthetic anthropoid flesh to protect your endoskeleton. armor +1, life +5, 1 st €2,000
12 EM Harness Protects positronic innards, halving radiant and electric damage. arm +3, wrd +3, 2 st €2,500

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:golem] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Greenlander Items

Greenlander Items

d12 Item Description Stats Cost
1 Driver License This holomorphic amulet lets you drive in the Metropolis. You can also try to command autogolems with it (hard test). ward +1, 1 sp €75
2 Sungwood Shield Light shield of living symbiotic wood. Your blood can regrow it. armor +2, 1 st €125
3 Mindwipers Think a thought you would forget, then eat these pills. re 5, 1 sp €200
4 Mosswear A living weave of mycelial threads and mossy friends, perfect for hiding in the deep old woods. Protects from toxins and gas. armor +2, 1 st €200
5 Blood Deed They owe you €1,000 or a body. 1 sp €500
6 Shipgun Short range flesh-shredder that won’t damage a voidhull. Deals triple damage to unarmored targets. re 3, 1d4+1 dmg, 1 st €500
7 Astral Pin Can hold one soul. 1-in-6 chance it already does. ward +2, 1 sp €665
8 Twilight Shades Low-light 360° wraparounds for nightclubs and deep woods. 1 st €700
9 Green Figurine It says it is a true god? It promises you’re special. aura +2, 5 sp €800
10 Simmersuit Traditional jumpsuit that clearly displays your status and duties. ward +3, 1 st €1,000
11 Estate Key Lucky day! An estate worth €15/wk can be yours if you clear out the falscher infestation. It’s just 2d10 days’ travel away. 1 sp €3,500
12 Doormaker This empathic brushpen lets you draw doors in livingstone and shipmetal structures. Originally made for Metropolis maintainers. Eraser sold separately. re 7, restricted, 1 st €4,500

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:greenlander] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Holy Fool Items

Holy Fool Items

d12 Item Description Stats Cost
1 Better Life Pamphlets Promises. ward +1, 1 st €5
2 Golem Carcass You call it “friend.” armor +3, 2 st €50
3 Void-Certified Sleeping Bag Rest easy, even if your fast star springs a leak! Stolen. 1 st €100
4 Sun’s Caress A special sunscreen that heals you as you turn a lovely shade of fried. Recover 1d6 life after a few hours in the sun. re 3, 1 st €100
5 Walking Bed A kind of golem. L1, capacity 1 €100
6 Radioactive Rodent Skull One night, its owner bit you and you had an epiphany. aura +1, 2 sp €125
7 Dream Bone Knife Cuts ghosts and daemons. 1d4+1 dmg, 5 sp €250
8 CordwoodTM Jumpsuit & Headset A virtual room with noösphere access on the go. A house of your own even if you have nowhere to sleep. 2 st €450
9 Mermaid’s Kiss You store it in a little jar. It keeps all your fears away. ward +2, 1 st €550
10 Flower Pot of the Living Avatar Keeps any plant alive. Who needs green fingers? 1 st €700
11 Book of Hellaesthetics Words to cause pain or take it away. Spend 2 life to restore or remove (save) 1d6+1 life. Seal to recharge overnight. re 5, 1 st €800
12 Rotting Angel’s Ring Taken off a dying phylake, it opens spirit doors. ward +3, 1 sp €1,300

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:holy-fool] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Manager Items

Manager Items

d12 Item Description Stats Cost
1 Soup Thermos Nutrislurry and other stew-category fluids stay edible forever. 1 st €25
2 Walking Stick Sword Elegant. Helps with walking. Also, concealed. 1d6 dmg, 1 st €45
3 City Shoes Soft soles to find your way around a city with your eyes closed. 5 sp €60
4 Reading Monocle Translates 72 supported languages. Censorship module included. 1 sp €70
5 Battle Briefcase Protect magidocs and blue prince scrolls. Serves as a shield. armor +1, 1 st €100
6 Cunning Watch Tells time and etiquette. charisma +1, 1 sp €250
7 Book of Regulations Like a lockpick set for bureaucracies and organizations. 1 st €300
8 Ruffle Coat The socially acceptable coat, its silksteel protects as leather. Refined lifestyle pockets offer 7 sp of free inventory. armor +2, 1 st €350
9 Sensory Overloader Flashy oldtech gun. Very visible in the dark. Target loses an action when struck (save). short re 4, 1d4 dmg, 1 st €650
10 Mightier Pen Bonus to legal and oldtech scrolls; opens ministry doors. aura +1, 1 sp €700
11 Fireward Circlet The semi-sentient band of daemon-matrix jewels protects your identity. Spend 1 life to block your mind for 1 round. ward +3, 1 st €1,100
12 Articulated G-Wagon Six wheels, seven gears, and a solar omnibattery. L4, capacity 5 €2,700

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:manager] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Noble Items

Noble Items

d12 Item Description Stats Cost
1 Old Friend’s Poem On a scroll in a sacrificial godskin chest-piece amulet. ward +1, 1 sp €250
2 Sacrificial Robes For facing gods in temple and daemons on the battlefield. arm +2, wrd +2, 2 st €500
3 Spotted Lion’s Paw Imbued with a lion’s power. strength +1, 1 st €750
4 Golem Steed Belches fire, burns like an ash elemental. Charges like a truck. L3, capacity 3 €1,500
5 Oldtech Dagger-Axe A symbol of power. Spend 1 life to deal x2 dmg. Grants cha +2. 2H, 1d6 dmg, 2 st €2,000
6 Empire Armor Sanguine plates over flesh-mesh. Feed 1 life per day or half bonus. armor +8, 3 st €2,500
7 Daemonskin Mask Ornate. Spend 1 hero die to terrify the rabble into flight (save). arm +1, wrd +2, 1 st €3,000
8 Gorotorok Ominous semi-sentient two-handed chainsword assembled by source engineers on a distant star in a distant age. 3d6 dmg, 2 st €4,500
9 Garden Jezail Killed a Vile One in the Long Ago? Builder-charged, long range. re 2, 2H, 2d8 dmg, 3 st €7,500
10 Court Kit Snuff box, spice tongs, tumblers, coffee cups, brushes, combs, pins, rings, heels, girdles, scrolls, voice modulators and more. 1 sk €15k
11 Phylake Clavus A key that lets you pass unseen in front of an angel. Or daemon. ward +3, 1 st €20k
12 Travel Deck Private portal cards to 54 great houses. Many are now toxic husks. 2 sp €25k

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:noble] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Noömagus Items

Noömagus Items

d12 Item Description Stats Cost
1 Scroll Disk Belt Store 3 floppy power diskettes and activate with a button! 1 st €25
2 Noöjack Extension plug to the local noösphere. Also stores 3 vidys. implant, 1 sp €50
3 Anti-Static Robes Reduce spell blowback. Bonus to saves vs corruption and oldtech. armor +1, 1 st €75
4 Lifestealer Syringe Extract 1 life per round from a pliant creature. Healing transfer function not installed. Where to store the life force … 1d2 dmg, 3 sp €75
5 Snakeskin Shoes Show you’ve got class. Make mongeese love you, but not snakes. charisma +1, 5 sp €100
6 Bodylectric Bracers Talk to machines as though they were your siblings. ward +1, 1 st €150
7 Collar of Life Store up to 3 life for powers. It doesn’t care where you got it. ward +1, 1 st €150
8 Omnibatteries 12 single-use NRFB batteries. Recharge any 1 stone item. Explode if punctured or thrown against a hard object. throwing, area S, re 2, 2d6 dmg, 1 st €200
9 Hard Light Scepter Once, void marine wizards called this a lazgun. We know better now. Charge with an omnibattery. Adjustable energy output. 1d8 dmg, 1 st €250
10 Dead Language Daemon A noösphere spirit trapped in a shell of glass and steel. Translates dead languages. Invents rude limericks and dainty sonnets. 1 sp €499
11 Power Scroll Printer Insert a pliant human hand to extract life (and blood) to imbue power into a synthskin scroll. Sacrifice 1d6 life to refill. re 3, 2 st €1,450
12 Solaris Disc Fancy headgear uses light and fire to block hostile powers. Also, it absorbs solar energy to recharge 1 omnibattery per day. ward +2, 1 st €2,500

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:noomagus] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Orangelander Items

Orangelander Items

d12 Item Description Stats Cost
1 Hedonic Accumulator This wearable adds up how much you have cost the community! Also tallies how many years of useful labor you will provide after death. 1 sp €5
2 Omnifleisch Syntetik™ brand universal undead food. Keeps ‘em looking fresh! re 3, 1 sk €20
3 Tree-Reader Speak with over 30 kinds of tree! 1 st €65
4 Air Compressor Biomechanical mask for breathing in low-pressure conditions. loud, 1 st €85
5 Tree-Plug Fungo-mechanical charging unit that draws energy from smart trees to power omnibatteries and other devices. 1d4 hours per charge. 2 st €150
6 Poly-Ocular Visor With three removable eyes. Roll ‘em, pose ‘em, stick ‘em on a wall. long range, 1 st €265
7 Cad Bird A 2-meter cariamid. Swift and scary, with beak and claw. L3, capacity 1 €300
8 Hunting Lance A precise oldtech beam-spear. In melee it deals 1d8 damage and long range 1d12 dmg, consumes no charge. 1d12 dmg, 1 st €600
9 Amber Suit Full suit of armor grown from a biomorphically slaved amber crab. armor +6, 3 st €700
10 Maintain Bracelet Marks the wearer as undead to undead creatures. ward +1, 1 st €750
11 Zunkwaffel Wandgun The undead suppression pistol temporarily disrupts their animating force (save or knocked out for a minute). 2d6 dmg, 1 st €1,200
12 Synthetic Subsystem This battery-powered organ maintains vital functions when food, water, and air grow scarce. Plugs into most human phenotypes. re 5, 1 st €2,000

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:orangelander] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Purplelander Items

Purplelander Items

d12 Item Description Stats Cost
1 Cat Collar Proof of Cat Lord service. Guarantees bedding and protein. 5 sp €5
2 Plantation Pick This field tool also crushes vome skulls (x4 crit). 1d6 dmg, 1 st €10
3 Coffee Bonbons Candy that hides a burden for a day. May cause twitching. re 2, 1 st €20
4 Null Thermos Almost zero heat loss! 1 st €55
5 Dumb Veil Obscures mental emanations. Hides intelligence. 5 sp €85
6 Scave Bolter An elegant, long range gun from a simpler age. re 2, 2H, 1d8+1 dmg, 2 st €150
7 Tinkling Shoes Pretty bells ensure you won’t pass unheard. charisma +1, 1 st €300
8 Nip Lotion Makes you smell nice to Cat Lords. charisma +2, re 7, 1 sp €350
9 Rational Helm Blocks empathy, crushes pity, useful HUD. armor +1, ward +1, 1 st €375
10 War Furs Striped to show strength. armor +2, str +1, 1 st €750
11 Fairy Key Pass through a fairy cat portal. ward +1, 2 sp €895
12 Folk Hero Source Code A stack of source cards that teaches a mother machine how to reincarnate a folk hero of the pre-feline times. thought +1, 2 st €4,000

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:purplelander] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Redlander Items

Redlander Items

d12 Item Stats Cost | d12 | Item | Description | Stats | Cost | | — | — | — | — | — | | 1 | Blood Brandy | Thickened bloodwine. Restores 1d6+1 ability or life points. Intoxicating. | 1 st | €10 | | 2 | Rotblood Scent | Perfume to smell unappealing to ghouls and vampires. | 1 sp | €20 | | 3 | Cinnabar Shoes | Pass without trace in ruins and abandoned bunkers. | 1 st | €95 | | 4 | Rustbeast Cloak | Hide in the rusty wastes. Halve damage from iron weapons. | ward +1, 1 st | €225 | | 5 | Crow Armor | Puffs up to slow your falls. Popular with wyvern riders. | armor +4, 2 st | €450 | | 6 | Bunker Pass | Oldtech amulet that proves you’re a true human, allowed to shelter in the anti-god bunkers that stud the Red Land. Also, opens wise doors. | ward +2, 1 st | €650 | | 7 | Reliquary | Acrylic translucent plastic puck that softens and hardens with your thoughts. Safely stores a fragment of radiance or human personality. | 1 st | €1,250 | | 8 | Stakehammer | Cracks armor and pierces unliving hearts. Double damage to vampires. | 1d8+1 dmg, 2 st | €1,375 | | 9 | Second Heart | A backup heart. Stores stolen life equal to your level. | ward +1, 2 st | €1,995 | | 10 | Blindgod | A face mask that hides your soul and mind from daemons and divines. | end +1, 1 st | €3,000 | | 11 | Glass Cannon | Fires your blood as toxic shards. Targets are nauseated (save) and suffer a penalty to physical actions. Spend 3 life to reload. | long, re 5, 2H, 1d12 dmg, 1 st | €4,995 | | 12 | Mindvault Helm | A traditional helm, of godbone and shipmetal, it blocks the Vile One’s mental assaults. Sunder to negate all damage from a critical hit. | armor +1, ward +3, 1 st | €7,500 |

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:redlander] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Scion Items

Scion Items

d12 Item Description Stats Cost
1 Pet Bird Of no known species. Of foul speech. L0, 1 st €5
2 Spirit Hand Ectoplasmic third hand anchored in your aura. Occupies a trait slot. 1 st €375
3 Personal Daemon It knows things it shouldn’t, gives advice you can’t follow. Spend 1 life to get a quick infodump on the local area. ward +1, 1 st €500
4 Living Shoes They smell and lick, make tracking easier, warn you of dangers. 1 st €800
5 Builderhorse Eight legs, synthetic skin, composite bones, old-school clock-brain. L3, cap 4, fast €2,500
6 Builder Blade Oldtech no-matter knife. Cuts anything (slowly). Recharge in sunlight. re 4, 1d4 dmg, 1 st €4,500
7 Power Broker Amulet Spend 1d6 life to absorb one power used against you. Wield the power for free—once. Resetting the amulet requires an action. ward +1, 1 sp €6,500
8 Illusion Gun A target “killed” by this short range oldtech gun saves vs death. If they succeed, they are reduced to 1 life and knocked out instead. 1d10 dmg, 1 st €8,000
9 Force Harness Reactive defense. Spend 1 hero die to negate one attack. 1 st €9,250
10 Second Skin Void-capable force-bonded syn-tissue. Wearable under other armor. armor +2, 1 st €10k
11 Godbone Exoskeleton Gruesome golem armor, replenished with your hero dice. Burn: gain armor +5, +20 temporary life and +3 strength. re 5, 3 st €16k
12 Black Mandible You know this metal bone came from a Builder. A god, of sorts. 3 sp 3rr0r

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:scion] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Servant Items

Servant Items

d12 Item Description Stats Cost
1 Social Credit Tattoo Proof of what a good person you are. Free access to corporate dormitories and food slurry dispensaries! Do not resuscitate! €10
2 Odd Lock Picks Well-used. Open doors and crack autogolem route guidance brains. 1 st €20
3 Jousting Staff Sturdy combat walking stick made of authentic synthetic wood. 1d6+1 dmg, 1 st €25
4 Collar of Happiness Injects you with happy juice when you feel sad. ward +2, re 3, 1 st €50
5 Harshfield Uniform Rugged striped outdoor labor suit with built-in climate control for work in hot and freezing conditions. 1 st €75
6 Mental Shackles Glyph-crusted head implants that protect you from mind control and thoughts of not doing what you’re told. ward +3, 1 st €150
7 Builder Blaster 4 of 6 shots left. The license daemon has been exorcised. Needs a buildertech port to recharge. re 4, 2H, 3d8 dmg, 1 st €800
8 Motogolem Named Harm. Electric, so feed it omnibatteries. L2, cap 2, fast €1,690
9 Pouch of Rubies Quite illegal. Where did you get those? charisma +2, 1 sp €3,000
10 Noble Riding Gear Looks spiffy, and the jacket was advertised as quite bullet-proof. armor +5, 1 st €3,500
11 Master Eyeball In a preservative jar. Lets you pass for higher class. charisma +1, 1 st €4,500
12 Face Crab Wear it to look like someone nice and established and not at all like you. The crab needs an hour and 1d4 life to replace its face. Obviously, it also needs a fresh human face. Very illegal. 1 st €5,000

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:servant] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Skeleton Items

Skeleton Items

d12 Item Description Stats Cost
1 Old Key It looks mundane, but you know it’s a transcendental key for an omni lock. The address is in a ruined city. What does it hide? aura +1, 1 sp €1
2 Little Pyramid Tiny mummy (L6, groaning) inside! Smash pyramid to set it free… 2 sp €15
3 Dusty Orb Teleview of a lovely little town. It reminds you of home, but matches nothing you’ve seen. Linked to a secret observation portal. ward +1, 3 sp €30
4 Holy Arrow This killed you. Deals double damage to those who deny the Gods. Retains an intangible tether to your slayer. 1 sp €50
5 Void Gun Low-impact razor fragments shred flesh but leave void hulls intact. Useless against suits with armor +5 or better. short, re 3, 2d6 dmg, 1 st €200
6 Shield Living tissue over translucent crystal ribbing. Always regrows within a week of destruction. Placed in a door, it forms an airtight seal. Probably from a dead void ship. armor +2, 1 st €250
7 Leatherman Suit Hides your bones. Is looking like a leather golem better? armor +4, 2 st €400
8 Glass Skull It can hold three powers. It sings at dawn. Whose was it? ward +1, 1 st €500
9 Living Flesh One Pound of Sunlight keeps it alive, but it must feed on wriggling, living tissue to grow and entirely coat your bones. life +4, 5 sp €670
10 Zu Helmet It receives voices from beyond. Groans with the voices of desert and mountain. It lets you speak to ghosts and phantoms. ward +1, 1 st €800
11 Ghost Bone Sabre The noöspheric bones deal full damage to spirits. 1d10, 1 st €950
12 Fresh Face Feed it blood every day (1 life) so it stays rosy. ward +1, 1 st €2,000

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:skeleton] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Soldier Items

Soldier Items

d12 Item Description Stats Cost
1 Standing Bed A tubular steel frame to lean on and rest while ‘keeping watch.’ 1 st €1
2 Motor Chung Six glittery vials. Consume no more than an hour before use. Spend 1 life to gain a bonus action this turn. re 3, 1 sp €3
3 Pointy Helmet Sacrifice to negate one critical hit. Headbutt for 1d8 damage. armor +1, 1 st €5
4 War Mask A terrifying visage to frighten foes. A bonus against fear, too. ward +2, 1 st €10
5 Parasite Patchflesh is a temporary fix. Recover 2d8 + level life or 1d4+1 ability damage, but suffer 1 burden. Remove with salt. Addictive. single use, 1 sp €75
6 Amber Wandgun Shoots arcing bolts of pain and fire. Short range. re 3, 2d6 dmg, 1 st €100
7 Portable Shadow Battle-hardened war shadow from the eternal struggle cloned and bound. Don’t lose the leash. Halves damage suffered from ghosts, daemons, and other aetherics. ward +4, 2 st €850
8 Hard Light Shield Projection bracelet with a glittering force-shield. Vorpal edge. armor +3, 1d4 dmg, 1 st €925
9 Combat Suit Spectral Satrapy steel-glass scales with atmo-symbiote. Scrubbers, filters, and bladders maintain environment for a few hours. armor +5, re 3, 2 st €1,500
10 Eisen Doppler Amulet Spend 1 hero die to project your iron illusion (level and skills as PC, defense 19, 1d8 damage, only 1 life) nearby. 1 st €2,000
11 Nightblade The gibbering spirit of the Eater in Darkness dwells in this blade. Each blow reduces its target’s level by 1. If this would reduce its level below 0 it dies. 1d8 dmg, 1 st €13,500
12 Friend Horse It talks, but will not share its name. L4, cap 2 €NA

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:soldier] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Tourist Items

Tourist Items

d12 Item Description Stats Cost
1 Sturdy Stick Grants a bonus on long walks there (or back again). 1d6 dmg, 1 st €1
2 Guide Book The thin sheets provide a lot of toilet paper. Also, spend a hero die to wrestle a useful fact or shortcut from this brick. 1d4 dmg, 1 st €3
3 Shapeless Hat Protects from rain, sun, flies, and spores. Bonus to disappearing in a crowd. 1 st €5
4 Umbrella Gun Protects from rain and has a single surprising shot. Short range, reload 20. 2d6 dmg, 1 st €15
5 Comfy Sandals Show off your socks as you walk in style! 6 sp €20
6 Photomeme Demon crystal records what you see. Its magnetic brain stores 360 images. 1 st €75
7 Pass Person A magic document that gives a bonus to bypassing officials and guards. ward +1, 1 sp €145
8 Metapills Pop daily. Reduce max life by 1, but get a bonus save against diseases. re 1, 1 sp €300
9 Comprehender Caius the A Long Ago daemon in an earring that correctly translates 5-in-6 texts, and catastrophically mistranslates the other 1-in-6. 1 sp €495
10 Escape Button Put it on a wall, push it, and a door appears. Single-use. 1 sp €1,000
11 Safety Blanket Possibly a large towel. Grants invisibility vs very large and stupid predators. ward +4, 1 st €2,950
12 This Old Thing A tatty, silvery undershirt from ages ago. Probably not worth much. armor +4, 1 st €4,500

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:tourist] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Trickster Items

Trickster Items

d12 Item Description Stats Cost
1 Smart Rope Unties as needed. Wants to strangle its maker. 20 meters, 1 st €45
2 Skin Glove A creepy synthetic flesh glove. It’s for the fingerprints, you see. 1 sp €50
3 Cryptic Clavus It’s a card, it’s a key, it unlocks oldtech doors. Requires jiggery-pokery and a skill roll. ward +1, 1 st €75
4 Glitter Ball Floating Long Long Ago disco orb. Follows simple instructions. L0, 1 st €120
5 Sleepy Coins Look like gold wrapped in plastic. Exposed to the air, they sublimate into a soporific cloud. Save or sleep. re 2, 1 sp €200
6 Stranger in a Bottle A synthetic person with fake memories trapped in an improbability superposition. Use it to inject some personality into a hollow shell or basic golem. 1 sp €200
7 Second Face Another face, stored in a nutrient gel in a preservative bag. 1 st €550
8 Camelskin Jerkin Sturdy living leather with tassels and secret pockets. Good for looking nondescript. armor +3, 1 st €600
9 Shipsteel Stiletto Long, thin, sharp blade of perfect metal. Easily concealed. 1d4+1 dmg, 3 sp €750
10 Ring of Divisibility Spend 1 life to split yourself into two half-sized copies. Lasts several minutes. Feels weird. 1 sp €3,500
11 Dale Four-Four Sentient Long Long Ago four-shot bolter of many colors. Settings: stun (1d4 rounds save), burn (1d6), disintegrate (4d4). 1d6 dmg, 1 st €4,000
12 Friend Spider It might actually be a coal elemental? Or a carbon golem? “Sooty” is very fire resistant and likes flowers. L0, tiny (1 sp) NA

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:trickster] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Bearer Items

Bearer Items

d12 Item Description Stats Cost
1 Polishing Kit Perfect for keeping jewelry and weapons looking impressive. 1 st €3
2 Bravery Goggles Hide scary sights. May impose a large penalty. ward +1, 1 sp €15
3 Red Juice Master secretes it every morning. Says it’s healthy. Grants +1d8 temporary life and +2 strength. Withdrawal: after a day without, reduce strength and thought by 2. 1 sp €15
4 Leather Harness Shows off oiled physique. +2 free weapon item slots. armor +1, 1 st €30
5 Friendly Anklet So your master can always find and save you! armor +1, 1 st €50
6 Third Ear Hear master’s voice at a distance. Pretty nifty. 1 sp €65
7 Shrunken Head Belonged to previous bearer? Stores a single power. ward +2, 1 st €69
8 Fur Kilt Impressive. Grants +1 charisma. armor +1, 1 st €120
9 Blisscandy Keeps bad thoughts away, prevents betrayals. Reduces charisma and agility by 1. Bad thoughts and ability scores return after a day. ward +3, re 2, 1 sp €150
10 Sacribracers Roll a hero die to suffer twice that much damage instead of an ally. armor +1, 1 st €200
11 Flesh Pocket This symbiote lets you hide objects (1 st) inside yourself! The hidden object counts as clothes—not taking up inventory space. 1 st €300
12 Book of True Thought Written by the master’s master, it holds every answer. With it, spend a hero die to find your way. Works 5-in-6 times. ward +3, 1 st €800

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:weapon-bearer] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

Yellowlander Items

Yellowlander Items

d12 Item Stats Cost | d12 | Item | Description | Stats | Cost | | — | — | — | — | — | | 1 | Hard Leash | Oldtech fibers so strong, they’ll never snap. 6m long. | 2 sp | €5 | | 2 | Water Extractor | Extracts all the moisture from a cubic decimeter of matter in less than a minute. Bottle not included. Reusable. | 1 st | €10 | | 3 | Dust Face | Full-face mask protects against dust, haze, spores, and toxins. | ward +1, 1 st | €25 | | 4 | Rib Bow | Crossbow made from dead machine parts. Won’t let you down. | long, re 20, 1d8 dmg, 1 st | €25 | | 5 | Tikker Clicker | An ancient clock that vibrates and buzzes when it detects corrupting energies. Grants bonus against corruption. | 1 sp | €30 | | 6 | Sand Dragon Scale | Incredibly hard, can grind anything save ur-diamond. | 1 st | €40 | | 7 | Yellow Dart | Metal-and-bone spear. Spend 1 life to make it glow for an hour. | reach, 2H, 1d10, 2 st | €50 | | 8 | Machination Kit | Wrenches, pliers, wires, solders, blue prince scrolls, machine mantras, and more to keep an old fabricator ticking over. | 1 sk | €125 | | 9 | Saffron Snuff | Inhale to clear your head or gain 1d4 aura for an hour. | re 1, 1 sp | €250 | | 10 | Yellow Poncho | Protects from sun, heat, and mind-affecting rays. | armor +1, ward +2, 1 st | €375 | | 11 | Pause | Declaration of Daemon suspension incantation cylinder, hooked to a wind-up speaker. Spend 1 life: nearby daemon loses their turn (save). | 1 st | €400 | | 12 | Plug-In Chimeric | Hybrid burdenbeast with a dome head and electric discharge. | L5, capacity 3 | €550 |

Source: Vastlands Guidebook Other Paths.

tags:

[gear] [source:vlg] [path:yellowlander] [path-gear] [chapter:other-paths]

meta:

  • source:
    • book: Vastlands_Guidebook; section: OTHER PATHS
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#path-gear

ULTRAVIOLET GRASSLANDS

Source, Ultraviolet Grasslands and the Black City 2e: Gear & Services.

“We’re going to the Black City and we don’t care if it’s supposed to take eight weeks, we’ll make it in four and bring enough black-light to set us all up. Now, how many horses will you loan us?” Inge and Ingot, the bearded ambiguously dwarfsh merchants glowered and pointed to the large sign that read, “No Lones to Adventerers, Frybooters or Wagonbonds.”

Only gear and services that cost at least a day’s proletarian wages (€1) are listed. Cheaper stuff is available at the referee’s discretion, but the expenses usually don’t have to be tracked. When a PC tries to buy a thousand bars of soap, or something weird like that, the referee decides how much it costs.

The Violet Citadel is the last place in the Rainbowlands to buy supplies for the long crossing. Old hands advise four tubes of sunscreen per traveler, loudmouths suggest it’s possible with two.

UVG COMBAT GEAR

UVG WEAPONS

Ranged Weapons: Bows and Gun Wands

Ranged Weapons: Bows and Gun Wands

d15 Weapon Damage Range Size Description Cost
1 Bow: first among weapons 1d6 Medium 1 st Two-handed (2H), the lack of features is a feature. €20
2 Crossbow 1d8 Medium 1 st Reload 20 (yes, you have to reload after every shot). €25
3 Steppelander Composite Bow 1d8 Medium 1 st 2H, decent at distant ranges. €150
4 Heavy Crossbow 1d10 Medium 2 st Reload 20, 2H, optional knockback bolts. €50
5 Scavenger Bolter 1d10 Medium 2 st Reload 10, 2H, a basic recycled rifle. €100
6 Porcelain Prince Pistol 2d6 Short 5 sp Reload 2, automatic ceramic, rare. €300
7 Violent Cat Rifle 2d10 Medium 2 st Reload 4, 2H, sturdy and deadly. €600
8 Satrap Radiant Gun 2d12 Medium 2 st Reload 7, 2H, laser, blinding, starts fires, rare. €1,100
9 Redland District SMG 2d6 Short 1 st Reload 1, 2H, burst, revolutionary, rare. €500
10 Vome Slagger 3d6 Medium 2 st Reload 10, frag, usually implanted, rare. €1,500
11 Ultra Blaster 3d6 Short 5 sp Reload 1, radiant, blinding, rare. €2,000
12 Blue God Blaster 4d8 Close 1 st Reload 7, 2H, necrotic, burst, unholy, rare. €3,000
13 Inquisition Squirtgun 1d6 Short 5 sp Reload 5, intravenous, rare. €300
14 Voice of Death 3d10 Short 3 st Reload 10, 2H, sonic, very loud, rare. €4,000
15 Black City Matter Disruptor 3d6* Long 1 st Reload 7, 2H, action at a distance, very rad, very rare. €13,000

tags:

[gear] [source:uvg] [ranged-weapon] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Ranged Weapons: Bows and Gun Wands
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-weapon-mechanics
    • Synthetic_Dream_Machine_01_Quickstart.md#movement-and-range

Simple Melee Weapons (d8)

Simple Melee Weapons (d8)

d8 Weapon Damage Range Size Features Cost
1 Rock 1d3 Close 1 st Throwing (Short). Can usually roll.
2 Dagger: a cult classic 1d4 Close 5 sp Strength or Agility, throwing (Short). €2
3 Battle Stick 1d4 Close 1 st Strength or Agility. €1
4 Axe 1d6 Close 1 st Combine with a shield for best effect. €5
5 Club 1d6 Close 1 st A cheap, blunt axe. €1
6 Spear 1d6/1d8 Close 1 st Versatile, throwing (Short). €2
7 Staff 1d6/1d8 Close 1 st Versatile. A long stick. €1
8 Great Rod 1d10 Close 2 st Two-handed (2H), a bigger badder stick. €1

tags:

[gear] [source:uvg] [melee-weapon-simple] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Simple Melee Weapons (d8)
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-weapon-mechanics

Military Melee Weapons (d14)

Military Melee Weapons (d14)

d14 Weapon Damage Range Size Description Cost
1 Whip, Burdenbeast Leather 1d4 Close 1 st Strength or Agility, reach. Can be used to swing. €3
2 Scimitar 1d6 Close 1 st Strength or Agility. €15
3 Flail 1d8 Close 1 st Swingy and hitty. A symbol of chaos. €10
4 Mace 1d8 Close 1 st Blunty and bashy. A symbol of chaos. €20
5 Dagger-axe 1d8 Close 1 st Sharpy and stabby. A symbol … ok, is this a joke? €15
6 Battle Axe 1d8/1d10 Close 1 st Versatile (used two-handed deals more damage). €20
7 Warhammer 1d8/1d10 Close 1 st Versatile. €30
8 Sabre, Symbol of Chaos 1d8/1d10 Close 1 st Versatile. Good for ending nonsense. €45
9 Great Spear of Stabbing 1d10 Close 2 st 2H, reach. Whose was that chaos joke? €5
10 Halberd of Polearming 1d10 Close 2 st 2H, reach, armor-cracking. Ok, fine. €20
11 Cavalry Lance 1d12 Close 2 st Mounted, double damage on charge. €15
12 Cavalry Sabre 1d12 Close 2 st Mounted, deal damage with advantage against infantry. €70
13 Great Axe 2d6 Close 2 st 2H, beloved of barbarians. €40
14 Great Sword 2d6 Close 2 st 2H, also goes well with loincloths. €100

tags:

[gear] [source:uvg] [melee-weapon-military] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Military Melee Weapons (d14)
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-weapon-mechanics

Weird Melee Weapons (d10)

Weird Melee Weapons (d10)

d10 Weapon Damage Range Size Description Cost
1 Cat Claws (Gauntlet) 1d4 Close 5 sp Counts as an unarmed attack. €50
2 Neural Whip 1d8 Close 1 st Strength or Agility, reach, stuns on natural 20. Beloved of slavers. €50
3 Sabre Tooth 1d8 Close 1 st Str or Agi, necrotic, intravenous. The tooth of a grim predator. €200
4 Ceramic Mace 1d10 Close 1 st Ignores damage resistances. Favored by the Porcelain Princes. €300
5 Black City Blade 1d10 Close 1 st Ignores damage resistances. Whispers to you. €300
6 Chain Sword 1d10/2d8 Close 2 st Versatile. Decapitates on natural 20. €600
7 Crystal Swordspear 1d12 Close 2 st 2H, stores up to 2 direct damage radiant or fire spells. €450
8 Vomish Centaur Flail 2d8 Close 2 st Mounted, double damage on charge, stuns on natural 20. €300
9 Ghost Bone Axe 2d8 Close 2 st 2H, deals full damage to ghosts, ignores undead immunities. €600
10 Forty Pound Rare Metal Rod 2d10 Close 4 st 2H, always loses initiative, stuns on matching damage dice. €900

Stranger things have also been found in the wilderness.

tags:

[gear] [source:uvg] [melee-weapon-weird] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Weird Melee Weapons (d10)
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-weapon-mechanics

UVG ARMORS

UVG Armors

Travelers must decide what is suitable or not for the continental steppe climate of the Ultraviolet Grasslands.

See Armor Mechanics for armor bonus and feature rules.

d20 Armor or Shield Armor Type Size Description Cost
1 Shield (there is only one) +2 Shield 1 st A basic shield. Sunder to negate one attack. €5
2 Nomad Robes +1 Light 1 st Cool, with padded bits. €10
3 Boiled Leather +1 Light 1 st Hot. But cheap. And shiny when oiled. Goes well with sandals. €10
4 Ballistic Linen Suit +2 Light 1 st Cool, perfect for the gentleman adventurer. Secret pocket for a nip. €100
5 Spiked Leather +2 Light 1 st Hot, with space for mounting skulls, furs, and masks. €50
6 Synthskin Light Environment Suit +1 Light 1 st Environmental, hot, dedicated to the goddess Hazmaat. Rare. €150
7 Cat Armor +1 Light 5 sp A tiny helmet and little silken cuirass. Ever so cute. Cat-sized. €200
8 Skinchanger Suit +3 Light 1 st Symbiotic biomechanical suit grafted with wearer’s skin. Adapts to different environment in a week. Requires regular feeding. Takes a few hours to fully remove. Versions without face cover possible. €2,000
9 Dryland Weave +3 Medium 2 st Cool. Woven from the cilia of special dryland coral hybrids, surprisingly breathable, cumbersome. €100
10 Scale Shirt +3 Medium 2 st Hot and cumbersome. Made from extinct iron pangolin scales. €50
11 Chitin Cuirass +4 Medium 2 st Cool, cumbersome. Also called lobster armor. €600
12 Iron Breastplate +4 Medium 2 st Hot, cumbersome. A classic. €400
13 Watersuit +4 Medium 2 st Cool-suit of synthskin over woven bone mesh, with uncanny vascular cooling and filtration system. Cumbersome, environmental. €1,200
14 Spectral Combat Suit +5 Medium 2 st Satrapy steel-glass scales with an environment maintenance parasite. Cool, powered 6, environmental, cumbersome. €2,400
15 Bone Mesh Armor +6 Heavy 3 st Horrible product of the bone wizards. Pretty cool, cumbersome. €500
16 Chain Mail +6 Heavy 3 st Hot and cumbersome, but a classic heavy armor design. €200
17 Porcelain Walker Suit +7 Heavy 3 st Cool, powered 6, cumbersome, intravenous. The best in Princely technology, with shiny polychrome ceramic plates. €600
18 Splint +7 Heavy 3 st Hot, cumbersome, primitive, and cheap. €400
19 Plate and Ballistic Weave +8 Heavy 4 st Hot, cumbersome, combines modern smithing with old tailoring. €1,500
20 Full Archaic Armor +8 Heavy 3 st Cool and rare. A suit that’s also a golem. May develop personality, powered 8, environmental, intravenous, cumbersome. €5,000

tags:

[gear] [source:uvg] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Armors
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-armor-mechanics
    • Synthetic_Dream_Machine_01_Quickstart.md#6-defense–ward

UVG CYBERNETICS

Implants & Prosthetics

Implants & Prosthetics

See Cybernetics Mechanics for implant variety and integration rules.

d20 Implant Name Size Description Cost
1 Autoneurotic Drive 1 st Biomantic. Modified neural implants let a creature walk and perform simple tasks even while it sleeps. €50
2 Babel Armillary 1 st Golem. Oldtech. Semi-sentient direct link bracelets. Communicate with any creature while in physical contact. €100
3 Caustic Talons 1 st Vampiric. Vomish. Fingernails replaced with acid-tipped talons. Corrode metals. Grant a 1d6 unarmed attack. €100
4 Ego Purgative 1 st Psychic. Vampiric. Enlightenment on demand. Purges soul of negative vibrations. Increase Aura and Charisma by 1. €750
5 Gastric Upgrade 1 st Biomantic. PC can now derive sustenance from wood, offal, humus, leather, and most other biomatter. €100
6 Gun Spectrum SZX 1 st Golem. 2d8 damage, Medium range radiant gun, Reload 2, blinding, starts fires. Concealed. €3,000
7 Hibernation Gland 5 sp Biomantic. Enter low-metabolic state, reducing resource consumption ten-fold. Can’t move while hibernating. €100
8 Homunculus Cyst 1 st Biomantic. A rat-sized psychically linked mini-me (L0). Perfect for scouting. €100
9 Insolence Engine 1 st Oldtech. Psychic. Loaded with seven million adaptive memes of Long Long Ago. Makes angering opponents easy. €300
10 Jewel Mind 1 sp Oldtech. Replaces wetware brain with a synthetic crystal jewel. Implantation takes 1 week. Increase Thought by 1. €500
11 Muscular Augment 1 st Biomantic. Stronger muscles ripple under distended flesh, increasing the PCs Strength by 1. €250
12 Neural Overdrive 1 st Biomantic. Glands to speed up reflexes. Side effects a possibility. Increase Agility by 1. €250
13 Pharyngeal Proboscis 3 sp Vomish. Sensitive prehensile tubes extend from the throat to carry out detailed chemical sampling and analysis. €250
14 Radiothermal Heart 1 st Oldtech. Never run out of energy! Never get cold! PC requires half as many supplies. Increase Endurance by 1. €1,500
15 Second Brain 1 st Oldtech. Records the PC’s experiences (initial backup takes 1 week). Can be installed in another body or machine. €1,500
16 Slagger Implant 2 st Vomish. 3d6 damage, Medium range frag ray, Reload 10. Can spend 1 Life to reload as a free action. €1,500
17 Telescopic Eye 1 sp Vomish. The heretic that designed the vomes gifted them with impressive optics: tetrachromatic, capable of seeing in the infrared and ultraviolet. Improved versions have up to 9x zoom and macro enhance. €250
18 Vome Arm 2 st Vomish. Vampiric. Replaces an arm with a monstrous claw. Increase Strength by 2. Grants a 1d8 unarmed attack. €500
19 Vome Legs 4 st Vomish. Vampiric. Liquid metal and synthetic flesh appendages. Increase speed (Fast). Increase Endurance by 2. €750
20 Vome Photophores 1 st Vomish. Dermal upgrade that lets PC modulate their skin like they were a cuttlefish or squid. Shiny! €200

tags:

[gear] [source:uvg] [implants-prosthetics] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Implants & Prosthetics
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-weapon-mechanics

Vomish Implants

Vomish Implants

Baseline maintenance for vomish implants: healing rituals, prayers, and mech-suppressants at €5/week per implant.

Vomes as PCs: A vome can assimilate found mutations and implants (weapons/body parts) into integrated implants stored as traits, instead of gear inventory. The referee decides the exact process and rolls required. Integrated implants do not have a weekly maintenance cost.

Vomish Implant Form Effect Market Value (Base) Source Context
Telescopic Eye Ocular implant Vomish. The heretic that designed the vomes gifted them with impressive optics: tetrachromatic, capable of seeing in the infrared and ultraviolet. Improved versions have up to 9x zoom and macro enhance. €250 Implants & Prosthetics (p.194)
Pharyngeal Proboscis Throat implant Vomish. Sensitive prehensile tubes extend from the throat to carry out detailed chemical sampling and analysis. €250 Implants & Prosthetics (p.194)
Vome Photophores Dermal implant Vomish. Dermal upgrade that lets PC modulate their skin like they were a cuttlefish or squid. Shiny! €200 Implants & Prosthetics (p.194)
Caustic Talons Vampiric hand/finger mod Vampiric. Vomish. Fingernails replaced with acid-tipped talons. Corrode metals. Grant a 1d6 unarmed attack. €100 Implants & Prosthetics (p.194)
Vome Arm Vampiric prosthetic arm Vomish. Vampiric. Replaces an arm with a monstrous claw. Increase Strength by 2. Grants a 1d8 unarmed attack. €500 Implants & Prosthetics (p.194)
Vome Legs Vampiric prosthetic legs Vomish. Vampiric. Liquid metal and synthetic flesh appendages. Increase speed (Fast). Increase Endurance by 2. €750 Implants & Prosthetics (p.194)
Poison-gland implant Humanoid-vome ranged combat implant 1d6, Short, Reload 5, Intravenous (Inquisition Squirtgun + intravenous payload rule). Humanoid-vome “ranged combat implant (poison-gland)”; can be loaded with liquid toxins or holy water. €600* Vome Nests: humanoid vomes (p.40)
Stump-ray implant Humanoid-vome ranged combat implant 2d6, Short, Reload 1, radiant, blinding, rare (small Ultra Blaster). Referee may swap damage type to necrotic to fit local vome-ray tech. €900* Vome Nests: humanoid vomes (p.40)
Slagger Implant Combat implant Vomish. 3d6 damage, Medium range frag ray, Reload 10. Can spend 1 Life to reload as a free action. €1,500 Implants & Prosthetics (p.194)
Mass-driver implant Humanoid-vome ranged combat implant 2d6, Short, Reload 1, burst, revolutionary, rare (Redland District SMG). €1,100* Vome Nests: humanoid vomes (p.40)
Silver & jade domination implant Active neural domination implant Single-target neural/social override; treat as Charm Person when activated. Salvage context explicitly prices an active unit at €750. €750 Encounters on the Open Trail (p.39)
Swarm Controller Telepathic brain implant Telepathic implant for one-word swarm commands. Learning each command word requires a moderate Thought test, and each word can only be attempted once. €1,500* Archaic wonders of the ultras (p.59)
Fleshburn Vome upgrade trait “Burning their own biomatter for speed.” Spend 1d6-1 Life to gain the Fast trait for a day. €450* Vomes as PCs > Vome Upgrades (p.216)
Power From The Sun Vome upgrade trait “The vome becomes photovoltaic, feeding only on sunlight.” €600* Vomes as PCs > Vome Upgrades (p.216)
Power From Nothing Vome upgrade trait “Prerequiste: Power From The Sun.” The vome feeds on “a strange zero-point energy,” certainly not making micro-tears in reality. €1,600* Vomes as PCs > Vome Upgrades (p.216)
Vome Birth Vome upgrade trait Spend 1 Life to expectorate a vomunculus scout (L0, life 3); it looks like a “fleshy, skittery, half-metal rat.” €1,000* Vomes as PCs > Vome Upgrades (p.216)
Assimilator Vome upgrade trait Eats a brain/CPU to secrete a memory nodule (1 stone) giving a single skill; it decays in a few hours if removed from inventory. €1,000* Vomes as PCs > Vome Upgrades (p.216)
Cranial stimulation implants Neural mood-conditioning implants Neural pleasure-conditioning package; cited as a Crystal Tree “True Purpose” conversion path that keeps subjects in stable electronic bliss. €600* Crystal Tree objective list
Slaved vomish synthesizer retrofit Machine-part replacement rig Retrofit process performed via a slaved vomish synthesizer, replacing flesh components with machine parts in pursuit of “more human than human” transfiguration. €1,800* Heretic ecstatics site text
Vome assimilator suit kit Wearable assimilation kit Harness-and-interface chassis for parasite-mediated assimilation workflows; typically paired with a command parasite as a complete control package. €4,200* 100 Strange Items #96 (p.197)
Command parasite Control parasite Symbiotic control organism intended to be mounted through an assimilator suit kit; provides the command layer for vome assimilation procedures. €1,800* 100 Strange Items #96 (p.197)
Biomechanical servitor parasite bond Symbiotic auto-upgrade parasite If accepted, the servitor parasite bonds visibly and raises one stat by +1 (1–5 on d6), +2 (6), or +3 (6 then 6 again), matching the UVG encounter roll procedure. €1,500* Random encounter: servitor parasite auto-upgrade

Implants for Drones and Expendables

Expendables in this context include detona-vomes, vomunculus scouts, and other single-mission or disposable bio-mech organisms whose implant payload is expected to be spent in one scene/engagement.

Scaling anchors: Vome Nests detona payload types, VLG throwing-weapon baselines (Concussive/Flarestick), UVG weapon feature rules (Heat, Slumber, Intravenous), VLG Erratic Expendables NPC profile, and Nunka's Weapon Morph venom benchmarks.

Vomish Implant Form Effect Market Value (Base) Source Context
Explosive payload Single-use implanted payload 1d6*, area S, single-use blast (Concussive grenade baseline). Carrier is destroyed on discharge; tuned to VLG Erratic Expendables strike scale. €260* Vome Nests: detona-vomes (p.40)
Incendiary payload Single-use implanted payload 1d6, area S, single-use Heat payload (Flarestick/UVG heat scaling). Flammable targets save or burn for 1d4 extra damage next round. €280* Vome Nests: detona-vomes (p.40)
Acidic payload Single-use implanted payload 1d6, area S, single-use corrosive burst (Concussive-scale payload). Damaged targets save or suffer -1 Defense from armor etching until repaired. €300* Vome Nests: detona-vomes (p.40)
Toxic payload Single-use implanted payload 1d6, area S, single-use toxic dispersal (Intravenous toxin logic). Damaged targets save or lose next round and take 1 Agility damage (painful venom benchmark). €360* Vome Nests: detona-vomes (p.40)
Soporific payload Single-use implanted payload 1d4, area S, single-use Slumber payload (Solipsism-shotgun-style sleep effect). Damaged targets save or fall asleep for 1d6 rounds; damage wakes them. €340* Vome Nests: detona-vomes (p.40)
Paralytic payload Single-use implanted payload 1d4, area S, single-use paralytic venom payload (Nunka's Weapon Morph benchmark). Damaged targets save each round or lose action; after 3 failed saves, paralyzed for 1 hour (3 successes ends). €420* Vome Nests: detona-vomes (p.40)

* Synthesized base market value estimate (no explicit book price).

Synthesized from Ultraviolet_Grasslands_and_the_Black_City_2e.md -> Vome Nests, Vomes as PCs > Vome Upgrades, GEAR & SERVICES > Implants & Prosthetics and Vastlands_Guidebook.md -> Erratic Expendables, Concussive, Flarestick, Solipsism Shotgun and Synthetic_Dream_Machine_04_Powers_Index.md -> Nunka's Weapon Morph

tags:

[gear] [source:uvg] [implants-prosthetics] [vomish] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; sections: Vomes as PCs; Vome Nests; The Stuff > Implants & Prosthetics; selected UVG encounter/loot entries with explicit vomish implants
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#implants–prosthetics
    • Synthetic_Dream_Machine_05_Gear_Index.md#cybernetics-mechanics

UVG Synthesized Combat References

UVG Synthesized Combat References

Weapon Mentions

Reference Source Context € Signal Combat Role Referee Use
Force blade in ancient walker wreck Steppe misfortune result: encounter text calls out a “sliver of stuckforce in a glass matrix” lodged in a broken walker fossil, treated as portable high-value relic salvage €500 dmg 1d6; range close; enc 1 st; hands 1H; features armor piercing, fantascience, restricted; flavor relic (see: Weird Melee Weapons (d10)) Place as a risky stumble-reward after movement attrition.
Alien wand-guns and mind-breaker rods Near Moon museum battle remains: ruin inventory explicitly includes intact archaic armaments such as wand-guns and mind-breaker rods among battle debris and curated relic stock €100 to €300 dmg 1d8; range near; enc 1 st; hands 1H; reload 3; features reload, oldtech, fantascience, restricted; flavor archaic (see: Ranged Weapons: Bows and Gun Wands) Seed as immediate armament for under-equipped crews in deep delves.
Ba-hardened wooden short sword Moon-facing ford trade line: market note prices a Ba-hardened anti-ultra short sword as a practical anti-incorporeal sidearm rather than prestige loot €60 dmg 1d6; range close; enc 1 st; hands 1H; features restricted; flavor disturbing, anti-spirit* (see: Skeleton Items > Ghost Bone Sabre) Offer when spectral pressure rises and players need a practical counter.
Machine-folk hero un-rusting weapon Way Stone misfortune result: grave-find result includes a preserved machine-folk weapon called out as permanently un-rusting despite weathered surroundings €300 dmg 1d8; range close; enc 1 st; hands 1H; features restricted; flavor durable, anti-rust* (see: Military Melee Weapons (d14)) Use as a durable reward where weather and neglect matter.

Armor Shield Ward Mentions

Reference Source Context € Signal Defense Role Referee Use
Metal armor degradation and field repair pressure Lime Steppe misfortune: hazard text describes gear corrosion where metal protection is degraded until repair resources are spent €100* def armor -1; duration until repaired; enc n/a; features cumbersome; flavor hazard, corrosion* (see: UVG Armors) Spend this when pace should feel punishing and maintenance choices matter.
Animated chitin armors in Great House ruins Fallen Umber encounters: “Animated chitin armors (L2, half-lost)…” at a tumbled Great House; recoveries range from scrap shell to wearable suit depending on condition €100 salvage or €600 intact suit* def armor +2* (damaged shell) or armor +4* (intact cuirass); enc 2 st; features cool, cumbersome, living; flavor chitin, half-lost (see: UVG Armors, Medium Armors) Run as a two-stage prize: survive the shambling suits, then test salvage quality to decide quick sale vs field-usable armor.
Calcite armor plate mutation result New discoveries mutation table: mutation outcomes explicitly include visible calcite plating that functions as bodily armor €100* def armor +1; duration mutation-bound; enc body; features living; flavor mutation* (see: UVG Armors) Use as body-horror upgrade bait with consequences in social scenes.
Defensive slime mold symbiont Grass Colossus local actor: local description notes slime mold strains that “eat striking weapons,” framing a temporary defensive symbiosis option €250* ward +1 vs melee; duration 1 combat; enc 1 sp; features auto; flavor symbiont, anti-weapon (see: WARDS) Introduce as a rare countermeasure against melee-heavy threats.

Combat Trophy Salvage Conversions

Salvage Signal Source Context € Signal Extraction Risk Referee Use
Crystal worm teeth suitable for weapon crafting Nomad discovery: discovery procedure states excavation can yield 2d6 crystal teeth for swords and spears €100 each yield 2d6 teeth; time 1 day dig; enc 1 st each; features weapon; flavor crafting, material, melee* (see: Weird Melee Weapons (d10)) Convert a monster site into immediate weapon-material economy.
Cryptich offerings from swords to cannons Craquelure Queen cryptich: offerings list spans martial relics from swords through cannons with explicit value conversion at hand-in €100 to €1,000 each yield 1 offering; bulk 1d6-1 sacks; risk deep-site threat; features weapon, oldtech, restricted; flavor relic, trade-in (see: Military Melee Weapons (d14)) Let players choose between quick cash and hard-to-haul war relics.
Obsidian Knives stuckforce sliver salvage Obsidian Knives site text: excavation notes emphasize force-plane slivers harvested as blade-grade curios under active environmental instability €500 per sack yield 1 sack slivers; clock site excavation; hazard force tremors/tendrils; features restricted; flavor blade-stock, hazardous* (see: Weird Melee Weapons (d10)) Strong combat-material extraction for crews willing to mine cursed ruins.
Ka-elemental slaughter-value recovery Near Moon encounter text: encounter guidance ties successful kill-sites to recoverable, monetizable remnants rather than clean commodity harvest €400 to €2,400 yield kill-site remnants; risk apex retaliation; enc varies; features restricted; flavor bounty, trophy, volatile* (see: Ranged Weapons: Bows and Gun Wands) Run as a dangerous cleanup contract, not routine looting.
Crystal nodules from modified creatures New discoveries mutation table: mutation text specifies crystal nodules are valuable but fatal to remove, turning valuation into an ethical procedure €100 to €2,000 yield 1 nodule; risk fatal extraction; enc 1 sp; features implant; flavor biotech, ethical-cost, trophy* (see: WARDS) Force hard choices between compassion, profit, and urgency.
Custodian Death mirror blade liquidation Near Moon Custodian Death chamber: chamber text states the Custodian Death “wields a great mirror blade” and prices that singular artifact for elite autarch buyers €50,000 item great mirror blade; profile war scythe / falx polearm; dmg 1d12*; range close; enc 2 st; hands 2H; features reach, restricted, deathly; flavor mirror, spirit-cutting, artifact* (see: Military Melee Weapons (d14)) Run as a boss-signature arm: terrifying in close, coveted by autarch patrons, and loud enough to trigger immediate faction interest when carried openly.
Salvation Complex rare-alloy weapon cache Dead Shore Salvation Complexes: cache outcomes include “archaic collectible rare-alloy weapons” as a distinct salvage class with explicit sack pricing €750 per sack yield 1 sack weapon stock; risk dead-zone cache; features weapon, oldtech, restricted; flavor archaic, collectible (see: Military Melee Weapons (d14)) Reliable armed-relic haul for groups willing to brave corpse zones.

* Synthesized from nearest UVG/VLG price and mechanics anchors; damage/armor/ward profiles are referee-adjustable.

tags:

[gear] [source:uvg] [economy-synthesis] [pass:loose-reference-harvest] [structure:subtables]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE GRASSLANDS > Steppe of the Lime Nomads; Discoveries Among the Nomads
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE GRASSLANDS > Way Stone Graveyard; Discoveries by the Way Stone
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE GRASSLANDS > The Near Moon; Enter the Moon; Dead Shore
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE SETTING > New Discoveries
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-synthesized-loot-and-treasure
    • Synthetic_Dream_Machine_05_Gear_Index.md#ranged-weapons-bows-and-gun-wands
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-armors
    • Synthetic_Dream_Machine_05_Gear_Index.md#100-strange-items

UVG GOODS AND SERVICES

On the road, many things can and do go wrong. Entrepreneurs sprout like mushrooms after a biogenic storm to fix vehicles and voyagers alike. For a fee.

Fuel, Power, and Supplies

Fuel, Power, and Supplies

Category Item / Text Basis Cost Unit / Use Notes
Fuel Low-Q Diesolene (“Ole Belcher”) €10 per sack Produces hot, iridescent smoke and adds the smoke tag to a caravan.
Fuel Premium Guzzolene €20 per sack Premium fuel tier (reliable).
Fuel Oldtech Jetolene €50 per sack Adds the fast tag to a caravan; burns white-hot and may explode engines.
Power Portable charging unit €500 one sack Powered-armor support; Spare power source + automagical recharging cradle (or prayer altar).
Supplies Common supplies €2 per sack Herbivores usually eat grass and other plants. In deserts, they consume a sack of supplies per week. Common supplies cost €2 per sack, like for humans. Camels only consume half, they’re cool.

Synthesized from Rules blocks in Synthetic_Dream_Machine_05_Gear_Index.md -> ## Vehicle and Mount Mechanics & ## Armor Mechanics

tags:

[gear] [source:uvg] [economy-supply] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE STUFF > Vehicles & Mounts > Energy
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE STUFF > Vehicles & Mounts > Grazing
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE STUFF > Gear & Services > Armors > Powered #
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-vehicle-operation-overlays
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

Grassland General Goods

Grassland General Goods

# Essential Item Size Description Cost
1 Chronometer 1 sp Jeweled timepiece, with date, timer, alarm, timezone, and note-taking functions. €25
2 Clicker Box 5 sp Handheld electromagnificent radiation detector. Medium range. Picks up 17 kinds of magical and mundane rays. €50
3 Curative Snake Oil 1 sp Generic remedies against venom, bugs, parasites, diseases, rashes, and blisters. Surprisingly, actually works. €10
4 Environment Tent 2 st Protects one person from extreme heat and cold and small floods. Recycles liquids and air for up to 1 week. €100
5 Exoskelegolem 5 st A magical suit of pipes, cables, synthetic flesh, and insectile mind. Increases capacity by 1 sack. €500
6 Folding Bed 2 st Chitin cap mesh and synthetic flexi-bamboo makes every night’s sleep a joy. Faster healing. €35
7 Folding Chair 1 st Wonder of wicker pipes, mesh, and tubes. With drinks holder. Very comfortable. Makes stake-outs easy. €5
8 Glo Paint 1 st With applicator nozzle. Mark your way around Long Long Ago ruins! Bright enough to read by. €10
9 Healmachine 1 st Restores 2d8 Life to a machine. Repairs cosmetic damage to vehicle bodies. €60
10 Lamp, Iron 1 st Basic travel lamp, hooded against wind, burns oil, can be used to warm tea. Short range. €5
11 Lamp, Solar 1 sp Magic lamp of the Long Ago that eats sunlight to emit a short beam of warm light. €100
12 Lamp, Spectrum Ray 1 st Satrap crystal lamp that projects a long ray of light. Powered by tears and sunlight. Can start fires. €100
13 Multi-Auto-Tool 2 st 75 standard mechanical tools in one. Disable traps, pick locks, assemble furniture. Powered. €50
14 Musical Instrument 1 st Guitar, oud, pipa, qanbus, rubab or tambur. Its strings loosen tongues and improve moods at campfires. €10
15 Nasal Filters 1 sp Stop horrible smells from triggering nausea. Also said to protect against some inhaled toxins. €5
16 Oculars 1 st Techno-optics with 25x zoom, laser rangefinder, and integrated ad-blocker. €50
17 Oldtech Bubble Helmet 1 st Prevents blindness. Low-light vision with 5x zoom. High dynamic range display. Recycles air for up to 1 hour. €500
18 Omnibattery 1 st Recharge anything. Once. Comes in 12 cheery colors. Collect them all. €50
19 Portable Illusion 1 st Vidy crystal projector. Plays full 9D experiences. Non-wizards may be fooled by these phantasms. Powered. €250
20 Ray Bane Navigators 1 sp Traditional UV-blocking sun glasses. Also a status symbol among experienced travelers and merchants. €100
21 Signal Flare 1 sp Glows brightly and smokes for about 10 minutes. A way of saying, “I am here!” Sold in packs of 10. €3
22 Smart Rope 1 st Wonderful rope that ties or unties itself on command. 20 meters long. Cheaper ropes available. €10
23 Supplies, Premium Basic 1 sk Dwarf bread, water, hempen cloth, and wrapping rags. [-] to healing and recovery. €2
24 Supplies, Voyager 1 sk Tinned meat, travel ale, disinfectant schnapps, novelty items, rough newspapers, socks, gum, and prophylactics. €10
25 Starwatcher Compass 2 sp Displays directions, latitude, longitude, and out-of-date open source map. Requires line of sight to fast stars. €50
26 Synthetic Blood 1 st A stone’s worth of synthetic blood. For surgery or to feed a vampire for a week. €20
27 UV Lotion 1 sp Protects from the UV radiation and provides resistance against radiant damage. €5
28 VC Healing Lotion 1 sp Restores 2d6 Life or 1 physical stat point. €40
29 Void Thermos 1 st Perfect vacuum seals. Maintains tea, soup, or bio slurry at same temperature for a week. €25
30 Water Purification Pills 1 sp Makes a week’s worth of water fit to drink. Kills bacteria and viruses. Removes some toxins. Sold as 10-pack. €5

tags:

[gear] [source:uvg] [general-goods] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Grassland General Goods
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#inventory-and-sacks
    • Synthetic_Dream_Machine_01_Quickstart.md#units-and-encumbrance

Toolkits

Toolkits

Portable bundles, ready-made for heroes venturing out into the grasslands. They give advantage to relevant tests. Unsurprisingly, a hero carrying both a kit and a full backpack of premium basic supplies is encumbered – mules do help.

# Tool or Kit Size Description Cost
1 Adventure Kitchen 1 sk Portable stove, samovar, canteen, cast iron pots and pans, oils, salts and spices, ladles, tongs, knives, chopping blocks, and more. No more eating raw game! €100
2 Ambassador’s Trunk 1 sk Fine dress, etiquette manuals, beads, liquors, ink, forgery equipment, sealing wax, hidden drug compartment. Perfect for trade deals or pretending you’re a count. Servant not included but recommended. €500
3 Dungeoneer’s Kit 1 sk Telescoping pole, net, rope, hook, crowbar, hammer, lamp, oil flasks, block and tackle, pitons, magnifying glass, flour, chalk, grease, lock picks, and bag of marbles. Everything you need to poke around a dungeon. €100
4 Excavator’s Kit 1 sk Block and tackle, pulley, cable, ropes, snap hooks, carabiners, knives, shovel, pick, crowbar, drill, chain, sledgehammer, rollers. The gear you want for easily removing heavy objects. €100
5 Farmboy’s Big Adventure 1 sk Backpack with pockets for 5 bonus stones, pet rodent, memento, heirloom weapon, sack’s worth of trail mix. €10
6 Golem Coding Gear 1 sk Leather tubes of writing paper, inks, pens, chisels, scalpels, ritual writing desk, and portable potter’s wheel. €200
7 Inquisitor Standard Case 1 sk Pliers, portable rack, small bellows, selection of scalpels, lunchbox, comfortable chair, many colored robes, nice shoes, kissable knuckle rings, fire-starting equipment, and more. You know what it’s for. €200
8 Mechanic’s Chest 1 sk Tough steel chest full of picks, wrenches, nuts, screwdrivers, ratchets, extractors, pliers, hammers, snips, crimpers, files, scrapers, keys, Allen wrenches, bolts, wire, glue, duct tape and suggestive literature. €200
9 The Original Medikit 1 sk Everything a real doctor could want. Stethoscope, scalpels, placebos, alcohol, morphine and degree included. €300
10 My First Archaeologist Kit 1 sk Shovels, picks, sacks, ropes, buckets, brushes, pith helmets, more mustache wax, shiny boots, safety whip, notebooks, and lamps. Everything a budding tomb raider could want! €100
11 Naturalist’s Portable Laboratory 1 sk Jars, flasks, pins, boxes, nets, scalpels, prods, pens, brushes, paints, notebooks, easels, and an organic source reprogramming handbook (with pictures in five colors!). Perfect for the amateur biomancer. €200
12 Navigator’s Suitcase 1 sk Case of compasses, maps, little telescopes, odd crystals, and baroque clockwork for astrologer or wayfinder. €200
13 Necromancer Gear 2 sk Saws, knives, scalpels, stakes, hammers, leather cords, needles, petri dishes, wires, batteries, starters, and legal tomes. Tailored to the aspiring dead-talker. €300
14 Porter’s Pack 1 sk Great walking boots, beat-up tea flask, extra water bottle, sunscreen, lamp, bandages, sleeping bag, blister cream, numbing chew root, and carry rack for one more sack of supplies. €20
15 Prospector’s Kit 1 sk Similar to archaeologist kit, but more hammers, a hidden revolver or stiletto, and fewer beauty products. €50
16 Revolutionary’s Kit 1 sk Brand new boiler suit, cap, elegant leisure suit, diary, list of contacts, pens, pencils, romantic novels, unreadable treatises, rousing pamphlets, cigarettes, oldtech lighter, bomb, fuze, pistol. €100
17 Shaman’s Gear 1 sk Psychopomp relics, antivenom, laxatives, emetics, pickles, pipe, tobacco, “tobacco,” and a psychedelic brick. €100
18 UVG Pro Hiker Kit 1 sk The tourist’s dream: toiletries, zinc sunscreen, tent, sturdy walking stick, Greenland army knife, sombrero, mustache wax, kangaroo bag, schnapps and wineskins, nifty cord belt, and a sturdy backpack. €50
19 Veterinarian Kit 1 sk Saws, rubber gloves, knives, scalpels, leather straps. Everything a doctor could want! Works on humans! €100
20 Wizard Tourist’s Chest 2 sk Ambulatory golem chest (L4, ferocious, loyal)! Inside: robes, pajamas, three hats, blueprince scrolls, Skerples-brand pens, microscope, spell computer, batteries, illusion projector. Also, 1 sack of spare capacity. €2,000

tags:

[gear] [source:uvg] [toolkit] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Toolkits
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#inventory-and-sacks

Medico-Veterinary Services

Medico-Veterinary Services

No. Service Time Description (Availability) Effect Cost
1 Medicheck, Basic 1 day Untrained doctor provides some autopills (common). Restore 1d6 Life. €5
2 Medicheck, Premium 1 day Brand-name doctor unit & a treatment golem (uncommon). Restore 2d6 Life. €25
3 Limbback Services 1 week Biomancer grows back a limb using beast egg mass (rare). Restore or replace a limb. €200
4 NuBody Regimen 2 weeks Expert biomancer grows a full body from just a head (v rare). Repair all physical damage. €1,200
5 Pathosuppression 1 day Course of drugs to slow disease (common). Stop disease progress for 1d6 weeks. €10
6 Purifying Fire 1 week Sentient nano-animalcule swarm purges system (rare). Purge any disease or infection. €300
7 Cosmetic Biomancy 1 day Get a new face, a new look, or more defined abs (uncommon). It’s cosmetic. €50
8 Functional Biomancy 1 week Acquire a new mutation or other beneficial trait (rare). It’s effective. €500
9 Brain Transfer 1 week Swap brains, or put brain into a fresh clone body (v rare). Drastic. Reset all physical stats. €1,500
10 Aural Rebalance 1 day Crystal healer removes negative vibrations (uncommon). Pause curse or possession for 1d4+1 weeks. €50
11 True Exorcism 3 days Trained inquisitor casts out a possessing demon or curse (v rare). Casts out a demon or void thing. €300
12 Blood Replacement 1 day Suppresses vampiric and lycanthropic urges (uncommon). Suppress urges for 1d4+1 weeks. €75
13 Controlled Implant 1 day Bio-chirurgeon installs an implant or prosthetic (uncommon). Avoid accidents and infections. €10

tags:

[gear] [source:uvg] [service-medical] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Medico-Veterinary Services
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#out-of-supplies

Mechanitechnical Services

Mechanitechnical Services

No. Service Time Description (Availability) Effect Cost
1 Chopshop, Basic 1 day Local blackthumb whacks it with a sonic wrench (uncommon). Repair 1d8 Life. €5
2 Chopshop, Guild 1 day Traditional mechanic carefully repairs the machine (rare). Repair 2d8 Life. €25
3 Body Modification 1 week Repaint, restyle, refashion, remake. All the res (rare). Change how a machine looks. €100
4 Junkyard Repair 3 days Lost wheel, busted cannon, broken cams. All fixed (rare). As good as new. Just looks different. €200
5 Full Rebuild 2 weeks Golem wizard revives a dead (0 life) machine or vehicle (v rare). It’s back! Big and mean as ever. €1,000
6 Engine Wizardry 1 week Expert technowizard installs a different engine (v rare). Hopefully it’s a golem drive … €1,000
7 Update Drivers 1 day Electric wizard installs new subroutines in a golem (rare). It learns a new skill. €500
8 Install Kit 1 day Hereditary welda-fella bolts on a new module (uncommon). Looks rough, but it works. Technical. €25
9 Automind 3 days Golemancer installs an autonomous control system (rare). Full self-driving! About as smart as a roach. €500
10 Golem Intelligence 2 weeks Golemancer wires and activates a fully sentient mind (x rare). It’s alive! Personality may vary. €5,000

tags:

[gear] [source:uvg] [service-mechanitechnical] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Mechanitechnical Services
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

Rest & Relaxation: “Carousing” Spots with Special Features

Rest & Relaxation: “Carousing” Spots with Special Features

No. Service Time Description (Availability) Effect Cost
1 Vagabond Serai 1 day Booze, campfire, and vermin under a Long Ago overpass (com.). Poor rumors. Clues to new discoveries. €1
2 Automotel 1 day Golem luxury includes charging pod and bugmeal (uncommon). Improved rest and recovery. €1
3 Hot Springs 1 day Mercurial waters heated by radiothermal reserves (uncommon). Helps with stress and breathing problems. €5
4 Post-Public Baths 1 day Automated cleaning, delousing, grooming, and pampering (rare). Cures skin ailments, removes vermin. €5
5 Aristotel 1 day Bonded servants provide a refined experience (rare). Rich rumors. Clues to trade routes. €20
6 Long Ago Museum 1 day An altar of lost knowledge and found heresies (rare). Place to learn new old skills or spells. €50
7 Roadside Attraction 1 day Unique yet boring experience (uncommon). Learn tricks about the local culture. €10
8 Guns ‘R’ Us 3 hours Weapon themed traveling autofac experience (rare). Upgrade guns and ammo. €100
9 Hedge Witchcraft 3 hours Road crone provides curses and potions (uncommon). Curse an opponent with bad luck. €25
10 Eden Dome 3 days Leftover from Long Ago, the pinnacle of synthetic bliss (v rare). Recover all life & ability points. €200
11 Memory Beach 1 day Sand that sparkles with the light of an older sun (rare). A week’s worth of solar charging. €20
12 Nutrifac Bistro 3 hours Arcane biomachine produces perfectly balanced food (v rare). Cost is per sack of ingestible pink slurry. €5
13 Diesolene Stand 1 hour Old autorefiner and its tender clone … is this a trap (rare)? Cost is per sack (can) of high delta fuel. €10
14 Propagandoplex 1 day Minds off, old vidys on at this drive-thru multiplex (v rare). Cure stress, fears, and anxieties. €15
15 Theme World 1 week A city-sized Long Ago entertainment settlement (v rare). 1-in-6 chance to win rare plush (€200, 1 st). €40
16 Casino Imperial 1 week Comes with a golden, limited-use gate to a city (v rare). 1-in-6 chance of winning big (€1,200). €300

tags:

[gear] [source:uvg] [service-rest-recovery] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > Rest & Relaxation
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

Thirty Ultraviolet Trade Goods (d30)

Thirty Ultraviolet Trade Goods (d30)

In practice, thirty trade goods are too many to keep track of. Focus on the ones you and your players are interested in and track those on the map and the caravan sheet. The production costs of the goods represent their purchase price per sack at source, local prices will vary. Some of the trade goods are also useful in smaller quantities, from jugs (tenths of a sack), to sachets (hundredths), or whatever.

d30 Trade Good Description Use Source Cost
1 Alchemical lubricants Various wet things that keep machines running. Required by mechanomancers & engineers. Iron Road €100
2 Beast egg masses Fleshy, squishy, and fickle. Keep in cooled vats to prevent from spoiling. Biomancers have advantage when growing these into new servitor creatures. Forest of Meat €500
3 Bone-work Moldable or editable chunks of raw bone, still warm with bone-sculpture. Beloved of necromancers and bone wizards. Useful for prosthetics and cosmetic body work. Behemoth Shell €200
4 Chitin cap Sheets and rods and fibres of chitin grown from the Umber fungoid bio-mantics. Once more common. An important component of buildings and autogolems. Fallen Umber €100
5 Common intoxicants Drugs like cat coffee (Violet City), felix whizz, and purple haze. Broadly tolerated, like tea is today. Make life more tolerable for the poor and bereft. Often weakly addictive. Various €2,000
6 Cosmic scales In different shapes and colors, iridescent and rare, there must be mines near the Dark City. Rich Rainbowlanders craft suits and capes with them, twinkling as they go. Forest of Meat €600
7 Dryland coral seeds Incredibly vulnerable and have to be kept in sealed containers to protect them from the open air. A valuable construction material, lets petromancers grow entire buildings. Ivory Plain €1,000
8 Gems and jewels Rare stones of ancient manufacture, rubies and sapphires and emeralds. Great for focusing light and making illusions. Used for wands, ray guns, and toys. Spectrum Palace €25,000
9 Gold Red, white, or midnight blue. The demiurges gave this metal many hues. Consumed, it restores lost experiences. It’s gold. Also useful for electromancers. Unknown €15,000
10 Indigo ivories From the teeth of the rare midnight beasts of the Deep West. Beautiful and tough, often carved into jewelry and tools with crystal chisels. Dark Light Passage €500
11 Joy worms Empathic, symbiont worm-like creatures that flood the consciousness with pleasure and joy even during odious and boring tasks. Implanted in workers or servitor beasts, they release endorphins. Popular with many masters. Unknown €500
12 Karma dust Purified extract of the demiurges, so they say. The Inquisition bans karma dust with a vengeance. Removes sins, annihilates memories, purifies souls. Foils detection magics and machines. Spectrum Crossing €1,000
13 Last steel Nodules of ever-warm, oily steel from the Long Ago. Smiths swear it’s almost alive. It flows to repair dead machines and metal objects. Dead Bridge €400
14 Livingstone bricks Packed in clay, the seeds slowly petrify their surroundings into living stone. Petromancers use these to grow stone art, decorations, and furniture. Ribs of the Father €200
15 Marrow-beet Gastropod lichen symbiote, tight in its shell. It can stay alive for months. Protein that reproduces itself and survives through droughts and oxygen loss. Behemoth Shell €100
16 Medimagicals Ointments, potions, and implants of all sorts. Easier for doctors to fix people with supplies. Near Moon €400
17 Mounts Horses, trail birds, or whatever they breed here. They carry stuff. And themselves! Grass Colossus €100
18 Odd fruits Luminescent vavilov velvets and Cherenkov cherries, prized and delicate. Delicious. Fresh may be more valuable. Useful for activating mutagenic source codes. Porcelain Citadel €100
19 Radiothermal fuel Poisonous rods to feed into radiothermal barrels. Food for the archaic power making machines. Makes golems run faster, burn brighter. Black City €500
20 Rainbow silks Shifting colors woven from the silky strands of crystal spiders by the Spectrum Satraps. Great for color-shifting clothes and camouflage. Looks very expensive. Spectrum Palace €500
21 Rare drugs Rare and illegal intoxicants like black light lotus, cat snip, dog’s tail, and whiskers. Powerful, but strongly addictive. Sources must be discovered outside of destinations. Off-grid €10,000
22 Replacement bodies Fine, compliant bodies – perfect for biomancy. Grown in vats, these are a cruelty-free alternative to body theft for Ultras. Vital for ultras who are ethical? Three Sticks Lake €2,000
23 Saffron Mind-altering spice made from the Yellow Land saffron plants. Improves cognition and boosts reflexes. Also gives everything an expensive golden hue. Yellow Land €1,000
24 Sanguine porcelains Mined from the deposits of older times. Unknown if still manufactured anywhere. Prized as a pigment or for carving. Properly treated, it can regrow lost flesh. Potsherd Crater €200
25 Silver And other similar precious metals. Copper wires, vanadium nuts, chromium knives. Useful for alchemists and golemancers. An important electromagical ingredient. Endless Houses €2,000
26 Soul-stones Highly illegal animantic containers charged with distilled spirit. Can be used for storing souls and soles. Also valued for driving synthetic creatures. Refracting Trees €10,000
27 Ultra jay needles Rare drug from the crystal feathers of a UV bird. Used as status symbol in Rainbowlands. Provides protection from gate sickness. Unknown €25,000
28 Vampire wines Rich and ruby red, revitalizing for they grow from source-rich soils infused with the flesh of creation. More valuable further West. Vintners claim they are a valid blood substitute for many clades of abmortal. Distilled, they may heal. Red Land €100
29 Vidy crystals Ancient orbs laced with eminently forgettable tales of comedy and tragedy. Mass entertainment. Harvested from ancient ruins. Great rewatch value! Endless Houses €500
30 Weapons and armors Restricted military-grade equipment. Enough to armor and arm three elite troops. Hidden ammofacs €3,000

tags:

[gear] [source:uvg] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE CARAVAN > Trade & Goods > Thirty Ultraviolet Trade Goods (d30)
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

100 Strange Items

100 Strange Items

Found on a defeated creature or a sleeping traveler. Give one or both, as you prefer. The values in brackets are optional and don’t apply if there is a larger quantity of treasure. Obviously.

  1. Fossil skull inscribed with the Blue God’s accursed iconographs or mirrored cowries (€5).
  2. Moss-covered human-bone elven flute or moon coins (€5).
  3. Clockwork brain adjustment worm or ivory chips (€5).
  4. Carving stone, very hard, perfect for writing deep dwarven poetry or corundum dust (€10).
  5. Black mirror, mysterious or trading sticks (€1).
  6. Tar candle, burns green or clay seals (€5).
  7. Water-finding walking stick, Woodlander or copper wire (€3).
  8. Memetic face-stealing mask or vampire ash (€7).
  9. Horn of a great ram, filled with maggots or bone coin (€5).
  10. Porcelain eye full of poems or lapiz plug (€5).
  11. Spirit rope from herbal fibres or silver wire (€10).
  12. Chroma flashlight, sun-charged or pickled kumquats (€10).
  13. Ruby scalpel, sharp as a harpy’s tongue or saffron sachet (€10).
  14. RLD pigeon with recording eyes or blood porcelain stick (€10).
  15. Synth-skin backpack (1st, holds 3 st small items) or coral seed chip (€20).
  16. Fine chitin-woven boots or lead coins (€1).
  17. Pen with hypodermic injector or crystal coin (€10).
  18. Silver-banded ceramic wristwatch or yellowlander scrip (€10).
  19. Half-There Isles fishing rod, collapsible or malachite cogs (€13).
  20. Samovar and powerful cat coffee or fastfoot teeth necklace (€7).
  21. Light-focusing crystal assembly, good for starting fires or crystal rat skull (€15).
  22. Chitin chest with scalpels and saws or silver shovel coins (€15).
  23. UV Cream+ against radiation or silver finger bones (€15).
  24. Iconic White City rubber & silk breather suit or jaspis ring (€15).
  25. Silk rope with spider eggs or jade discs (€30).
  26. Surprisingly large and beautifully decorated Steppelander hat or unlucky dice (€1).
  27. Greenlander tin of moustache wax, Petrolflower brand or silvered marbles (€11).
  28. Unrusting odd-iron rod (1d6), marked with intricate patterns or blue stone coins (€15).
  29. Tough poncho w. mutated beast teeth or bronze bracelets (€15).
  30. Taxidermied Cat with pearl eyes and gold claws or emerald city plastic scrip (€19).
  31. War vome brain in a lead-lined plaz box or yellow bone coins (€20).
  32. Suspension cube powder in a static jar or Violet City Coins (€20).
  33. Black iron & gold telescope w. crystal lenses or iron coins (€20).
  34. Half a black moon key that opens the entrance of a deadly portal or gold ring (€40).
  35. Half a white sun key that opens the exit from a deadly portal or strange tooth (€1).
  36. Holy Cogflower grammar book or bronze grappling hook (€20).
  37. Mirrored Redland District sunglasses or platinum coin (€20).
  38. Case of Redland wines, good vintage or jade egg (€28).
  39. Orangeland metal guitar or pit coins etched with faces (€12).
  40. Pouch decorated with dogs and flowers, inside dog’s tail root or lapiz lazuli bracelets (€20).
  41. Bottle of Marmotfolk snake oil or brass pipettes (€25).
  42. Diesel dwarf solar battery or golden needles (€25).
  43. Mechanic’s chest with manual on walker maintenance or malachite spoons (€25).
  44. Set of keys to an autowagon, a shopping list, and an obscure reference to a car gnome cult or silver earrings (€25).
  45. Deed to a pair named Smart and Smarter or silver pennies (€17).
  46. Ancient briefcase filled with old notes on a self-assembling walker or ivory scales (€33).
  47. Alien gun (2d8), covered in a non-repeating pattern or sanguine porcelain beads (€30).
  48. Bone quiver w. ivory arrows covered in quarterling poisons or platinum lockpick (€30).
  49. Violet city lapis cat claw gauntlet (1d4) or ivory rings (€30).
  50. Yellowlander gentleman’s helmet, with head still inside. In the mouth, a misread map to a buried treasure or silver chain (€35).
  51. Assisted mecha-crampons and leather shorts or gold wire (€35).
  52. Mechanical wind-up accordion or silver darts (€35).
  53. Iridescent scale tent (Onion-and-Skull) or platinum nails (€35).
  54. Vile psionic soul-stripping crystal, currently empty or mummy ash pellet (€39).
  55. Bush doctor manual with living plants growing in its leaves or tooth coins (€31).
  56. Autonom kit to create a synthetic organism – only missing a brain or glass brain bits (€35).
  57. Meta-Classical porcelain and synthetic sinew neural whip (1d8) or stuckforce amulet (€35).
  58. Furry synthetic skin saddlebags stuffed with ammunition or ur-obsidian test tubes (€70).
  59. Fancy Emerald City chain sword (1d10) or empty batteries (€1).
  60. Dancing golden hamster in a silver cage, intelligent and knows of a secret deep road between two locations or rare lard (€35).
  61. Polished carbon and electrum bardstone loaded with 256 songs or bronze scalpels (€40).
  62. Spidersilk sack of Iron Kitty cat food or silver shot glasses (€40).
  63. Chitin bustier with secret stash & a treacherous love letter or tourmaline spheres (€47).
  64. Sky tree cloud-sucker net, recovers a bottle of water from air per day or ling jerky (€33).
  65. Golem fire-projector eye (2d6) from a defense golem turret or steel thread (€40).
  66. Spectrum Satrap crystal spear with a stored fire spell or silver manacles (€40).
  67. Ur-glass brain of a Long Ago thief who stole abmortality from a Vile monarch or gold neck rings (€40).
  68. Itinerant Inquisitor battle robes (armor +3) stained with thermophobic blood or heretic ash pellets (€80).
  69. Rainbow ceramic hammer (1d10) of Jesus Thor, price tag missing or dried sheep pellets (€1).
  70. Mouse biosculpted with two bat wings and a marsupial pouch or titanium lock (€40).
  71. Prosthetic biomechanical arm with sword-fighting wrist augmentation or bolt of rainbow silks (€500).
  72. Black barrel of yellowing arcane yoghurt or wreath of malleable livingstone (€200).
  73. Chitin shield with biomechanical snakes woven into the boss or scroll cases filled with arcane weather poetry (€100).
  74. Cyan lightmetal helmet with haze purifiers or off-brand saffron briquettes (€150).
  75. Decapolitan guide to intrigue and war for beginners or fancy chicken (€250).
  76. Ur-obsidian bottle of ancient fire water or crystal and gold hypodermics (€300).
  77. Fetish servant made of giant centipede limbs, luminescent wood, and quarterling bones or supply of felix whizz (€350).
  78. Bio-necromantic preserver parasite, keeps freshly dead ‘alive’ or last steel nodule (€400).
  79. Lingish personality rewiring headphones or vidy crystal with tales of a heroic age (€450).
  80. Sand dragon bone golem dog (L3, loyal, tough) or rainbow joy worm (€550).
  81. Prohibited radiation gun from Long Long Ago (3d8) or bi-mannerist porcelain vase set (€600).
  82. Ceramic energy container, in a pinch: a grenade or silver and gold caltrops (€650).
  83. Idio-Brutalist ka-ba maintenance body, can preserve one soul-personality for centuries or black light lotus pills (€700).
  84. Animated bone-work snake (L2, chuckling), can follow up to five simple commands or Blue heresy poem cylinders (€750).
  85. Amber levitating disc of force and force control glove or twin set of ultra jay needles (€800).
  86. Badass bandana, decorated with a map to a cursed treasure or corundum drill bits (€850).
  87. Animated metaskeleton fungus horse (L2, carry 3) or distilled personality juice (€900).
  88. Mind-burner hypnogun (deals Thought damage) or karma dust plates (€950).
  89. Lumin shrubbery in a porcelain pot or soul stone (€1,000).
  90. Old-fashioned and uncharismatic machine human butler (L1, etiquette protocols) or bone coins of passage (€1,500).
  91. Set of six Rainbow grenades (3d6*, thrown) and a contract to destroy an ultra hideout or azure energy charge coins (€2,000).
  92. Ancient Vile supersoldier serum, mostly works (increase 2 physical stats by 1d4-2, reduce 1 mental stat by 1d4-2) or deep purple energy cubes (€2,500).
  93. Lingish disintegrator ray (3d6*, near) wrapped in the will and testament of an autofac architect or weed of worship (€3,000).
  94. Golem servant (L2, kindly) and vidy player, loaded with a plaz steel vidy of machine rituals for opening the corners of the world or Pre-Chromatic canon crown (€4,500).
  95. Kangaroo bag with a soulfire golem battery or collectible set of vech activation cards (€5,000).
  96. Vome assimilator suit kit with command parasite or Rider Years skin figurines (€6,000).
  97. Ultra communicator and soul translator, holds the final destination of the Zombie Democracy or mythogogic diamond necklace (€7,000).
  98. Rainbow-feathered two-legged riding vech (L5, fast, carry 4) or purger trophy (€8,000).
  99. Rare close combat weapon (1d12*) from when the Fast Stars shone, cursed by its last owner or starbloom souvenir (€9,000).
  100. True prophecy in the memories of a grey ooze (L5, assimilating swarm) held in a stasis jar or a first seed (€10,000).

tags:

[gear] [source:uvg] [strange-items] [chapter:gear-services]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > 100 Strange Items
  • see-also:
    • Ultraviolet_Grasslands_and_the_Black_City_2e/Ultraviolet_Grasslands_and_the_Black_City_2e.md#gear-services

UVG Synthesized Loot and Treasure

UVG Synthesized Loot and Treasure

Referee Lever Where To Pull It What It Pays Friction (Weight, Time, Trouble) Table Use
Roll discoveries before you count treasure THE CARAVAN > Destinations and Discoveries No direct € on discovery roll; it gates access to value 1 relevant test on arrival; 0-3 discoveries by result band No discoveries, no loot game. Start here.
Price weird mixed haul fast THE CARAVAN > The Pleasure of Treasure €50 / €250 / €1,000 / €5,000 / €25,000 per sack by rarity Applied when destination text gives rarity but not direct cash Use as the default appraisal ladder when players ask “what’s this worth?”
Keep coin heavy THE CARAVAN > Inventory and Sacks €2,500 in coins = 1 sack 1 sack = 10 stones = 100 soaps = 2,500 cash Big payouts still clog caravan capacity unless converted in play.
Keep starvation in the economy THE CARAVAN > Inventory and Sacks + How Not To Starve Supplies usually €2 to €10 per sack Weekly burn: 1 sack/person/week on caravan scale Every delay eats loot; route/time choices stay meaningful.
Burn cash for XP, and consequences THE TRAVELER + THE GRASSLANDS > Carousing €1d6 x 100 spend loop -> equivalent XP One week action; penalties/side-effects if underfunded Primary money sink. Players level, then make trouble. Simple, eh?
Tax long stays THE GRASSLANDS > Travel/Rest options Typical drains: €3/week, €5/week, €100/week Weekly operating costs while staged at destinations Encourages quick extraction over passive camp-and-wait play.
Seed repeatable mid-tier extraction THE GRASSLANDS > discovery entries Repeating pulls like €50/sack, €200/sack, €300/sack Often clocked (1/day, 1d4 days, 1d6 days) Smooths play between jackpots; keeps caravans moving.
Pay jackpots in sacks, not miracles THE GRASSLANDS > discovery caches Delve pulls like €1,000 (5 sacks), €4,000, €5,000 (8 sacks), €11,000 total Multi-sack recovery with hazard and clearance overhead Jackpot value is real, but extraction is the game.
Set top-end market pressure THE CARAVAN > Thirty Ultraviolet Trade Goods (d30) High anchors include €10,000 and €25,000 at source Per-sack source pricing; destination multipliers in trade procedure Justifies escorts, secrecy, buyer hunting, and betrayal risk.

Uncommon (~€50)

Found At (Destination/Discovery) Source Context Cash Bulk/Time Notes
Violet City > Misfortune table windfall “Woke up sore… and with €5 in your pocket…” from city misfortune fallout; tiny cash appears as post-night consequence, not planned income. €5 no haul burden; tied to social/fiction consequences Tiny color payout for rough travel beats and weird city fallout.
Way Stone Graveyard > Mausoleum of the Wire “wire-and-clockwork enhanced feet… (€50/stone)” recovered from the mausoleum context; explicitly priced body-part relic salvage. €50/stone souvenir-scale extraction at eerie, cursed site Simple salvage drip in a dangerous landmark.
Way Stone > Column of Dead Beetles jewelry “crude golden jewelry (€1d20 × 10) … on a withered body” found at the beetle-column dead site; direct looted-jewelry payout text. €10-€200 Grave-looting risk in undead-patrolled metal cemetery Small, dirty salvage stream with curse-and-heat flavor.
The Low Road and the High > Encounters on the Two Roads “Lime nomad hunters (L2, canny) returning north with game sacks full of glistening birds (€50 per sack).” Encounter text already presents this as priced moving cargo. €50/sack encounter haul Encounter result converts directly to sack-value with minimal processing overhead.
Gall Grass > Encounter traffic “Odd travelers (L3, half-nomads) with ancient burdenbeasts and sacks of wriggling, half-living produce (€50/sack).” Written as explicit encounter-side commodity value. €50/sack caravan cargo Uncommon commodity flow appears in routine overland traffic, not only fixed sites.
Potsherd Crater > Waterlogged Quarry “An old quarry, overgrown with thorny edible vines (€50/sack, harvest 1/day per person)… Useful sanguine porcelain can still be extracted (€1d6 × 10/day per person, worth €200/sack).” Multi-output harvest/extraction quote. €50/sack harvest 1/day per person Clear uncommon gather loop, with a richer extraction option next door.
Potsherd Crater > Mad Autofarm (transport dock) “Hours away, through old beam-cut passages… warehouses… are overflowing and metal tins of cat food (€50/sack, collect 1d6 sacks of viable tins per week) spill in a rusting scree slope.” Explicit weekly collection quote. €50/sack collect 1d6 sacks/week Repeatable salvage economy tied to site conditions and viable-stock filtering.
Last Serai > Excavated levels “Skulls and bones. Ancient, ancient skulls and bones (€50/sack, perfect for a museum).” Verbatim site phrasing with direct museum-market price. €50/sack sack-scaled salvage Low-band cultural salvage; straightforward loading and resale.

Valuable (~€250)

Found At (Destination/Discovery) Source Context Cash Bulk/Time Notes
Low Road > Rainbowlander caravan cargo “cargoes of odd fruits (€100 per sack) and Rainbow Silks (€500 per sack)” on Rainbowlander traffic; two explicit per-sack values in one encounter line. €100-€500/sack Caravan-scale goods, competition and theft pressure Quick mid-tier commodity opportunity in encounter play.
Death-Facing Passage > Exposed Pueblo scavenging “Every hour of exploration turns up €1d6 × 50 of Long Ago goods and treasures.” Hourly payout text is explicit and repeatable while exposure lasts. €50-€300 per hour Continuous exposure to static ghosts and Face-of-Death risk Converts dangerous exploration time into rolling cash pressure.
Discoveries High and Low > Motor Agate Outcrop “A gorgeous, striated ridge… Fragments of rare metal skeletons (€200/sack, 1d6 days to excavate each) are embedded here and there in the outcrop…” Quote includes both value and extraction clock. €200/sack 1d6 days per sack Valuable-tier pace is constrained by excavation clocks and site exposure.
Discoveries High and Low > Sealed Gate “A cratered arched gate… The petrified bones of strange beasts (€300/sack, 1d4 days to excavate a sack) continually emerge from the light, fluffy stone of the area.” Verbatim recurring extraction phrasing. €300/sack 1d4 days per sack Higher per-sack return offset by dig time and local encounter risk.
Discoveries High and Low > Potsherd Crown “A dryland sponge-ridden hole leads to spore fields… and several totally not-elven skeletons (L2, metallic bones, 1 sack and €200 each).” Includes sack load and per-body value in one line. €200 each 1 sack each Metallic bones of destroyed undead foes. Valuables accumulate into transport decisions quickly.
Steppe of the Lime Nomads > Biomechanical tree site “It secretes natural oils (€200/sack, harvest 1 per 1d6 days) that lubricate machines and cure aching joints.” Explicit cadence-plus-price production quote. €200/sack 1 per 1d6 days Valuable extraction with explicit slow-cycle production constraint.
Way Stone > Dragon tomb mercury pull “harvest … glass bottles of mercury (€6 × 1d100/each)” from tomb-zone extraction notes; direct per-item roll expression. €6-€600 each Hazardous extraction zone with poisoning and access constraints Strong mid-tier hazardous salvage for prepared crews.

Rare (~€1,000)

Found At (Destination/Discovery) Source Context Cash Bulk/Time Notes
Porcelain Citadel > Places of Polished Porcelain “The luminescent velvets and cherries of Porcelain Citadel are said to be a panacea when distilled into the fabled Vavilov-Cherenkov vodka (€1,000/barrel).” Full commodity claim plus explicit barrel value. €1,000/barrel barrel unit Destination luxury commodity maps cleanly to rare-band pricing.
Potsherd Crater > Chromium Dome “A sparkling, smooth dome… contains a cache of ancient music inscribed on malachite rods (€1,000, 5 sacks).” Verbatim fixed-cache payout and bulk burden. €1,000 5 sacks Fixed rare cache with immediate multi-sack logistics pressure.
Last Serai > Decayed luxury complex “A small polybody intimate movie recording studio… Well hidden, a series of nature documentaries on vidy crystals (€1,000, 2 sacks).” Direct hidden-cache valuation with sack count. €1,000 2 sacks Rare-value media cache with compact haul profile.
Last Serai > Urban druid ruin cache “…might discover a cache of metallorganic seeds for ironwood and copperwood bamboo (€1,000) enclosed in a locker labelled in long-forgotten warning runes.” Verbatim warning-rune cache phrasing. €1,000 not specified Rare-value knowledge-material cache; price detached from sack count.
Violet City > Misfortune high roll “Acquired five stone of cat coffee (€1,000)” as direct misfortune-table reward; packaged value and quantity are explicit. €1,000 5 stone commodity haul Clean rare-band reward straight from travel misfortune play.
Death-Facing Passage > ghost-led shelter cache “cache of finely carved indigo ivories (€1d8 × 100)” located via ghost guidance; payout is explicitly roll-driven. €100-€800 +1 day and toxic-miasma exposure risk Good rare-band payoff for following eerie leads.
Vault of the Lost Ultras > archaic wonder extraction “d8 archaic wonders … extracted … (€2d10 × 100 each)” with per-item extraction and value roll expression in the same procedure line. €200-€2,000 each 1-hour extraction per item with technical test gate High-variance rare pull from deep, dangerous complexes.
Vault of the Lost Ultras > sapling and casket pulls “milk trees (€350/sapling), lumin trees (€750/fragile sapling), egg mass caskets (€1,000, 2 sacks each).” Multi-material extraction quote with fragile/live handling constraints embedded. €350-€1,000 Delve extraction with fragile/live cargo handling burdens Strong rare-tier bio-weird haul for deep-site expeditions.
Potsherd Crater > Encounters among Shattered Porcelain “Radiation ghosts… point the way to odd remains (+1 day, digging required, €1d6 × 100 in ancient artifacts, 1 sack).” Full encounter-to-loot procedure in one quoted line. €100-€600 +1 day; 1 sack Swingy artifact pull with a clear time tax and hazard hook.

Exceptional (~€5,000)

Found At (Destination/Discovery) Source Context Cash Bulk/Time Notes
Steppe of the Lime Nomads > Cryptich of the Craquelure Queen “At the core… the cryptich… protecting a biomechanical queen… Her biomechanical implants can be looted (€4,000).” Boss-site quote provides direct post-fight salvage value. €4,000 not specified Boss-site extraction gives near-exceptional value in compact form.
Steppe of the Lime Nomads > Cave Octopus’ Garden “Rummaging through the debris and biomantic stores reveals ancient and arcane biomantic equipment and supplies from Long Long Ago (€5,000, 8 sacks).” Verbatim rummage-result payout with heavy bulk. €5,000 8 sacks Exceptional payout pairs high value with heavy haul and site-risk overhead.
Long Ridge > Exposed Ridge caravan find “Spectrum Satraps … carrying crystal eyes (€6,000/sack)” as explicit moving-cargo valuation attached to faction convoy traffic. €6,000/sack convoy-scale cargo; guarded transport context High-value intercept, escort, or trade-opportunity signal.
Way Stone > machine wyrm gem core “individual wyrm contains €(1d100 × 100) rare gems” with extreme-value spread tied directly to kill/recovery outcome. €100-€10,000 Extreme lethality and retrieval risk from apex machine entity Use as a high-stakes bounty temptation, never routine income.
Last Serai > Excavated pre-fab dwelling “There is a deactivated space-time portal machine (€10,000 and 3 rare parts to repair) inside.” Verbatim find text with built-in repair gate. €10,000 repair-gated Above exceptional baseline; value is gated by parts and technical activation.
South-facing passage > Deep machine-corrupted chamber “…the Emperor of Post-Humanity… Surrounded by ancient artifacts (€10,000, 2d6 sacks)…” quoted as a direct deep-chamber jackpot description. €10,000 2d6 sacks High-end delve jackpot with severe opposition and bulk burden.

Unique (~€25,000)

Found At (Destination/Trade Source) Source Context Cash Bulk/Time Notes
THE CARAVAN > Thirty Ultraviolet Trade Goods (d30) > #8 Gems and jewels (Source: Spectrum Palace) Gems and jewels are rare stones of ancient manufacture (rubies, sapphires, emeralds), prized for focusing light, making illusions, and for wands, ray guns, and toys. €25,000 per sack at source Unique-price source anchor with explicit use-context and provenance.
THE CARAVAN > Thirty Ultraviolet Trade Goods (d30) > #27 Ultra jay needles (Source: Unknown) Ultra jay needles are a rare drug from crystal feathers of a UV bird, used as a Rainbowlands status symbol and valued for protection from gate sickness. €25,000 per sack at source Unique-price stream with uncertain source, status demand, and control risk.
Near Moon > Fossil prayer machine complex “Fossil equipment offers some reward (€500, 5 sacks), but the enormous prayer machine is the real prize (€40,000, 20 sacks).” €40,000 20 sacks Unique+ macro-loot: exceeds baseline unique value and imposes major transport demand.
Way Stone > Dragon tomb contract value Encounter text describes Laszlo Montague IV, Gilded 3-era, and RDC twins Sena/Xina openly hunting the tomb of “The Dragon Also Rises,” claiming SD Metropolis Museum resale potential of €75,000. €75,000 One-off objective; deadly zone travel, tomb access barriers, and likely competition from equipped rival teams Run as a race-to-site contract: map control, timing, and rival interference matter as much as combat.

Synthesized from UVG Traveler, Grasslands, Caravan, Stuff, Bestiary, and Setting chapters. Use this card to pace discovery value, weight pressure, market realization, and spend loops without replacing existing catalog cards.

Deep reference cards: UVG Synthesized Combat References, UVG Synthesized Goods Opportunity References, UVG Synthesized Vehicle Mount References.

tags:

[gear] [source:uvg] [economy-synthesis] [chapter:caravan-trade]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE TRAVELER
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE GRASSLANDS
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE CARAVAN
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE BESTIARY
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE SETTING
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#sdm-gear-table-fuel-power-and-supplies
    • Synthetic_Dream_Machine_05_Gear_Index.md#sdm-gear-table-thirty-ultraviolet-trade-goods-d30
    • Synthetic_Dream_Machine_05_Gear_Index.md#sdm-gear-table-100-strange-items
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-synthesized-combat-references
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-synthesized-goods-opportunity-references
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-synthesized-vehicle-mount-references
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

UVG Synthesized Goods Opportunity References

UVG Synthesized Goods Opportunity References

Encounter Cargo Opportunities

Signal Source Context € Signal Access Bulk Time Referee Use
Hostile Yellowlander drug haul Long Ridge encounter traffic: encounter text presents armed Yellowlander traffic with burdenbeasts loaded with high-value “spicy drugs” as moving cargo €2,000 per sack Armed escort and theft retaliation risk High-yield moving cargo for ambush, escort, or hard bargaining scenes.
B.U.G. ration-pellet cargo Old River crossing event: crossing material describes cocooned ration-pellet output from a biomechanical food unit with sack-quantity logistics €20 per sack Swarm encounter chance during crossing days Good low-value bulk cargo for desperate caravans and resupply dilemmas.
Porcelain prospector salvage haul Potsherd encounter traffic: traffic encounters call out prospectors moving fragile sanguine porcelain loads after successful digs €1,200 total 6 slots of fragile salvage under escort Fast contested-cargo scene with clear payout and breakage risk.

Discovery Extraction Loops

Signal Source Context € Signal Access Bulk Time Referee Use
Behemoth ivory scale and core mining Behemoth Shell extraction: extraction procedure provides both daily drip yields and sack-rate conversion for ivory/core harvest €50 to €200 per day; €400 per sack Daily mining with disease pressure A reliable grind option for depleted caravans.
Fallen Umber spore and perfumery harvest Fallen Umber site text: site text distinguishes common fungal haul from premium perfumery-grade harvest with different time clocks €100 to €2,000 per sack 1d4 days to 1d4 weeks depending on target Scale this from local gather to major expedition objective.
Copper Cairn extraction Long Ridge copper cairn: cairn description names sealed deep reserves with explicit per-unit value and major hauling volume €400 each 40 sacks guarded by curse triggers and autofac hazards Use when players want a heavy, lucrative extraction under sustained pressure.

Delve Cache Liquidation

Signal Source Context € Signal Access Bulk Time Referee Use
Fake worm hole mixed cache Nomad discoveries: discovery text gives a fixed mixed cache package with defined total value and sack burden €1,500 total 2d4 sacks A clean one-room payout to restart expedition momentum.
Cablecar living-book extraction Endless Houses cablecar vault: vault text prices each recovered living book at museum-grade rates and stresses retrieval-method consequences €1,000 to €6,000 each Retrieval method affects survival and downstream utility Strong delve payoff that forces the table to choose between careful recovery and violent shortcuts.
Near Moon neural-implant archive Crystal Core null vault: archive section gives explicit museum-grade sale brackets for recovered neural implant stock €20,000 to €120,000 Delve extraction under high-risk cosmic conditions Campaign-scale cache that justifies specialist buyers and escorts.
Way Stone clock-wagon prism and silk freight Way Stone traffic and cargo text: passing freight is priced in text as prism loads and many-colored shift-silk lots by sack €250 to €750 per sack Guarded caravan freight with interception and retaliation risk Useful mid-to-high cargo objective for raids, escorts, or urgent purchase scenes.
Dead Shore Salvation Complexes mixed cache Dead Shore Salvation Complexes: cache tables explicitly include cryonic wand stock and biomorphic protein tins as separate recoverable classes €200 to €1,800 per sack Cache pull under radiation-dead shore pressure Strong cache objective when crews need fast supplies plus occasional premium salvage.
Signal Source Context € Signal Access Bulk Time Referee Use
Shock-peddler documentation buyout Violet City hooks: opening hooks offer direct payment for useful “western wonders” documentation with explicit quality multipliers €100 to €1,000 Doubles for quality documentation Reward scouting and note-taking instead of only violence.
Guard hire to Last Serai trade caravan Violet City hooks: contract hook quotes per-guard pay contingent on successful arrival at Last Serai €100 per guard Payout on safe completion Straightforward contract work between high-risk runs.
Rescue-a-dog pit-fight intervention Violet City hooks: hook frames intervention as immediate spend with graded payout and social fallout €50 to €300 Immediate scene expense with social consequences Great for forcing moral spend choices under pressure.
Satrap crystal clock paid immersion Two Roads encounter: encounter sells a full-day satrap crystal clock immersion as paid experience rather than tradable cargo €200 One full day Converts cash into advancement rhythm and schedule pressure.

tags:

[gear] [source:uvg] [economy-synthesis] [pass:loose-reference-harvest] [structure:subtables]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE GRASSLANDS > Violet City; The Low Road and the High; Discoveries Among the Nomads; Discoveries in the Potsherds; The Last Serai; The Near Moon; Fallen Umber; Behemoth Shell; Long Ridge; The Endless Houses; Way Stone Graveyard; Dead Shore
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE CARAVAN > Running a Caravan; Trade and Goods
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-synthesized-loot-and-treasure
    • Synthetic_Dream_Machine_05_Gear_Index.md#thirty-ultraviolet-trade-goods-d30
    • Synthetic_Dream_Machine_05_Gear_Index.md#100-strange-items
    • Synthetic_Dream_Machine_05_Gear_Index.md#fuel-power-and-supplies

UVG VEHICLES AND MOUNTS

UVG Vehicles and Mounts

Smart players quickly realize that carrying their own supplies is not a good idea. If they do not realize this tell them to get two mules each to be on the safe side.

The vehicles in the transport table are all less cost effective than animals. It’s hard to keep machines running in the wilderness and their key value is transporting big heavy things that a single mule or camel couldn’t manage like magical sarcophagi, golden idols, and glass cannons.

Transport Lvl Description Capacity Speed Requires Cost
Human, Common-ass 0 Random laborer hired to carry some stuff. Cowardly. 1 sack normal 1 supply €7/week
Disposable Slave 0 Perfect for evil caravans. 1 sack normal 1 supply €200
Porter 1 Tough-ass professionals. 2 sacks normal 1 supply €20/week
Slave Porter 1 Enslaved tough-ass professional. May be resentful. 2 sacks normal 1 supply €600
Skeleton Porter 1 Slow but “ethical,” smell-free alternative to slavery. Though … 1 sack slow necromancy €200
Zombie Porter 2 Very slow and a bit smelly … this necromancy stuff might bother folks. 2 sacks v slow necromancy €200
Pony, Mule or Camel 1 The classic solution. 2 sacks normal grazing €70
Combat Steed 2 A noble steed, heroic horse or charger camel. Can be ridden in combat. 2 sacks normal grazing €200
Metal Steed 2 Fast and flash, it roars like thunder when pushed. Might be a golem. 2 sacks fast 0.5 supply €1,200
Adventuring Handcart 2 A glorified wheelbarrow. Requires a human (not included). Slow. 3 sacks slow a human €10
Wicker Autowagon 3 Fast, self-propelled golem of synthetic ivory, iron-reed, and rubber. 3 sacks fast 0.5 supply €2,000
Magnificent Velblod 4 A true galleon of the trackless steppes. May cause motion-sickness. 3 sacks normal grazing €300
Wagon, Coach, or Cart 4 Slow and vulnerable, but trivial to maintain. Require a draft animal. 6 sacks slow an animal €200
Burdenbeast 5 Biomantically enhanced small-headed rhinobuffalo. Pretty rare. 4 sacks normal grazing €600
Biomechanical Beast 6 Terrifying amalgam of twitching muscle and cybernetic endoskeleton sheathed in synthetic skin. Very rare. Can be ridden in combat. 6 sacks normal grazing €3,000
Road Yacht 7 The queen of the Road of the World, the Celestial Autobahn. 6 sacks normal 1 supply €4,000
Solid Coach or Wagon 7 Slow and heavy. Require 2 draft animals (not included). 12 sacks slow 2 animals €600
Generic Vech, Porcelain or Prismatic Walker 9 Slow, enormous biomechanical beast. Among the most stylish biomech travel systems money can buy. Golem versions also exist. 12 sacks slow 1 supply €6,000
Massive Hauling Wagon 8 Very slow. Requires 4 draft animals (not included). 24 sacks v slow 4 animals €1,500
Autogolem 10 Slow, self-propelled golem wagon. Armored, tough, and impressive as heck. It drives itself safely – but beware crossing marshes or rough terrain. Carries 2d3 passengers in ridiculous bolted-on cabins. 24 sacks slow 1 supply €10,000
Meat Crawler 8 A gruesome centipede of meat and bone. Very, very slow and smelly. 24 sacks v v slow necromancy €4,000
Epic Floating Barge or Hover Wagon 4 Magical float from Long Ago, it can be pulled by a single creature (not included). Very fragile and may be disabled by a single well-placed shot. 20 sacks normal a human or animal €7,500
War Engine 11 It’s a tank? To eleven? Ninety tons of thunder, lighting up the night. 36 sacks v slow 2 supply €20,000

tags:

[gear] [source:uvg] [vehicle-mount] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-vehicle-operation-overlays
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

UVG Synthesized Vehicle Mount References

UVG Synthesized Vehicle Mount References

Mount Trade Signals

Signal Source Context € Signal Capacity Upkeep Risk Referee Use
Horned horse herd purchase chance Lime Steppe encounter: encounter listing includes tradable horned horse herds with explicit value and carry profile cues €150 each Capacity 2; live-animal handling and temperament risk Useful mid-tier way to scale a caravan without machine infrastructure.
Wild horse capture and taming South-facing passage encounter: passage encounter values captured strong, fast wild mounts as a skill-gated acquisition path €300 each Capacity 2; difficult taming and herd control overhead Gate speed upgrades behind skill and time instead of pure cash.
Large biomantic beast from village celebrations Three Sticks local carousing: carousing outcomes can award a large biomantic beast as social fallout rather than market purchase €600 Capacity 2 baseline; mutation quirks may alter upkeep A social-play vehicle acquisition path with flavorful variance.

Vehicle Prize Salvage Signals

Signal Source Context € Signal Capacity Upkeep Risk Referee Use
Highway Star recovery objective Near Moon museum vault: museum-vault inventory preserves the void-hardened Highway Star as a recoverable prize asset €6,000 Capacity 8 plus 4 passengers; difficult extraction off-moon Build a full expedition around retrieval logistics and escort.
Bubble-wheeled autowagon patrol units Glass-region encounter: satrap patrol encounter gives bubble-wheeled autowagon profile and value-significant transport specs €2,500 Capacity 6; high profile in faction territory Good capture-or-contract prize in politically tense regions.
Black hot rod autogolem named Betty Black City misfortune high roll: misfortune high result awards “Betty,” a named sentient autogolem transport with major upkeep and fiction weight €7,500 Capacity 12; 2 supply per week and personality risk Use as campaign-defining windfall with social consequences.
Last Serai prismatic walker pair Satrap embassy profile: embassy profile describes stationed prismatic heavy walkers as politically guarded strategic transport €8,000 Capacity 12; heavily defended and politically sensitive Prime objective for heists, sabotage, or faction alliance deals.
Porcelain walker carousing windfall Porcelain Citadel carousing outcomes: high-result carousing can grant a functional small porcelain walker as direct status fallout €4,000 Capacity 8; acquired through social fallout rather than open market A social-play route to major vehicle acquisition with immediate upkeep choices.

Transport Cargo Hybrid Signals

Signal Source Context € Signal Capacity Upkeep Risk Referee Use
Wagon convoy carrying land-coral schematics Ruinland traveler encounter: traveler event calls out exhausted movers hauling land-coral schematics under severe stress and bio-risk €8,000 Damaged teams, infection risk, and desperate security posture Useful moving-objective scene: rescue, intercept, or buy the plans under stress.
Ghostly caravan with time-dilated goods Fallen Umber encounter: encounter text frames a ghostly caravan whose archaic cargo can be liquidated if PCs solve contact and timing constraints €700 per sack Access depends on contact, follow, and blood-solidification trick Reward patience, weird diplomacy, and daring opportunism.
Bone-work golem wagon merchant-hunter train Fallen Umber encounter: encounter profile shows bone-work merchant-hunter freight rigs functioning as armed mobile logistics assets €4,000* Capacity 12 per wagon; maintenance and crew discipline burden Use as a moving objective with both vehicle and cargo value.

* Synthesized from nearest UVG price anchors; referee-adjustable.

tags:

[gear] [source:uvg] [economy-synthesis] [pass:loose-reference-harvest] [structure:subtables]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE GRASSLANDS > Steppe of the Lime Nomads; Long Ridge; Fallen Umber; Three Sticks Lake; Near Moon; Last Serai; Porcelain Citadel; The Black City
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: THE STUFF > Vehicles and Mounts
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-synthesized-loot-and-treasure
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-vehicles-and-mounts
    • Synthetic_Dream_Machine_05_Gear_Index.md#metal-steeds
    • Synthetic_Dream_Machine_05_Gear_Index.md#road-yacht

Humanoids

Humanoids

The caravan economics of UVG strongly discourage the use of 1 sack capacity humans. They can carry useful gear or 1 supply. They can’t graze, so they’ll eat that Supply in a week, and then what? It’s just not practical. They’re on the list to cover normal adventuring events and to tempt new players into setting off on a 2-week journey with 1 week of supplies and some instant enemies.

Porters, or anything that can carry 2 sacks (1 sack of gear, 1 sack of supplies) are better, especially if they know the terrain. The cost of a Porter (€20/week) vs. a Slave Porter (€600) means that renting is much better than buying. The cost is included, though, because nefarious and shortsighted PCs might decide to raise some quick capital by hiring porters in one location and selling them in another.

Human (basic)

  • Capacity: 1 sack
  • Cost: €7 per week. €6 if you don’t pay Sundays
  • Consumes: 1 supply per week
  • Speed: Normal

A random laborer hired to carry stuff. At the bottom of the barrel, there’s not much room for upgrades. Purchase and distribute weapons and gear normally. Just don’t expect to see it again.

Disposable Slave

  • Capacity: 1 sack
  • Cost: €200.
  • Consumes: 1 supply per week
  • Speed: Normal

Managed with threats and fear. Isn’t paid wages. Slavery is evil.

Porter

  • Capacity: 2 sacks
  • Cost: €20 per week. Doesn’t work on Sundays.
  • Consumes: 1 supply per week
  • Speed: Normal

Tough professional. Skilled at packing and carrying stuff, preparing supply depots, and surviving in the wilds.

Slave Porter

  • Capacity: 2 sacks
  • Cost: €600
  • Consumes: 1 supply per week
  • Speed: Normal

Like a porter, but less free and more resentful.

Humanoid Add-ons

Explosive Collar: €20
Occupies: 0 Stones if worn, 1 Stone if carried or stored. Faced with certain death (cranial separation) vs possible death (an ancient tomb, a perilous bridge, or a desperate charge), people may find reserves courage they didn’t know they possessed. Collars are usually sold in 6 packs with a matching remote. Default range is 150 meters or so. Festive color options available.

Surgical Obedience: €50, 50% chance to kill the participant.
With a sharpened spoon, some ultratech crystal neuron lances, strong drugs, and a bit of elbow grease, a (un)licensed neurochirurge will carve away the unpleasantly disobedient bits of a brain. Survivors will cheerfully obey any order. Eat my fingers? You’ve got it, Boss! Charge that hydratiger? I’m on it, yippee! Considered a bit too evil by even the most jaded evil warlords.

Fabricated Backstory: €10
For a nominal cost, the Psychefactors of the Emerald City will root through a subject’s psyche, extract their most shameful deeds, and write a brief report. Slavery feels more tolerable if you think the victims deserve it. Up to 20% of shameful deeds may be filler inserted by the Psychefactor to maximize moral superiority.

tags:

[gear] [source:uvg] [vehicle-support-humanoid] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Humanoids
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

Undead

Undead

Undead creatures require necromantic maintenance from someone with at least a community-level necromechanical degree. This is usually nothing more than a drop or two of their master’s blood per week, perhaps some bolts tightened, and a fresh jolt of magielectric juice. When undead creatures are not maintained, they Degrade (speed declines: Slow > Very Slow > Crawling > Immobile).

Sometimes a more specific defect is required (roll d6):

  1. Creature goes amok. Violence ensues.
  2. Legs fall off. Well, that’s not good.
  3. Arm falls off. Capacity reduced by 1 sack.
  4. Head falls off. Bit blind, but still works if roped along.
  5. Antibacterial preserves fail. Gets smelly.
  6. Decay. Zombies become skeletons, skeletons fall apart.

Skeleton Porter

  • Capacity: 1 sack
  • Cost: €200
  • Consumes: Nothing
  • Speed: Slow

Formerly, a useless nobody. Now a useful … biomachine.

Skeleton Add-Ons

Chrome Plating: €10
Say goodbye to stealth. Thoughtful bandits may mistake the skeletons for combat golems, glitterdust ghosts, or something worse.

Geometric Protocol: €20
At a shouted word of command, the skeletons assemble into a prearranged formation or shape. With enough skeletons, a caravan can create an observation tower, a wall, or a bone crab.

Zombie Porter

  • Capacity: 2 sacks
  • Cost: €200
  • Consumes: Nothing
  • Speed: Very Slow

Zombie Add-Ons

Rubberized Coating: €10
A thick layer of flesh-preserving epoxy. Sealed glass goggles and copper ear-discs keep the smell inside while letting the zombie function at peak efficiency.

Berserker Gland: €50
A mechanical combat routine jewel. Insert it into the zombie and activate it later with the remote wand, turning the zombie into a relentless killing machine. The activation is irreversible and the zombie cannot tell friend from foe, so plan carefully.

Meat Crawler

  • Capacity: 24 sacks
  • Cost: €2,000
  • Consumes: Nothing
  • Speed: Very, Very Slow

What do you do if you come across a plague pit and have both a necromancer and a boneworker on hand? Not this. Please, do not do this. Giant meat and bone centipedes are not a good idea. Unlike single-body undead, the meat crawler can go months before it degrades enough to impede its mobility. That said, mobility was never the point of this abomination, was it?

Meat Crawler Add-Ons

Dermal plating: €800
Up-armored, the meat crawler is essentially immune to small arms and any melee weapon weaker than a chainsaw.

Skin tent: €200
A yurt of leather and sinew growing on the meat crawler’s back. Space for up to 12 humans with good nasal filters.

tags:

[gear] [source:uvg] [vehicle-support-undead] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Undead
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

Beasts of Burden

Beasts of Burden

In these fallen times traditional work animals, like lopebeavers and honkazelles, are found in most rustic parts of the Rainbowlands. However, for journeys into the Ultraviolet Grasslands, only tried and tested beasts of burden will do.

Pony or Mule, or Camel

  • Capacity: 2 sacks
  • Cost: €70
  • Consumes: grazing, or 1 supply per week
  • Speed: Normal

The sensible solution for caravans since before time began. Eats grass, travels over all terrain in all weather. Also, it’s edible. Consumes supplies in places without vegetation or water.

Local Variants?

d10 A Bit Like A … Crossed With A … And It Has Disposition
1 Horse Beetle Superb night vision. Curious
2 Camel Catfish An astonishing odor. Stubborn
3 Yak Tortoise Moisture extraction gills. Disease-riddled
4 Antelope Metal Orb Sticky climbing pads. Lethargic
5 Bison Cuttlefish Phosphorescent spots. Adorable
6 Iguana Rat Prehensile nostrils. Loyal
7 Toad Pig Delicious skin parasites. Skittish
8 Newt Cement Mixer Vestigial wings. Cunning
9 Rhino Slug Root-digging claws. Competitive
10 Ostrich Goat Hyper-adaptable digestion. Inscrutable

Camel

  • Capacity: 2 sacks
  • Cost: €140
  • Consumes: grazing, or 1 supply per two weeks
  • Speed: Normal

The solution for desolate deserts. Goes further with less water.

Combat Steed

  • Capacity: 2 sacks
  • Cost: €200
  • Consumes: grazing, or 1 supply per week
  • Speed: Normal

Usually a horse or camel trained for battle. Other animals are not willing to go near melee combat. 1-in-6 combat steeds are carnivorous andrewarks or other strange beasts revived from deep time.

Magnificent Velblod

  • Capacity: 3 sacks
  • Cost: €300
  • Consumes: grazing, or 1 supply per two weeks
  • Speed: Normal

A larger, stronger, more magnificent camel. Also, needs only half a sack per week. May be a high arctic camel.

Burdenbeast

  • Capacity: 4 sacks
  • Cost: €600
  • Consumes: grazing, or 2 supply per week
  • Speed: Normal

Magnificent, shaggy creatures, biomantically engineered to positively enjoy lugging heavy goods for humans. Many grow intensely, emotionally attached to their human masters.

Biomechanical Beast

  • Capacity: 6 sacks
  • Cost: €3,000
  • Consumes: grazing, or 3 supply per week
  • Speed: Normal

Astonishing amalgams of muscle and cybernetics sheathed in superior skin. These very rare creatures of the Long Ago can be ridden in combat. Most ordinary steeds will break before them.

Animal Add-Ons

Babel Gem: €100
Embedded, gives the beast a voice and human-form personality overlay. Works on most beasts, but increases the chance of vomish infection. Obedience not guaranteed.

Stepfall Shoes: €80
Made from bits of oldtech ur-metal. When moving at top speed, the plates add a tiny bit of lift, letting the beast charge across small dips, avoid holes, and leap majestically. They leave xenon contrails.

Afterburner: €60
This convenient surgical upgrade stores gaseous digestive byproducts in a small canister, for use in cooking fires or a sudden burst of speed. The speed increase may just be the result of fear.

Plug-in Battery: €200
Occupies 1 sack. A rechargeable golem-style battery for backup power. The beast can go without grazing for up to four weeks (it still requires water). Alternatively, the battery can recharge a suit of golem armor or other oldtech artifact. Recharging the battery takes a couple of hours at any oldtech charging platform or obelisk.

tags:

[gear] [source:uvg] [vehicle-mount-animal] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Beasts of Burden
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-vehicle-operation-overlays

Wagons, Carts, and Coaches

Wagons, Carts, and Coaches

Wheels transformed proto-human lives. The semi-simians began moving large quantities of supplies over long distances. Truly nomadic lifestyles became possible and the humble wheel truly became a symbol of humanity. There would be no modern Grasslands without that ancient round machine.

Adventuring Handcart

  • Capacity: 3 sacks
  • Cost: €10
  • Requires: A human.
  • Speed: Slow

The glorified wheelbarrow doesn’t need much of a road, but it does need some kind of road. Not recommended for battle.

Small Wagon, Rickety Coach, or Swaying Cart

  • Capacity: 6 sacks
  • Cost: €200
  • Requires: A draft animal.
  • Speed: Slow

A classic for a reason. Wains of this type truly opened up the steppes to the known Lime Nomads and the forgotten Flour Nomads.

Solid Coach or Wagon

  • Capacity: 12 sacks
  • Cost: €600
  • Requires: two draft animals.
  • Speed: Slow

Heavy vehicles for big caravans. With their weight they are unsuitable for rough terrain, poor roads, and deep mud. Can take Road Yacht upgrades or below.

Massive Hauling Wagon

  • Capacity: 24 sacks
  • Cost: €600
  • Requires: four draft animals.
  • Speed: Very Slow

How else are you going to move an obelisk? The immense weight of these wagons means they require well-prepared surfaces. Can take War Engine upgrades or below.

Cart and Wagon Add-Ons

All four sizes of pulled vehicle are a variation and elaboration on the wheel + axle + bed design. They can use the same upgrades, so prices are listed for each of the sizes in order.

Sail: €5 / €10 / €20 / €40
Adds a tiny bit of extra speed. Not worth quantifying mechanically, but it improves morale (especially if you pass people without a sail). A great way to display your company’s logo.

Hull-Tight: €20 / €40 / €80 / €160
Designed to float across calm rivers. Seams caulked, wheels detachable, handles convertible into steering oars or push-poles.

Camo Net: €10 / €20 / €40 / €80
Not as good as true rainbow silk, but a cheap and waterproof landscape mimic. Lets you hide your vehicle from casual scouting. Just don’t wander away from your camp in the dark.

Chitincap Hull: €100 / €200 / €400 / €800
Fibrous, grown and woven components replace heavy wood. The result is a lighter, but equally strong vehicle, that is much easier to maneuver in mud and on poor roads.

tags:

[gear] [source:uvg] [vehicle-wagon-coach] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Wagons, Carts, and Coaches
  • see-also:
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

Metal Steeds

Metal Steeds

  • Capacity: 2 sacks
  • Cost: €1,200
  • Requires: A lack of common sense.
  • Consumes: 1 supply of fuel per 2 weeks
  • Speed: Fast

One-way tickets to organ donation. If it’s 90% engine, 8% wheels, and 2% seat, it’s a Metal Steed. No space for supplies, no room for error. Goes like the wind on fire. The best are air-breathing, like wicker autogolems, and require no fuel.

Metal Steed Add-Ons

Gun Mount: €50
Lets the rider fire a weapon while roaring along at full speed. The weapon must fit in the rider’s inventory. Attaching or detaching it takes 2 rounds.

Sidecar: €500
Increases capacity by 1 sack, but loses the Fast trait.

Aquatic: €1,000
Sometimes, all the good loot is buried at the bottom of a lake. The vehicle is very, very slow on its stubby land-carriage, but it can move underwater. It’s not a proper submarine, just a pressurized pod with engines; a diving suit with attitude. The driver can wiggle their arms through thick diving gloves.

Gyrocoptic: €1,000
Flying in the Ultraviolet Grasslands is a bad idea. Bits of invisible stuckforce shred aircraft. Purple haze rots your brain. Dormant anti-missile defense systems wake up and think “Oh, that looks interesting.” Still it beats walking. A caravan with a flying vehicle gains advance warning of most encounters. Fliers ignore terrain.

tags:

[gear] [source:uvg] [vehicle-metal-steed] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Metal Steeds
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-vehicle-operation-overlays

Wicker Autowagon

Wicker Autowagon

  • Capacity: 3 sacks
  • Cost: €2,000
  • Consumes: 1 supply of fuel per 2 weeks
  • Speed: Fast

A little bigger, a little sturdier, and a whole lot dryer in the rain. Some are literally made of wicker, some just look that way. Fits two people up front and some power snacks in the back. Most are fueled or air-powered, but the finest units from Long Ago come with all-golem-drive. Nothing like limitless energy from the burning of long-forgotten god spirits.

Wicker Autowagon Add-Ons

Nitro: €50 per use
For up to 1 minute, the vehicle moves at ludicrous speed.

Snazzy Paintjob: €100
Shiny and polished. If normal colors aren’t good enough for you, options include: scarabeo, pearl-tone, fordite swirl supreme, vantablack, gibbon, taupeamarine, and splunge.

Jet Booster: €1,000
Occupies 1 sack. Probably a terrible idea, but always popular. The vehicle moves at ludicrous speed for up to 10 minutes, soaring across small buildings and large crevasses. Uses up almost all the vehicle’s stored fuel. Proper oldtech jetolene lets the vehicle use this ability twice on one supply of fuel.

Dropper: €300
Occupies 1 sack. The back of the vehicle opens up and drops something. Could be a mine, attack vomes, oil, or meta-caltrops. The sack occupied by the dropper includes its loadout. For an extra €100, the dropper can launch forward or sideways instead, like an ejector seat or a compressed air cannon.

Hover Wheels: €1,000
Billowing air-jets, stuckforce discs, or dozens of spinning propeller blades. It’s not practical, but it is cool. Ignores mildly difficult terrain.

Hood Ornament: €100
Shiny, chrome, and, in emergencies, a good thing to cling on to.

tags:

[gear] [source:uvg] [vehicle-autowagon] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Wicker Autowagon
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-vehicle-operation-overlays

Road Yacht

Road Yacht

  • Capacity: 6 sacks
  • Cost: €4,000
  • Consumes: 1 supply of fuel per week
  • Speed: Normal

Back in the old days, these status symbols freely roamed the world.

All the blackthumbs know their names and their vital gubbins: sparkulator, lightning-whirler, juicebox, caboxylator. Parts are as good as currency in some parts of the Grasslands. While some warriors prefer swift metal steeds or sprightly wicker autogolems, the greatest knights of the road pilot their mighty road yachts.

Road Yacht Add-Ons

Luxury Seats: €300
Made of genuine synth-leather (from genuine synth-cows) and stuffed with autofabulous springs. Even folds down into a bed. Hula bobble-head totem doll optional.

Air Conditioning: €500
Has a magic box that cools the cabin. Probably involves a bound demon. Essential in hot climes. It’s very impressive.

Fridgermerator: €1,000
Occupies 1 sack. Can cool up to 6 sacks of storage space. Excellent for transporting perishable fruit, bodies, fruiting bodies, etc.

Para-Radio Set: €500
Most broadcasts these days aren’t fit for mortal ears, but you can get echoes of tunes long past (or yet to come), coordinate with other vehicles or settlements (weather permitting), and … U#ERROR404.

Loudspeaker: €100
Very loud. Blocks negative vibrations.

Big Gun: €1,500
Occupies 2 sacks, typically 1 for the gun and 1 for the ammo, maintenance equipment, and blast shields. Options include:

  • Flambeur: 3d6 fire damage, Medium, Reload 6. Sets on fire.
  • Chaingun: 2d12, Medium, Reload 3. May propel a car backwards.
  • Lazor: 3d8, Short, Reload 5. Can cut down small trees.

Turret: €500
Occupies 1 sack. Lets a gun mount or a big gun fire in all directions instead of a fixed direction. Also makes a vehicle look intimidating.

Safe: €200
Occupies 1 sack. Can hold 1 sack of valuables in a spirit-locked steel egg. Proof against most simple thieves, pilferers, and quarterlings.

Smoke Launchers: €100, plus €10 per use
Medium range. Fills a medium-sized area with opaque smoke. Makes shooting or boarding a caravan difficult, but tends to attract attention. Additional colors available for a small fee.

tags:

[gear] [source:uvg] [vehicle-road-yacht] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Road Yacht
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-transport-fixes–features

Generic Vech, Porcelain or Prismatic Walker

Generic Vech, Porcelain or Prismatic Walker

  • Capacity: 12 sacks
  • Cost: €6,000
  • Consumes: 1 supply of fuel per week
  • Speed: Slow

Tall, striking, astonishing testaments to biomancy. Living creatures modified and adapted to stride across the wastes,

Walker Add-Ons

Escape Pod: €600
Occupies 1 sack. Lets 4 sacks of capacity (2 people and their inventories) escape a wreck in the event of a catastrophic failure.

Chainsaw Arm: €1,000
Occupies 3 sacks. Deals 4d8 melee damage and ignores armor. Ponderous and inaccurate against small targets.

Boarding Ramp: €500
Occupies 1 sack. Folds out to allow people from one vehicle to board another, or cross a wall, or generally get into trouble.

Leap Kit: €1,000
Rocket-packs, nozzles, and springs let the vehicle leap up to 10m in the air while maintaining its current speed. Jumping too often will inflict structural damage.

Cabin Gall: €250
Occupies 1 sack. A full-suspension sleep pod for one passenger. Excellent rest guaranteed, do not mind the wasp pheromones.

Satraplicator: €2,000
Occupies 2 sacks. A medical pod with an automatic mind (or brain) transplanter. Also has space for a ready clone. It is a clone, right?

Porcelain Glaze: €1,000
Occupies 1 sack. The whole vech is covered in a reflective glaze that protects from lasers, lazors, and mind-altering rays.

Full Self-Driving Autobrain Mode: €1,000
Now it can drive itself. Sometimes steps on small creatures.

Grazer Unit: €3,000
A mechanical mouth and biomatter converter. Now the walker can feed itself by grazing … or recycling dead bodies.

tags:

[gear] [source:uvg] [vehicle-walker] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Generic Vech, Porcelain or Prismatic Walker
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-transport-fixes–features

Autogolem

Autogolem

  • Capacity: 24 sacks
  • Cost: €10,000
  • Consumes: 1 supply of fuel per week
  • Speed: Slow

12 meters long, 2 lanes wide, 65 tons of Golden Age pride. Tour the Grasslands in style with this home away from home and show other traders that you’re richer than them. The autogolem has separate compartments, proper doors, and a very large turning radius.

Autogolem Add-Ons

Water Closet: €500
Occupies 4 sacks. Toilet, sink, and shower. Ludicrously luxurious for the deep grasslands. Will impress anyone unused to plumbing.

Carbecue Pod: €1,000
Occupies 2 sacks. Room for a cook to whip up delicious fast food.

Observation Deck: €200
Useless, impractical, and very classy. If you’re going to sail across the grasslands, a chrome-railed balcony is the place to be on a calm Orangemonth night.

Hydraulic Throne: €1,000
Occupies 1 sack. Gold-plated, neon-limned, dolly-mounted automechanical seat of grandeur. Larger thrones have larger cranes. Could also be a giant visage with stage flame jets.

Ram: €200
Occupies 2 sacks. Can be spiked at no extra charge. The better to bulldoze smaller vehicles. Works on zombies, too.

Winch, Jacks, and Shovels: €100
Occupies 1 sack. Gets a vehicle un-stuck in most conditions.

Luxury Pod: €500
Occupies 2 sacks. A private suite for one person and their gear. Comes with a small writing desk, folding bed-chair, orb lamp, and adorable cupboards for toiletries and snacks.

Pleasure Pod: €1,000
Occupies 2 sacks. As a luxury pod, but with IV dispensers, drugs cabinet (drugs not included), and additional horizontal surfaces.

Medical Pod: €3,000
Occupies 4 sacks. Room for 2 patients and a doctor. Proper medical equipment, drains, ominous lights, and sterile plastic sheeting. Healing on the road has never been this easy!

Levi Drive: €7,000
Occupies 4 sacks. Uses oldtech fold-field engines and levitation lenses to … hover magically. Whooshing sound effects, flickering lights, and impressive blasts optional. Ignore difficult terrain and impress the fallen quarterlings who still worship the oldtech.

tags:

[gear] [source:uvg] [vehicle-autogolem] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > Autogolem
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-transport-fixes–features

War Engine

War Engine

  • Capacity: 36 sacks
  • Cost: €20,000
  • Consumes: 2 supply of fuel per week, 3 supply at top speed (Slow).
  • Speed: Very Slow or Slow

A mobile fortress, a mobile townhouse, a scavenged autofac, or perhaps just a very big long-haul truck. Fill it up to capacity with weapons and armor, and go conquer some poor steppelanders.

War Engine Add-Ons

Armor Plating: €1,000
Occupies 4 sacks. The vehicle ignores small arms, medium arms, and glancing hits from heavier weapons.

Big Treads: Free
The true all-terrain solution. Cross rocks, rivers, mud, fire, flaming rivers of mud, anti-personnel mines and smaller vehicles. The war engine now moves Incredibly Slowly. Also, always very easy to track.

Really Big Gun: €3,000
Occupies 4 sacks, typically 2 for the gun and 2 for the ammo, fire prevention equipment, and earplugs. Seriously, what are you expecting to fight out here?

  • Artillery Tube: 2d10x1d10, Very Very Long, Reload 20, blast. Ignores intervening terrain and common sense. Very loud. Anything smaller than a road yacht must Save vs evaporation.
  • Doom Laser: 3d20, Very Very Long, Reload 10, requires 1 round to charge before firing. Pwiiizzzzzzk!

Coalem Drive: €2,000
Occupies 4 sacks, requires 1 engineer. Boilers, furnace, maw, scrapers, smokestacks. The war engine can now graze on any available biomatter, eating its way through the landscape. Coal lets it go a little faster. Doubles as a pizza oven.

Warlock Tower: €2,000
Occupies 6 sacks. A black tower of steel and rivets and chrome blades rises from the middle of the war engine. It looks scary. Loudspeakers and light show included.

Trophy Room: €2,000
Occupies 12 sacks. Essentially, a mobile feasting hall the size of a longhouse with room for a dozen guests.

tags:

[gear] [source:uvg] [vehicle-war-engine] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; section: GEAR & SERVICES > UVG Vehicles and Mounts > War Engine
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#uvg-transport-fixes–features

OUR GOLDEN AGE

OGA Synthesized Cybernetics

OGA Synthesized Cybernetics

OGA Synthesized Cybernetics

In OGA, selfhood is a service industry. Brains are edited, bodies are cultivated, and continuity can be rented by the week if you can afford the right address. This card turns that prose into immediate rulings at the table.

Cybernetic Opportunity Form Effect Market Value (Base) Source Context
Injectable brain-rewiring language package Neurochemical + cognitive rewrite Installs language/culture package into a trait slot; slow embed takes 1 week, fast embed 1 hour; referee may roll listed d6 side effects on rushed/cheap jobs €1d6 x 200 (slow), x10 for fast OGA injectable brain-rewiring prose including embed times and side-effect list.
Tlumac daemon as embedded translator scaffold Bound item-servitor (amulet/earworm/jawbud/third eye etc.) Provides competent day-to-day communication across local speech systems; does not automatically grant high-register charm, rhetoric, or etiquette fluency €1d4/week rental; €100 (5-language), €500 (10-language) purchase OGA tlumac daemon prose + communication tier notes.
Sense-organ implantation event Surgical/biomech sensory augmentation Permanent +1 to Thought or Aura; character-grade implant outcome tied to event resolution, not routine shopping €300* OGA event result band (21–24: awake with a new sense organ implanted, +300 xp).
Synthetic Ghost jewel block Personality-block jewel (ingestible/sacrificial) Ingest to learn a new trait (self-change); alternatively sacrifice to block one power/spell €1,000 OGA Valuable Debris result (Synthetic Ghost).
Good Restrictor cognitive stripping service Brainfac-assisted neural intervention Removes unwanted abilities/traits; on poor outcomes, convert “clean removal” into memory loss, social telltales, or replacement burden to keep consequences visible €1d6* x 100 to €1d6* x 1,000 OGA station text: Good Restrictor paired to burden/trait-removal service tiers.
Hospicoppice replacement growth Biomantic replacement body/limb/implant cultivation Replaces missing anatomy; funeral processing is free, but grafting/integration is billable and should be handled as staged care (replacement + integration + stabilization) €2d6* x 10 (limb/organ), €1d6* x 100 (rare replacement), €1d6* x 1,000 (full relife-tier rebuild) OGA station text: Hospicoppice + Quickstart recovery/relife ladders.
Comfort-tier replacement entitlement Civilized medical-economic package One limb or organ replacement every 10 weeks while maintained at comfort-tier lifestyle €3,000 estate; €30/week upkeep OGA prosperity tier text (Comfortable line with replacement cadence).
Full body-and-soul backup service exists as premium lodging utility Backup-vault hospitality service Weekly stay includes complete body/soul backup refresh; booking shorter than a week does not include the full backup benefit €100/week OGA lodging entry: Vault of All Flesh.
Backup transcription into jewel copy Canopic-matrix snapshot workflow Creates current-state mind/spirit jewel copy (no body); incident version also costs a week and can force an immediate follow-on incident €1d6* x 100 to €1d6* x 1,000 OGA incident text: Groundhog Reality Error + Quickstart relife anchors.
Paradisiac continuity transfer Premium backup-personhood service stack If killed/seriously injured/annoyed, transfer consciousness into backup self in 1d4 days at no extra fee €333k estate; €999/week upkeep OGA prosperity tier text (Paradisiac line with backup transfer).

* Inferred range from OGA prose + Quickstart recovery/relife service ladders and medical-procedure supports in the Powers Index (Open Person, Swift Rebuild, Xenograft). Keep as a referee dial, not fixed canon.

Synthesized from Our_Golden_Age.md -> language services prose, event/incident outcomes, and station descriptions with implant/replacement implications.

tags:

[gear] [source:oga] [cybernetics-synthesis] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; sections: language/service prose, Voidway incident outcomes, major stations
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#cybernetics-mechanics
    • Synthetic_Dream_Machine_01_Quickstart.md#invest-your-experience

OGA Synthesized Loot & Treasure

OGA Synthesized Loot & Treasure

OGA treasure is bright, wet, sacred, industrial, and usually unstable. The value is real; so are decay, transport problems, and the factions that appear when you try to sell. This card keeps the heat attached to the money.

Referee Lever Where To Pull It What It Pays Friction (Weight, Time, Trouble) Table Use
Resolve hazard, then pay salvage OGA treasure clauses + OGA Gardener Géants Typical salvage €100-€1,000; géant leavings €500/sack Site danger first, then hauling, then buyer heat Run in order: survive the scene, secure the haul, find a buyer, collect under pressure.
Inject cash hooks between delves OGA encounter line + OGA I.N.T.R. Generator €5,000 offers, €(1d4* x 1d1000) lottery Obligation chains, travel-to-claim windows, interception risk Use when pacing needs a sudden treasury spike with consequences.
Run decay pressure on volatile artifacts OGA This Valuable Debris, This Stranger Stuff €20 to €20,000 table values Explicit one-year decay (faster if used) Forces liquidation timing decisions.
Escalate to campaign-scale stakes OGA Omega Jubilee context €1,500,000,000 theoretical liquidation Systemic political/economic destabilization Reserve for endgame arcs only.

Uncommon (~€50)

Loot Signal Source Context € Signal Carry/Decay/Risk Referee Use
Daily prospecting trickle OGA wonder text: “A day’s careful prospecting may deliver jewels of the past worth €1d10” €1d10 Full day committed; tiny, portable yield; no guaranteed repeat rate Use as default “something worth carrying home” when players poke ruins without a formal delve clock.
Hazard harvest pull* OGA regional incident: “Harvesting the fauxbones is dangerous (net €1d6 x 50)” €1d6 x 50 Hazard up front; payout only matters if they survive and can haul Offer when you want blood-price money, not safe bookkeeping.
Roadside body-find OGA vehicle incident line: “loot €1d6 x 20 or bury the body?” €1d6 x 20 Moral/social blowback potential; short delay in transit Fast temptation test to set table ethics.
Blue-god fragment bounty OGA Blue Land faction hook: “€50 per fragment of the Blue God delivered” €50 per fragment Requires hunting/processing dangerous contaminated targets Reliable low-band bounty pressure in Blue Land patrol play.
Broken peacemaker cache OGA Blue Land road event: “Broken peacemaker golem … Supplies worth €75 remain” €75 Opportunistic salvage under patrol/legal risk Quick roadside salvage that can spark custody trouble.

Valuable (~€250)

Loot Signal Source Context € Signal Carry/Decay/Risk Referee Use
Concrescence biomatter market* OGA Concrescence: locals “offer good prices for bodies, compounds, fluids and tissues” €1d6* x 50 to €1d6* x 500* Wet cargo, spoilage, taboo commerce, and likely scrutiny from authorities or rivals Turns monster aftermath and grisly salvage into a repeatable sell loop in one location.
Géant-leavings extraction OGA Gardener Géants, treasure line includes “crushed soul stuff worth €500 per sack” €500/sack Sack-scale bulk near extremely dangerous entities/sites Core mid-tier haul for crews that want steady money under pressure.
Castle salvage oddments OGA Castle Inside procedures: “slurry autopacker … €250”, “extra-spatial storage unit … €500”, “observation orb (€500, face-locked)” €250 to €500 Small, portable finds gated behind scenario danger and access Good pocket-value rewards while running dense site procedures.
Purple event-side payouts OGA Purple Land events: “sell her out … €95”, “20₧ (€150)”, “purple jade toe (€300)”, “jade finger (€200)” €95 to €300 Social betrayal, faction backlash, and scene volatility Fast mid-band cash hooks when city events need teeth and temptation.
Grickle-cub buyer offer OGA Blue Land faction hook: “pay up to €200 per grickle cub” €200 per cub Live-capture logistics and obvious ethical/faction blowback Turns creature encounters into contested bounty commerce.
Dead-god jewel salvage* OGA dead-golem salvage context, dead god “shed … jewels … worth €500 each” €500 per jewel Compact value, but acquisition site is lethal and politically sensitive Good “grab-and-go” objective for short, surgical expeditions.
Trophy from absorbing abomination OGA foot-road incident: “worth €1d6* x 100 as a trophy” €1d6* x 100 Earned only through dangerous encounter resolution Pays violence with a portable trophy while preserving consequence weight.
Shrine revelation cache OGA foot-road incident: “oldtech site, artefact and €1d4* x 100” €1d4* x 100 Cash is bundled with site content, so payout naturally spawns extra scenes Use as a bridge from road events into proper location play.
Strange-idea corpse bounty OGA district danger text: “Burn them … for rewards (€500 per corpse)” €500 per corpse Requires neutralizing hazardous daemonic entities and proving disposal Clean bounty loop for authorities hiring deniable troubleshooters.

Rare (~€1,000)

Loot Signal Source Context € Signal Carry/Decay/Risk Referee Use
Ancient wreckage salvage clauses OGA treasure clauses: “oldtech innards worth €100-€1,000” €100 to €1,000 Buyer qualification and handling issues; danger baked into site access Baseline ruin economy for “we pry it out and fence it” play.
Transit trophy payouts OGA voyage events: “trophy worth €1d6* x 1,000” (also lower €1d6* x 100 pulls) €1d6* x 100 to €1d6* x 1,000 Paid in bruises, delays, and damaged transport Keeps overland movement lucrative and dangerous between major nodes.
Citizen lottery incident OGA I.N.T.R. Generator: “gain €(1d4* x 1d1000)” €(1d4* x 1d1000) Must travel 1d6-1 days to claim; windfall attracts attention Insert when you need sudden liquidity plus immediate complications.
Soul pearl from encounter aftermath OGA Purple-Land encounter line: “soul pearl holds its mind (worth €1k)” €1,000 Philosophical/taboo handling and high-interest buyers Compact rare-value object that can become a social or moral problem.
Ghost ship liquidation value OGA sea-travel incident: “Ghost ship … haunted but worth €1d4* x 1,000” €1d4* x 1,000 Potentially huge tow/crew/security burden before any sale Run as prize-capture scenario, not instant coin payout.
Lost-song math poem OGA Castle Inside procedures: “unknown epic math poem (€1,500)” €1,500 Compact high-value object with implied specialist-buyer market Drop as a strange rare prize in archive and scholar-heavy scenes.

Exceptional (~€5,000)

Loot Signal Source Context € Signal Carry/Decay/Risk Referee Use
Encounter-side offers OGA encounter line: “defaced vagabund … offers €5,000, a bomb, and a letter” €5,000 (plus €1,000 class hooks) Offer is explicitly entangling, with likely follow-through debts/enemies Contract-grade money injection that naturally propels the next session.
Shipmetal body-part windfall OGA Lesser Phylake treasure: “face, hand, or foot of pure shipmetal (€5,000)” €5,000 High-signature contraband with immediate buyer/faction attention Exceptional compact prize when phylake scenes turn violent.
Voidway debris high-end pull* OGA This Valuable Debris, This Stranger Stuff, high-value entries €5,000 to €20,000* Explicit one-year decay, faster with use; conspicuous weirdness High-value portable loot that punishes hoarding and indecision.
Air predator trophy OGA air-travel incident line: “aerolith-infused bones worth €7k” €7,000 Requires surviving an airborne apex threat Premium reward for taking the sky where death is faster.
Castaway bounty hook OGA sea-travel incident: “Castaway … [€5k bounty]” €5,000 Identity/body-hopper complications can invert who is prey Clean bounty value with immediate roleplay and trust fallout.
Falscher clone-factory bud contract OGA Free Falschers hook: “pay at least €10k for viable factory buds” €10,000 Requires infiltration, extraction, and handling highly contested living assets Turns espionage into a high-cash, high-heat job arc.

Unique (~€25,000+)

Loot Signal Source Context € Signal Carry/Decay/Risk Referee Use
Divine-builder cache spike OGA treasure clause: “an actual terrifying bit of buildertech kit (worth €50k)” €50,000 Singular high-signature artifact; acquisition and sale both trigger response Arc-level jackpot to launch hunts, seizures, and faction wars.
Gemstone matrix liquidation scenario OGA Omega Jubilee context: “mined and sold, it would net €1,500,000,000” €1,500,000,000 Not a normal market item; implies world-shaping conflict over extraction rights Use only when campaign scope expands to geopolitical/economic endgame play.

* Minimally synthesized phrasing/price-banding.

Synthesized from Our_Golden_Age.md -> treasure clauses in encounter/location prose and This Valuable Debris, This Stranger Stuff.

tags:

[gear] [source:oga] [loot-treasure-synthesis] [pass:prose-import] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; sections: RED LAND and YELLOW LAND treasure clauses; encounter payout hooks; OMEGA JUBILEE incident economy; YELLOW LAND > THE VOIDWAY LANE > This Valuable Debris, This Stranger Stuff
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#loot-treasure-and-discovery-economics
    • Synthetic_Dream_Machine_01_Quickstart.md#running-a-caravan

This Valuable Debris, This Stranger Stuff

This Valuable Debris, This Stranger Stuff

Many would say there is no Advent. They’d say it is but a legend. But what of the scattered bones and battered jewels?

d100 Treasure Effect Value
1 Incomprehensible [Something] (L2d10, else) entombed in vibrating amber. A great paperweight. Once per day: spend 1 ability point to reroll one die. Armor +1, ward +1, 2 st. €20,000
2-3 Flower Portal Beautiful and probably corrupted. Spend 1d10 life to open a 1d6 day portal to a destination. The portal changes the destination in subtle yet colorful ways. 1 st. €5,000
4-6 False Plant Actually plastic, but so perfect, it could be alive. Also, generates electricity to recharge a suit of golem armor once a week. 1 st. €2,500
7-10 Stuckforce Field It would make a useful shield or an expensive serving plate. Armor +3, 1 st. €1,000
11-15 Other Light 1d8 sparks bright as torches, trapped in forces. Spend 1 life to light for a week, 2 life for a month, 3 life for a year. Each spark illuminates one aspect. 1 sp. €75
16-25 Humming Knives 4d10 shards of shipmetal. The strongest, most inert of substances. Perfectly ductile if worked on a void anvil. 1d3 damage, 1 sp. €20
26-35 Shaved Timebones 1d4 whorls of extra time, extra space. Add an action to your round (once), or room (1 st) to your suitcase (permanent). Spend 1 life to unfold. €150
35-45 Pack of Yesterday 1 sack of Long Long Ago items, perfect as the day they were fabricated. A hundred rubber ducks or voltwagon electric beetles. 1 sk. €500
46-55 Crystal Teeth 1d10 dragon’s teeth that never wear away. Harder than adamant. 1 sp. €20
56-65 Extratemporal Flesh 1d12 fragments of life not as you knew it. Useful for biomancers who would easily make monsters. Do not eat - mutagenic. 1 st. €50
66-75 Edible Pearls 1d6 kernels of universal soul. Restore lost aura or endurance, wipes away hunger and fatigue, gives visions of the Maker. Ward +1, 1 sp. €100
76-85 Thinspace Pace 1d4 slices of side-on time, they open into parallel space. Useful for bypassing awkward encounters or walls. 1 st. €200
86-90 Unicorn Skull A doorway into another person’s dreams. Spend 1 life per activation. 2 st. €500
91-94 Synthetic Ghost A personality-block shaved and polished into a jewel. Ingest to learn a new trait, changing yourself. Sacrifice to block one power or spell. 1 sp. €1,000
95-97 Another You Just like you, but inert, waiting for a mind. 1 sk. €2,500
98-99 Generative Spring False perpetual motion coil draws power from its surroundings to charge a small item or engine each hour. Sleep holding it to lose 1 life per hour. 1 st. €5,000
100 Gravitic Belt A loop of folded reality. Spend 1 life to permanently redirect up and down, left and right in a small area. Armor +1, ward +1, 1 st. €10,000

All these gifts of the aberract decay in a year, faster if used. But while they last, they celebrate the ineffable Maker.

tags:

[gear] [source:oga] [loot-table] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > THE VOIDWAY LANE > This Valuable Debris, This Stranger Stuff
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#oga-synthesized-loot–treasure

BLUE LAND

Source, Our Golden Age: Blue Land.

Blue Land Travel Options

Blue Land Travel Options

Type Status Price
Portal A narrow week-walk thread links the Ruins Azure to Red End and Safranj. official [€200]
Right Road A week from the Ruins Azure to Metropolis (Emerald City) or the Violet City by armored bus. Soylent pink and hydration fluid are included. [€30]
Coasthugger A week to the Violet City or Metropolis by registered peacemaker vessel (bank). Local law usually by the same route (berth), but they’re infested with cultures and take two weeks. bunk / berth [€15 or €5]
Air Lane The skies are thick with archaeomagical debris and closed to private travelers. Peacemakers flag people in need of cash offer interior flapper services. Flights to neighboring lands cost double. [€200]
Local (River) Heavily armored diesel golem barges chug the Indigo River and its tributaries. rough [€5–30]
Local (Off-channel) Local porters are unreliable, as likely to be anthropophages as not. Automules are a better buy. Peacemaker defense golems (L4, bonded) make expensive porters, but worth it. strange [€15–100]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > Travel
  • see-also:

AZURE COMMERCIAL REINTEGRATION PARKS

“Everything and everyone is for sale! It’s an amazing opportunity!” —Patchick Bel-Bel Ressorum-3, reintegration consultant, former peacemaker

The Blue Land is no peacemaker shopping destination like Safranj, but it has a quaint, rural charm. Visitors should not display large quantities of cash in the streets, as they may be set upon by packs of feral post-humans who imagine that money would improve their class. Of course, it would not, but this is of little solace to the mugged tourist.

Due to poor trade links, Blue Land goods purchased abroad sell for 2d6 times their usual price. The same poor logistics mean that foreign products cost twice as much as in other lands.

The licensed reintegrator:

  1. snake head grafted onto an animatronic dummy with a vocoder speaker;
  2. electric lucky cat with eyes that bore into you;
  3. jolly cat friend with dead eyes and a critic smile;
  4. shifty wagebound with ill-lifting skin;
  5. jittery lime nomad with metallic arachnid pets;
  6. three robed figures with identical ceramic masks.

This Commercial Reintegration Park

d6 Reintegration Park Reintegrator Mien Specialty Product Quirk
1 Resources & Resources grasp, grippy, handsy bacterial biomachines overheats when excited
2 Free People Options polished, bony, silvery animated dairy products spreads like mold … uh … it’s mold?
3 Dairy Free Tech mild, moist, moldy lamarckian editors adapts to better do its job
4 Dead God Materials dry, delighted, dark detritolith extracts technology decays near it
5 Hydras and Hitches fleshy, roiling, gassy living fossils randomly animates dead insects
6 Aerolith Extractions mechanical, technical aerolith microstructures prone to levitating

Fully Vetted Nontoxic Comestables

Fully Vetted Nontoxic Comestables

d6 Item Notes Cost
1 Scavvie Skewers Swamp meats and tubers grilled on an engine block. Boost immunity, induce blue visions. €2
2 Odsettler Oathmeal Porridge with pickled fruits, sealed with an oath to the unnamed god. Said to fortify willpower if one stays silent until the next dawn. €3
3 Peacemaker Pie Military rations, mountain herbs, starchewed, and mineral spice. Boosts endurance. Overconsumption causes metallic warts. €4
4 Sacred Fondue Bioluminescent cheese and thinking fungi. Improves night vision, grants unsettling dreams. €10
5 Aerolith Ambrosia Also called “sky honey.” Traded by the eusocial bee-human colonies from their protected aerolith islands. Enhance alertness. May triggers a fear of the dark. €70
6 Detritolite Delicacies Preserved oldtech edibles harvested from the scrapstone cannery deposits. May cause toxicosis if prepared by an unskilled chef. Said to give unspecified powers and status. €350

tags:

[gear] [source:oga] [service-food] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > AZURE COMMERCIAL REINTEGRATION PARKS > Fully Vetted Nontoxic Comestables
  • see-also:

Weapons Against the Blue God

Weapons Against the Blue God

d6 Weapon Notes Cost
1 Fishing Spear It floats. Roped, so you won’t lose it. Short, 1d6+1, 1 st. €5
2 Ten Foot Pole Heirloom with bone from ten ancestors’ feet. Helps on marshy ground. Long, 1d4, 1 st. €10
3 Chitin Knife Grown from the Blue God’s fungal residue, the blade has antibiotic properties. Can be concealed in a body without causing infection. Close, 1d4+1, 5 sp. €20
4 Aerolith Bolter The aerolith stock lets it float. Good for swamps. Long, 1d10, re 10, 2 st. €100
5 “Bili” Truncheon Peacemaker microfission translator. Spend 1 life to deal an +1d6 dmg. Close, 1d6, 1 st. €250
6 Blue God Blaster Unholy two-handed burst weapon cast from the metal sinews of the Dead God itself. Close, 4d8 necrotic, re 7, 1 st. €1k

tags:

[gear] [source:oga] [weapon] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > AZURE COMMERCIAL REINTEGRATION PARKS > Weapons Against the Blue God
  • see-also:

Reintegrated Blue Land Clothing

Reintegrated Blue Land Clothing

d6 Clothing Notes Cost
1 Crocodile Shoes Arachnic chunky, injection-molded, living shoes. Bonus vs fungal & bacterial infections. 1 st. €5
2 Blue Leather Armor Squamous fabrics feed oxygen through skin. Dive +30 minutes. Armor +2, swimming, 1 st. €50
3 Cloak of Scales Swim like a manta ray. Take half damage from coherent light and fire attacks. 1 st. €100
4 Kawada Shield Hard torc of translucent god-stuff no-there-ness. Armor +1, ward +1, 5 sp. €250
5 Godflake Reliquary A cell of the Once Living God’s skin in an amulet. Ward +2, 1 sp. €400
6 Peacemaker Even outdated golem armor will overawe the Fair Bluelanders. 2 life, +2 strength. €2k
  Archaic Armor +7, heavy, powered & environmental, cumbersome, 3 st.  

tags:

[gear] [source:oga] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > AZURE COMMERCIAL REINTEGRATION PARKS > Reintegrated Blue Land Clothing
  • see-also:

Blue Land Mobility

Blue Land Mobility

d6 Mobility Notes Cost
1 Pea Felucca Shaped from a modified gramble vine seed pod, this basic vessel is used by the poorer sort of unreformed Bluelander to sail the manky slow rivers. L1, carry 2, light, shallow. €50
2 Wall Crab Arachnic-derived bio-golem. The spider’s brain is replaced with a control fungus. Quite safe. Great in the mountains. L5, carry 4, climbing. €500
3 Hydroglisseur Open watercraft with a biomechanical outboard propeller. L3, carry 4, shallow draft. €650
4 Flapper Mantoid Sentient servantebeast with aerolithic bones. Not strictly legal for private use, but if you can afford a flapper, you can afford the fines. L3, carry 2, flying. €3.5k

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > AZURE COMMERCIAL REINTEGRATION PARKS > Blue Land Mobility
  • see-also:

Sundry Rustset Souvenirs

Sundry Rustset Souvenirs

d12 Souvenir Notes Cost
1 Spore Ape Plushie Half mushroom, half monkey, all cute! Popular with kids. 1 st. €4
2 Blasted Soul Glass Preserves a shard of the Dead God’s soul. Makes a great conversation starter. 1 st. €7
3 Undead Cheese Can never go bad. Feed it milk to see it grow. Restricted in public. Dubiously edible, 5 sp. €10
4 Fossilized Curds Proof the dairy industry in the Blue Land is older than civilization itself. 100% authentic! €12
5 Mini Rainmaker Humidifier shaped like a Builder’s mountain. Great for sacrifices and moisturization. 1 st. €15
6 Aerolith Belt Buckle Carved by local artisans, it makes you feel 10% lighter. Ward +1, 9 sp. €20
7 Waterfinder Bone Light-metal machine human bone woven with runes to find water and point north. 1 st. €25
8 Gas Generator Give the little biomachines food and an hour. Stores opaque gas to fill a large room. 1 st. €35
9 Permiatumlet “Replica! Novelty item only!” Not meant to dupe or deceive peacemaker officials! 5 sp. €50
10 Artificial Watertick Extracts and store life. Holds up to 1d6+1 level life. 1 st. €60
11 Hydrated Fleshbag Regrow any missing part! Even a head! Mutagenic. Restricted due to hydra toxins. 2 st. €300
12 Singing Dreamskull Definitely not from one of the Dead God’s many drones. Dream into it to draw strength when accessing the noösphere or interacting with daemons. +1 endurance, +2 ward. 1 st. €1.2k

tags:

[gear] [source:oga] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > AZURE COMMERCIAL REINTEGRATION PARKS > Sundry Rustset Souvenirs
  • see-also:

Opportune Accommodations

Opportune Accommodations

d6 Accommodation Notes €/week
1 Chitin and Fungus Converted fungal tunnels turned into a quaint B&B. Run by a moiety of re-individuated Unblues. Cheap, clean, and faithful. €5
2 Bleak Citadel Hostel Oldtech treemaker turned into communal housing in the Blasted Field style. €10
3 Barracks Inn Spartan but safe motel chain run by the peacemaker corporations. €20
4 Rejenberc Retreat Eco-lodges high on a defunct rainmaker. Enjoy the semi-living adaptive aerolithic architecture. Experience the breathing mountains! €30
5 Indigo Moorings Houseboats for mobility with a waterfront view. Please don’t swim in the turbid waters, as there have been sightings of post-human regressives (L3, protean). €50
6 Skybreaker Lodge Luxury resort on a chain of aeroliths safely out of reach of the Ruins Azure rabble, just a cable car ride away. Comes with spore filters, blood cleansers, and an all-you-can-eat buffet famed for its game and arthropod selection. €100

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3, €50 = 4, €100 = 5.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: BLUE LAND > Opportune Accommodations
  • see-also:

PURPLE LAND

Source, Our Golden Age: Purple Land.

“It’s not a shell game. It’s a cat game.” —a tourist happy to use the local currency exchange

At first glance the Purple Land seems a fascinating place for commerce, but the multiple currencies in operation make it challenging for outsiders. Cash (€) transactions are restricted to high-ranking cat-friends and accredited representatives of outland incorporations or city-states.

Local humans and common travelers must use license bells (lbs), a category of local currencies. Meanwhile, the cats themselves only trade in favor-stone credits (₧), with all the original stones held in the Felicitous Butchery Bank, Violet City 2nd Island (FBB). Tourists using foreign currency will find themselves taken for a ride.

Purple Land Travel Options

Purple Land Travel Options

Type Status Price
Portal There are no official portals in the Purple Land to guard the Circle against the Haze. “lost” [€500]
Right Road A week to the Ruins Azure from the Violet City. Another week beyond to reach the Emerald City. Buses and road trains with luxurious quadruped accommodations ply this busy route. practical [€20–€30]
Catamaran Licensed navettes ply the exclusive economic zone of the Violet City and keep the seas surprisingly free of pirates. A week to the Red Land District or the Ruins Azure. Beyond the Ruins Azure, only vessels with Inquisition sigils are allowed. deck or cabin [€5 or €20]
Air Lane The RLD, Ruins Azure, and Sailing Isles via a single air lane cleared from the Violet City and patrolled by the Flying Fox squadron. For the rest, razor sharp stuckforce fields make the sky lethal to the unwary. Locals recount how this arcane debris tore the Error Dragons to shreds during the Grand Invasion of ‘86. Expats believe the invasion never happened. cat-egoric [€125]
Local (Core) Registered golem buses ply the old roads to the settlements living and ghost. Plantations, pleasure palaces, and other facilities are not serviced. humanitarian [€10]
Local (Peripheric) Biomechanical vechs carry goods and people among the plantation towns and restricted facilities, and even out beyond the Rim, where locals whisper of wild vomes. caravanite [€20]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > Travel
  • see-also:

This Felicitous Licensed Establishment

Purr-Purr Exchange Rates

The FBB adjusts exchange rates without notice. Not all currencies may be interchanged. Fees included.

Sell Buy (FBB) Black Market
1 cash (€) 1d100 x 10 mlbs 850 mlbs
100 brass bells (mlbs) 1d6 albs 2 albs
100 silver bells (albs) 1d6 x 0.1 ₧ 0.3 ₧
1 favor-stone credit (₧) €5 €10

For those who prefer things simple, 1 cash buys 500 brass bells, which buy 20 silver bells, which buy a quarter and dime of favor-stone. High-cat credit individuals may trade one favor-stone credit for €5, others get €2.

The master of commerce is a:

  1. snake head grafted onto an animatronic dummy with a vocoder speaker;
  2. electric lucky cat with eyes that bore into you;
  3. jolly cat friend with dead eyes and a rictus smile;
  4. shifty wagabund with ill-fitting skin;
  5. jittery lime nomad with metallic arachnid pets;
  6. three robed figures with identical ceramic masks.
# Establishment Vendor Personality Specialty Product Quirk
1 Last Table West slow, drooling, glassy steeds and servants shares your secrets with the cats
2 Fortunate Sun Wares jerky, puppet-like, stringy refurbished oldtech follows you with its bubbling eyes
3 Noon’s Saleschurch giggles, chortles, snorts nootropics, entheogenics stops working if not fed regularly
4 Plantation Pleasures slimy, gurgling, bubbly exotic foodstuffs glows when exposed to UV light
5 Coffee and Cranium soft, gentle, singing congealed “magic” texts grows if ingested or planted
6 Excession Hatch IV bird-like, taut, alert affordable luxury toys becomes translucent over time

Human Approved Comestibles and Kibbles

Human Approved Comestibles and Kibbles

d6 Item Notes Price
1 Human Kibble Not really people, ha ha. Get the Qlonvet® brand! 50 mlbs (€1)
2 Snake Frîtes Made from a local string potato. Absorbs radiation. 10 xp. 12 albs (€2)
3 Pet Slurry Traditional human food. Restores 1d6 life, reduces initiative and thought by 1. 100 mlbs (€4)
4 Haze Cake Crushed condensed haze, flowers, and bone meal. May produce groovy visions. 1₧ (€7)
5 Cat Coffee Narcotic from pre-loved megacoffee berries. Sleep to restore lost mental attributes. 100 albs (€20)
6 Steppe Burgers Saddle meat, war bread, slices of bug-repellent onion. So edgy! 1.5₧ (€10)

tags:

[gear] [source:oga] [service-food] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > PURR-PURR ENTREPÔTS > Human Approved Comestibles and Kibbles
  • see-also:

Cat Approved and Disdained Weapons

Cat Approved and Disdained Weapons

# Weapon Description Price
1 Cat Claws Get your vorpal slap on. Close, 1d4, unarmed, 5 sp. 6.9₧ (€50)
2 Force Grenade On impact creates a 3-meter cage of decayed forcefield as restrictive as an inch of rubber. After a few rounds, it explodes dealing 2d4* damage to all nearby. 11.2₧ (€60)
3 Monkey Wingblade Spirit-infused shipmetal makes the wielder lighter than air for 1 round per 1 life spent. Illegal. Close, 1d8, 1 st. NA (€200)
4 Groom Breaker A circlet that deals non-lethal psychic damage to mammals. Deals double damage to apes. Short, 1d8, re 3, 2 sp. 39.8₧ (€249.95)
5 Fairy’s Death This illegal glass blade deals double damage to fairies and cats. Report and turn in if seen. Close, 1d6, concealed, 5 sp. NA (€350)
6 Violent Cat Rifle Mk II Sturdy caseless rifle that slowly grows its own bullets, like steel coffee beans. It doesn’t look like other oldtech, but that’s probably fine. Long, 2d10, re 4, 2 st. 77.8₧ (€649.95)

tags:

[gear] [source:oga] [weapon] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > PURR-PURR ENTREPÔTS > Cat Approved and Disdained Weapons
  • see-also:

Purrfectly Cute Clothing

Purrfectly Cute Clothing

# Clothing Description Price
1 Pet Receiver Fluffy cap that lets you tele-empathically receive your pet’s needs and wants. Bonus versus mind-control. Cat-sized. Ward +2, 5 sp. 60 albs (€15)
2 Steppe ‘breaker Windbreaker with anti-radiation fibers! Resist energy attacks! Armor +1, 1 st. 2.5₧ (€14)
3 Floron Dress The living fibers self-repairs in the hazeglow. Ward +2, 1 st. 2.8₧ (€17)
4 Fairy Fur Boots So soft, they’ll make you quiet as a cat! Human-size costs double. Illegal. 2 sp. NA (€65)
5 Clockwork Exo Configurable plantation exo-skeleton. Double skill bonus when performing heavy labor. Armor +4, +3 strength, heavy, powered 6, 3 st. 2,995 albs (€159.95)
6 Manambulator A synthetic human body of fungal sinews and chitin-plate skin. For operation by one cat-sized person. Golem 10 life, +1 strength, Armor +4, powered 5, 7 st. 225₧ (€NA)

tags:

[gear] [source:oga] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > PURR-PURR ENTREPÔTS > Purrfectly Cute Clothing
  • see-also:

Violet Transport Systems

Violet Transport Systems

# Transport Description Price
1 Vortex Kite Terrifyingly unsafe. Haze powered. Used by arboreal humans and adrenaline junkies. L1, carry 1, gliding. 300 albs (€60)
2 Catamaran Navette Sleek, legal twin-hull. Comes with feline-compatible navigator for safe-passage. L4, carry 10, fast. 69.5₧ (€800)
3 Golem Bus Lumbering biomech fueled by a blend of alchemical fluids and passenger memories. L5, carry 20, slow. 24k albs (€1.2k)
4 Amethyst Palanquin Regal, carved from a single giant amethyst. Powered by the meditative purr of its passengers. L3, carry 2, slow, hovering, focus-motion. 99.5₧ (€1.8k)

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > PURR-PURR ENTREPÔTS > Violet Transport Systems
  • see-also:

Friendly Master Memorabilia

Friendly Master Memorabilia

# Memorabilia Description Price
1 Catopoly Buy, sell, and trade the most famous plantations and pets! 1 st. 150 mlbs (€2)
2 Vortex Globe A bit of living purple haze trapped in amber glass. Totally safe! 1 st. 24 albs (€5)
3 Synthrat Acts like the real thing, but there’s no gore or guts if you play with it! L0, 1 st. 1.8₧ (€11)
4 Shapepaw Scarf Traditional cat scarf picks up brainwaves and serves as a telekinetic third hand. Use it to amuse your cat master! 1 st. 67 albs (€13)
5 Anarchist Skull A reminder that all things must pass. Mounted on fordite. Ward +1, 1 st. 2₧ (€15)
6 Stuckforce Chimes Razor-sharp magitechnical decay plays the tritonal music of the spheres. 1 st. 6₧ (€35)
7 Chaos Compass Points to the nearest active portal or gate. Range 5 miles. 1 st. 13₧ (€75)
8 Haze Condensator Compresses air into a liquid. Allow an hour per liter. 1 st. 14.9₧ (€85)
9 Subconscious Serpent A furry synthetic snake that attunes to your subconscious and gives you painful insights into yourself. Ward +2, 1 st. 11.99₧ (€120)
10 Gray Sponge An alien macrobacterial sponge that filters one substance out of a body. Could be a toxin. Could be all the lymph. 1 st. 39.95₧ (€224.95)

tags:

[gear] [source:oga] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > PURR-PURR ENTREPÔTS > Friendly Master Memorabilia
  • see-also:

Purple “Palaces”

Purple “Palaces”

d6 Palace Details €/week
1 Stuckforce Skyscraper Cells anchored into a vertical pane of force with immovable rods. Trust your slumber to incomprehensible technomagical devices! 450 mlbs (€8.5)
2 Cheeseater Caravan Traditional bluelander caravan carriages in the pre-republic style. Once a month, your carriage can join ye olde plantation bus run. 200 albs or 1.2₧ (€10)
3 Coffee Castle A plantation-style hotel inside an enormous sungwood coffee tree! Reviving coffees on tap. Includes various human hunting games in the cellars. 900 mlbs (€15)
4 UV Halls Originally designed for alien visitors, guests use special goggles to see and navigate the UV-only space. Not popular with vampires. Cat Lords can see here just fine. 80 albs (€20)
5 The House of We A Long Ago vertical human storage facility converted into a luxury monastery slash hotel. Wonder at the ancients preserved in plasticite! 300 albs or 6₧ (€50)
6 Tent Mo-Ville Steppe-style glam yurts. Sentient horse servitors! Shaman sauces! More citrus specialties than you can shake a stick at. Involved in an anti-cattite scandal. 7.2₧ (€75)

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3, €50 = 4, €100 = 5.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: PURPLE LAND > Purple “Palaces”
  • see-also:

RED LAND

Source, Our Golden Age: Red Land.

Red Land Travel Options

Red Land Travel Options

Type Status Price
Portal A narrow week-walk thread links Red End to Safranj and the City Azure. All portals are favorable. Portal outlawed in the Red Land District as affectations of the corrupt capitalist False Lords. favorable [€50 / “free”]
Right Road From the Tollem, a gilt-era velvet cruiser to Red End takes a week and includes food and liberal drinks, while a coalem cargo autobus to Oranje takes just as long and includes nothing. liberal [€15]
Coasthugger From the Red Land District, a week to the Violet City, two weeks to the Decapolis. Wallows from smaller ports like Protein Extraction or Out of Bounds are irregular. Privacy costs more. steerage [€5 / €25]
Airbeast Secure public air-cutter service from the RLD to the Emerald City takes a week along well-marked air lanes clear of archaeomagical debris. Private blimps from €100. comradely [€50]
Local (Rivers) Coalem lobogolem barges connect the towns of coast and river, though passage through the Red Land District is restricted. Free humans require no permits, but pay vein fees. chugging [€3]
Local (Inland) Lobogolem land-trains, automules, and walkers serve the inland towns and remote bunker villages beyond the confluence of the Wine and Blood rivers. Sentient golems are distrusted. basic [€20]
Peripheral (Rustcountry) Ruster guides with automules and thinbreathers are recommended. Solitary travel can be dangerous, as the various iron human and falscher clans levy strange tolls and tarrifs. exorbitant [€45]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > Travel
  • see-also:

FREEBLOOD VENDINGS

Freedom is paid for in blood. Those who will not pay, cannot be free.

— traditional Red Land saying

One travels to enrich oneself, does one not? Well, in the Red Land, the gentle visitor can fortify themselves body and soul, gaining life and wisdom. Materialist visitors are reminded that, R.L.D. ideologies notwithstanding, consumption is not the lifeblood of the Red Lands. These lands run on honor, tradition, blood and soil. For what is wealth if not land?

Intoxicating Hosts

Hosts in the Red Land are fond of plying visitors with their favored vintages. Turning down a toast or beverage is rather gauche. You don’t want to be gauche to a blood-drinking vintner lord, do you?

The rich wines of the Red Land, like other mind-altering beverages, intoxicate the indulging human. Each alcoholic unit of drink occupies a burden slot, one unit dissipates every 4 hours.

This Liberal Vending

Honor as Currency

As you gain favor with a Red Lander of class and taste, they feel dutybound to host, dine, and wine you in proportion to your honor. This honor to cash conversion guide will help Greenlanders and other materialists.

# Honor Wine & Dine Value Cash Loan
1 Common no nil
2 Unknown €2 nil
3 Respectable €10 €35
4 Veritable €50 €150
5 Magisterial €250 €950
6 Majestic €1.5k €5k

The gentle traveler should be aware that overstaying one’s welcome is a faux pas and a surefire way to reduce your status. After all, it is by giving that one proves wealth and status, not by taking. No one likes a parasite.

Today’s trade-host is a:

  1. plain, plastic-draped, faceless mannikin … huh;
  2. reflection in a looking glass, a remote ghost;
  3. sturdy dwarfer with a silver neck collar;
  4. vintner down on its luck, water in its veins;
  5. tenant trader with grey skin and eyes;
  6. ruster with symbiotes replacing most of its body, wheezing as it trundles about the vending.
# Vending Name Vendor Personality Specialty Product Quirk
1 Bottle Perverse kind, hopeless, cursed glassware and ghosts rings with the echo of new creation
2 Budget Bunker paranoid, fidgety, furry golem and dress codes autoresets to factory settings
3 Chateau Cat Tails stern, tense, scarred farm labor beasts call home at every opportunity
4 Fang You Very Much cackling, handsy, prim protein beverages shrivels if not bathed in salt
5 Says Agrognome short, supple, smarmy sundry intoxicants do not clean at night
6 Steak and Sword bloodless, thin, steely rustland envirotech bleeds orange fluid by moonlight

Fruits of Blood and Soil

Fruits of Blood and Soil

# Fruit Description Price
1 Rustbroth Stew Cooked with tradimagical bacteria whose enzymes break down inedible compounds—rubber, plastic, wood, and more—into human-digestible slop. Seasoned for taste. €1
2 Hillbread Traditional worker bread made from synthetic flour. Edible for months. Packed with vitamins and mood improvers. Contains no immediately toxic preservatives. €2
3 Leech (live food) A face-sized wriggling leech, full of blood. Keep moist. Feeds a vampire for a few days. €3
4 Honor Sausage Pink slime dried in wind and sun to create a delicious, salty, arm-length cylinder of protein and fat. Also called “week-meat”. Best with large quantities of dewerker beer. €5
5 Vampire Wine A bottle of the richest ruby vintage, infused with the flesh of creation. A cup restores 1 life to a human and 1d6 to a vampire. Bottle contains 3.75 cups. €35
6 Bloodwine Orange-red regenerative vintage harvested under the Green Sun. A cup regrows a finger, the whole bottle an arm. Bottle contains 3.5 cups. €125

tags:

[gear] [source:oga] [service-food] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > FREEBLOOD VENDINGS > Fruits of Blood and Soil
  • see-also:

Top Drop Stays

Top Drop Stays

# Stay Description €/week
1 Dewerker Dormitory Synthetic sleep pods. Fully rested in just three hours! Very efficient! No chance of psychosis! Lockers for three personal items autoscan for illegal materials. €2
2 The Inn Mobile Ruster caravan camp. Beware the corrosive centipedes. Move closer to work. €5
3 Solaris Sanctuary Traditional bunker chic with illumination in the style of the first sun. Experience the light humanity evolved to enjoy! Ignore the emergent wall-sentiences. €10
4 Shadowfree Suites Permanently illuminated by the blood moon, always free from the burning Green Sun. 100% UV safe. Hotbox stocked with seven flavors of synthblood (€1 each). €15
5 Cliffside Cabins Panoramic views and laughing stars? Astral visitors? Don’t fall off. €20
6 Vintner Villa Towers Estate Premium Stays Elegant estate, falscher dancers and a secret bloodwine tasting? Perhaps even special society initiations? Multiple costumes, masques, and gowns available. €90

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3, €50 = 4, €100 = 5.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > Top Drop Stays
  • see-also:

Outsider Accommodations

Outsider Accommodations

# Stay Description €/week
1 Old Sea House Inn A mega-dormitory run by three different cooperatives, four agencies, and many imported voluntary long-term interns. Rooms are available in three colors. €10
2 Hexad Hotels For those affiliated with (and trusted by) a Hexad, accommodations are better. €25

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND DISTRICT — THE CITIES FIXÉ & MOBILE > Outsider Accommodations
  • see-also:
    • Synthetic_Dream_Machine_05_Gear_Index.md#top-drop-stays

Red Land Dress and Wear

Red Land Dress and Wear

# Item Description Price
1 Red Goggles See true colors, uncorrupted by the Green Sun. Easily detect warm, pumping blood. 5 sp. €20
2 Hiking Gear Shoes and layers to survive lowlands and high. Proof vs. rust, snow, rain, and UV. 2 st. €50
3 Furmalweave Cloak Living furry photosynthetic tissue. Water regularly. Warm by night, cool by day. 1 st. €55
4 Spore Mask Plant and chitin symbiote filters dust, spores, and toxins. Enriches air with oxygen (1 life per hour). 1 st. €100
5 Bunkerbeetle Suit Chitin carapace with synthstone platelets. Light, tough, and anti-necrotic. Armor +4, 2 st. €150
6 Truebrass Ring Powerfully antibiotic. Protects from all skin infections and most contact poisons. 1 sp. €240

tags:

[gear] [source:oga] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > FREEBLOOD VENDINGS > Red Land Dress and Wear
  • see-also:

Human Liberty Insurance Gear

Human Liberty Insurance Gear

# Item Description Price
1 Rustvolver Forged in skyfire, made to degrade. Double dmg vs. metal targets. Short, 1d4, re 3, 1 st. €25
2 Spore Spray Inactivated cyan spores cause bloating and bloodthirst. Close, 1d4, re 5, small area, 1 st. €50
3 Blood Trinker 2-way intravenous town blade. Deliver poison or steal 1 life per strike. Close, 1d6, 1 st. €150
4 Dwarfer Bolter Pneumatic bolter. Small, powerful, precise, easy to hide. Medium, 1d6, re 2, 1 st. €200
5 RLD Revolutionary Novel SMG. Works as a club (1d8) in melee. Short, 2d4+2, re 1, burst, 1 st. €450
6 Long Ago Howler Sonic blaster provokes dread, fear, and awe. Short, 2d8, re 10, small area, 1 st. €1.5k

tags:

[gear] [source:oga] [weapon] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > FREEBLOOD VENDINGS > Human Liberty Insurance Gear
  • see-also:

Unrusting Travel Options

Unrusting Travel Options

# Item Description Price
1 Automule Mule-derived biomechanical servitor. Powered by ancient fires. Dome head. L1, carry 2. €100
2 Solar Gondola Sails for the slower rivers, solar-powered propellers for faster waters. L3, carry 6, sleek. €250
3 Bloodweb Balloon The full old-school blimping experience! L1, carry 4, slow. €500
4 Dust Rover Sungwood, sinew, chitin, and fungal filters. No metal parts! L3, carry 4, fast. €1.8k

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > FREEBLOOD VENDINGS > Unrusting Travel Options
  • see-also:

Sundry Russet Souvenirs

Sundry Russet Souvenirs

# Item Description Price
1 Humanhead Steer 8-inch miniature of a reverse minotaur. Embodies the stolid spirit of the happy farm laborers of the Red Land. Use a drop of blood (1 life) to animate it for an hour. 1 st. €2
2 Backcountry Maps The old roads, as they were back before the [redacted]. Good maps cost five times more and show modern trails and novel terrors. Includes rust-and-spore proof pouch. 1 st. €5
3 Crystal Heart Glows with the gentle light of your sacrifice. 1 life per hour of illumination. 1 st. €10
4 Bled Rose Seed Grows into a protective bush when planted (L1, peeping). The blooms have eyes?! 1 sp. €12
5 Bunkerplate Puzzlebox dishes and cutlery in the style of the Long Ago rebels, decorated with scenes of humanity’s glorious revival. May be a secret map of a bunker. 4 st. €15
6 Cyan Spore Globe The polychrome spores swirl and dance like mad homunculi. Can distract vampires? 1 st. €20
7 Dormifloral Spray that puts ambulatory plants to sleep. Reload 5, 1 st. €25
8 Fogwhistle Blow your soul into a mist of many pinks. 1 life per cloud, small area. 2 sp. €30
9 Pure Sang Chalice Ceramic and silver cup that purifies blood. Takes 30 minutes. 1 st. €50
10 Bunker Key Multi-purpose human bunker access pass, including synthetic palms, realistic irises, and source code simulators. Additional eye drops and moisturizer recommended. 1 st. €200
11 Ectoplasmifactor Crystal globe of sympathetic ectoplasmic animalcules. Shatter it and everything in a small area becomes intangible for an hour. 1 st. €300
12 Friendship Dome Biomechanical autolobotomizer that makes a living or livingish creature smaller than a quadrodont (a type of pachyderm) pliable and easy to control. Single use, 4 st. €750

tags:

[gear] [source:oga] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > FREEBLOOD VENDINGS > Sundry Russet Souvenirs
  • see-also:

Pacific Phylake Towns

PACIFIC PHYLAKE TOWNS

Between overman and underman, is there room to live a human life? —Supplicant Schta Voyis, Extramural Settlement 442

Clans, tribes, and dregs who deny the blood-truth of humanity’s violent nature are drawn to the grand phylake towers. There they build settlements to live in the peace of the old gods’ ageless guardians.

This Phylake Settlement

  1. A monastery of mumblemonks and strange servants.
  2. Climbing villages and hanging gardens of quarterlings who would live on the luminous flanks.
  3. Wagon settlement of rebel vagabonds (aperu) who do not recognize the proper authorities of the cities.
  4. Lotus-farming collective community attempting to attain a group consciousness.
  5. Picket fence exurb of free falschers.
  6. Old-fashioned town of post-mortal ancestors living free of any descendants.

There Are Side-Effects

Over time, the potent anti-war fields and other energies of the phylakes cause strange changes.

  1. Eyes fade and are replaced with glowing screens.
  2. Appetites become strange and post-human.
  3. Bodies become translucent and luminous.
  4. Minds see places long lost to the present.
  5. Memories merge into procedurally generated slurry.
  6. Past and future are lost in an eternal now.
  7. The ego dies, the will is given to the phylake.
  8. Skin sprouts leaves, movement feels unnecessary.

They Trade Odd Produce

  1. Blossoms plucked from the phylakes’ nostrils.
  2. Gasses sucked from the géants’ brainstones.
  3. Lizards hunted among the monsters’ toes.
  4. Livingstones grown from the creatures’ bones.
  5. Waters percolated through the beasts’ breasts.
  6. Protein strands shaved from their body cavities.
  7. Flesh excavated from their undying bodies.
  8. Ramblings transcribed from their twitching dreams.

It is precious, delicious, transcendent, life-changing, rare, limited, restricted, and oddly difficult to digest.

SDM Synthesis: Odd Produce Trading Procedure (FTLS-aligned)

Price odd produce as cash first, then convert to barter, favors, or debt relief if desired.

Units and conversion

  • 1 sack (sk) = 10 stones (st) = 100 soaps (sp)
  • Stone-unit price = sack price / 10
  • Soap-unit price = sack price / 100

Use canonical caravan trade procedures in Quickstart:

Odd Produce Set base sack price by Area Level band and produce class.

Area Level Band Market Band [static] €/sk [active] / [dynamic] €/sk
0-4 Low 100 500
5-9 Medium 200 1,000
10-14 High 400 2,000
15+ Epic 800 4,000

Tag / Rarity Adjustment (odd produce context):

  • In-demand, rare, or dangerous tags (e.g., [active], [void], region-critical): +25% to +100%.
  • Tainted, illegal, oversupplied, or taboo goods: -25% to -100% (including no legal market).

Bulk Contracts (10+ sk):

  • Organizations usually negotiate contracts as cash, access, or rare rewards.
  • Bonus-die trinkets may be included as part of the package.

FTLS source context: Flying_Triremes_and_Laser_Swords_04_Recon_Salvage_Secrets.md#trading-salvaged-resources

tags:

[gear] [source:oga] [economy-synthesis] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: RED LAND > PACIFIC PHYLAKE TOWNS
  • see-also:

ORANGE LAND

Source, Our Golden Age: Orange Land.

Orange Land Travel Options

Orange Land Travel Options

Type Status Price
Portal A wide week-walk path links Oranje to the Emerald and Violet Cities. The path to Oranje is a mere €25, but exits cost €150 on a good day. The Cads prefer to export grain, not people. variable [€25 / €150]
Right Road From Longdam, a week to the Tollem on the Red Edge, a little more to Safranj. Food haulers have priority, so beware if using a private wicker wagon. Buses include food and drinks. prime cargo [€10]
Coasthugger Regular services are temporarily out of service, pending the resolution of some minor pirate events. Unofficial coasthuggers, or even seacutter berths, are easy to find in Duck Haven and the other ghost docks—and even reasonably safe. €5 and several days take you to the Sailing Islands, €10 and another week see you in the Red Land District or Decapolis. unlicensed deckhauler [€5 / €10]
Airbeast The gales, silver and glow clouds, and other agrometeorological oldtech structures make the skies of the Orange Land too valuable to leave open to private travel. The Cads may have fliers, but for the rest air whales graze on air plankton in peace. restricted [€200]
Local (Irr. Valley) Bone trains, undead barges, and porters are the main modes of transport. The locals will say, “if you’re in a rush, you’re doing it wrong.” Fortunately, nutripaste and the mildly intoxicating beverage Instruction are basically free everywhere. slow lane [€5]
Local (404) Council-approved transport is not available for the unlost lands or the security territories. Duckie guides and grey-market vehicles such as off-book ancestor chariots or half-legal bycicles are unusually expensive. Be warned, nutripaste supplies are not guaranteed. cash up front [€20+]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > Travel
  • see-also:

AMBER STANDARD HEDONIC STATION

“Your money is no good here!” declares the billboard atop the Garden Ziggurats. “The Great Hope provides!” announces the slogan fungus coating the granaries in a carpet of soothing truths. “Your pleasure is our treasure!” scrolls along the parapets of the dreambauchery house. —From Twelve Years A Tourist by Tarn A. Bassault,

The public slurry pump rattles and wheezes like a dying dragonscough victim. The hedonic card printer whirrs and clanks impotently. It does not recognize you as a Citizen with an allotted pleasure total.

The billboards mock your rumbling bowels.

From an alley, a bluelander in a vintage voidsuit beckons and mumbles, “Te qambo, change you, cash for cadcard? Yessi, top up?” Up close, the voidsuit reveals itself a pouchsuit, full of the necessities of pleasure and discretion a tourist might require to delve beneath the official skin of the Orange Lands.

This ASHS Station

Card in hand you slip into a corner store with a grubby sign marking it as an amber standard hedonic station (ASHS station). The vendor is a:

  1. sleek four-armed anthropoid, prowling about like a cat, encouraging you to overspend;
  2. grey-skinned human of uncertain provenance;
  3. sickly-smiling falscher covered in cultist carvings;
  4. wooden false skeleton, animated to serve;
  5. glistening giant dressed in free sailor threads;
  6. grim-looking free purplelander resident.

Hedonic Burden Review

Citizens Living of the Orange Lands do not need money—each is born with a pleasure budget to cover all their needs for the length of a standard efficient lifetime.

The Head Count University, a ministerial level confederate bureau of the Orange Lands governments, keeps strict time and energy records of every citizen to ensure a meaningful level of state function. Citizens Living whose total lifetime consumption would exceed their allocated pleasure, determined according to their pre-calculated needs, are politely encouraged to join the labor force of the Citizens Dead earlier than their statistical natural lifespan might indicate.

d6 Station Name Personality Specialty Quirk
1 Charrotte™ smiling, grinning, biting living fruits, dead fleshes products have strange ideas
2 Gastric Pleasures® cold, absent, slow organic prosthetics colors change with time
3 Happy Orchard Mart dead, wooden, pungent liquids viscous and vivid pleasurable to keep you returning
4 NutriTourist VII odd, off, oily electric ancestors share vital source codes to bond
5 Plough and Plate loud, large, in charge seeds to eat or sow ingest to reveal gratis side effect
6 Vivid in the Flesh spicy, silky, snakelike flowers to forget do not use or cook after midnight

Fresh Food Only

Fresh Food Only

d6 Item Description Price
1 Warm Nutrislurry All the nutrients a human needs, dispensed from a synthetic teat. “free”
2 Wallnut Edible nuts that grow on the livingwood buildings of the Orangelands. A perfect low-ef fort food for foreign residents. €1
3 Fieldbread Slabs of protein and carbohydrate extruded from a field dispenser. €1
4 Instruction Synthetic brain tissue inscribed with digestible skills such as sowing, hoeing, toing, or froing. Traditionally used to instruct zombies and other post-mortals. €2
5 Perfectmeat Meat that melts in the mouth from an automated hanging ziggurat tower farm. €5
6 Manna Pellets of flavor secreted by servile insect feeding on holy cabbages. Food of the Cads. €10

tags:

[gear] [source:oga] [service-food] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > AMBER STANDARD HEDONIC STATION > Fresh Food Only
  • see-also:

Traditional Orange Land Attire

Traditional Orange Land Attire

d6 Item Description Price
1 Citizen Suit Party like a local in this comfortable bright orange onesie! Armor +1, ward +1, 1 st. €5
2 Ancestor Certificate Chitin scroll box to certify you as an ancestor. Undead now ignore you. Ward +2, 2 sp. €95
3 Soft Body Look alive in vegan flesh and artificial skin! Odd on the living. Life +2, charisma +1, 2 st. €105
4 Amber Cuirass Giant amber crab shell grown to fit a human. Wired for electromagical combat: spend 1d6 life to recharge a weapon. Armor +5, ward +2, 2 st. €250
5 Spider Collar Decapitated? This arachnofungal symbiote keeps your head alive and mobile. 2 st. €350
6 Cad Robes Bone scutes interwoven with living cotton ropes and padded silk pockets. Hidden inventory (+4 sp). Armor +3, ward +3, cool, 1 st. €750

tags:

[gear] [source:oga] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > AMBER STANDARD HEDONIC STATION > Traditional Orange Land Attire
  • see-also:

Order Maintenance Equipment

Order Maintenance Equipment

d6 Item Description Price
1 Legstick Wooden femurs grown with strengthened heads. Useful against ancestors. Close, 1d6, 1 st. €5
2 Citizen Knife Small blade grown from your source code. Vibrates harmonically in your hands, dealing double damage. Close, 1d3, 5 sp. €50
3 Instruction Stone Projectiles command undead to “flee” or “fight” (hard save). Set of 12. 1d3 dmg, 1 st. €50
4 Fang Sword Sickles sung from local steelsap trees. Can carry poison. Close, 1d8, str or agi, 1 st. €150
5 Cad Whip Short-circuits human, not golem, wetware. Stuns for 1 round on 16–20. Reach, 1d6, 5 sp. €500
6 Ziggurat Rod Must be charged in the local Cad House. Bolts of electromagical plasma fry flesh and circuit alike. May draw phylakes. Long range, restricted, 3d6 damage, reload 4, 2 st. €750

tags:

[gear] [source:oga] [weapon] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > AMBER STANDARD HEDONIC STATION > Order Maintenance Equipment
  • see-also:

Personal Travel Expression (Orange Land)

Personal Travel Expression (Orange Land)

d6 Item Description Price
1 Bamboo Bicycle The sustainable solution for healthy citizens living. L1, carry 2, pedal. €25
2 Bone Tregger Rail cart using very degraded ancestors (category 5) for propulsion. L2, carry 8, slow, rail. €50
3 Canal Skirter Hovercraft grown from reeds and air jellies with a bolt-on fan. L2, carry 4, loud. €250
4 Envoy Pod Crystal pod riding the ancestral lines between Cad ziggurats. Includes amusingly neutered autopilot. L4, carry 1, fast, levitating, well-armored, immune to electromagic. €3.2k

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > AMBER STANDARD HEDONIC STATION > Personal Travel Expression (Orange Land)
  • see-also:

Approved Orange Land Comfort Purchases

Approved Orange Land Comfort Purchases

d10 Item Description Price
1 Ducky Doll Playful tribute to the diverse Orange underclass. Posable limbs and five phrases! 3 sp. €5
2 The Postmortal Gourmet Recipes for everyone, from great-uncle Umbert Scully to toddler Timaeus Truffaux. With humorous commentary by renowned ancestor chefs. 2 st. €8
3 Air Whistle Emits ultrasonic squeals that chase away air jellies. Also works on oozes. 1 sp. €10
4 Air Whale Plushie Soft, cuddly toy of the majestic air plankton grazer. Includes small booklet on these sacred creatures. Confirms your virtue. Ward +1, 1 st. €15
5 Ancestor Ring Hums lost tunes and offers glimpses into the lives of the founders of the Orange Land. Made with authentic ancestor! Do not eat, inhale, or inject. 1 sp. €20
6 Finger Guillotine Traditional Pre-Cad way to seal an oath or remember a fallen friend. Not for youths. 1 st. €30
7 Bonecraft Box It looks like a simple toy, but its challenge can hide a precious treasure (1 sp). 1 st. €40
8 Necrarbre Seedling Grow your own tiny skeletons! Impress your friends! 2d6 weeks for maturation. 2 sp. €50
9 Oranje Music Box Opened, it projects entrancing holodancers. Save or bemused. Handcrafted. 1 st. €100
10 Precad Pamphlets Illegal party materials that openly discuss the 404forgotten süjgjes (don’t speak settlements). Includes rumors of dark devices. May unlock sealed ancestral vaults. 5 sp. €150

tags:

[gear] [source:oga] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > AMBER STANDARD HEDONIC STATION > Approved Orange Land Comfort Purchases
  • see-also:

Places To Party

Places To Party

d6 Place Description €/week
1 Stackbone Stays Affordably stacked modular rooms. Basic amenities and a communal vibe. Ignore the soylent plant. Ideal for budget parties. €5
2 Canallieri Camping Ltd. Scenic camping spots along the canals. Rent tents or bring your own. Nutrient slurry on tap. Please do not feed the living waters. €10
3 ZigguRat® Inns Mid-range chain repurposing brutalist ziggurats for the service economy. Simple, yet comfortable. Grilled rat breakfasts a specialty. €15
4 Golem Gardens An odd Duckie brand. Lush, and tended entirely by golems. No zombies allowed. €25
5 OP Party Boat Rentals Vibrant canal cruises. Cozy thematic cabins. Live and dead entertainment. Casinos! We ask living guests to please not go below decks as the rowers, engineers, paddlers, and other motiles might slip their controls. €50
6 Amber H!Story Towers Upscale rooms decorated to honor different historical eras. Each has an authentic interactive ancestor on display. Please do not feed your in-room ancestors. €100

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3, €50 = 4, €100 = 5.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: ORANGE LAND > Places To Party
  • see-also:

YELLOW LAND

Source, Our Golden Age: Yellow Land.

Yellow Land Travel Options

Yellow Land Travel Options

Type Status Price
Portal A week-walk thread links the Saffron City to Red End and the Ruins Azure Special Zone. The reclusive Portal Gilded Opera auctions tickets every workday at the third gong in the Mixed Market. reclusive [€200]
Right Road Heavy freight caravans and atom trains link the inland free cities to the Emerald City and the Orange City. The Angel Smart Road Corporation offers insurance and protection. semi-premy [€35]
Coasthugger The coastal free cities turn to the sea for trade. From wallows to cutters, everything is available. The Sailing Isles and the Blue Land are a week away. decksleeper [€10]
Undine Water The Dolphin League, in alliance with the Saffron City, sail the Yellow River and open seas out to the Emerald City (1 week) and the Red Land District (2 weeks). Definitely not pirates. premium [€30]
Airbeast Gardener géants and Vulkana’s particulate clouds make the skies unsafe over much of the Yellow Land. Further east, dust walls rake the Golden Desert, driving even land-crawlers to the fissure roads. Along the coast, gentle breezes offer airwhale pastures and blimp roads. executive [€150]
Local Walkers and vechs dominate the difficult local terrain, rails are few and often disrupted, while boat traffic is heavily regulated by the local peri-trader merchant clans. affordable [€3–18]
In Town Adjacent neighborhood: 15–60 minutes. Across the whole town: 30–120 minutes. Sidewalks, crawlways, stairwells, cable cars, and living rope bridges dominate. Roads, rails, and tubes are a symbiote monopoly reserved for local producers, notables, and allies. free-ish [€0.01]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > Travel
  • see-also:

HELIODOR MERCANTILE STANDARD GOODS

This established merchant luxuriates in their established form:

  1. chitinous echinoderm vech,
  2. permaderm stonelocked lithic machine,
  3. hollowbrain golem man-carrier,
  4. brain in a vat of finmath augmentation juice,
  5. neurally augmented ambulatory spiniferous shrubbery,
  6. superior laminated plastic human with Good Looks™ upgrade.

This Liberated Trader

“They don’t make ‘em like ole’ Vidyscreen Venera anymore. Look at this raw throughput! The dynamic error control. The delicate embossing. The cryptorchid watermarks. She chungs out ten faux- dream vidyscreens a day and we, her veneralboys, we’re the only retailers. You want a vidyscreen like they had in the old days, dontcha? Special price, just for you my high frontier friend, €349. Less than a yearslave!” —Veneralboy Ta Vera,

Traducive Electromagics

Sym., HS2-1 “Dream”

Anyone can be a merchant in the Yellow Land. Everyone is a merchant in the Yellow Land. What are you if not a merchant when you buy your life cheap from your Maker and sell it dear to your owner of common capital and maker of beloved goods? If you are not a merchant, are you even a citizen?

Admittedly, most Yellow Land merchants are so far down the mercantile guild hierarchy that in another land they might be called workers-at-gigs or labor-beggars, yet—if they are citizens, they are guild members and thus own a coveted merchant evidence dragon spirit neck-lock chit.

d6 Vendor Personality Specialty Quirk
1 Martial Pung Soothers gurgling, staring, smiling singing burdenbeasts goods may emit uncanny odors
2 Speculative Dynamics hacking, reedy, wired repurposed coproliths serious stone golem compatibility
3 Torsion Exopneumatics bubbly, glossy, gilded scavenged neoldtech boiled-off serial numbers
4 Pisces Exactomart slippery, slimy, grimy simulated psychoactives expose to water for new features
5 Chortley’s Chopshop growing, glowing, fanged autonomous devices living equipment or your skin back
6 Soilborn Soul Systems venomous, toxic, hot aerosolized entertainment products may exhibit soul leakage

Consume To Create

Consume To Create

d6 Item Description Price
1 Wolfwillow Sticks Fried ambulatory wolfwillow limbs. A mildly toxic protein-rich crunch. €1
2 Dwarfermite Delicious black petrochemical spread. Keep away from sunlight or it may explode. €2
3 Dustrancher Jerky Made from dust ranch rats, not ranchers. Keeps forever. Add water to swallow. €3
4 Amuse Cube Compact generative flavor meal. Taste changes with each bite! No regrets! €6
5 Oldtech Synthmeal Ultra-processed géant nutrifac packets. Forgotten spices and possibly indigestible. €10
6 Goldrhyme Pasta Thick saffron and algae carbohydrate slabs. Hallucinogenic in large doses. €15

tags:

[gear] [source:oga] [service-food] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > HELIODOR MERCANTILE STANDARD GOODS > Consume To Create
  • see-also:

Fashion For You

Fashion For You

d6 Item Description Price
1 Duster Vest Lightweight aridwear. Looks ‘authentically’ native. Reduces water needs. Armor +2, 1 st. €10
2 Cactuskeleton Thorny symbiotic armor. Deals 1d4 damage to melee attackers. Feed it your life to increase its armor value (1 for 1) for a few hours. Armor +3, 1 st. €75
3 Hallucinosilks Adapted flowing opera robes confuse attackers, granting you a 50% chance to dodge the first attack that would hit you in combat. Armor +1, ward +2, 1 st. €150
4 Géant Bark Skin Lightweight terraforming tree plates absorb up to 10 points of damage. The bark has 10 life and regenerates 1 per day. Armor +3, ward +1, 2 st. €300
5 Vulcanized Suit Reduces incoming damage by 1 and grants electrical immunity. Armor +2, ward +2, 2 st. €600
6 Phylake Feathers The super-real frock lets you spend 1d4 life to avoid one hit per round. Ar +2, wrd +4, 1 st. €1.2k

tags:

[gear] [source:oga] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > HELIODOR MERCANTILE STANDARD GOODS > Fashion For You
  • see-also:

Self Defense Systems

Self Defense Systems

d6 Item Description Price
1 Yellow Spear Metal-and-synthbone stepper polearm. Spend 1 life: it glows for an hour. Reach, 1d10, 2 st. €25
2 Rib Bow Self-winding crossbow from dead machine géant ribs. Long, 1d8, reliable, 1 st. €100
3 Spicegun Fires hallucinogenic saffron darts. Save or confused for 1d4 rounds. Long, 1d4, 1 st. €200
4 Bloodthorn Tendril With each new foe struck, more thorns grow, granting +1 damage. Without fresh blood, excess thorns wither after 15 minutes. Reach, 1d6, 1 st. €250
5 Mood Blade Your emotions fuel its elemental expression. Rage gives ice, fear emits fire, hate sparks electric, jealousy spits acid. Close, 1d8, 1 st. €450
6 Scalar Axe Adamant-cut from a sand-dragon scale. Ignores 1 + str points of armor. Close, 2d6, 2 st. €750

tags:

[gear] [source:oga] [weapon] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > HELIODOR MERCANTILE STANDARD GOODS > Self Defense Systems
  • see-also:

Personal Travel Expression (Heliodor)

Personal Travel Expression (Heliodor)

d6 Item Description Price
1 Autorickshaw The self-balancing foot-powered cart of the masses. Cheap, rugged, dubiously branded. L2, carry 2, slow, more-terrain. +€200 for an integrated runmonculus (L1, automaton). €100
2 Dieseler Discus Dwarfer hover-disc improvised from off-the-shelf procedural oldtech remnants. Terrible fuel consumption. L3, carry 4, levitating. Propeller fans cost an extra €300. €400
3 Solar Steed Photosynthetic equine golem. Supercharges by day. L2, carry 2, fast (day), slow (night). €700
4 Skitterloose Megamorphic symbiote grown from géant tissue using reasonably cheap arthropod source codes. L3, carry 2, all-terrain, self-repairing, regenerating. €1.8k

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > HELIODOR MERCANTILE STANDARD GOODS > Personal Travel Expression (Heliodor)
  • see-also:

Saffron Souvenirs Inc. Sym.

Saffron Souvenirs Inc. Sym.

d10 Item Description Price
1 Original Carbon Authentic pre-human seeding fossil. Heretical? An excellent paper weight. 1 st. €5
2 Thornskin Wallet Ethically sourced adapted prickly human leather. Self-sealing if cut. 2 sp. €10
3 Poncho Keychain Protects from sun, heat, and (some) mind-affecting rays. Folds into a keychain! 1 sp. €25
4 Ranch Egg Incubate your burdenbeast! Corruption leak a risk. Training manual not included. 1 st. €45
5 Oldtech Table Grows to full size and generates a breathable atmosphere. Consumes 1 life per hour. 1 st. €95
6 Vital Thornseed Water with 1 life’s worth of blood to grow an instant barricade, entangling trap, or crawling caltrop. Warning: may root in flesh, handle with care. 1 sp. €150
7 Hollow Compass Spend 1 life and 5 minutes to generate a small-scale 3D radiant illusion map of surrounding structures. Great for navigating ruins! May attract hollow eaters (L5, interstitial). 1 st. €200
8 Song Barnacles Plant in your throat to taste color and sing in five octaves. May turn your speech into minimalist tonal polychrome music. €350
9 Fossilblood Nose Vibrates near petrochemicals. Explodes if used too vigorously (large 6d6* fireball). 2 st. €750
10 Voting Parasite Looks like a livinglass seadragon-salamander hybrid. Attach to your spine to gain +1 ward and voting rights in your local Decapolitan city-state. Rebinding to a new city takes €1.5k, 1 week and 2d6 life. 5 sp (none if attached). €1.5k

tags:

[gear] [source:oga] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > HELIODOR MERCANTILE STANDARD GOODS > Saffron Souvenirs Inc. Sym.
  • see-also:

S.A.F.F. Approved Stays

S.A.F.F. Approved Stays

d6 Stay Description €/week
1 Podboat Penthouses Floating aquaplant accommodations on the lakes, rivers, and bays. Not actually penthouses. 5-in-6 chance the in-pod nutrient spigot is completely safe. €7
2 Dewerker Motor Courts Hydrocarbon storage landwhale bladders turned into “cozy” rooms. Complimentary refined breakfast included. Local mechanic discount. €15
3 Nomobile Yurt Systems Walking tents shaped from landcrab-mushroom colony creatures. Out-of-town only. Faux storytelling nights included. Polychrome milk products available. €20
4 Timeworm Cysts Cool and serene time-worm caverns repackaged as a place to stay. Time passes at half speed inside. 1-in-100 chance of subtle temporal shift on exit. €35
5 Voidseed Conapts Refurbished stranded sky towers with panoramic views. Accessible by ladder or elevitation disc. Do not try to regrow the engine systems, please. €60
6 Saffranch Retreats Mind-cleansing saffron field lodgings remove an extra mental burden per week. May be somewhat remote from town center; prepare own travel solutions. €100

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3, €50 = 4, €100 = 5.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: YELLOW LAND > S.A.F.F. Approved Stays
  • see-also:

GREEN LAND

Source, Our Golden Age: Green Land.

Green Land Travel Options

Green Land Travel Options

Type Status Price
Portal Week-walk paths to Oranje, the Violet City, and Babylon Beach [ERROR]. Ten-thousander portal currently offline for non-inquisition travelers. Angelic repair is imminent. Honest. reclusive [€250]
Right Road Safranj, Ruins Azure: 1 week. Violet City, Oranje: 2 weeks. Green travel options are more expensive, but security is guaranteed by the Inquisition. premy [€50]
Coasthugger Decapolis, Coast Unblue: 1 week. Violet City, Oranje: 3 weeks. RLD: 5 weeks. The Mother City has no fleet, licensing Riverfolk, Decapolitans, and exile Bluelanders. Cutthroat competition and vast commerce makes for plentiful, cheap, and sometimes dangerous travel. rucksack touriste [€5–10]
Airbeast Yellow Land, RLD: 1–2 weeks. Unsteady spherical geometries allow only the most skilled blimp pilots to approach the Mother City itself. Air cutters ply regular routes from Beryl Wheel and Dr. Love in the Barrier Islands at the south end of Metropole Lagoon. exclusive [€100]
Local (Land) Breathswark: 1 week. Moss Gap, Upper Green, Hydric Banks: 3 weeks. Wealthier users prefer private vechs, but unionized autogolems and corporatized coalem barges also link up the upper reaches of the Green Land. basic to premy [€5–50]
Local (Urban) Adjacent district: 1–2 hours. Across the whole urban portalspace: 2d6* days. Within the major conurban zone old pod tubes and living sidewalks still offer rapid transit among the districts, even those infested by gangs, parasites, errors, and other unsavories. statusless [€0.01]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > Travel
  • see-also:

JOY GOOD DISPENSARY

“Pleasure, treasure, big surprise! Monkey, donkey, dead inside! Fritter, titter, blessed watching eyes. Wriggly bread, have no pride!” —Pleasure Eyes 2bis, Procedural Classics Vol. 172

All consumption is directed and controlled for the Greater GoodTM and private mercantile activity is strictly forbidden. All licensed dispensaries are provided by retail hives supervised by the Three Rites and tailored to the class-needs of the citizen.

According to the Guidebook on Human Cultivation (37th ed.) citizens are free to access dispensaries for the goods to live “free from the hedonic treadmill and in keeping with the collective best interest.” Practically, whether out of hunger, desperation, or boredom, most humans seek out non-dispensary vendors for food, goods, and memetics to supplement their allotted quotas.

Despite regular “pruning actions”, illegal gray and green markets abound. Non-citizens cater to the upper strata who prefer the human touch that vegetal retail drones cannot manage. The falschers and lower classes self-organize bazaars in the hollows and roadlots of the towns and cities. Secret maps and code words can lead to some spectacular shopping discoveries.

This Dispensary

d6 Vendor Personality Specialty Quirk
1 ERROR Giver glitching, cannibalistic repurposed ex-humans items crawl when not observed
2 Falscher Dispensary tremulous, hurried seed-songs for the deaf dead aetherial update modules
3 Official Dispensary slow, stern, judgmental productivity matrix items observe how they are used and comment on performance
4 Autobazaar bustling, rushed biogolem upgrades passcodes hide special items
5 Illegal Smallshop chatty, drunken, gloomy handycrafted jury-rigs regularly changes location to avoid pruning
6 Paraluxury Experience glossy, mystical, psychic oldtech sensorials demands a loyalty trust oath

Eat, Drink, Suck Air

Eat, Drink, Suck Air

d6 Item Description Price
1 Woodoola Sparkling truth-gas. Nutrient free. Refreshing, narcotic. Removes anxiety and ennui. €0
2 D-Grass Vitamin rich plant matter of the day. Available in seventeen random shapes! €1
3 Neck Tar Flavorful concentrated elementary life form “tube meat” juice. Flavorful. Honest. €1
4 Human Dish Completely authentic prehistoric Old Soil five course meal. With edible plastic tray! €5
5 Builderfruit One of the six original fruits of heaven. Expands the palate and unlock new senses. €10
6 Neolapine Recently restored based on archival footage! Three flavors of jumping rodent! €20

tags:

[gear] [source:oga] [service-food] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > JOY GOOD DISPENSARY > Eat, Drink, Suck Air
  • see-also:

Appoint Thine Corps

Appoint Thine Corps

d6 Item Description Price
1 Moss Hat A symbiotic colony of fungi, plants, and tiny arthropods. Perfumes the air and micro-doses your mind to keep away bad thoughts. Ward +2, [+] vs charms and nausea, 1 st. €10
2 Thorned Leather Vegan leather armor with self-renewing thorns! If damaged, just supply with nutrients, water, and sunlight. Armor +2, increased grappling damage, 1 st. €10
3 Accountant Robes Flowing dress in the style of the Three Rites. The high mathemagical thread count protects against metaphysical nonsense. Easy to clean. Armor +1, ward +2, 1 st. €50
4 Jump Poncho Traditional seedship hooded poncho. Available in six bright colors. Seals to protect from environmental hazards. No air supply. Armor +1, ward +2, void resistant, waterproof, 1 st. €95
5 Corpocrat Uniform Cumbersome and stifling in the subtropical heat, but it signals your status—respectable, willing to suffer to fit in. Stains easily. Ward +1, charisma +2, 3 st. €100
6 Woody Me™ A bespoke lamellar wooden golem slaved to hide your vulnerable human flesh. Unlikely to acquire free will with you inside, haha. Golem 15 life, Armor +3, strength +2, 3 st. €500

tags:

[gear] [source:oga] [armor] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > JOY GOOD DISPENSARY > Appoint Thine Corps
  • see-also:

Hunt Thine Nemesis

Hunt Thine Nemesis

d6 Item Description Price
1 Livingwood Battlestick Dense, glowing rod. Sinks in waters and rebel melons. A badge of rank, it compels compliance. Does not trigger phylakes. Regrows if broken. 1d6, [+] to intimidate, 1 st. €5
2 Thawnette Possibly a corrupted livingthorn net. Thrown, 1d4, very entangling, 1 st. €5
3 Spore Sack A fungus-grenade hybrid of some sort. Lingering spores cause intoxication in mammals, blue circuits in golems. Thrown, small area, single use, 1 st. €10
4 Lignum Pistol Living gun: a curious mix of sea squirt, cactus, and stabwillow. Each shot reduces its life by 1. Regrows overnight unless killed. Pistol 10 life, short range, 1d8, 1 st. €85
5 Aspera Ray A ruby eye encased in a madwood amplifier. Introduced after the Last Vile Falscher Desecration. Three Rites only. Rifle, long range, 2d6, heat damage, powered, 2 st. €750
6 Chain Axe Sacred weapon of the Gardener Division. Deployed against E.L.F., rogue ancestors, wood golems, and escaped carnibotanics. Two-handed, 2d8, powered, 2 st. €1.8k

tags:

[gear] [source:oga] [weapon] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > JOY GOOD DISPENSARY > Hunt Thine Nemesis
  • see-also:

Enjoy Thine Ride

Enjoy Thine Ride

d4 Item Description Price
1 Bamboo Bike A livingwood bicycle. Rotifer symbiote wheels. L1, carry 2, pedal-powered. €10
2 Arbreapart Spider Giant crawling arthropod for three-dimensional environments. Surprisingly clean passenger cysts. L3, carry 5, slow, climbing, parachute upgrade available. €400
3 Goalsie Aquatic flesh golem variant. Synthetic flesh, limited reason, muscular flippers, and a passenger belly. L7, carry 7, swift-swimming, slow-crawling. €3k
4 Corpsedrinker Mindless, proto-archaic autogolem. Luxurious, sized for builders, feeds on the refined biomatter. Wheels big enough to crush bones. L5, carry 8, armored, rumbling, roaring. €8k

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > JOY GOOD DISPENSARY > Enjoy Thine Ride
  • see-also:

Curios Et Knick Knacks

Curios Et Knick Knacks

d10 Item Description Price
1 Amusebox Procedural human culture generator. Makes the days pass less painfully. 2 st. €1
2 Shadowseeds Plant in a bit of aerolith, water, and grow a portable air-purifying parasol! 1 sp. €5
3 Rootdrinker Fungus-and-glass bottle. Draws sweet water from trees. Feeds one person per day. 1 st. €15
4 Groombat A pet (L0, cute) bioengineered to care for plants and humans with plant symbiotes. 1 st. €25
5 Soulsniffer This modified leech (L0, not cute) is drawn to souls. Used to find the soulless. 1 sp. €100
6 Copy Me Beast-egg matter keyed to your essence. Duplicates in a week. Soul not included. 1 sk. €750
7 Miller’s Mud Leftover soulmatter from the soul mills. Holds 1d100 life. Useful for powers. 1 sp. €1.5k
8 Shipsilk Illegal extra-cosmic material. Impenetrable to divine sight. Bed-sheet sized. 1 sp. €7k
9 Buildergoggles Living glasses with trapped daemons who report on the makeup, technomagical status, and psychic essence of things. Look ridiculous (charisma -1). 1 st. €13k
10 Legacy Pass Proof that you are one of the original baseline humans born Long Long Ago. 1 sp. €29k

tags:

[gear] [source:oga] [trade-goods] [chapter:caravan-trade]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > JOY GOOD DISPENSARY > Curios Et Knick Knacks
  • see-also:

Places To Stay

Places To Stay

d6 Place Description €/week
1 Human Bean™ Sarcopod Perfect vegetable pod, derived from an ancient and noble legume. Complete comfort. Includes mental cleanse, antiviolence drugs, and nutrient inserts. €1
2 Whallow Deck House For those too paranoid to stay in the living city, the many moored boat houses offer a compromise. Close to the city, but away from its spores and drupes. €10
3 Roadfriend Inc. Motel Drive in gall-pods for you and your autogolem friend (or other vehicle). Easy access to the living sidewalk and slewtube network. €12
4 Newbuild Dominator Originally an exploratory growth of urban livingstone, this novel semi-sentient architecture offers a combat escape room experience! €30
5 Neverleave Gardens Originally designed to offer a taste of the paradise planned for humans, this luxurious setting was found to overwhelm mortals and turn them into dopamine addicted rattle-boxes. Officially, it is illegal to stay here and the gardens are reserved as a tool for the Inquisition. Unofficially, well, tickets find a way. [danger, very addictive delights] €70
6 Vault of All Flesh Run by the Butcher Bankers, you get a free full-body-and-soul backup with stays of a week or more. Yes—they will even refresh your ka with refined soul stuff from the Grand Mill. Guaranteed free of all impurities and sins. €100

Accommodations also provide ticket dice: €5 = 1, €10 = 2, €25 = 3, €50 = 4, €100 = 5.

tags:

[gear] [source:oga] [service-lodging] [chapter:gear-services]

meta:

  • source:
    • book: Our_Golden_Age; section: GREEN LAND > Places To Stay
  • see-also:

Portal One Travel

Portal One Travel

Travel Notes Price
Snail Rail (authorized) Fast, legal, reliable time-tables. Enjoy the OG slurry flavors. agent [free]
Snail Rail (cargo) Flaky, prone to delays, chance bribery of discovery [check 1/day]. bribe-y [€10–40]
Floater (restricted) Trippy. Costs favors and hob-noble ill-refusable offers. hob-noble [€0–99]
Cross-Zeno Danger. Please do not stray from official paths. food + rest [€5/zeno]
Channel River Stay in your assigned quarters. Don’t feed the arthrodires (L5). flowlem [€10]

tags:

[gear] [source:oga] [vehicle] [chapter:vehicles-mounts]

meta:

  • source:
    • book: Our_Golden_Age; section: PORTAL ONE — MOTHERCITY > Portal One Travel
  • see-also:

ETERNAL RETURN KEY

SALVAGABLE ARMOR!

SALVAGABLE ARMOR!

  1. Ragger robe (+1 armor, 1 stone)
  2. Glass shield (+2 ar, 1 st)
  3. Riot pleather suit (+2 ar, 1 st)
  4. Grd [sic] combat harness (+5 ar, 2 st)
  5. Surface battlesuit (+8 ar, 3 st)
  6. Syncsuit (+3 ar, 1 st)

WHAT DO THESE SYMBOLS MEAN?

  1. Noir onion sejant crest solare
  2. Or skull rampant gate actif
  3. Verdazul aurochs passant ladder celestial
  4. Azure panther couchant neural hexagon
  5. UV hound salient living gear
  6. Titanium baobab statant shattered eye

tags:

[ ]

meta:

  • source:
  • see-also:

THIS WILL WORK FOR SELF-DEFENSE …

THIS WILL WORK FOR SELF-DEFENSE …

  1. Olduvai chopper (close, 1d4, 1 stone)
  2. Nano-knife (close, 1d6, 3 soaps)
  3. Null-ax (close, 1d8, 5 sp)
  4. Hot hammer (close, 1d10, 1 st)
  5. Eater sword (close, 1d12, 2 st)
  6. Etched revolver (short, 1d10, 1 st)
  7. Caseless rifle (long, 1d10, 2 st)
  8. Pain projector (short, 1d4 & [-], 1 st)
  9. Disarray darter (short, 1d4 & save or lose action, 1 st)
  10. Rovoam’s divider (short, 3d6, 3 st) alas, but once per day

tags:

[ ]

meta:

  • source:
  • see-also:

WILL IT STILL GO INTO OVERDRIVE?

WILL IT STILL GO INTO OVERDRIVE?

  1. Golem horse (Level 2, carry 2)
  2. Postmortal ridebird (L2, c1, vicious bite)
  3. Robot bike (L1, c1, fast)
  4. Thermonuclear bike & sidecar (L2, c2, hardpoint)
  5. Aerolithic cruiser (L3, c4, hover)
  6. Oldtech grav speeder (L2, c1, fast, ornery)

HUH, IT’S A BIT …

  1. Rusty leaky stripes dangerous
  2. Smelly loose fit flames loud
  3. Red worn out neon angry
  4. Sticky shot up logo thirsty
  5. Riddled fenced eye hungry
  6. Stiff raced face sentient

tags:

[ ]

meta:

  • source:
  • see-also: