Materials that are not otherwise copyrighted are Jonathan Nolan, 1998

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THE INCOMPLETE 
NETBOOK OF MAGICAL TECHNOLOGY

1st Edition - "let 'offend all purists' be our watchwords"

By Jonathan Nolan
assisted by 
Trudi "Heliotrope" Molenaar
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CONTRIBUTE! YOU KNOW YOU WANT TO !

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"...There is a race of men, there is a race of gods; both draw 
the breath of life from the same mother... But the powers are 
separated, so that men are nothing and the others are masters 
of the luminous heavens which are their citadel forever. Yet we 
all share in the great intelligence, we have some of the strength 
of the immortals, although we do not know what the day has in 
store for us, what destiny has prepared for us before night falls..."
                                                                                      Lucretius

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INDEX:

Animal Analogues - magic robot animals
Area 51 - old news
Artefact Evaluation - figuring out techno-items - Dragon Technique
Blackmoor Items - oldies but goodies...
Ceramics, Polymers and Resins - metal substitutes in tubes
Chak Lightweapons - from published adventure "The Needle"
Cybermen - Less Than Human
Falconer - Steelboned Magical Cyborg
Hands of Remote Action - cf Enc. Magica, Vol.2 @ p.565
Heretic Weaponry & Items - by Xeno  (mlsheltn@cc.memphis.edu)
Magens - Mystaran test tube humanoids
Mecha - wearpuppet humanoid tanks
Mechanician Spells - Gearcog Grimoire
Nestene Consciousness- alien intelligence in a plastic body
Proficiencies - a little knowledge...
Q-Division - tinker, failure, solder, scry...
Runepads - magical control pads
Sensor-Globes - soda cans of the Intellect
Silencers - the Men In Black... only not so funny
Techno-Dungeons - quick and dirty technology dungeons
Tin Man - Tin Golem from published adventure "The Needle"
Trading Companies - adventurer organisations
Warehouse - contents of a certain warehouse

Copyright Notice

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ANIMAL ANALOGUES

Animal Analogues are magical animates similar to Golems and Magens.
The Animal Analogues are made either using specialised Mechanician
Proficiencies (q.v.) or by using a process almost ideintical to that of creating
an Iron Golem.

Each Animal Analogue consists of a well-prepared skin, carapace or fur sheet
derived from the animal to be imitated. Under this covering a metal framework
is arranged so as to provide articulation that will let the Animal Analogue move 
the same way that the living beast does. Deep inside this construct there will be
a powerfully enchanted gemstone, polished crystal or kiln-fired clay tablet upon
which will be inscribed the animating magics as well as the dweomers to make
the Animal Analogue an instinctive simulation of the creature - it will twitch and
react like a somewhat drugged slightly slower version of the living beast.

Each Animal Analogue can have two properties of the living creature as well as
movement at 2 points lower than the living beast. All movement is somewhat
clumsy. For example, an Animal Analogue of a creature with a movement of 12
would move at 10. The minimum movement rate is 2. Any MC for a flying
creature will be one class worse than the living version, to a minimum of E.
Animal Analgoues usually have as many Hit Dice as the creature that they imitate, 
but they roll their hit points on six-sided rather than eight-sided dice. Armor Class
is as for the living creature. Animal Analogues have no real intelligence or alignment
as they are of course essentially a form of Golem.

For example, Retarion the Animator, a Mechanician of Sulkmoon, chooses to
make a Pegasus Animal Analogue. He selects flying and hoof attack as the two
properties the creature will have that a living Pegasus has. The hoof attack does
the same damage, and the flight the wings provide is movement rate -2 and with
a MC one class worse, in this case D. The base AC of the animate is as for a 
Pegasus.

CREATION OF AN ANIMAL ANALOGUE:

Proficiency Method:

Biodynamics roll;
Mechanical Engineering roll;
Taxidermy roll;
Electromagnetic Thaumaturgy roll at -2;
Computer Programming roll at -4.

The cost in toto for the creature will be approximately 200,000 gold, and the 
process will take 3 months. Optionally the DM can impose at will any further 
time and rolls necessary for researching the biology of the creature, its
appearance and powers, and so on.

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AREA 51

Area 51 is a research facility so secret that even high-level adventurers 
can't get in or even obtain much information about what is inside.
RUMOURS: (give them to the players one at a time)
1	Area 51 is a dungeon inhabited by a race of evil Aliens.
2	Area 51 is the home of a cabal of technical wizards who spend
	their time designing high-performance spaceships.
3	Area 51 is the site of ancient magical siege weapon tests. The
	ground is still soaked with eldritch radiation and wildmagical
	fallout effects.
4	Area 51 is home to a top-secret elite squadron of Dragons and
	their Dragonriders.
5	An enormous dungeon complex is hidden beneath the desert
	sands at Area 51.
6	Grimlocks, Deroes and Derroes are in a terrible conspiracy with
	a set of conspirators hell-bent (literally) on taking over the
	national government by stealth.
7	Area 51 is a high-security prison for captured extra-terrestrial
	villains.
8	Area 51 is a secret test facility for highly-destructive magical
	Siege Weaponry that has been incorporated in flying golems.

There are numerous sensible hooks for adventures in and around Area 
51, including these actual examples from our campaign:
1	The party witness a "daylight disk" UFO land nearby. They 
	discover another party, all of whom are dressed in odd green 
	clothes (camouflage fatigues). This other party are mostly 
	Rangers (or Anti-Rangers) who leave with some physical 
	evidence without enlightening the heroes. The heroes manage to 
	track the Rangers back to... you guessed it, Area 51!
2	One of the party members buys a weird item at a market. No 
	sooner have they done this than Silencers and MiB-style Deroes 
	and Derroes start hassling the party until the item is stolen 
	mysteriously. The party research their foes' nature and uncover 
	rumours about Area 51.
3	The publisher of the New Pikeford Gazette hires the party to 
	break into Area 51 and scout out what is in there for a huge 
	reward.
4	After test-flying a recently rediscovered ancient starship, the
	party discover while orbiting the campaign world that there is
	some sort of secret base in the desert with what looked like
	underground hangars, until their huge doors were hurriedly 
	closed.

Area 51 in my campaign is called "Whitebird Manorhouse" in the Grand Duchy 
of Kirbey. Recently a militaristic dictatorship trying to evade being uncovered by 
the worldwide peacekeepers known as the Berserkers was using Whitebird Manorhouse 
as a base, now it is a mysterious and supposedly deserted area...

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ARTEFACT EVALUATION

               FIGURING OUT TECHNO-ITEMS
                            Dragon Technique
In the absence of someone to instruct the character in a techno-
item's use, a character may attempt to puzzle out it out on their own.
To do so, a player rolls on the appropriate Investigation Tables given
herein. Then he rolls a 1d10 for each round the character spends
puzzling out the item. Following the directions in the Table and
starting at Start. The following modifiers apply to each roll (all
modifiers are cumulative):

     Intelligence less than 10.................................... +1
     Intelligence greater than 14................................. -1
     Similar object seen in use................................... -1
     Object has been explained by someone familiar with it........ -2
     Operated similar object previously........................... -2

INVESTIGATION TABLE: Weapons

Start
1-6  go to B
7-8  go to C
9-0  go to A

A
1-4  go to B
5-7  go to Start
8-0  DISCHARGE!

B
1-5  Finish
 6   go to Start
7-8  go to A
9-0  DISCHARGE!

C
1-5  go to B
6-0  go to Start

Discharge - weapon goes off, injuring the user or some nearby person.
(If both results are possible, then 50% chance of each.)

INVESTIGATION TABLE: Simple Non-Deadly Items

Start
1-5  go to C
6-8  go to A
9-0  go to E

A
1-4  go to B
5-0  go to Start

B
1-5  go to C
6-0  go to A

C
1-4  go to D
 5   go to A
 6   go to Start
7-8  go to B
9-0  go to F

D
1-3  Finish
4-5  go to B
6-7  go to F
 8   go to C
9-0  Item Destroyed

E
1-4  go to Start
5-8  go to C
9-0  go to F

F
1-4  go to C
5-8  go to E
9-0  Item Destroyed

INVESTIGATION TABLE: Complex Non-Deadly Items

Start
1-6  go to C
7-8  go to A
9-0  go to F

A
1-3  go to C
4-6  go to B
7-0  go to Start

B
1-4  go to D
 5   go to C
6-0  go to A

C
1-5  go to D
6-7  go to B
8-9  go to A
 0   go to Start

D
1-4  go to E
5-6  go to C
 7   go to B
8-0  go to I

E
1-3  Finish
4-5  go to D
6-8  go to J
9-0  Item Broken or Destroyed

F
1-3  go to C
4-6  go to Start
7-8  go to G
9-0  go to H

G
1-4  go to D
5-6  go to C
 7   go to F
8-0  go to I

H
1-4  go to G
5-8  go to F
9-0  go to I

I
1-4  go to D
5-6  go to G
 7   go to H
8-0  go to J

J
1-5  go to E
6-7  go to I
8-0  Item Broken or Destroyed

     Weapons consist of all death-dealing devices. Simple non-deadly
items consist of motorcycles, radios, televisions, flashlights, etc..
Complex non-deadly items consists of automobiles, computers,
audio/visual systems, electronic equipment, etc..

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BLACKMOOR ITEMS

This is the original description of Blackmoor items, published in
DA3 City of the Gods, 1987, a setting that was a part of what later
became the world of Mystara (DUNGEON & DRAGONS(R) Game, Expert).

ALIEN DEVICES

The alien technology in this module includes many powerful devices
that can be acquired and used by the PCs. While you, the DM, know
that these items are simple tools or mechanical devices, residents of 
Blackmoor perceive them to be magic items and treat them
accordingly, giving each a name that expresses its power in
understandable terms.

This section lists all of the common alien devices corresponding to
magic items. Each item is listed by its proper name, followed in
parentheses by the name by which the item is known to non-aliens.
Each listing has a short description of how the item appears to
non-aliens, followed by a discussion of its functions.

Alien devices are made from super-tough ceramics and acrylics and
from other exotic substances. Unless otherwise noted, they can't be
harmed by non-magical weapons or tools. Also, unless otherwise
noted, all items that use a power pack are powered by the same type
of 1" x 2" x 1/2" pack, and all power packs are fully charged when
discovered (minus any charges used during the encounter or melee in
which the PCs discover them); all standard power packs are
interchangeable. Used power packs can be recharged in Beagle 's
power plant (which is in a high security area not open to the PCs).
In some cases, alien devices are activated or controlled by voice
command. Generally, these devices understand only Galactica (the
language of the Galactic Federation) and the coded battle languages
of the Federation Fleet. They do not respond to Common unless
specially programmed to do so. Often, items respond only to special
codes given in a battle language.

Alien devices aren't intended for use by non-technological species.
It is especially easy for those not trained in their use (e.g. the PCs) 
to improperly insert a power pack, thus damaging the item.
Each time one of the PCs tries to change a power pack, there is a
50% chance that he damages it so that it no longer functions.

Battle Armor (Godsuit)

Description: This item looks like a smooth, wondrously light and
thin stocking but one that has been knit with arms and legs to
cover the entire body. Woven into the stocking's neck is a small
oblong box.

Functioning: All aliens and Soldiers of the Frog wear this tough
battle armor, a type of form-fitting, light-weight acrylic mesh. A
sensor in the "oblong box" tells the suit when it is being worn and
causes it to emit a repulsion field that gives the wearer AC 0 without 
adding to his encumbrance. The "oblong box" contains a
standard power pack. Squeezing the box in the palm of the hand
causes it to eject its power pack. A new pack can then be slid into
the box. Each new pack powers the armor for 4 months. Power packs
already in suits discovered by the PCs are good for 1-4 months.

Communicator (Talk Box)

Description: This item is a gray egg-shaped device that fits in the
palm of the hand. A retractable metal clip extrudes from one end.

Functioning: This communicator lets the user have a two-way
conversation with anyone who has an implant or communicator or with
any device that is plugged into the alien communications network (a
computer, for example). Communicators have a range of 48 miles.
They can always receive anything being transmitted on their band.
When in transmit mode, they transmit all sounds within 12" inches.
A character activates a communicator by giving the transmit signal
(a verbally communicated alphanumeric code, in most cases). The
small clip is a belt clip that can be thumbed out for carrying or
thumbed out of the way when the device is in use. If the user tells
the communicator to "translate", it automatically translates
everything that it receives into whatever language the user is
speaking. His own words are not translated. Squeezing the base of
the device causes it to eject its power pack. A new power pack can
then be slid into the base. Each pack can power the device for six
hours of continuous use (about 24 conversations).

Glow Wand (Magic Torch)

Description: This item is a six-inch long, one-inch diameter gray
metal tube with a translucent cap of some smooth, dense material at
one end. The tube has parallel ridges running along its length.

Functioning: The item is a sophisticated portable light source. The
"cap" is actually a combination lens/light source. To make it emit
light, the user twists it clockwise. The lens immediately begins to
cast a diffused glow. The further it is turned, the brighter and
more focused the light becomes. Turning the lens in the opposite
direction decreases and diffuses the light. Turning it all the way
in the opposite direction shuts the light off. The glow wand is
powered by a standard power pack inside the tube. The pack can be
removed or replaced by pressing against one of the tube's ridges,
causing an access panel to spring open. The panel snaps shut when
pressed back into place. Each power pack is good for 24 hours of
operation.

Grenade (Death Egg)

Description: This item is a smooth, heavy, egg-shaped ball, no more
than an inch thick at its widest end. There is a small seam in the
middle of the ball. The ball comes in six colors: red, yellow, black, 
blue, green, and gray.

Functioning: Each grenade can be thrown (up to 60 feet) or fired
from a grenade launcher. However, if the grenade is inactive (its
normal state), it can be thrown or fired all day, and nothing will
happen. Before it can explode, it must first be active (or live, as
the aliens say). To make a grenade active, it is necessary to twist
the two ends in opposite directions until there is a click. The
grenade then explodes five seconds later. The effect of the
explosion depends on the grenade's type. The different colors
indicate different types. These include:

Gamma (red): This type emits a powerful blast of radiation. All
entities within 30 feet must Save vs. Death Ray. Those who fail
their saving throw sustain 8-48 points of damage. Those who make
their saving throw sustain no damage. Gamma grenades do no damage
to the surrounding area.

Light (yellow): This type creates a globe of light 60 feet across.
It is similar that created by the magic user spell continual light,
but it lasts only one turn. Those who are looking directly at the
grenade when it first explodes must make a Saving Throw vs. Spells.
Those who fail the saving throw are blinded for one round. Those who
make their saving throw are unaffected.

Opacity (black): This type creates a globe of darkness 60 feet
across. It is similar to that created by reversing the magic user
spell continual light, but it lasts only one turn. Opacity grenades
can't be used to blind characters.

Sonic (blue): This type emits a destructive, but focused, blast of
sound. All entities within 5 feet must Save vs. Paralysis. Those
who fail their saving throw sustain 12-48 points of damage and are
paralyzed for the next 6 turns. Those who make their saving throw
are unaffected. Sonic grenades destroy all furniture and fragile
items within range. They damage doors just as if the door was a
character. If and only if they explode while wedged against a wall
or floor, they blow a hole in the surface (one-foot thick, if the
surface is stone or metal; three-feet thick if it is earth or
wood).

Neuron (green): This type emits a cloud of mild nerve gas. All
entities within 30 feet who aren't wearing a functioning pressure
suit must Save vs. Breath Attack. Those who fail their saving throw
sustain 1-4 points of damage and are paralyzed for the next 6
turns. Those who make their saving throw are unaffected. Neuron
grenades don't affect machines (including robots), golems, living
statues, or inanimate objects. The gas need not be breathed to be
effective - it just has to touch an exposed surface. However, armor
and clothing are no protection from the gas.

Tangler (gray): This type emits a dense monofilament web that
twists itself around whatever it encounters. All entities within 10
feet must Save vs. Magic Wands. Those who fail their saving throw
sustain 1-4 points of damage and are entangled in the web. They
can't move until they are cut free. Those who make their saving
throw are unaffected. It is necessary to inflict 3-18 points of
damage on the web in order to free each entangled character. Only
magic blades and acid affect the web. Since the web responds to
resistance by tightening around its source, characters who try to
struggle free of the web sustain an additional 1-4 points of damage
(from the cutting effect of the monofilament) during each round in
which they struggle.

Grenade Launcher (Wand of Death Eggs)

Description: This dark gray, foot-long, inch thick tube is open at
one end and closed at the other. There is a red bump on one side.

Functioning: The closed end holds a standard power pack, a
propellant pack, and all of the micro-circuits needed to fire the
grenade launcher. The cap can be removed by simply unscrewing it.
The red bump is a firing button. To use the launcher, drop a live
grenade in it, aim it where you want the grenade to go, and press
the firing button. With a soft plop, the grenade flies toward the
aiming point. It takes one round to arm the grenade, load, and
fire. The launcher has a maximum range of 300 feet, but is highly
inaccurate ( + 5 to the hit roll) above 120 feet. Each new
propellant and power pack inserted in the launcher is good for 24
uses. Those packs already inside a launcher when it is discovered
by the PCs are good for 2-24 uses. If the device is triggered while
it contains more than one grenade, it explodes, doing 3-18 points
of damage to the user plus any damage done by the grenades (which
also explode).

Hand Blaster (Wand of Sunflame)

Description: This dark gray, L-shaped device is made from some
smooth, dense substance and is molded to fit a human hand. The part
that fits most comfortably in the palm is studded with tiny buttons
and protrusions. The other part ends in a thin tube.

Functioning: This small, easily concealed weapon works like a wand
of fireballs (doing 6-36 points of damage at a range of 240 feet
whenever a small stud in the front of the pistol grip is pressed).
The weapon has a standard power pack in the grip. Moving a slide on
the grip causes the weapon to eject its power pack; it can then be
reloaded by simply sliding a fresh power pack into the bottom of
the grip. Thumbing open a panel in the back of the grip exposes a
vertical gauge whose red indicator line shows how many charges are
left. The panel snaps shut when released. Each new power pack
inserted in the weapon is good for 24 uses. The power pack already
in a weapon when it is discovered by the PCs is good for 5-20 uses.
Heavy Blaster (Staff of Sunflame)

Description: This device actually looks more like an unwieldy club
than a staff. The smooth, dense, dark gray substance from which it
is manufactured is studded with arcane bumps and bulges and it is
broader and heavier at one end, tapering to a thin tube at the
other.

Functioning: This shoulder-fired weapon works is the size of a
crossbow (but is much lighter and is shaped like a rifle). It works
exactly like a wand of fireballs, but does 8-48 points of damage at
360 feet whenever a small stud in the underside of the stock is
pressed). The weapon has a standard power pack in the stock. Moving
a slide on the stock causes the weapon to eject its power pack; it
can then be reloaded by simply sliding a fresh power pack into the
butt-end of the stock. Thumbing open a panel in the top of the
stock exposes a vertical gauge whose red indicator line shows how
many charges are left. The panel snaps shut when released. Each new
power pack inserted in the weapon is good for 24 uses. The power
pack already in a weapon when it is discovered by the PCs is good
for 5-20 uses.

Implant (Talk Spell)

Description: This item consists of a small metal and ceramic button
in the back of the skull, just under the ear. This button is normally hidden 
under the skin, but may be revealed by a wound.

Functioning: All aliens have a miniature transmitter-receiver
implanted in their mastoid bone. This implant lets the alien have
a two-way conversation with any other character who also has an
implant or a communicator or with any device that is plugged into
the communications network (a computer, for example). Implants have
a range of just four miles. They can always receive anything being
transmitted on their band. They only transmit the sounds made by
the character in whom they are implanted when he gives the transmit 
signal (a specific combination of teeth clicks). Non-aliens commonly 
interpret the receipt and transmission of signals in this way as the 
result of some arcane spell, especially since the aliens usually 
communicate using their own battle language, which is not 
understandable by non-aliens. Unlike communicators, implants do not 
have a translator function. They have their own power source. 
An implant ceases to function if it is removed from the alien in 
whom it is implanted or if that alien is killed.

Light Saber (Sword of Light)

Description: This item is a six-inch long, one-inch diameter gray
metal tube with a red lens of some sort at one end. The tube is
banded with ridges of metal and contains a small plate near the
lens. The plate is inset with a variety of studs and small flashing
lights.

Functioning: This is a light saber, a weapon designed for
deep-space combat where it is desirable that pressure hulls not be
damaged by casual blaster fire. The end with the lens emits a
three-foot long by one-inch diameter controlled beam of light bent
to form a lethal blade. Treat this weapon like a sword + 4. It is
activated by pressing one of the studs in the control plate by the
lens. The other studs are used to regulate the blade's length and
width. The flashing lights are used to monitor its status and are for 
diagnostic purposes, only. The light saber is powered by a
standard power pack inside the tube. The pack can be removed or
replaced by pressing against one of the tube's ridges, causing an
access panel to spring open. The panel snaps shut when pressed back
into place. Each power pack is good for 12 minutes (72 rounds) of
continuous operation.

Medkit (Cube of Healing)

Description: This item is a smooth, white 4-inch white cube. One
side of the cube is covered with flashing lights and strange
symbols. There is a small stud in one corner. The opposite side has
dozens of shallow indentations. The remaining four sides are blank.
Functioning: When the side with the shallow indentations is placed
next to a character's skin and the medkit is turned on by twisting
the stud, the item performs a medical exam on the character and
displays the results (including its diagnosis,if any) by flashing
lights and changing the symbols displayed. The results include a
readout listing any treatment that it is performing. If the machine
is not turned off within 10 seconds of a course of treatment being
indicated, the medkit executes the treatment. This may include
debriding and sealing any wound over which it is placed, slathering
ointments of various kinds on burns or irritations and/or
spray-injecting the patient with one or more drugs. The medkit
doesn't actually heal the patient, but it causes normal (but not
magical) healing to proceed at four times the normal pace. The medkit 
only works in this fashion when applied to humans. It isn't
designed to treat non-humans. If used on a nonhuman (including a
demi-human), the patient must make a Saving Throw vs. Poison or
sustain 6-24 points of damage as a result of malpractice. Medkits
don't use power packs; they have their own internal power source.
Each medkit can boost the healing of 100 points of damage.

Needler (Wand of Poisoned Dreams)

Description: This dark gray, L-shaped device is made from some
smooth, dense substance and is molded to fit a human hand. The part
that fits most comfortably in the palm has a stud and several tiny
protrusions. The other part ends in a thin tube.

Functioning: This small, easily concealed weapon fires small hollow
steel needles containing a paralyzing drug out to a range of 60
feet whenever the stud in the front of the pistol grip is pressed.
Entities hit by the tiny needles must make a Saving Throw vs.
Paralysis. Those who fail their saving throw suffer 1-2 points of
damage and are paralyzed for one hour. Those who make their saving
throw suffer 1-2 points of damage, but are not paralyzed. The
small, light-weight needles tend to shatter when they strike heavy
armor ( + 5 to the hit roll when fired at characters in plate mail
or monsters that are AC 3 or lower). The weapon has a standard
power pack and a tiny ammo pack (the same size as the power pack)
in the grip. Moving a slide on the grip causes the weapon to eject
these packs; the weapon can then be reloaded by simply sliding
fresh packs into the bottom of the grip. Each new power pack inserted in 
a needler has 24 charges (uses), and each ammo pack contains 24 needles. 
The packs already in a needler when it is discovered by the PCs are good 
for 5-20 uses. Thumbing open a panel in the back of the grip exposes a 
vertical gauge whose red indicator line shows how many charges are left. 
The panel snaps shut when released.

Pressure Suit (Suit of Lights)

Description: When inactive, this item looks like battle armor with
a hood and a slightly larger box woven into the neck. When it is
active, it gives the wearer a multicolored aura.

Functioning: A pressure suit has the same characteristics as battle
armor, but it also creates an atmospheric envelope around the
wearer. Characters wearing a pressure suit are immune to the
effects of heat, cold, and lack of atmosphere. The suit needs to be
recharged after every 12 hours of use. Recharging consists of
replacing the standard power pack that powers it and hooking the
box woven into the neck up to a small nozzle found next to the
keypad in any of Beagle's locks.

Riot Stick (Wand of Pain)

Description: This item is a 24-inch long, one-inch diameter, smooth
white stick with a grip at one end. The butt of the grip can be
twisted. Attached to the center of the butt end by a strap is a
pair of odd, shiny black gauntlets.

Functioning: This so-called riot stick is designed for use in
controlling shipboard mutinies. Twisting the butt of the grip
clockwise sends electrical current through the stick (but not the
grip, which is insulated). The further clockwise the butt is
twisted, the more current charges the stick. Small alien numerals
along the grip show the 10 possible settings. At the lowest
setting, an unprotected individual touched by the stick gets a
minor jolt of electricity that does no damage, but does startle the
individual. At the next lowest setting, the stick does 1-2 points
of damage. At the third setting, it does 1-4 points of damage. At
each setting above the third (4-10), it does two additional points
of damage (for a maximum of 15-19 points at the tenth setting). The
device is powered by a standard power pack inside the grip. The
pack can be removed or replaced by twisting the grip counterclockwise 
from the off position, causing the butt of the grip to pop free and 
revealing the location of the power pack. The butt can be closed 
by twisting it clockwise. Each new power pack inserted in this item 
is good for 24 uses. Packs already in the item when it is discovered 
by the PCs have 5-20 charges (uses).

Snoopers (Far Seers)

Description: This item consists of a pair of short tubes joined
along their sides by some rigid material. The tubes are filled with
layers of some clear substance and can be seen through. Connected to 
the tubes is a strap of some flexible stretchy substance.

Functioning: This item is actually a set of goggles that are held
in place by an elastic strap. The "short tubes" contain lenses
through which the user looks. Sensors in the sides of the snooper
goggles react to the focus of the user's eyes, multiplying the
effect of natural focus so that the harder the user looks at an
object, the more it is magnified. At maximum focus, the user sees
up to four times as clearly and four times as far as other
characters. When the user stops focusing, the magnification steps
back. Similar sensors compare the light requirements of the user's
eyes with the amount of ambient light and multiply the brightness
of available light sources like a starscope so that the user always
sees as if it were daylight, providing there is any light to be
multiplied. In situations where there is no light source available,
the user need only toss his head in a certain way to kick in
special heat sensors that give him infravision per the magic user
spell of that name. Snoopers don't use power packs. However, their
delicate lenses are easily broken. There is a 2 % chance per use
that this item is made useless by damage.

Translator Badge (Medallion of Speaking)

Description: This item is a one-inch diameter button fixed to a
pin, so that it can be attached to clothing. The button has two
parts, a stationary center and an outer circle. A metal rim around
the center contains a small arrow pointing toward the outer circle.
The circle contains runes and revolves when turned. The center of
the button contains two glowing runes one of which matches runes on
the outer circle. Depressing the center causes the runes to change
or disappear.

Functioning: This item translates the spoken word into other
languages. The words of the wearer are translated into the
languages represented by the outer circle; all other speech is
translated into the languages represented by the center. The arrow
in the metal band is an indicator used to show the language into
which the wearer wants his words to be translated. The item has a
tiny speaker that broadcasts its translation in such a way that the
translated words seem to be coming from the mouth of the speaker.
Pressing the center of the item turns it on and off or changes the
language into which the words of speakers other than the wearer are
being translated. The glowing runes in the center correspond to the
languages into which the various speakers' words are being
translated. One of the runes on the outer circle is a "wild card"
that represents the language of the first speaker whose words arc
heard by the device after it is turned on. If the speaker's
language is unknown, the device gradually builds up a vocabulary
and grammar for that language by recording and analyzing the
speaker's words. In order to assist it in this task, the button
contains a small imaging device for use in recording noun referents
and body language. Translators can be plugged into computers and
can then download the data they contain directly into computer.
They have their own built-in power source and are designed to be 
thrown away when power is depleted (after 5-20 months).

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CERAMICS, POLYMERS AND RESINS

Ceramics came to prominence in Athas, although elsewhere in the Omniverse
they had been used for millenia. Polymers, a form of longchain plastics not at
all common in AD&D campaigns, are normally only encountered when an 
Elementalist summons hydrocarbons from an Inner Plane. Resins are more 
common, although their use to make "Green Adamantite" and other mysterious
compunds is a recent innovation.

Ceramic items generally weigh 50% of their metal equivalent, if there is one, and
are 25% more likely to shatter or break. On the plus side, they are immune to
effects such as Crystalbrittle and Rust Monster powers. The normal means of
creating ceramic armor, items or weaponry is for a Ceramics Worker to simply
slip cast, mold or hand fashion them, treat them in a kiln and glaze them.
Magical Ceramic items cost but 85% of their metal equivalents as the dweomers
in many cases can be painted on them or components pressed into them easily.
Ceramic items have all the powers and damage ratings of their metal equivalents.

Polymer items generally weigh 25% of their metal equivalent, if there is one, and
are 15% likely to deform, bend permanently or melt in use. On the plus side, they 
are immune to effects such as Crystalbrittle and Rust Monster powers. The normal 
means of creating  plastic polymer armor, items or weaponry is for a Plastics Worker 
to simply slip cast, injection mold or conjure them and paint them.
Magical Polymer items cost but 55% of their metal equivalents as the dweomers
in many cases can be painted on them or components pressed into them easily.

Resin items are exceptional in quality as resins developed by Elves, Druids and 
Ranger craftsmen create a substance resembling green-tinted adamantite. This
metal-like nonmetallic substance has all the properties of adamantite but is a 
genuine nonmetal and so has none of the susceptibilities of metal objects.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CHAK LIGHTWEAPONS

[this creature and item is from the absolutely excellent free download 
module at the TSR site, I11 "Needle"]

The Chak are a race of intelligent beings closely related to phase spiders. They are the 
dominant creatures on the moons of some game worlds. The Chak have prospered 
as merchants, trading among many of the races of the Inner Planes of Existence. 
Their society is large and advanced. Planets are ruled by local kings serving an 
emperor who rules from the race's home planet somewhere in the Prime Plane.

The most common weapon used by the Chak is the lightwand, a seemingly innocent,
 light-producing device which, when fitted with a special control ring, can be
fired as a laser (range 120', #AT 2/round, Dmg 2d8, save vs. wands for 1/2 damage; 
target treated as AC 10 modified for magic or dexterity only).

A lightwand produces soft light to a 30-foot radius when struck against a hard
object. This effect lasts for one turn per strike. The wand can be used as often 
as desired and uses no charges. The average wand lasts for a year or two before 
burning out.

A lightwand can also be fitted with a special control ring, about 2 inches across. 
This ring focuses and amplifies the light, creating a damaging beam when the 
ring is slid along the wand. The maximum rate of fire is 2 beams per round. 
The ray has a range of 120 feet and can inflict 2-16 (2d8) points of damage to a
 target creature with a successful "to hit" roll. Any target is treated as AC 10, 
modified only for magic and dexterity bonuses. Bracers are counted for full
value. The victim may make a saving throw vs. wands to take half damage. There
are no class restrictions on the use of the lightwand weapon, but weapon 
proficiency applies. Fog or other obscurement cuts the range to 10 feet or less. The 
rings use one charge per shot and have 20 charges when new. 

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CYBERMAN

"Excellent!"
	- Cyberleader, every time something went wrong, in
		Attack of the Cybermen, 
			Dr. Who, 1986

"All resistance overcome. The beacon - is ours."
	- Cyberleader, Revenge of the Cybermen, 
			Dr. Who, year unknown

On the planet Mondas long ago, a race of humans decided to replace their
decaying and ageing bodies with new bodies of metal. Enchanting their
new metal forms to be flexible and tireless, they became first magical cyborgs
and finally a race of golems, magical robots without emotions or, some would 
say, souls.

Their purpose is to conquer other races, and force them to undergo the Cyber
process. This is the only way Cybermen can procreate - by surgically making
more of themselves.

There are several different "Marks" of Cyberman from different points in their
complex history. Each has slightly different statistics as set out below.
All Cybermen have the same weaknesses, also set out below.

Cybermen of different classes are referred as eg Cyberwizards or Cyberpriests,
Cyberwarriors, Cyberleaders, Cybercommanders or the Central Controller who
is the Emperor of all Cybermen.

Some "wild" units of Cyberman life exist, and these are most likely to form any
Good or Neutral CyberPCs. Because all Cybermen follow logic, they will begin 
with an alignment of strict lawful neutral, but as conditions dictate "modifications 
in the primary programming" they may interpret commands differently, evolving 
their own metalogical solutions. It is these metalogical attitudes that allow free 
will and character development.

Cybermen are almost exclusively Warriors, Sages or Thieves. A tiny handful
might evolve to be one of the other Classes but obviously the limted statitics of the
Cyberman will prevent some forms of spellcasting.  Spellcasters are valued but
Cybermen have such logical minds that it takes them twice as long to learn the
irrational Art of Magic as others - all Cyberman Wizards or Clerics suffer a
50% penalty on all xp earned.

CYBERMAN CYBERSTATISTICS:

Cyber-Mark:   Str        Dex   Con   Chr   Wis   Int   Age:      Ht:(")   Wt:(Ibs.)
Mark I             16         10       18    3-18  2-10  11   1-1000  6'         200Ibs.
Mark II            17         10       18    3-18  2-10  12   1-1000  6'         200Ibs.
Mark III           18(00)   10       17    3-18  3-12  13   1-1000  6'2"     200Ibs.
Tellus I             18(00)   11      18    3-18  3-15   14   1-900   6'         200Ibs.
Voga I              18(00)   12      18    3-18  3-15   15   1-860   6'         200Ibs.
Tellus II            18(00)   13      19    3-18  3-15   15   1-810   6'         200Ibs.
Tellus III           18(00)   14      18    3-18  3-15   15   1-450  6'          200Ibs.
Voga II             18(00)   15      17    3-18  3-15   15    1-360  6'         200Ibs.
Nemesis I         18(00)    15      17    3-18  3-15   16    1-200   6'        200Ibs.
Nemesis II        18(00)    15      17    3-18  3-15   17    1-100   6'        200Ibs.

CYBERMAN CYBERPOWERS AND CYBERLIMITATIONS:
Putting the prefix Cyber in front of everything;
Gold is a lethal poison to Cybermen. Any Cyberman exposed to gold dust is
treated as having been exposed to a Cloudkill spell and unless a save is made
will die;
Cybermen are the creators of the Neurotrope X virus and may be in possession
of melee weaponry coated with this lethal disease. Use of a biological weapon
is not normally considered a Good act;
Cybermen do not sleep but do spend some time in a form of Reverie almost
like Elves during which time their logical brains process the latest information
they have received;
Cybermen do not eat, drink or breathe;
Cybermen's outer suit is actually their body so they can exist in space, underwater
or other hostile environments between approximately -200 degress Centigrade and 
+400 degrees centigrade with a minimum of trouble or special equipment;
Cyber armor provides a base all over AC of 4;
Rust Monsters and anything else that attacks armor does 1-8 hits damage a 
round to a Cyberman of any Mark other than Mark Is. Mark Is take twice 
normal damage from all acidic attacks;
Cybermen cultivate the company of intelligent animates of all kinds and 
favour using golems and other animated servants as lackeys and agents 
wherever possible to keep their own presence secret for as long as possible;

All Cybermen of all Marks have some form of inbuilt magical weaponry:

MARK:		INBUILT CYBERWEAPON:        Range:          DMG: (S/L)
		
Mark I		Solar Weapon			30 yards       2-8/2-8
		- resembles large mirror, useable
		once per hour;
Mark II		no inbuilt weapon - melee or missile weaponry only;	
Mark III		no inbuilt weapon - melee or missile weaponry only;
Tellus I		Magic Missile weapon - useable	40 yards     2-5/2-5
		once per turn;
Voga I		Magic Missile weapon - useable	40 yards     2-5/2-5
		once per turn;
Tellus II		Magic Missile weapon - useable	40 yards     2-5/2-5
		once per turn;
Tellus III	Magic Missile weapon - useable	40 yards     2-5/2-5
		once per turn;
Voga II		Lightning Bolt wand built into head	60 yards     2-16/2-16
Nemesis I	Magic Missile weapon - useable	40 yards     2-5/2-5
		once per turn;
Nemesis II	Magic Missile weapon - useable	40 yards     2-5/2-5
		once per turn;
		Claws - useable as one attack 	melee          1-4/1-4
		per round.

CYBERMAN APPEARANCE:

All Cybermen have a one-piece bodysuit that is actually the outer covering of their 
skin, under which is a smooth hairless and featureless expanse of silver-white animated 
metal "flesh". Instead of blood, the Cybermen have white cybernutrients and green 
lubricants that circulate in the various pipes that sprout from their bodies.

All Cybermen have the same blank faceplate, a noseless flat shield with simple circular
eyeholes and a slot "mouth" through which their cold, echoing voices emanate. On either
side of a Cyberman's head where a human would have ears, "jug handle" pipes protrude 
and connect again at the top of the head.

APPEARANCE DETAILS BY MARK:

Mark I		Head mounted Solar Weapon;
Mark II		External pipes on arms and legs, chest-mounted box;
Mark III		Continual Light lantern set in forehead;
Tellus I		Magic Missile weapon set in forehead replacing lantern;
Voga I		Chest-mounted continual light lantern, Magic Missile weapon
		set in forehead;
Tellus II		Chest-mounted continual light lantern, Magic Missile weapon
		set in forehead, Amulet of Detect Life set into right arm;
Tellus III	Chest-mounted continual light lantern, Lightning Bolt weapon
		set in forehead;
Voga II		Chest-mounted continual light lantern, Magic Missile weapon
		set in forehead, silver Bucklers +2 built onto arms;
Nemesis I	Chest-mounted continual light lantern, Magic Missile weapon
		set in forehead, Claws on fingers (#AT 1, DMG S 1-4/ L 1-2);
Nemesis II	Chest-mounted continual light lantern, Magic Missile weapon
		set in forehead, silver Bucklers +2 built onto arms;

CYBERFRENZY

Once a Cyberman embarks on a particular alignment attitude and course of 
action, sudden changes made to that alignment and course of action may 
cause the Cyberman to go completely haywire and self-destruct. An excellent
reason for a Cyberman player to stick to his or her alignment.

CYBERGENDER

Cyberwomen exist, as do Cyberneuters. Any reference to a Cyberman is a 
reference equally to the other Cybergenders.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FALCONER

A Falconer is a cyborg created by placing an enchanted steel, adamantite or 
aluminium skeleton inside a living being or necromantically animating a corpse
and placing the skeleton within that. In addition to this operation Falconers can
have a wide variety of other replacement organs:

STEEL SKELETON
The Falconer body receives a +4 to all its hit dice and is immune to sleep, charm or hold
spells of all kinds.

ADAMANTITE SKELETON
The Falconer body receives a +9 to all its hit dice and is immune to mind-affecting
spells of all kinds.

ALUMINIUM SKELETON
The Falconer body receives a +4 to all its hit dice and is immune to sleep, charm or hold
spells and lightningof all kinds.

IRON HEART
An Iron Heart will revive a "dead" Falconer after 1-6 turns, restore it back to 1
hit point after it has suffered a "death" and slowly bring the creature back to 
consciousness and full hits at the rate of 1 hp per turn.

CRYSTAL BALL EYES
Crystal Ball artificial eyes could allow true sight, X-Ray vision, N-Ray vision 
(X-Ray power that is blocked by a random substance other than lead), or even
heat rays, anti-magic rays or other spell effects placed on them by the creator.

DRAGON LUNGS
Modified lungs let a Falconer hold its breath for (Constitution) turns and adapt
to toxic atmospheres including the colloidal clouds of the Stinking Cloud and
Cloudkill spells.

BASILISK KIDNEYS
Modified Liver allows a Falconer to eat or drink anything and never poisoned.

ILLITHID LIVER
Modified Liver allows a Falconer to drink anything and never get inebriated.

BEHOLDER VISCERA
Modified Viscera can allow the Falconer to eat and drink even poisonous substances
and obtain sustenance from them as though tye had been Purified and made edible
with magic.

NEW ORGANS
New organs with strange powers can be added to a Falconer by a skilled Mechanician
or Necromancer, such as a light-generating gland, poison glands, acid secretors, or
even a nodule giving Bacterial Immunity, which makes the Falconer to the otherwise
particularly deadly assaults of Oozes, Slimes and Jellies.

CLAWS
Claws give a Falconer an extra attack each round doing 1-4 hits plus any poison
that may have been installed. An attack with a fist can also include this Claws damage
when successful if a Dexterity check on Dex - 3 is made after the successful attack roll.

FANGS
Fangs give a Falconer an extra attack each round doing 1-3 hits plus any poison
that may have been installed.

SUBCUTANEOUS TENTACLES
The tentacles can appear and disappear at will from under the Falconer's skin.
Tentacles are normally arranged so as to sprout in sets of four or six and allow
the Falconer to use more weaponry in combat, climb walls at up to +50% efficiency,
not to mention Pick Locks +50%, strangle anyone within one round who cannot 
make their break down doors roll or Escape ability roll to get free and increase the
Falconer's movement by +2 as well as allowing movement at normal rate through
hostile terrain.

ADHESIVE SKIN
Adhesive Skin gives the Falconer Climb Walls of 200 (99%).

WALL OF FORCE SKULL JEWEL
This precious gemstone is set into the Falconer's forehead. With it the Falconer
can project a Wall of Force up to three times per day.

JADE BRAIN
A Jade Brain gives the Falconer a Wild Talent and Psi of 3d6 / PSPs of 150.

CARNELIAN BRAIN
A Carnelian Brain gives the Falconer the ability to Reincarnate with all of their
Falconer additions, although the race of the ressurected form is still randomised.

Spell of the Falconer (Wizard Spell)
Level:9
(Necro/Summ/Conj/Mech)
Range: Touch
Area: 1 figure
CT: 9 turns 
VSM 
Duration: Permanent

This spell enables the caster to make of a pre-existing Undead or living subject
a Falconer. The exact nature of the Falconer is determined by the power of the 
caster, as the higher the level the more features can be given to the subject.
The first of these features is always the skeleton.

LEVEL OF CASTER:		NUMBER OF FALCONER FATURES:
18				Steel skeleton plus 1 other of caster's choice
19				Steel skeleton plus 2 others of caster's choice
20				Steel skeleton plus 3 others of caster's choice
21				Steel skeleton plus 4 others of caster's choice
22				Steel skeleton plus 5 others of caster's choice
23				Steel skeleton plus 6 others of caster's choice
24				Aluminium skeleton plus 1 other of caster's choice
25				Aluminium skeleton plus 2 others of caster's choice
26				Aluminium skeleton plus 3 others of caster's choice
27				Aluminium skeleton plus 4 others of caster's choice
28				Aluminium skeleton plus 5 others of caster's choice
29				Aluminium skeleton plus 6 others of caster's choice
30				Adamantite skeleton plus 4 others of caster's choice
31+				Adamantite skeleton plus 4 others of caster's choice
				plus one more of caster's choice per extra level

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HANDS OF REMOTE ACTION 

[cf Enc. Magica, Vol.2 @ p.565-566]

Mechanical action-at-a-distance : the epitome of Magical Technology

A Hand of Remote Action or Wonderful Hand is a pair of gauntlets, one wearable
the other a solid object of enchanted metal. The wearable gauntlet adapts to fit
snugly on any adventurer's hand or paw, the other will levitate and function 
dextrously to open locks, find traps and so on within a distance of the other glove
of 10 feet per point of Wisdom the user possesses. 

All Hands of Remote Action are immune to the nonmagical effects of fire, heat, 
cold or electricity. A Hand attacked by a magical version of any of these transmits 
a half-strength version of the attack to the user of the Hand.
Hands are also immune from all corrosive effects such as Rust Monsters and Potions
of Corrosive Touch.

Hands of Remote Action have a disabling damage limit. If this limit is exceeded the 
hand falls inert for one full day before it can be used again. If the Hand is not used 
again after this day another full day is required for each extra day it is inert before it 
will be functional again. During this time the two gauntlets must remain within the user's 
control radius 100% of the time or another day is added to this effective recharge time.

All actions of the Hand are under the complete control of the user and are able to be 
refined sufficiently for the remote use of appropriate Thief Abilities for example, 
although not for carrying melee or missile weapons unless noted otherwise in the 
descriptions.  Use of any Hand is at a -1 chance of success due to the difficulty of
manipulation through remote means.

SUMMARY OF VARIANT HANDS OF REMOTE ACTION:

TYPE		RANGE		DAMAGE	HITS DISABLE / DESTROY
XP		GOLD
Comments

"Vanilla"	Wisdom x 10'	1d8		20/100
1,400		16,500
The original Hand of Remote Action from the adventure "The Magister".

Mighty		Psi x 10'*	1d4+6		32/156
1,600		19,000
If you do not use Psi as a statistic, range is equal to PSPs of character in feet.
The Mighty Hand of Remote Action has 18(00) Strength.

Chromatic	Level x 11'	special		20/100
3,800		50,000
The Chromatic Hand of Remote Action is a delicate appearing gauntlet with
a rainbow coloured gem in its palm and coloured rings set on each fingertip.
Seven times per day the user can project one of the following effects. The 
same effect can be chosen seven times, or all seven can be used once each or
any combination thereof:

RED		Micro-Fireball, range 60', damage 2d4, save for half
ORANGE	Heat Ray, burns as if a normal fire, range 60'
YELLOW	Sun Glow, Hand turns undead as if a Level 3 Priest
BLUE		Sunday Punch, melee attack punch doing 2-5 damage
GREEN		Invisibility, Hand becomes invisible for 1turn
INDIGO		Detect Magic aura, 30' radius around Hand
VIOLET	Military, able to use any 1-handed melee weapon 
		for 3 rounds, damage by weapon

Warriors		Constitution x 5'	by weapon	20/100
2,800		33,000
The Warriors Hand of Remote Action is a fearsome red gauntlet set able to use
any 1-handed melee or missile weapon (such as a javelin, shuriken, etc.).

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HERETIC WEAPONRY & ITEMS
(power version)
_________________________________________________________________
WEAPONS

POWEREDUP WEAPONS AND THE "TOME OF POWER": There is a magical 
item in HERETIC known as Tyketto's Tome of Power. Its use is exclusively for the
enhancement of HERETIC weapon abilities, and in most cases the activation
of a power available only through the Tome, but such powers can be both
awesome and fearful.
   If one wishes to use the weapons of HERETIC in a more generic sense, not
requiring the use or presence of a Tome of Power yet still use both the
unpowered and powered abilities, here are some guidelines:

     Use of the major powers uses up more charges than
      normal, perhaps x3 or x5 depending on how powerful they are. Many
      weapons already do this, but not all, especially the ones that have
      no charges at all, instead having a maximum use per day restriction.
      At any rate, in actual game terms, here is a list of the use of
      charges by the Major and Minor powers of each weapon:

                  Minor Major

         Wand:      1     1
         Xbow:      1     1
         Claw:      1     5
         H'staff:   1     5
         P. Rod:    1     1 / 10 sec. of flame
         Mace       1     5

                    S I D H E   Q U A R T E R S T A F F

* Minor powers
     + Stats
         Weight........4           Missile ROF...N/A
         Size..........L           Range S/M/L...N/A
         Type..........B           Damage S/M....2d4+1
         Speed.........4 (fast)    Damage L+.....2d4+1
         Melee Reach...1 square    Knockdown.....d12
     + Special Abilities: none.

   * Major powers
     + Stats: damage is increased by +3.
     + Special Abilities: A successful strike with the Quarterstaff

   * The Sidhe Quarterstaff is immune to acid and normal fire damage, and
     saves at a +5 for all other saving throws.

          G A U N T L E T S   O F   T H E   N E C R O M A N C E R

* Minor powers
     + Stats
         Weight........2           Missile ROF...N/A
         Size..........S           Range S/M/L...N/A
         Type..........B           Damage S/M....1d8+1
         Speed.........2 (fast)    Damage L+.....1d6+1
         Melee Reach...1 square    Knockdown.....d8
     + Special Abilities: delivers a *shocking grasp* spelllike effect.
         Damage: 2d8+4 points at range, 3d6 by touch (per round)
         Range: up to 4 yards
         Maximum use: N/A

   * Major powers
     + Same as unpowered but with x4 damage, as well as:
     + Upon touch will drain hp from a creature, replenishing any lost by
       the wearer, up to his maximum.
     + Drainage: 1d4+3 points per round
     + Maximum use: 20 minutes/day cumulative

   * NOTE: The electrical properties of the Gauntlets of the Necromancer
     are such that a successful electrical shock or drain attack will
     create a force of electrical attraction between the being and the
     Gauntlets. This side effect applies only to substances which conduct
     electricity, thus such exotic things as clay golems and water
     elementals will not be drawn to the Gauntelts (fortunately!) but any
     metallic dragon certainly would be.
     + This will have the ultimate result of preventing the victim from
       fleeing or breaking away from the Gauntlet wearer's grasp.
     + The wearer must be careful not to be pulled off balance, depending
       on how massive or immobile the victim is, if it is struggling. This
       requires a DEX check per round. For every size category the victim
       is smaller, the DEX check is made a +3; For every size category
       above, add a 3 penalty. Of course, trying to keep a choke hold on a
       Minotaur would be nasty business, but holding a Brownie would be
       little trouble.
* NOTE: Creatures having immunity to electricity are not affected by
     this weapon.

                             E L V E N W A N D

   * Minor powers
     + Always hits its target regardless of wielder's class or ability
     + Missiles can strike specific portions of a target as directed
     + ROF: up to 4 charges / rnd
     + Damage: 1d8+6
     + Range: N/A

   * Major powers
     + same as unpowered except for the following:
        Number: Five magic missiles per charge, up to one charge per
         round.
        Damage: 1d8+5 damage per missile.
        Range: horizon

   * Speed factor: 0 (instant)
     + Any penalties to attack based on range do not apply to this weapon.

   * Charges: 3d20+5

                     E T H E R E A L   C R O S S B O W

   * Minor powers
     + Stats: as light crossbow +1
         Weight........7           Missile ROF...2/rnd
         Size..........S           Range S/M/L...60/120/180 yd
         Type..........(P)         Damage S/M....4d6+1
         Speed.........7 (average) Damage L+.....3d8+1
         Melee Reach...N/A         Knockdown.....d10
     + Special ability: Ethereal creature damage
        Any bolts shot from the Ethereal Crossbow can damage ethereal
         creatures as if they existed on the Prime Material plane.
        The ability to detect ethereal beings is not bestowed by the
         Crossbow or its use.

   * Major powers: same as powered except for the following:
     + Damage is increased by +3
     + The Ethereal Crossbow also fires two bolts in addition to the
       original quarrel having the same damage and ethereal injury ability
       but no magical effects of the original quarrel are duplicated.
        A separate tohit roll must be made for all three bolts.
     + The Ethereal Crossbow gives its user the power to detect ethereal
       creatures as a *gem of seeing*, but only as it pertains to ethereal
       creatures.
     + When a silver string is tied to a bolt, the bolt is stringed and
       fired, the Crossbow shoots it into the Ethereal Plane and is fully
       able to damage or otherwise effect creatures on that plane of
       existence.

   * Regular light quarrels can be used, as well as magical quarrels
     without hindrance to magical traits

   * Charges: 4d10+5 ordinary quarrels inquiver, plus a chance of finding
     one or more minor magical quarrel(s).

                           D R A G O N   C L A W

   * Minor powers
     + Melee stats: has same stats as normal cestus (cf. Gauntlets of
       Necromancer)
         Weight........2           Melee Reach...1 square
         Size..........S           Missile ROF...2/rnd (N/A) (4/rnd)
         Type..........B (S)       Range S/M/L...N/A (N/A) (N/A)
         Speed.........2 (fast)    Damage S/M....1d6+1 / 1d6+1 / 1d8+1
         [C]...........5 (average) Damage L+.....1d4+1 / 1d6 / 1d8+1
         [M]...........0 (instant) Knockdown.....d6
        first data are for the cestus attack
        second data are for the claw attack [C]
        third data are for the missile attack [M]
     + Power: Fires a blue energy bolt that reaches its target almost
       instantaneously
        Any penalties to attack based on range do not apply to this weapon
         (because of instantaneous strike)

   * Major powers
     + Stats: Melee damage is increased by +4
     + Power: It shoots off a blue explosive buckyball
        It is not an instantaneous impact, but it is nearly unavoidable
         (but not impossible); the speed factor is +1.
        Metallic armor is transparent to the energy of the buckyball; skin
         armor (leather, hide, skin, etc.) will reduce damage by half.
        Success may be automatic or require a DEX/Aim roll, depending on
         the size of the target, the speed at which it is moving, etc., as
         appropriate (DM's descretion)
     + Damage from main buckyball: 4d8
     + The greater explosive buckyball detonates on impact, transforms into
       a cloud of 10d4 lesser orbs that fly in all directions.
        Anyone in the area has 100% of being struck by one of the lesser
         buckyballs, minus 10% for every five feet of distance from the
         point of impact
        Each lesser buckyball does 5d6+6 pts of damage, no saving throw.

   * Charges: 5d10+10

   * NOTE: Against dragons, draconians, and dragonkin, the Dragon Claw
     inflicts double damage, due to the Claw's dragonbane enchantments. The
     Dragon Claw itself is partially made of dragonhide.

                             H E L L S T A F F

   * Minor power: Discharges a stream of red energy bolts along the axis of
     the rod (by pointing the horns). Unlike the Elven Wand and Dragon
     Claw, it does not have instantaneous impact.
     + ROF: 8/rnd
     + Damage: 2d8 each

   * Major powers
     + When powered, the Hellstaff will throw single enhanced energy bolts
       doing 6d6+4 points of damage each.
     + ROF for the power bolt is 1/3rnds
     + Upon impact the power bolt will cause a torrent of magma rain to
       fall upon a 10 foot radius area. Anything caught in the deluge will
       suffer 5d4 points of damage for every turn of exposure

   * Charges: 10d10 charges

   * NOTE: Creatures having immunity to fire are not affected by this
     weapon.

                           P H O E N I X   R O D

* Minor Power: launches a single flaming arrow which, upon impact,
     fireballs everything within a 10foot radius.
     + Damage
        Direct Hit: 6d10+8 (no save). NOTE: Do not add in the 5d6 below
         for being within the blast radius, because this is already figured
         into the damage for a direct hit.
        Within blast radius: take 8d12+12, save vs. breath weapon for half
         damage.
     + any objects caught in the blast must save versus magical fire at 4
       penalty or be destroyed or caught afire.
     + Range S/M/L: 75/125/300

   * Major Power: shoots an infernal stream of magical fire (must be in the
     direction the Rod is pointed.)
     + Damage: 10d20 damage per round, no saving throw (average of 10.5
       points per segment).
     + Inanimate objects caught by the Phoenix Rod must save vs. magical
       fire at a 12 penalty or be incinerated or melted; the saving throw
       is repeated for each turn of exposure.
     + At close ranges, the wielder will also be subject to one  half
       blast radius damage (one  quarter damage if the save vs. breath
       weapon is successful).

   * NOTE: Creatures having immunity to fire are not affected by this
     weapon.

                              F I R E M A C E

                                POWER RULES
   * Minor powers
     + Stats as a Footman's Mace +2
         Weight........10          Missile ROF...N/A (12/rnd)
         Size..........M           Range S/M/L...N/A (80/160/250)
         Type..........B ()       Damage S/M....1d6+3 (2d4+3)
         Speed.........7 (average) Damage L+.....1d6+2 (2d4+2)
         Melee Reach...1 square    Knockdown.....d10
        Second data are for the missile attack [M]

     + Power: Fires a silver magic missile sphere from the head of the
       Firemace, along the axis of the Mace's shaft.
        fires 1d4+1 magical missile spheres, launched in sequence (can be
         fired in an arc or in line at a target).
        ROF is 1/rnd
        On impact, a sphere will cause 2d4+4/2d4+3 points of damage.
        Each sphere has a 10% change of being "supercharged", able to
         inflict triple damage over normal.
        Range S/M/L: 80/160/250 (assumes a level angle of attack)
     + Attack/Damage Effects
        The magical attack is the same if the Mace itself were swung
         squarely into the area of impact against the target.
        The damage is more kinetic than by fire, thus objects should save
         versus crushing blow instead of fire when they are struck by a
         Mace Sphere.
        The Mace Spheres act more like a bombardment projectile; aiming
         higher will increase range at the expense of line of sight (but
         only a fool or a kender would think of aiming straight up, mind
         you)
        With a little trigonometry one may be able to figure new ranges
         depending on angles of 30 degrees, 45 degrees, etc.

   * Major powers
     + Stats: Same as unpowered except:
        only one silver magic missile Megasphere is discharged.
        Speed is increased by +3.
        Damage is increased by +20.
        Knockdown is d20.
     + Power: The Firemace will produce a single Mace Megasphere,
       apparently five feet in diameter, behaving the same way as a normal
       mace sphere, except for the following:
        A creature must save vs. disintegration at a 10 penalty or suffer
         the Consequences.
         NOTE: Treat the Firemace as a +3 magical weapon vs. creatures
           resistant or immune to nonmagical weapon.
        A successful save will result in taking one d8 of damage per
         level/HD. Creatures dying in this manner cannot be resurrected,
         but can be reincarnated. The Firemace merely pulverizes the
         ability of the body to contain the spirit so that the flesh can
         never live again. Such a corpse cannot even be raised to undead
         status or be otherwise animated.
     + Range for a Megasphere is 24/48/75 (assumes a level angle of attack)
     + This poweredup ability consumes twenty charges each

   * Charges: 12d6+8
   * NOTE: Creatures having immunity to either fire or electricity take
     only half damage from this weapon, and creatures having immunity to
     both are completely immune to it.
_________________________________________________________________
               O P T I O N A L   C O N S I D E R A T I O N S

   These are suggestions that would improve the weapons of HERETIC further
or to hinder them in some way. Some of these suggestions would be quite
potent and it is advisable that if any weapon is made too powerful using
these additional powers, the DM should also include one or more negative
powers to balance out the weapon, or even declare it an "artifact," with
all the responsibilities and dangers associated with such devices,
including artifact possession. Such a practice might even need to be
extended to include using the Power Rules (see above) for the weapons, but
it is all DM's discretion; I have no business telling anyone how to run
their own campaign.

1) Give the weapons, or only the major ones, some intelligence. If they
   speak any languages, one should be an Elven language (In HERETIC, the
   story had the player as a Sidhe Elf).

2) Specific Ammunition
   * Most HERETIC weapons require ammunition specific to the weapon in
     order to power it.
   * Thus, HERETIC weapons may require special ammunition to be recharged.
     A list of the types of ammunition for each weapon is listed below.
     There are two forms: one that had a little bit of ammo, and one that
     had a lot of it. Both are included (first lesser then greater):
     + Quarterstaff: (none)
     + Gauntlets of the Necromancer: (none)
     + Elvenwand: "wand crystal", "crystal geode"
     + Ethereal crossbow: "ethereal arrows", "quiver of etheral arrows"
     + Dragon claw: "claw orb", "energy orb"
     + Hellstaff: "lesser runes", "greater runes"
     + Phoenix rod: "flame orb", "inferno orb"
     + Firemace: "mace spheres", "pile of mace spheres"

3) Allow all the weapons, or perhaps only the Greater weapons, to have the
   ability to damage creatures immune to nonmagical weapons, according to
   their magical bonuses (if any).
_________________________________________________________________
ITEMS:

Note that with "maximum use", unless "per day" is specified, the item is
not reusable beyond X number of times, period (i.e., it dissolves,
disintegrates, teleports elsewhere, etc., after it has been used X times).
If there is no "maximum use", the device can be "on" all the time, of
course.
   Also note that as with all magical devices, higher beings such as
deities, avatars, and other beings can choose to ignore the powers of
devices that may otherwise affect them in some way.

     * V A L A D O R ' S   R I N G   O F   I N V I N C I B I L I T Y *

USE: When activated by the command word "Valador", the Ring makes its user
undamageable, or nearly so.

* POWER: Grants temporary but complete immunity from all harm.
     + Immunity from all normal and magical damage.
     + Progression of poison and disease will be frozen (but not cured) 
       such conditions may, however, still be treated in the meantime.
     + Any other loss of HP from external sources will be averted.

   * LIMITS
     + Duration of use: 6 hours.
     + Maximum use: once.
     + The wearer senses are distorted and suppressed, resulting in
       symptoms such as partial deafness, color blindness, low vision,
       blurry vision, etc., as a side effect of the magical cloak generated
       by the Ring.
   * NOTE: Use of this device may be ignored by deities, demigods, et al.

                        * S H A D O W S P H E R E *

USE: A nearly weightless, glass bubble, with a distinct image of an
indistinct human face somehow imbued into the sphere in such a way that the
visage is always turned towards the viewer.The Shadowsphere is activated by
smashing it in the palm of one hand with the fist (preferably gloved or
gauntleted) of the other.

* POWER: The user and all items and equipment on his person immediately
     take on the appearance of a ghostlike form. He is not nearly so
     invisible as one cannot see him in broad daylight, but indoors is
     difficult to see an mansized individual under the influence of the
     Shadowsphere. The Shadowsphere is activated by smashing it in the palm
     of one hand with the fist (preferably gloved or gauntleted) of the
     other.
     + For thieves, the Hiding In Shadows skill becomes 95% for the
       duration
     + Creatures encountering the user incur a 3 on surprise checks
     + Creatures attacking the user incur a 2 on attack rolls for every
       range category distant.

   * LIMITS
     + Duration of use: 4 turns
     + Maximum use: once

                          * M Y S T I C   U R N *

USE: When found, it has a small quantity of sweetened clear liquid. This
liquid will evaporate immediately if poured out, reappearing in the dregs
of the Mystic Urn. If ingested, however, the power of the Urn takes effect.

* POWERS
     + Instantly restores a character or creature to full health as the
       clerical *heal* spell.
     + The Urn heals all disease and other injury as the clerical *heal*
       spell.
     + The Urn will restore such damage as caused by mummies and similar
       sources, and has a 75% chance of curing such conditions outright.

   * Maximum use: once only (the Urn crumbles to dust once it has been
     droughted)

             * T Y K E T T O ' S   T O M E   O F   P O W E R *

USE: Methods used to discover invisible and hidden things will reveal the
presence of an ethereal, translucent silver skull face on the front cover.
This skull face is otherwise invisible and undetectable except to an
individual who activates the Tome. This ethereal skull eventually fades
back into invisibility at which point the Tome's effect expires.

* OPTIONAL RULE: HERETICal weapons may have Major Powers that are
     inaccessable or otherwise cannot be invoked without the aid of a
     Tyketto's Tome of Power.

* POWERS
     + With the use of Tyketto's Tome of Power, any weapons used by the
       character causes double damage (triple on an attack roll of 1920).
     + He gains a THAC0 bonus of +2 due to the magical influence on his
       reflexes and senses.
     + The prime requisite attributes of the user's class are raised by +2
       if the score is below 16, or +1 if 17 or above (Racial maximums are
       ignored)

   * LIMITS
     + Duration: one day
     + Maximum use: once per character (see above)
     + Any extra abilities, spells, or other powers gained by the character
       as a result of his enhancement by the Tome are lost when the Tome's
       power expires.

            * D E L M I N T A L I T A R ' S   T I M E   B O M B
                      O F   T H E   A N C I E N T S *

USE: In its inert state, the Time Bomb is hardly the size of the palm of a
human's hand. It also appears empty until someone set it on one of its
bases on the ground, at which point grains of sand appear inside it in the
upper half of the hourglass and apparatus expands to one foot high and four
inches across. The Time Bomb detonates when all the sand runs into the
lower half of the hourglass.
   The hourglass cannot be stopped once it begins its countdown. Any
attempt to disturb it before the sand has run through will cause it to
detonate immediately.

* DAMAGE
     + Range: 0  5 feet: 10d12
     + Range: 5  10 feet: 6d8+2
     + Range: 10  15 feet: 1d10+4

   * TIMER: 3 seconds (in game  time, I suggest a DEX check at a 3 to
     escape the blast radius)

                  * T O R P O ' S   M O R P H   O V U M *

USE: When a victim is hit by an egg hurled or dropped on him, he
immediately gets temporarily polymorphed into a chicken. All weapons and
items on his person are also affected by the change. The individual can use
anything requiring only coherent thought to activate, but all spells being
cast are interrupted and no spell requiring verbal or somatic components
can be cast.
   The egg can be used at pointblank, but when targetting at a distance an
attack roll must be made, as if throwing a rock. A fumble would indicate
the user had crushed it in hand, or that it flew up and landed on him
instead, or that he missed and hit something else.
   An egg landing on an inanimate object is not affected, nor are amorphous
lifeforms as slimes, jellies, or oozes ... they simply deflect the objects,
crush them without effect, or encapsulate them within themselves.

   * LIMITS
     + Individuals below 10th level / 10 HD are polymorphed (no save)
     + 10th  30th level / 10  30 HD), individuals are polymorphed if they
       save vs. level at 10 (10th level / 10 HD must save with 1, 20th
       level / 20 HD must save with 10 or less)
     + Individuals greater than 30th level / 30 HD are immune.
     + Unless a system shock check is made when polymorphed into the
       chicken, and return to normal form and is successful, the individual
       is stunned for 1d6 rounds and is unable to take any action.

   * DURATION: 3 turns, at which time the individual is shapechanged back
     into its original form.

   * "MONSTROUS" STATS OF MORPH CHICKEN:
     INTELLIGENCE:     Unchanged
     ARMOR CLASS:      7
     MOVEMENT:         18 (Flightless)
     HIT DICE:         #HD = hp
                       (If the victim had 5 HD then they have 5 hp)
     THAC0:            20
     NO. OF ATTACKS:   2
     DAMAGE/ATTACK:    Peck/Peck (1d21 / 1d21)
     SPECIAL ATTACKS:  Nil
     SPECIAL DEFENSES: Nil
     MAGIC RESISTANCE: Nil
     SIZE:             T (2' wingspan)
     MORALE:           N/A if PC; 5 penalty if creature or NPC
     XP VALUE:         7

          * I N H I L I C O N ' S   W I N G S   O F   W R A T H *

USE: The Wings of Wrath are activated by placing it on the head (or helm)
of the user; it disappears and is surrounded by an aura to which is
attached a pair of appropriately  sized wings on the back.

* POWER
     + Allows completely  controlled flight. It is better than the wizard
       spell *levitate*; the Wings of Wrath allows movement in any
       direction.
     + The movement rate in any direciton is 150% normal.
     + Consider natural wind speed to be 1/4 with respect to its effect on
       the power of the Wings of Wrath.
     + When the user is being thrown around or otherwise affected by a
       windaffecting spell, activating the Wings of Wrath allows him a
       save vs. paralyzation to reduce the effect of the spell to 1/4 for
       as long as the Wings of Wrath continue to function.

   * DURATION: 4 turns

             * D A R C H A L A ' S   C H A O S   D E V I C E *

USE: The Chaos Device comes in two identical parts. One of them (doesn't
matter which part) is placed in a strategic location and the other is
carried. Whenever the bearer of the Chaos Device places the carried part on
the ground and stands on it with both feet, he is instantly teleported to
the location of the other half of the Chaos Device. Both parts of the Chaos
Device disintegrate once they are used (by the user stepping on or
teleporting onto them).
   Both pieces of the Chaos Device must be on the same plane to function.
In fact, if the bearer tries to carry one part to another plane, it will
not planeshift with him but reappear next to the interdimensional portal or
at the portal's former location.

* RANGE: The two halves of the Chaos Device need only be within 1,000
     miles of each other to function properly.
     + Beyond that range, the user will teleport exactly 1,000 miles from
       the location of the first half in the direction of the second half,
       though it is not guaranteed that he will end up in a habitable
       location (if the other half lies on a continent on the other side of
       the ocean, the user may find himself in the middle of that ocean).

                        * C R Y S T A L   V I A L *

* POWER: When the potion is drunk from the Vial, the imbiber is healed
     of 10% of his total HP, rounded down.
     + Examples: having 80 hp = 8 hp healed; having 57 hp = 5 hp healed)
     + This effect occurs regardless of level or HD.
     + The imbiber cannot receive more hp than his maximum.
   * Can be used only once.

                        * Q U A R T Z   F L A S K *

   * POWER: When the potion is drunk from the Flask, the imbiber is healed
     of 25% of his total HP, rounded down.
     + Examples: having 80 hp = 40 hp healed; having 57 hp = 14 hp healed)
     + This effect occurs regardless of level or HD.
     + The imbiber cannot receive more hp than his maximum.
   * Can be used only once.

             * S H I E L D   O F   T H E   H E R E T I C  I *

USE: The Shield of the Heretic partially insulates against any fire  based
attacks.
SIZE OF SHIELD: Small (see ARMS & EQUIPMENT GUIDE, pp. 36  37)

* POWERS:
     + Normal fire damage is reduced by 4 points per damage die.
     + Magical fire damage is reduced by 1 point per damage die.

   * LIMITS
     + The Shield of the Heretic can absorb up to 100 points of deflected
       damage before it is destroyed or rendered useless.
     + The Shield cannot be activated or deactivated at will; it absorbs
       damage whether or not it is directly used to protect against frontal
       attack (such as being worn on the back)

            * S H I E L D   O F   T H E   H E R E T I C   I I *
                                    O R
       E N C H A N T E D   S H I E L D   O F   T H E   H E R E T I C

USE: The Shield of the Heretic is given immunity against any fire, ice, and
electrical attacks.
SIZE OF SHIELD: Medium (see ARMS & EQUIPMENT GUIDE, pp. 36  37)

   * POWER:
     + For each point of damage the wearer is protected from, the Shield
       itself takes damage, up to its maximum, when it is destroyed.
     + Once each day, the Shield regenerates one hp of damage each as its
       user has levels / HD (i.e., 11th level = 11 hp), but its wearer will
       take as much damage as the shield regenerates.
        This is done by the command phrase "As Fate Intends".
        The shield will yield as much damage as will not kill its wearer
         outright, and up the maximum amount absorbed (but system shock
         rolls apply for excessive damage, greater than 50 hp damage, etc).
        Damage inflicted by the Shield are treated as normal healable
         wounds.

   * LIMITS
     + The Shield of the Heretic can absorb up to 200 points of deflected
       damage before it is destroyed or rendered useless.
     + The Shield cannot be activated or deactivated at will; it absorbs
       damage whether or not it is directly used to protect against frontal
       attack (such as being worn on the back)

                               * T O R C H *

NOTE: This magical torch is identical to a *Torch of Continual Fire*.
REFER TO:
1. *Realmspace*.
2. *Encyclopaedia Magica*, Volume Four, p. 1452.

                          * M A P   S C R O L L *

NOTE: This magical map is identical to a *Map of Mapping*.
REFER TO:
1. *Dragon* magazine, issue 125.
2. *Encyclopaedia Magica*, Volume Two, p. 693.

                      * B A G   O F   H O L D I N G *

NOTE: This magical bag is identical to a *Bag of Holding*.
REFER TO:
1. *Dungeon Master Guide*, p.
2. *Encyclopaedia Magica*, Volume One, p. 135.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAGENS

[also appear in the Mystara MM supplement 
and in Incomplete Netbook of Humanoids]

Magens (pronounced "MAY jens") are magical constructs created by 
Wizards of at least 12th level. Although once there were few independent 
Magens there are now increasing numbers of Magens created and enabled 
as more or less independent entities by their creating Wizards.

Magens are created out of magical gelating using specially shaped molds.
Most Magen resemble perfectly formed humanoids although some (20%)
resemble their creator closely. Magens have greyish-white almost silvery 
flesh unless they have been painted or dyed during their creation process.
Artesans can use their skills to make a batch of Magens closely resemble
a race or to give them an errie lifelike appearance. All Magens feel fleshy 
and warm to the touch.

Coloration is a more common process applied to Alterion Magens rather
than the other types.

Most Magens lack all emotions and motivation, being lawful and neutral
in outlook but in a fairly unimaginative sort of way - followers more than
leaders. There are however radical exceptions to this "rule".

Magens do not air, water, sleep or food except for the pleasure in the 
experience - they do not need these things to exist as they draw power
from their environment.

PC Magens are exceptional but in general Magens are emotionless,
robotic servants to Wizards.

Many Magens are given a spell-like power at the time of their creation.
These spell-like powers differentiate the Magens into distinct subtypes.

All Magens have the same base statistics, height and weight unless they 
are based upon a specific body template in which case they will be based
on that person's attributes. There is a group of extremely potent abilites
all Magens of all subtypes share as well as their individual powers.
Magens are only extremely rarely any class other than Fighter. They are
unlimited as to what level Fighter they may become but can only rise to 
Level 4 in any other Class or Specialty.

MAGEN BASIC STATISTICS:
Str       Dex     Con     Chr     Wis     Int     Age:     Ht:(")  Wt:(Ibs.)
10-12  10-12    14        6       8-12    8-12  1-1000  6'        145 Ibs.

MAGEN ABILITIES AND LIMITATIONS COMMON TO ALL TYPES:
Must be of some type of Neutral alignment;
Fearless morale - immune to Charm, Fear;
Entering a Magic Dead area kills a Magen instantly;
Magens explode when they reach 0 hit points in a gout of flame and 
smoke and they are unable to be raised, resurrected or wished back into 
existence in any way shape or form;
Only Demos type Magens can use armor of any kind;
Negative reaction modifier from all living beings of -2 due to their
"creepiness";
Magens have a 5% chance per year noncumulative of going berzerk or
permanently insane due to possession by an outerplanar entity and PC
Magens in addition have a further 2% chance yearly of falling under the 
spell of an unscrupulous Wizard.
____________________________________________________
MAGEN THIEF SKILL RACIAL ADJUSTMENTS :
Skill:                  Modifier:
Pick Pockets            +5%
Open Locks              +5%
Find/Remove Traps  +5%
Move Silently           +/-0%
Hide in Shadows      +/-0%
Detect Noise            -5%
Climb Walls             -10%
Read Languages      +10%
_____________________________________________________

MAGEN ABILITIES AND LIMITATIONS UNIQUE TO SUBTYPES:

ALTERION
Magic Resistance 10%;
Ability to Polymorph into the form of another humanoid or human being
and back into its own form once per turn. The being whose form is 
assumed has to be a form known by the Magen or seen and studied for at 
least two rounds prior to the Polymorphing effect taking place. When 
returning to its own form the Alterion regains 1d12 hit points lost in the 
Polymorphed form;
+1d4 to Dexterity;
Natural AC of  6.

CALDRON
Magic Resistance 40%;
Can stretch arms and legs up to 20' at will, successful roll to strike an opponent
indicates victim held, then Acid secreted doing 1-10 points per round until
victim freed - victim rolls on Breaking Doors to free self;
+1d4 to Dexterity;
Natural AC of 5.

DEMOS
Magic Resistance 30%;
Armor use;
Natural AC of 7.

GALVAN
Magic Resistance 50%;
Lightning Bolt 3 times per day, 60' long, 5' wide, damage 3-18, save vs. 
breath for half damage;
+1d4 to Intelligence;
Natural AC of 3.

HYPNOS
Magic Resistance 20%;
Charm Person once per round then telepathic Suggestion effect on any 
one person so Charmed per round;
+1d4 to Intelligence, -2 to Constitution;
Natural AC of 7.

INDOMON
Magic Resistance 20%;
Immune to damage from magical or nonmagical blunt weapons;
Immune to Psionics of all kinds and Psionic-type spell effects;
Permanent Misdirection effect around Indomon;
No magic potion of any kind has any effect on an Indomon but it
regains 2-5 hits instantly upon drinking any magical potion, up to a
limit of drinking four per day;
+1d4 to Constitution;
Natural AC of 7.

KLORON
Magic Resistance 50%;
Cloudkill 3 times per day, 30' diameter sphere centred on the Kloron, 
damage 3-18, save vs. breath for half damage - the Kloron is immune to
its own effect;
+1d3 to Constitution;
Natural AC of 3.

MYSTERION
Magic Resistance 20%;
Invisibility 3 times per day;
Smoky Form 3 times per day;
Windy Breath 3 times per day;
+1d4 to Intelligence, +1d4 to Wisdom, -1d2 to Constitution;
Natural AC of 7.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MECHA

Mecha are humanoid tanks, usually occupied by a single person as pilot, 
occasionally larger ones are used as transports and sky and/or space 
vehicles.

They are humanoid in shape, frequently like a giant suit of armour plus
weaponry and items in scale such as a giant shield, sword, crossbow, and so
on. The weapons are treated as battering rams, siege weapons or as normal
magical items with ten times their normal range. Apart from the magic items, the
other weaponry is 110% of its normal cost but otherwise unremarkable - the magical
items cost 11 times their normal base cost as a minimum.

Cost of a Mecha is calculated based on the following factors:

Airtight Air Capacity: 33,000 gp per month, eg 3 months air life 
				support = 99,000 gp
Armor Class : 45,000 gp per shift from 10, eg AC 5 = 225,000 gp
Basic Centaur Body: 134,000 gp*
Basic Humanoid Body: 65,000 gp*
Basic Monster Body: 188,000 gp*
Breath Weapon ( as if a young dragon of appropriate type or minimum hit dice 
		monster of any other sort): 275,000 gp
Cargo Capacity: 10,000 per 100 Ibs.
Flying Movement Rate : 40,000 gp per point, eg Flying Move of 12 = 480,000 gp
Metamorph Nexus: jewel set into pilot allows pilot to directly morph into Mecha, ie
		Mecha has no Mecha Throne or pilot inside it, the pilot IS 
		the Mecha.
Movement Rate : 50,000 gp per point, eg Move of 12 = 600,000 gp
Power Nexus: allows pilot to manifest their class abilities and powers at 10 times 
		normal range through body of the Mecha: 128,000 gp
Swim Movement Rate : 50,000 gp per point, eg Swim Move of 12 = 600,000 gp
Transformation Nexus: allows Mecha to transform from humanoid to one other form,
		treated as another Mecha. Although this other Mecha is stored in the 
		ether until needed it must still be equipped and constructed as per a 
		normal Mecha although it will be much spookier and sleeker looking.

*one body type MUST be purchased for each sort of Mecha. Bodies are typically 30'-50' tall.
Extra large bodies average twice this, extra small bodies rarely get smaller than 20'.

Mecha are operated from a magical throne installed in their head or chest. The pilot can be of any Class, 
but anyone of less than 5 hit dice is stunned for 4-8 hours each time they disengage from the psychic link of 
the Mecha Throne. Construction of a Mecha by appropriately skilled smiths and/or spellcasters will take 
anywhere from three months to a decade depending on the civilisation, availability of resources and the advances of the creators. Average build time is six months.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MECHANICIAN SPELLS

GEARCOG GRIMOIRE

Level:	Spell:	      College:	Range:	Area:	Save:	CT:	Comp:	Duration:
1	Mechanical  Evocation	Special	Special	Nil	4	VSM	1rd/lvl
	Transfer
By means of this spell, an articulated or hinged mechanism has imparted to it the ability to be moved magically. This spell must be cast once for every 10Ibs. mass to be so magically affected. Material component of this spell is a crystal bead, which is attached to the target item.
1	Protection from	Abjuration	Touch	1 figure	none	1	VSM	2rds/lvl
	Constructs			      
Protects from created or animated creatures and lesser Undead as for Protection from Evil. Material component is a circle of steel shavings.
4	Radar		Divination		10ft/lvl	100ft/lvl	Nil	7	VSM	1rd/lvl
Allows the caster to pick up "blips" where living beings are, with size of blip determined by HD. In addition, all traps are detected with 75% accuracy as to location and nature. Material component is a crystal cone with which the caster sweeps the area searched.
4	Hold Golem	Enchantment	10ft/lvl	10ft/lvl	Nil	4	VSM	1rd/lvl
This spell allows the caster to Hold all Golems of whatever kind up to a maximum of twice the caster's HD within range. Held Golems are immobilised and cannot take any actions until the end of the spellduration. Material component is a chunk of iron.
4	Animation	Alteration	Special	Special	Nil	4	VSM	1rd/lvl
Animation allows the creation of a simple constructs resembling Lesser Golems of a rudimentary sort or alternatively the creation of large engines and mechanisms with large moving parts such as a self-moving ship's wheel or similar devices. Maximum weight able to be animated is caster's maximum encumbrance, maximum HD of an animate is equal to the caster's own plus 4 pips. Material component of this spell is a perfectly spherical metal bead which is attached to the animated object.
5	Pickling Bath	Alteration	Special	Special	Nil	5	VSM	Permanent
With this spell a Wizard douses an object in a strongly acidic mixture that purifies the structure of the object. This process confers a magical plus of 1 to the object. Maximum size object to be affected is equal to 1Ib. per level of the caster. This spell will only work on nonliving material; if cast at a character the spell automatically fails. Material component is a handful of acid crystals.
5	Internal 	Alteration	Touch	1 engine	Nil	5	VSM	Permanent
	Conjuration
When cast on a specially prepared engine of not less than 50,000gp base value, this spell turns the engine into an Internal Conjuration Engine, capable of generating a field of magical energy sufficient to power any single elemental vehicle, gandarm or siddi-vimana. Material component is a saet of tiny cylinders placed within the existing engine.
5	Trigger		Alte/Ench	0	1 object	Nil	5	VSM	Special
This spell has two effects. Firstly, it places a dweomer, detectable with Detect Magic, on any one object, so that when a certain set of conditions are met, the second effect occurs. The second effect is the casting of a spell, able to be stored in the object by the caster if that second spell is currently known and readied by the caster and is cast on the object within four turns of the Trigger spell. The conditions to be placed on the Trigger are limited to a meaningful sentence of not more than a number of words equal to the caster's level. Material components of this spell are an Ivory statuette of the object and an eyelash of a Ki-Rin.
6	Neural Net	Alteration	0	1 animate	Nil	6	VSM	Permanent
Creates a  nervous system for an animated being or servant. The possession of such an autonomic system allows the animate to use Proficiencies,  Class abilities, and to have a THAC0 better than 20. Material component is a 700gp  Xanthite.
7	Machine Intellect Alteration	0	1 animate	Nil	7	VSM	Permanent
Creates a mind for an animated being or servant. This allows an animate to behave and fight intelligently, to completely simulate the behaviour and powers of any class other than Druid or Paladin and to cast or release spells stored within it.
This spell also allows the creator of the animate to assign it a permanent alignment as part of its "programming". Material component for this spell is a 700gp Topaz on which are inscribed runes of power.
8	Ornithopter	Alteration	0	1 animate	Nil	8	VSM	Permanent
This spell recreates the flight structure and action of a flying creature of the caster's choice and adds functioning wings to an animate. Flight speed is equal  to the caster's level, manoeuvrability class is F, improved by one to a maximum of A per three levels of the caster. Material component is a large feather from a flightless bird.
8	Instruction Set Enchantment	0	1 animate	Nil	8	VSM	Permanent
Creates a unique language used to "program" a single animate or class of animates of the caster's design. This allows the caster to modify the behaviour, class-like abilities, alignment and Proficiencies of an animate at will. Material component is a 700gp Moonstone which must be set somewher visible to the caster on the surface of the animate.
9	Memory Metal	Alteration	Touch	1 metal object Nil	9	VSM	Permanent
This spell turns one normal metal object into a "memory metal" object. What this means is that twice per round the object can be commanded by its owner to liquefy and become a featureless blob of metal or change from that form into its normal form. Thus armour can be taken off and donned extremely quickly, extra weapons can be carried with a minimum of cumbersome encumbrance as they can be stored in wineskins, etc. Material component is a flask of quicksilver.
9	Homeostasis	Abjuration	0	1 animate	Nil	18	VSM
Homeostasis allows the animate it is cast on to heal or regenerate damage as if a Troll at the rate of caster's level in structure points per round. Material component is an intricate gyroscope within the animate somewhere.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NESTENE CONSCIOUSNESS

The Nestene Consciousness is a galaxy-sized object of brain matter infested by 
every psionic and brain-eating horror ever to be spawned on the prime. To 
overcome this eventually terminal infestation the Nestene itself sends parts of
its gestalt consciousness out into the worlds of the Prime to conquer areas and
prepare a landing-place for Sensor-Globes (q.v.).

Nestene invasions begin with a telepathic contact between the Nestene 
Consciousness and some megalomaniacal local villain. In return for the knowledge 
of how to alchemically create Nestene Plastic Golems, the villain must agree to 
assist the Nestene in its conquest plans. Usually the villain deludes his or herself into 
thinking that when the Nestene Consciousness takes power the villain will be left as 
the ruler and intermediary between the Nestene and its mortal subjects.

Nestene Constructs, the Plastic Golems used as weapons and agents by the Nestene,
are similar in construction to the Magens, but far more sophisticated. There are
three basic forms of the Constructs: Fakers, Nestoids and Animoids. 

Fakers are duplicates of existing local potentates or other influential figures, used 
as literal puppets controlled by the Nestene or the villain agent to delay local reaction to
any strange goings on and to prevent local armies and other potential problems
from mobilising properly.

FAKER
Armor Class:         10
Move:                   10
Hit Dice:               2
Hit Points:             10
No. of Attacks:      2 fist
Damage:                 1-4,  1-4
Special Attacks:   Nil.
Special Defences:	Plastic body immune to crushing blows and blunt weapons
THACO:               19
Alignment:            NE
Size:                      M(6')
Intelligence:           low

Nestoids are far more dangerous. Only vaguely human, as their plastic faces 
and crudely formed bodies have an eerie and evil "unfinished" look, the Nestoids
are in permanent direct contact with any Nestene Sensor-Globes that may be in 
the area. As such, they have the full evil genius of the Nestene Consciousness to
guide them. In addition, a Nestene Wand of Blasting (Blaster) is concealed within
their left wrist. To use this, their left arm is raised, the hand seems to fall off,
hinged and attached by a flap of plastic, and the squat and ugly silver snout of 
the Blaster Wand is revealed. The real weakness of the Nestoids is the weakness
of the disembodied Nestene itself - its inhuman, cruel hatred of morta life and its
predatory single-mindedness. Time and again Nestoids have been driven off and
defeated as they stop to butcher all the residents of an area rather than move on
to press their advantage and take over a strategically important centre. Perhaps
the alien nature of the Nestene intelligence makes them less able to apprehend
strategy as we might understand it.

NESTOID
Armor Class:         2
Move:                   20
Hit Dice:               10
Hit Points:             72
No. of Attacks:      1 fist, 1 blaster shot
Damage:                 1-4,  1-12*
THACO:               19
Special Attacks:	Blaster - *save vs. wands for half damage
Special Defences:	Plastic body immune to crushing blows and blunt weapons
Alignment:            NE
Size:                      M(6')
Intelligence:          Supra-Genius

Animoids are the rarer specialised Nestene Constructs intended to assassinate
as single target. They are constructed to closely resemmble toys, ornaments,
pets, dolls, mannikins, decorations, jewellery, all manner of strange items that
unsuspecting mortals would carelessly acquire and unthinkingly leave near them 
as they sleep or their attention is turned elsewhere. Cunningly, the Animoid will
strike using surprise (80% effective) and attempt to strangle its designated victim
with tentacles or extruded limbs. Once this is done the Animoid will become once
more an inert object.

ANIMOID
Armor Class:         8
Move:                   5
Hit Dice:               1+1
Hit Points:             6
No. of Attacks:      1 strangulation
Damage:                 1-4, break down door roll for victim or 1-4 each round thereafter
THACO:               15
Special Attacks:	80% raw chance of surprise
Special Defences:	Plastic body immune to crushing blows and blunt weapons
Alignment:            NE
Size: 		S(2')
Intelligence:          Low but very cunning

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROFICIENCIES

The following Proficiencies are all treated as universally available to anyone
as nonweapon Proficiencies provided of course that a suitable teacher can be found.
At the option of the DM a negative modifier of up to -6 can be imposed on all roles
by characters who obtain one or more of these Proficiencies but whose culture or
background is such that they are (apart from the skill) totally unfamiliar with the 
area that the skill covers. The minimum roll for such a modified skill will be such 
that rolling a 1 for the Proficiency use will always succeed.

Where one of these esoteric Proficiencies has a startign score so low that it would
be negative for the character, that character would not ordinarily be allowed to learn 
that Proficiency - they would be hopelessly unable to learn the Proficiency.

These are not skills for the common adventurer. They are specialist fields of knowledge
for specialist spellcasters, fighters and rogues, or for the priesthoods of Gods who guard
secret syllabuses of knowledge.

Aeronautics (Int)
Study of flight, flying vehicles and heavier-than-air sustained air travel. This skill allows
riders of aerial steeds and pilots of aerial vehicles to add +1 to all saves or -1 to all skill
checks during aerial manouevres.

Astral Science (Int -4)
Study of the Astral Plane, spells affecting it, its ecology and its properties. This skill allows
astral travellers and spellcasters to add +1 to all saves and damage or -1 to all skill
checks during astral adventures.

Astronautics (Int)
Study of spaceflight, space vehicles and  interplanetary or interstellar travel. This skill allows
riders of wildspace steeds and pilots of space vehicles to add +1 to all saves or -1 to all skill
checks during spatial manouevres.

Avionics (Int -6)
Study of construction and principles of air vehicles. Allows construction of simple gliders, magical
air vehicles and chariots for use with flying dray animals.

Bacterial Science (Int -4)
Study of bacterial diseases, infection and Oozes, Slimes and Jellies. This skill allows
users to add +1 to all saves or -1 to all skill checks during combat with Oozes, Slimes and Jellies as well as allowing preparation of antidotes to the special powers of bacteria and bacterial carrier creatures.

Biodynamics (Int -2)
Study of the systems and powers of living creatures of all kinds. Users of this skill can gain a bonus of +1 on all saves vs. one class of creature such as felines, canines, avians or similar classes. This class must be chosen at the time when this proficiency is chosen. Additional proficiency slots can be applied to this skill to add the +1 bonus to other classes.

Botany (Int -4)
Intensive and advanced study of plant life. All damage inflicted on any plant monster or creature is increased by +1 per damage dice.

Cataclysm Theory (Int)
Study of cataclysmic events such as those caused by massive natural disasters, the activities of gods and the abuse of nature.

Computer Engineering (Int -5)
Ability to construct Babbage Engines orother forms of mechanical calculators and thinking machines.

Computer Programming (Int -5)
Ability to write and understand mathematical logical languages. Allows equivalent effect of a Scarab of Golem Protection once per week.

Dungeon Construction (Int)
Study of the tunnelling and physical construction of dungeon complexes.

Dungeon Engineering (Int - 2)
Study of the complex interactions between Dungeons, their denizens, and marauding adventurers.
Dungeons constructed by characters with this skill are 10% deadlier, more likely to kill adventurers, and more effective with their traps and puzzles.

Ecology (Int -4)
Study of the web of life on a living planet.

Education (Int -4)
Ability to teach others quickly effectively and in detail. Characters with this Proficiency can work out study programmes for others that allow monthly increases in abilities such that a physical statistic can be raised by one over a 10 month period or a new Proficiency can be learned as a bonus Proficiency in a 5 month period.

Electromagnetic Thaumaturgy (Int - 10)
Study of elemental and outerplanar interactions manifesting as magical energies; the equivalent of Physics and Electronic Engineering in our world.

Elemental Science (Int)
Study of the Inner Planes, spells affecting them, their ecology and their properties. This skill allows
elemental plane travellers and spellcasters to add +1 to all saves and damage or -1 to all skill
checks during adventures on ONE nominated Inner Plane, chosen at the time the skill is chosen.
Additional proficiency slots can be applied to this skill to add the +1 bonus to other Inner Planes.

Ethereal Science (Int -5)
Study of the Ethereal Plane, spells affecting it, its ecology and the properties of it and its demiplanes. 
This skill allows ethereal travellers and spellcasters to add +1 to all saves and damage or -1 to all skill
checks during ethereal adventures.

Federal Politics (Chr averaged with Int)
The sophisticated study of diplomacy and citystate rivalry.

Golem Studies (Int - 6)
The fantasy world equivalent of robotics.

High Energy Physicks (Int -4)
The fantasy world of equivalent of high energy and nuclear physics.

Magical Science (Int -12)
The tertiary studies equivalent of magic use or spellcraft, this advanced skill allows a spellcaster or nonspellcaster to not only identify any Schools or Spheres of magic in use in the area but also to analyse relationships between Schools and Spheres so that the nature of a Wizard or Priest's specialty or area of concentration can be deduced and countered, so that +1 is added on all saves vs. spells if a successful roll is made during or before a combat or adventure sequence.

Mecha Pilot (average of Int + Dex, all -2)
Study of Mecha, Mecha construction and combat and tactics in them. This skill allows
pilots of Mecha to add +1 to all saves or -1 to all skill checks during Mecha operation.

Mechanical Engineering (Int - 2)
Study of mechanisms, mechanical advantage and construction of mechanical devices and golems.

Medical Science (Int -8)
Study of the use of potions, items and artefacts that assist healing and restoration. Priests with this skill add one to their healing points generated from any healing spell and two to any healing derived from any form of other item.

Medicine (Int)
Advanced study of healing all forms of damage. Users of this skill heal 1-4 points of any injury on a successful roll and in addition add 1 to all healing derived from any magical source.

Monstrous Ecology (Int -5)
Study of the ecology, evolution and creation of abnormal "monster" creatures within an environment.
All damage inflicted on any  "monstrous" animal is increased by +1 per damage dice.

N-Dimensional Mathematics (Int -14)
Study of esoteric mathematics. With this skill spellcasters and smiths avoid any risk of loss of Constitution points when creating powerful items or magical items.

Outerplanar Science (Int -8)
Study of the Outer Planes, spells affecting them, their ecology and their properties. This skill allows
Outerplanar travellers and spellcasters to add +1 to all saves and damage or -1 to all skill
checks during adventures on ONE nominated Outer Plane, chosen at the time the skill is chosen.
Additional proficiency slots can be applied to this skill to add the +1 bonus to other Outer Planes.

Planetary Geology (Int -2)
Fantasy world equivalent of our geology and earthquake studies.

Parapsychology (Int -5)
Study of Psionics. Allows identification of any observed Psionic power.

Psychology (Int -5)
Study of mental health and training. Allows reroll of all fear and morale checks, and possessor gains +1 on all rolls to resist any form of mind affecting spell, power or item.

Quantum Magic (Int -7)
Study of quantum mechanics as it applies to magic and psionics. Allows use of psionic power as a substitute for material components of spells. Gives non-spellcaster characters to save vs. spells to survive spells of all kinds that normally do not allow any form of save. If save half damageis taken from the spell or the effect is negated if it does not cause measurable damage.

Radiology (Int averaged with Wis, all -3)
Study of radiation and energy of all kinds. Allows identification of likely properties of mysterious energies encountered.

Remote Action (Int - 4)
Familiarity with and use of Remote Action items such as the Hand of Remote Action, Sensor-Globes,
Golems with transferred intelligence and other remote control items and weaponry. Possession of this
skill negates the normal penalties of Remote Action operations and may at the DM's option solely, allow
extra-special manoeuvres to be performed.

Rocketry (Int -3)
Study of construction and principles of solid and liquid fuelled rocket projectiles and vehicles. Allows construction of simple siege rockets, signal flares and magical rocket vehicles.

Taxidermy (Int averaged with Dex)
Ability to skin and stuff in a lifelike manner whole dead animals.

Undead Studies (Int -6)
The fantasy world equivalent of robotics, with a strong necromantic slant. Focusses on the creation of mindless lesser undead as "robotic" servitors.

Vocational Training (Int -2)
Ability to teach others quickly effectively in relation to physically oriented skills. Characters with this Proficiency can work out study programmes for others that allow monthly increases in abilities such that a physical statistic can be raised by one over a 24 month period or a new Weapon Proficiency can be learned as a bonus Proficiency in a 10 month period.

Xenobiology (Int -6)
Intensive and advanced study of alien and nonhumanoid life. All damage inflicted on any alien or nonhumanoid is increased by +1 per damage dice.

Xenohealing (Int -3)
Advanced study of healing all forms of damage suffered by nonhumanoids only. Users of this skill heal 1-4 points of any injury on a successful roll and in addition add 1 to all healing derived from any magical source.
This skill is only useable on nonhumanoids.

Xenotechnology (Int - 13)
Study of alien technology, artefacts and magic items.

Zoology (Int -4)
Intensive and advanced study of normal animal life. All damage inflicted on any normal animal is increased by +1 per damage dice.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Q-DIVISION

Q-Division is a scientific espionage and adventure toolmaking division of an existing Guild,
Organisation or Cult. Although its parent body will differ markedly from place to place, the
basic principles of a "Spytinker" laboratory are universal.

Cost of setting up a Q-Division is 1,128,500 gp, and a steady reinvestment of the same sum each
year from then on to allow the Q-Division to continue to stay up with magical and technological
advances. What this outlay creates is a well-appointed alchemical and scientifickal laboratory
together with a workshop and a parts dump. The parts dump contains such items as the limbs
of various golems, rare body parts of magical monsters, maps to out of the way places, potion
ingredients, and wooden, plaster and clay mannikins for use in testing of weaponry, armour and
items manufactured in the Q-Division.

Head of a Q-Division will always be a Spytinker, a specialised Sage often simply named after his 
laboratory or with some other suitably mysterious or bland name like "Quimby", "Q", "Dr. Smith"
and so on.

SPYTINKER - Inventor-Wizard Specialist

Spytinkers require double the normal xp of a Wizard to progress up their levels. 
They have the following abilities:

58% chance of adding any Q-Feature to an existing or new item, 
	once per week per level;
75% chance of creating a vehicle with a Q-Feature 
	once per 2 months per level;
Ability to make concealed weaponry and Two-Use Items (q.v.) - 
	consult Chart 1 for manufacture times.

The cost of item creation is covered by the expenditure on the Q-Division EXCEPT
for armour, items and weaponry of superior or magical quality or nature which cost
in addition their normal asking price plus 10% for confidentiality and jewelsmithing.

Spytinkers must have Wisdom of 12, Constitution of 12, Intelligence of 17 and
Dexterity of 12. They are usually highly prized and well-paid. They are discouraged
from a life of active adventuring due to their value to their employers.

Q-FEATURES (suggested powers for Q-Items)

Elemental Travel
- this Q-Feature adds one mode of travel not already possessed by the vehicle or item.
Examples would be making a chariot water-capable [doesn't help the steed though], 
an umbrella that actually lets the user Feather Fall, an Apparatus of Kwalish that can fly,
and so on. This Q-Feature can also be used to create a primtive horseless carriage utilising
internal conjuration principles and/or steam but such a device is entirely at the option of the
DM based on the technological level of the campaign. A lower-tech but high magic version
of such an item might be an animated or Golem steed or Equus.
* 
The first use of this Q-Feature adds the new form of travel at Movement Rate 2 with a MC
if appropriate of E. Each extra addition of this Q-Feature can improve this base score by 2
points of Movement Rate or half of one MC - in other words to improve from E to D would
require two additional applications of this Q-Feature.
*

Fake Limbs
- whether or not the user has a limb missing is irrelevant - Q-Feature Fake Limbs can
appear to be a tightly banadaged head, arm, leg or even torso with the real body part
safely tucked away nearby. The Fake Limb is often used either as a secret compartment
or as a Two-Use Item weapon such as a spring-loaded dagger, crossbow or even a magic
item concealed within the Fake Limb and operated sceretly.

Flare Jewellery
- the jewels on this decorative item are actually paste mixed with a powerful smoke 
powder compund that emits a bright and colourful plume of smoke in a 10x10x10
cloud lasting for 1 round when thrown forcefully to the ground or lit with a match.

Mini-Missiles
- these tiny crossbow launchers, rocket tubes or pellet guns typical are mounted on a chunky
piece of jewellery such as a bracelet, tiara or headband. No mini-missile does more than 1-2
damage as an attack, but they are extremely useful for hitting switches, distracting guards
or delivering poison.
Damage: 1-2 Range 10'-20' ROF 1 round
Larger versions could be created by doubling the number of Q-Features to include a larger
grapnel hook launcher, a variety of rounds, etc.

Prosthesis
- the Q-Feature Prosthesis can either genuinely replace a lost body part with a fully 
functional artificial version, at the cost of 1 Constitution point from the recipient
permanently, or else be a deliberately added enhancement such as Climbing Claws,
Heightened Hearing through miniature golden hearing horns, Metal Teeth able to 
chomp for 1d4 + strength bonus in combat, a metal pincer hand with 18% Strength,
and so on. No prosthesis from a Q-Division will ordinarily give more than a 25% bonus
to a Thief Ability or other skill save as noted above.  Enhancing prosthesis do not
cost a point of Constitution from the recipient but only a maximum of three per recipient
are possible - after this the shock of the surgery involved kills even the strongest mortal.

Strengthened
- strengthened items are shifted in toughness so that they are one step tougher than they
look. This is typically done so that an apparently wooden item or vehicle is as strong as 
bronze, bronze is actually bronze paint covering steel, steel is actually adamantite given
a mackerel blue finish and so on. The DM will have his or her own rules for the strength
of these materials but the main use of strengthening beyond the extra strength is the surprise
value and the ability to mislead an enemy.

Telescopic 
- armour, item or weapon that can be miniaturised through folding or
telescoping down to 10% of its normal size. Behaves in all other respects as a normal
item when restored to full size. Telescoping the item up or down takes 5 segments of 
a round. This can be quite useful and amusign when applied to vehicles.

Trick Missiles
- arrows, bolts and throwing stars that can do ONE of the following:
	carry a grapnel hook with silk rope of no more than 100' length;
	create a 10x10x10' cloud of stinking smoke lasting 1 round;
	scream like a dying monster for 2 rounds;
	wail like a siren for 1-4 rounds;
	contain a compressed scroll message of no more than 50 words;
	drop or fling a 5x5x5' net over a single man-sized target;
	work as well underwater as in air;
	create a harmless but noticeable puff of fire when they hit;
	stain the target with a lurid coloured dye when they hit;
	stun to subdue rather than kill a target.
Each use of this Q-Feature creates 10 arrows or 8 bolts or 4 throwing stars.

Trick Polearms
- Staves, Spears and Polearms that can do ONE of the following:
	carry a grapnel hook with silk rope of no more than 300' length;
	create a 10x10x10' cloud of stinking smoke lasting 1 round;
	scream like a dying monster for 5 rounds;
	wail like a siren for 1-8 rounds;
	contain a compressed scroll message of no more than 300 words;
	drop or fling a 20x20x20' net over a single man-sized target;
	work as well underwater as in air;
	create a harmless but noticeable puff of fire when they hit;
	stain the target with a lurid coloured dye when they hit;
	stun to subdue rather than kill a target;
	function as a medium shield via an armoured fan that can be extruded 
	at will from the tip of the item.
Each use of this Q-Feature creates 1 Trick item.

Waterproof
- waterproof kindling, matches, lanterns or wicks are invaluable items. Also, waterproofing
weaponry prevents damage from rust and elemental water. That may not save the agent
but at least the valuable Q-item is recoverable after the tsunami...

TWO-USE ITEMS (wolf-in-sheep's-clothing weaponry and items)
The essence of a Two-Use Item is that it should evade detection and be retained by an
agent or adventurer after capture. Obvious weapons and magic items will of course
be confiscated by alert captors, but a harmless-looking hairpin that is also a telescopic
sword may well be kept - with deadly results. Common "no-brainer" Q-Division
Two-Use refits include:

Swordcane (1d6 damage)
Baby in a Crib / Timebomb
Nunchaku Quarterstaff (1d4+1)
False-Bottom Treasure Chest / Aquarium
Sausage Links / Nunchaku
Crystal Ball Watermelon
Flame Thrower Bellows
Explosive-laden Wine Cask (2-24 in 30' radius)
False Tooth with hidden Magic Potion phial (special)
Pearl Necklace / Garotte (1-3 per round until freed)
Dagger-Tipped Bra (as dagger)
Tankard / Warhammer (with detachable haft for two-handed conversion) (as hammer)
Hat / Chakram (war frisbee) (1-2 hits ,range 60')
Dagger-Tipped Boots, Slippers or Shoes (as dagger)
Wizard Staff / Umbrella (as staff)
Wineskin / Runepad (q.v.)
Chess Set / Exploding Rune set
Roast Potatoes / Ioun Stones

At Level 5 and above, the disguising of items by a Spytinker becomes sufficiently
skilled and magical that there is a cumulative chance of 4% per level of the Spytinker
that even magical detections will not disclose the nature of an item. This chance also
acts as a modifier (subtractor) on Thief Abilities used to evaluate or find/remove traps
on a Two-Use Item.

Example:  Augstin Rebo the Thieves' Guild Master asks his Spytinker to develop a 
waterproof, easily concealed staff that is strong enough for use by an acrobatic thief in 
her nightly adventures. This will require WATERPROOF, TELESCOPIC and
STRENGTHENED as Q-Features. As Augustin's Spytinker is second level, if he is
successful in his endeavours it will take a minimum of two weeks to put the three 
powers on the item. The item will then be a 5' staff able to telescope down to 6",
strong as a reasonably strong metal, and immune to all forms of corrosion and water 
damage. An obvious Two-Use concealment of the nature of the staff would be as a 
parasol, fan or apparently innocent walking stick. As this does not add to the time
required for manufacture the Spytinker adds the montage necessary to conceal the
lethal Thiefstaff as a ladies' parasol.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RUNEPADS

Runepads are magical versions of our Earth's calculators and laptop 
computers.
As such, they resemble rectangular cases of grey leather or chased fine hide
with an interior metal frame within which peculiar ivory or polished stone
keys and tiles are set. The most advanced forms of Runepad might include a
crystal ball of some sort as a "display".

NAME:
Runepad of Calculation
XP: 2,400 GOLD: 24,000
DESCRIPTION:
Like all Runepads, the Runepad of Calculation resembles a small grey leather
bound tablet with one surface covered in small ivory buttons or keys. Each
of these buttons bears a different rune on its face.
POWERS/EFFECTS:
The Runepad of Calculation functions as an Abacus of Calculation except that
rather than bead shifting, the item makes a chittering beeping noise before
stating the answer. In addition, the Runepad of Calculation can modify the
accuracy of artillery and ship's weapons by +2 to hit and +2 to damage when 
appropriately used by a Forward Observer, Sighter or Gunner.
QUIRKS:
All Runepads are rather similar in appearance to each other and as such are
often "amusingly" [for a sadistic DM anyway] confused with each other when
found together in treasure.

NAME:
Runepad, Spellbook
XP: 10,400 GOLD: 100,000
DESCRIPTION:
Like all Runepads, a Spellbook Runepad resembles a small grey leather
bound tablet with one surface covered in small ivory buttons or keys. Each
of these buttons bears a different rune on its face. Individual Spellbook
Runepads often (50% of the time) bear a unique marking on their case or 
cover that gives some clue as to which Spellbook is stored within.
POWERS/EFFECTS:
The Spellbook Runepad functions exactly as if a conventional Spellbook of
random type. All known spellbooks of all kinds have at one time or another
been converted into Runepad form. The Spellbook Runepad allows its user to
access their spells learned and recorded by means of keying in unique sets
of symbols and runes in particular series. The Runepad then recites the
spell and its properties to allow the user to memorize it for the day.
Unlike other Runepads, these Runepads do not emit sounds other than a voice
speaking a particular language.
The language spoken by a particular Runepad is determined by rolling d100:

ROLL:           Languages spoken by Runepad:
01              ALL HUMAN, DEMIHUMAN AND HUMANOID TONGUES
02-75           COMMON ELVEN
76-80           HUMAN COMMON TONGUE
81-90           COMMON GNOMISH
91-95           COMMON ORCISH / GOBLINOID TONGUE
96              FIENDISH SPEECH OF DEMONS & DEVILS
97              ANGELIC SPEECH OF SOLARS & DEVAS
98              COMMON ILLITHIDISH TONGUE
99              COMMON BEHOLDERISH TONGUE
00              OLD WYRMISH (COMMON TONGUE OF DRAGONKIND)

QUIRKS:
All Runepads are rather similar in appearance to each other and as such are
often "amusingly" [for a sadistic DM anyway] confused with each other when
found together in treasure.

NAME:
Runepad of Wizardly Inception
XP: 20,400 GOLD: 204,000
DESCRIPTION:
Like all Runepads, the Runepad of Wizardly Inception resembles a small grey 
leather bound tablet with one surface covered in small ivory buttons or keys. 
Each of these buttons bears a different rune on its face. The only possible 
clue to the different functions of this most puissant Runepad is the extra 
set of Runekeys inscribed with magical Glyphs of Power concealed in the 
leather cover.
POWERS/EFFECTS:
The Runepad of Wizardly Inception functions as an Abacus of Calculation 
except that rather than bead shifting, the item makes a chittering beeping 
noise before stating the answer. In addition, the Runepad of Wizardly 
Inception accesses all known magics to provide any user with spells and 
spellcasting as if a Spellbook of Infinite Spells.
QUIRKS:
All Runepads are rather similar in appearance to each other and as such are
often "amusingly" [for a sadistic DM anyway] confused with each other when
found together in treasure.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SENSOR-GLOBES

xp:5000		gold:50,000

Sensor-Globes are spheres some 1'-2' in diameter. They are usally pale 
yellow, pale green or white, though occasionally a batch will be gold or 
silver. Sensor-Globes intended for long-distance transportation or travel
are often indented all over so that they resemble Earthly golf balls, whilst
those Sensor-Globes carried around by lackeys or adventurers tend to be
smooth to allow them to reflect light and be dropped more easily.

The basic purpose of a Sensor-Globe is to transport a conscious mind and
its powers over a colossal distance that the mind and its body (if it has one) 
is unwilling or unable to journey across.

Sensor-Globes are created either technologically, alchemically or by use of
an extremely rare 5th-Level Wizard Spell or 6th-Level Priest Spell, 
"Create Sensor-Globe":

Create Sensor Globe
(Alter/Conj/Summ)
[Divination/Numbers/Thought]
Level: 5 for Wizard, 6 for Priest
Range: Touch
Area: 1 Globe
CT: 5 for Wizard, 6 for Priest
VSM for Wizard or Priest
Duration: Permanent

The Sensor-Globe spell requires a 10,000 gp crystal globe, hollow and
able to be plaed in the midst of the other material compnents, which are
a copper bowl, a pinch of powedred Illithid and several drops of Beholder
blood. This slurry is diluted in pure elemental water and the globe is placed
in this bath within the copper bowl. 

Once created, the Sensor-Globe can be used once - to attune to or actually
hold the essence of a sentient mind. The attunement process requires weeks
in which the user experiments with a closer and closer rapport with the
globe. Finally, the Sensor-Globe can be used remotely to function as if the
physical form of the user was there in person - all the normal senses as well
as any magical, psionic or other abilities, detections and scrying can be used
through the Sensor-Globe with their effects centred on the globe rather than
where the user or caster actually is. Trap the Soul and Magic Jar or other
similar magics are highly effective in placing the Intelligence, Wisdom and
mental resources of a being within a Sensor-Globe. Most uniquely, if
a whole batch of identical Sensor-Globes can be made at the same time, the 
personality and powers of the user can project through any one of them at will
and all of them passively function as sensory devices for the user as if
Crystal Balls of ESP and Telepathy.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SILENCERS									

The Order of Silencers, sometimes just called "Silencers", are a secret 
organisation dedicated to the preservation of the status quo and the elimination 
from the Prime Material Plane of all artefacts, magical items and technology that 
would lead to a collapse of that status quo.

Founded over a century ago by a man named Deejohn DuBleauseverne, the Silencers 
are now an interplanetary group all of whose agents have the same training, ideology 
and equipment. The trademarks of the Silencers are 

*	conservative dress, in black or dark robes or clothes;
*	a pearl of communication;
*	black sunglasses, goggles, cusps, veils or bandanas as appropriate 
	by the world or setting;
*	where necessary, one of the following vehicles:-
			-a jet-black horse & cart, car or water vessel;
			-a bone-white flying carpet, helicopter or yacht;
			-a stable Portal, Wormhole or Railway back to 
				TransCentral (q.v.).

Silencers can be of any race or class, but the alignment will be Lawful Neutral or 
close to it.

Pearl of Communication
xp:5000	gp: 10,000

The Pearl of Communication is an enchanted cultured pearl that allows a Silencer 
to attune to TransCentral, the pocket dimension headquarters of the Order of Silencers.

NPC Silencers

Deejohn DuBleauseverne,	Founder & C-in-C of the Silencers
Fighter-Mage				Level:	10-10
Str	14	Dex	15		HPT:	76
Con	16	Int	17		Proficiencies:	Bureaucracy, Karate-Do, Fencing, 
Chr	18	Wis	11				Marksmanship, Dodge, Spell Dodge,
Psi	22	Com	12				Animal Lore, Plant Lore, World Lore,
							Planar Lore, Magic Use, Quick Draw,
							Blindfighting, Acrobatics, Ancient 
							Languages, Modern Languages, Alchemy

Deejohn DuBleauseverne is a middle-aged Human male with silver hair in a pageboy coiffure and a forked silvery-white beard. He wears (black) Elizabethan clothes, with a black lace collar and hose. He usually wears a long cloak and a floppy-brimmed hat when in the field. He carries a Longsword +3, a Dartgun (one-hand repeating light crossbow) and at least three extra-healing potions. Deejohn will NOT risk himself or compromise the organisation he founded ever. He assumes that if he is killed surviving Silencers will ressurect him and so he is unafraid of death.

Qualmby, Silencer Chief of R&D, Member of Alien Technology Advisory Committee
Alchemical Mage			Level:	13
Str	10	Dex	16		HPT:	33
Con	12	Int	19		Proficiencies:	Bureaucracy, Fencing, Marksmanship, 
Chr	9	Wis	15				Cosmic Lore, Magic Item Recognition,
Psi	37	Com	10				Animal Lore, Plant Lore, World Lore,
							Planar Lore, Magic Use, Quick Draw,
							Ancient Languages, Modern Lagnuages, 
							Alchemy Mastery

Qualmby is a very eccentric balding Human male whose remaining hair is brown peppered with grey. He wears a green monocle  as an affectation ( it has no powers) and a (black) lab coat over (black) leather armour. Qualmby oversees a team of Spytinkers (q.v.) as part of the colossal Silencer Q-Division (q.v.)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TECHNO-DUNGEONS

These are quick random chart generators for technological dumps, mysterious locations 
where anachronistic or neuristic items can enter a campaign with a minimum of hurt if 
the experiment should prove unsuccessful...

BASIC LOCATION: 1d12
1	a mysterious flying ship that has landed on the edge of a lagoon
2	an apparently derelict warehouse
3	a ghost ship found drifitng on the southern seas
4	a temple of a mysterious cult of knowledge
5	an abandoned silver mine in a forested hill region
6	first floor of a once-propserous inn
7	a ruined city far to the west on the desolate shores of the ocean
8	a large underground complex recently uncovered in an earthquake
9	a door on an alley wall that leads to a pocket dimension
10	a busy wizard's laboratory
11	the embassy of a mysterious group of traders and diplomats
12	a secret level in the ruler's castle

NATURE OF TECHNOLOGY: 1d10
1	cache of Blackmoor items
2	Mecha construction facility
3	Area 51
4	Alien Autopsy or Harvest area
5	alien enclave filled with weird junk and alien monsters
6	scattering of hand weapons and healing devices
7	wrecked "golems", glassware and a machine being rebuilt
8	slave labour plant producing technology
9	weird scrolls, books and runepads
10	assorted ancient astronaut ruins and equipment

GUARDIANS AND DENIZENS: 1d10
1	Arcane and Golems
2	Illithids and slaves
3	Beholder and lackeys
4	previously unknown alien race
5	adventurers and their hirelings
6	a super-villain
7	ancient Golems still following programming from long ago
8	alien humans
9	alien humanoids
10	alien demihumans

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TIN MAN

[this creature is from the absolutely excellent free download 
module at the TSR site, I11 "Needle"]

Tin Man
(New Monster)
Armor Class:            6
Move:                   9"
Hit Dice:               6
Hit Points:             27
No. of Attacks:                 1 axe or fist
Damage:                 1-8 or 1-4
THACO:          13
Alignment:              N
Size:                   M(6')
Intelligence:           non

The tin man is a tin golem. 
Once activated, the tin man always speaks when spoken to, but it has no brain 
and offers only random comments or answers to any questions. It is immune to 
most spells, but water- or ice-based attacks (normal or magical) cause it to 
become stiff and immobile in 1-4 rounds. (Thorough oiling will free it.) It can be 
affected by normal or magical weapons. When reduced to 0 hp or less, it is not 
destroyed but merely immobilized. It can only be destroyed by melting in red 
dragon breath or hotter. The tin man can be activated or deactivated by the 
command word "Zihweeg."
The tin man is immune to damage from light, darkness and lasers; its shiny surface 
reflects the shots. If a shot hits, however, it is reflected in a random direction: 
(roll 1d6): Die Roll (1d6) Direction
1        90 degrees left
2        45 degrees left
3        Back at attacker
4        45 degrees right
5        90 degrees right
6        Straight up
Any target in the path of the reflection must make a saving throw vs. wands or
take 1-8 points of damage.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TRADING COMPANIES

Trading companies are organised groups of adventurers whose treasure pile has accumulated
and who have decided to plough the money back into investments and developments. Each of
the trading companies uses its resources to pay for training, spellcasting and equipment. This
means that any permanent member of the company will have distinctive livery, armour, clothes
and items, usually either all coloured with the company's heraldry or else all sharing a similar 
style and shape.

One excellent DM use for such companies is that on some worlds they may well be the only people doing any technological research, and may be responsible for any room-sized dungeon machines, mole machine digging devices, and they also give a rationale for large-scale dungeon hack adventures - 
CLEAR OUT THE MINES !

Some specific trading companies are:

DUORGAL IRONTOOTH & SONS COMPANY

HARVEST MOON TRADING COMPANY
harvest Moon is a sinister and secretive corporation, driven from its homeworld into space
because of its nefarious activities. It now has secret asteroid bases from which it sends out 
Privateer vessels and raiders to "acquire" resources. Teams of villains are sometimes 
sponsored and equipped to go on quests and adventures.
The executive of this secretive corporation is a cabal of Orcs, Half-Orcs and evil Humans
and Demihumans. There may be some mysterious purpose to the chaos and misery they 
cause, some higher evil power orchestrating events behind the scenes. Or they may just
really hate Hippies and Greenies.

HELLHOUND MINING COMPANY
This Dwarf mining company has branched out into general mapping, exploration and 
sailing ventures, often using members of other races whose powers or predilections 
make them more appropriate for the adventures.
Hellhound equipment is black with red letterign or runes on it, often just the "HMC"
Runes, sometimes specific brandnames, eg longswords marked "Schlazenger" or lanterns
with the glowing green Beholder trademark of the Asaheruus Lantern Factory. HMC
equips its agents and hirelings with whatever they need but whatever equipment is lost
or damaged on an adventure is deducted from any reward.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
WAREHOUSE

Secret Contents of a Certain Warehouse

   Background
     The world is actually being run by a coalition of secret societies and
   cabals, known (to a few) as the Global Conspiracy. This group long ago
   decided that certain knowledges and materials are too disruptive to be
   allowed to fall into subversive hands. These materials were also
   considered to be too potentially useful to be destroyed. Instead, a
   secret warehouse was established in which to store these dangerous
   items and a covert task force, known as the Collection Agency, was
   formed to oversee their procurement and storage. This task force has
   grown increasingly more conservative over the years, and as a result,
   many items have been stored away on the pretext that it is better to
   be safe than sorry. If the Collection Agency determines that you have
   an object that would be better off in more responsible hands, then you
   would be well advised to simply give it up. Remember, they have the
   full resources of the warehouse to back them up, should they become
   desperate.
   
  The Warehouse
     The Warehouse is a huge structure, divided into three major areas.
   Each area is used to hold items which present different storage
   problems. The first area is for items which require no special
   treatment, the second area is for items that need to be kept cold in
   order to be properly preserved, and the third area is for items which
   require a constant power supply. A crude ASCII map should give the
   right idea:
   Area 'A', the first area is, by far, the largest. It is maintained at
   a constant temperature of 15 C (60 F) and a constant humidity of 10%.
   
   Area 'B' is an enormous refrigerator. It is separated from the Area
   'A' by a wall of insulated panels. The panels are mounted in tracks on
   the floor and ceiling, and are hinged where they join. They can be
   folded away so as to form a large opening for cargo to be moved in or
   out. There is a motor provided for this purpose, with controls on the
   only section of the right hand wall of Area 'A' that is not mobile. At
   each end of the refrigerator is a normal sized door to allow folks in
   or out without having to move the walls. The interior of the
   refrigerator is kept at a frigid -60 C (-76 F) at all times.
   
   Area 'C' is just slightly smaller than Area 'B'. It contains all of
   the items which require some form of active environmental protection.
   This includes all machinery which the collection agency could not (or
   dared not) turn off. This section also houses all of the equipment
   that is regularly used by the warehouse, or its staff. Like Area 'B',
   this area also has mobile walls, and a motor to move them.
   
  Packaging
   Any item in Area 'A' of the warehouse that is smaller than about 3m
   (10 feet) on a side is sealed in a wooden crate. There are several
   huge crates in the area but most of the larger items are either laying
   exposed on pallets, or are covered by tarpaulins. No crate is smaller
   than 60 cm (2 feet) on a side, regardless of the size of the contents.
   All crates are strongly reinforced, since they are stacked 20 deep in
   places.
   
   All of the items in the refrigerated section are sealed in crates to
   avoid ice evaporation. This is a storage regulation, so even articles
   which contain no ice, but need to be stored cold, will be in crates.
   
   There are far fewer items in section 'C', than in the other sections.
   Since the items in this section require some sort of constant upkeep,
   none of them are stored in crates. Instead, each item has a custom
   metal cabinet that folds aside to reveal the contents. All of the
   cabinets are locked, and only the custodian has the keys. (The
   cabinets would not be particularly difficult to break into). A few of
   the truely large items in this area are not fully enclosed, but merely
   have a cabinet built around their control sections.
   
  Markings
   Most crates and cabinets in the warehouse bare no markings other than
   a standard identification code. A few containers have warnings about
   fragile contents, or which end must be placed up. Workers in this
   warehouse have been thoroughly impressed by the dangers of ignoring
   these warnings. As a consequence, all warnings, no matter how strange,
   are rigidly followed.
   
   The identification codes that are used is a varient on the standard US
   military scheme. Each code is in the form:
   
XXX-NNNN-PP

   where XXX is a three letter code, NNNN is a item number within that
   three-letter code grouping, and PP is an optional part number for
   items which have been disassembled and stored in several crates. Most
   crates have a four digit item number, since less than 10,000 items
   were expected to be found in any one category. In the cases where this
   has proved false, extra digits have been added.
   
   The three letter codes are interpreted as follows:
   
   First letter - Purpose
   
A   Analysis        Object analyzes or describes other objects
B   Battle          Object is intended to be used in battle
C   Control         Object extends users control to other objects
D   Data            Object contains or is a large collection of information
E   Evidence        Object is evidence supporting a theory or claim
F   Specimen        Object is to be subjected to further investigation later
G   Generation      Object produces matter or energy
H   Repair          Object maintains or repairs other objects
I   Invocation      Object helps secure a supernatural being's favor or blessin
g
J   Enjoyment       Object is designed to bring pleasure or entertain.
K   Transformation  Object converts one thing into another
L   Logic           Object performs calculations or computations.
M   Model           Object is a (possibly working) scale model of something
N   Nourishment     Object is intended to provide food
O   Observation     Object gathers information via some sensing method
P   Propulsion      Object is intended to move objects it is attached to
Q   Duplication     Object is intended to replicate other objects
R   Regulation      Object governs the actions of another object
S   Summoning       Object produces the physical form of a supernatural being
T   Transportation  Object moves material, while remaining stationary
U   Universal       Object is capable of an enormous range of operations
V   Vehicle         Object's main purpose is transportation of people or cargo
W   Misc            Any purpose not covered elsewhere.
X   Unknown         No known purpose for this object
Y   Not applicable  Concept of purpose is not compatible with this object
Z   Reflexive       Object provides purpose

  Second letter - Principal of Operation
  
A   Atomic          Works by harnessing nuclear forces
B   Biological      Object is biological, or has biological components
C   Complex Machine Uses electronic, electric and mechanical principles
D   Divine          works due to intersession of a supernatural force or god
E   Electromagnetic Works due to electromagnetic principals
F   Flow            Works by controlling flow of a substance
G   Gravitic        Works by harnessing Gravitational forces
H   Modifies Laws   Works by modifying physical laws
I   Inert           Object is an inert substance with interesting properties
J   Chemical        Object works by chemical reactions
K   Kinetic         Works through manipulation of kinetic energy
L   Logic Flaw      Object works despite the fact that it clearly cannot
M   Magical         Object uses mystical forces
N   Nanotechnology  Object is constructed of billions of tiny robots
O   Physical Law    Works by obeying simple laws of physics (eg. boats float)
P   Psychic         Operates using mental energy
Q   Quantum         Works at a sub-atomic level
R   Recursive       Object works due to effects caused by its operation
S   Simple Machine  Works via cogs, levers, pulleys, springs, etc.
T   Temporal        Object manipulates time
U   Solid State     Object is a solid-state electronic device
V   Environmental   Object interacts with its environment in unique ways
W   Misc            Any operating principal not covered elsewhere
X   Unknown         No known pricipal of operation
Y   Not applicable  Principal of operation is not an object-compatible concept
Z   Reflexive       Object is acted upon, it does not act itself

  Third letter - Method of Use
  
A   Autonomous      Object is self activated and self controlled
B   Bi-state        Object is either OFF or ON, it has no other controls
C   Consumed        Object must be consumed or injected to have effect
D   Directed        Object accepts commands and attempts to carry them out
E   Extension       Object behaves as an extension of the users body
F
G
H   Hand operated   Object's control surface is manipulated by hand
I   Installed       Object must be installed or inserted in other equipment
J
K
L   Logic Program   Object must be carefully programmed before use
M   Material        Object is a raw material in some process
N
O
P   Piloted         Object requires continuous operation of controls to functio
n
Q
R   Ritualistic     Object is operated by ritual gestures, words or activities
S
T   Telepathic      Object obeys thoughts or desires of user
U   Uncontrolled    Object is in continuous operation, and cannot be turned off
V
W   Misc            Methods of use not covered elsewhere
X   Unknown         No method of use is known for this object
Y   Not applicable  Method of Use is not a concept compatible with this object
Z   Reflexive       Object controls user

  Entry Format
  
   The idividual entries that follow are all in the same form:
XXX-NNNN-PP     Area AAA    CCCCC SSSxSSSxSSS   WWWWWWWWWWWWWWWWWW
BBBBBBBBBBBBBBBBBBBBBBB
    TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTT

Where:

    XXX-NNNN-PP is the identification code
    AAA         is the storage area, one of: 'A', 'B' or 'C'
    CCCCC       is the container type, one of: Crate, Tarp, Pallet or Cabinet
    SSS         is the size in centimeters (length, then width, then height)
    WWWWWWWWWW  is any warning text that may be on the container
    TTTTTTTTTT  is detailed explanatory text on the object
     _________________________________________________________________
                                Warehouse Contents
                                       
IDR-5626        Area 'A'    Crate 150x200x150
Ark of the Covenant

    Called the "Aron Haberit" in Hebrew, this ornate, gold-plated wooden chest
was built to hold the two tablets given to Moses by God. The Ark was only ever
opened by the High Priest of the Temple during Yom Kippur. The Isrealites
occasionaly took the Ark into battle with them to insure the favor of God.
As shown in the movie "Raiders of the Lost Ark", anyone opening the Ark would
release Angelic beings so beautiful that those looking upon them would die.
Presumably there are other uses for the Ark.
[[ I know nothing about Jewish culture, or Christian theology, so the above was
taken from memories of the movie, and my Encyclopedia. ]]

RFI-0076        Area 'A'    Crate 60x60x60
100 MPG Carburetor

    This automobile carburetor makes use of venturi vortex phenomena in order to
provide a gas/fuel mixture which is much leaner than provided by an ordinary
carburetor, but which, nevertheless, burns just as well. This leads to
greatly increased gas mileage, as much as a 350% improvement in many cases.
This item has been long suppressed, since the fuel shortage is a major method
used to control the world populace.
[[ I've heard of this gadget hundreds of times. Does anyone have a more
'authoritative' description, than my memory? ]]

BCP-0107        Area 'A'    Pallet 600x600x400
BCP-0108        Area 'A'    Pallet 600x600x400
BCP-0109        Area 'A'    Pallet 600x600x400
Martian War Machines
 (3)
    After the failed Martian invasion at [[was it Sutters Mill??]] in [[???]]
as described by Orson Wells in his classic broadcasts, several of the Martian
war machines were recovered and placed in the warehouse. A successful coverup
campaign managed to convince most of the world that the broadcasts had been a
hoax, or a radio play.

FBY-0003        Area 'B'    Crate 250x200x75
Dead Martians
 (3)
    Each of the Martian War Machines (see PCB-0107) had a crew of [[2??]] and
after the crew had succumbed to Earthly diseases, the bodies were collected for
examination. Three bodies were preserved for future research.

VXP-0015-??     Area 'A'
Parts of a cut up UFO from "My Science Project"


TTL-0002        Area 'A'
Smashed pieces of the time gizmo from "The Philedelphia Experiment"


GAI-
Engine that runs on tap water


G[CSEL][BU]-    Area 'A'
A whole bunch of perpetual motion dohickeys
.
    [[ Most of these gizmos will be in Area 'A', but a few (any of type GR_ for
instance) will be in Area 'C' since they cannot be shut off without breaking
them. If anyone can send me a list of different PM attempts, and/or some
references then I could fill this section in more fully. ]]

DZH
Conspiracy theory books that were too close to the truth.

QBA-0623    Area 'A'
Full body cloning machine

    This consists of two man-sized glass tubes connected by a large amount of
piping, tubing and machinery. There are no visible controls. The machine has
a self-contained power supply (cold fusion). The right-hand tube has a
door-latch on it, while the left-hand tube does not. If someone steps into the
first tube, and the door is closed, then a clone will rapidly grow in the
second tube. In less than an hour, a the clone tube will open, and an exact
copy of the original will step out. The clone will have the clothing,
manerisms, scars and memories of the original. It will be very difficult to
tell them apart. (Note that this is clearly a movie-tradition cloning machine,
rather than something with a bit more sound science behind it.)

RTB-0007        Area 'C'
A rack of 16 stasis booths

    This is a large bank of man-sized glass tubes. It requires continuous
energy to operate. If its power is ever removed, then all of the folks in the
booths will wake up. Nine of the twelve tubes already have occupants. Each
occupant has a code number. The codes and occupants are:
    UBA-0002    Al Capone
    UBA-0003    J. F. Kennedy
    UBA-0005    Hitler
    UBA-0006    Elvis
    UBA-0007    Hitler
    UBA-0009    Elvis
    UBA-0010    Elvis
    UBA-0017    Jimmy Hoffa

EIY-0098
Fragments of metal from Amelia Earhart's plane and a lab report.

    The lab report indicates that the metal fragments were from the wing tips
of Amelia Earhart's plane, and were found on a desert island. Analysis shows
the pieces were subjected to great amounts of stress along a single axis.
Residual traces of unusual energy patterns were also found. The report
concludes that Amelia's plane was either caught in the tractor beam of a flying
saucer, or fell through a dimensional rift.

DZH-9615
A package of detailed plans for controlling the world by manipulating the
world food and energy shortages

GBA-0614
Experimental seeds for a plant that grows rapidly in salt water and produces
highly nutritional tubers, that could solve the worlds food problems.

BCP-0204
BCP-0205
2 Prototypes of the Avro Arrow Fighter plane.

VXP-0009
The UFO from Hanger 3 of Wright-Patterson AFB.

FBY-1006        Area 'B'
A caveman, as in the movie "Iceman"

FBY-1007        Area 'B'
A Mamoth, in a block of ice.

 It was eating buttercups at the time it froze.

FBY-1008        Area 'B'
A hideous alien frozen in ice.

    This is "The Thing" from the story by John Carpenter, and the movie of the
same name.

FBY-1009
A giant Insect from some monster movie.

FBY-1010        Area 'C'
The Blob

    A great crystalline glop, clear red in color, about the size of a house.
It is stored in a plexiglass case (inside the crate). From the movie "The Blob"

PJH-1602
The Cirrus X-3 jetpack, fireproof suit and helmet

    This was built by the Government according to a set of plans they managed t
o
aquire. This jetpack and suit are identical to those shown in the movie
"Rocketeer". The jetpack burns pure alcohol, and holds about 2l, enough for
1 hour of flight. [[ Size of fuel compartment, and flight times are just off
the top of my head. Anyone have any better numbers? ]]

FBY-            Area 'C'
A number of clear cylinders full of bubbling liquid,
 and parts of
people and aliens. One container contains Hitler's brain. Another holds a creat
ure from the movie "Aliens", in the 'hand' shape.

NIC-0007
An artificial sweetner that tastes exactly like sugar, has no side
 effects,and no calories.

EBY-0602
A fosilized Dinosaur bone with a bullet imbeded in it.

EXY-0107
A set of moon rocks that beep when exposed to moonlight 

(from an episode of "Green Acres").

GJI-0010
Cheap batteries that can put out full power for 25 years.

GAH-0078
A cold fusion electrical generator.

GAH-0079
A machine that eats nuclear waste, gives off power, and produces inert
materials.

HBC-0011
A Cure for the common cold.

FBY-0901
A diorama contrasting the bodies of a Yeti and a Bigfoot.

 Both bodies are stuffed and mounted in 'lifelike' poses.

FBY-0002
The skeleton of a Merman.

FBY-0009
The skeleton of the missing link.

IDA-0034
The Holy Grail

BMH-0016
Excalibur

FBY-0012
The Loch Ness Monster
 (stuffed)

VIP-0106
Noah's Ark

BMH-0018
The Spear of Destiny

    This is suposedly the spear (wielded by Casca :-) ) that was shoved into the
side of Jesus while he was on the cross. There are also rumors that it may have
once belonged to Odin.

_M_

Wagner's Ring

HMC-0002
Water from the Fountain of Youth

WKH-0002
Paul Bunyan's Axe

DZH-0022
The Necronomicon by Abd ul'hazred

DZH-0023
DZH-0027
DZH-0096
Plans for an ftl drive

MQI-0023
A model of an ftl drive
 (plastic cut-away).

MHI-0016
A working model of an ftl drive.

    Will have to be scaled up in order to move anything more massive than about 20 kg.

PQI-0009
Prototype FTL drive

built from the plans labeled DZH-0023

PHI-0010
A prototype Warp drive.


RWD-0034
Rover, the security ball from the "Prisoner" TV show.

    Rover is a 2m diameter, translucent white balloon, that roars, and can roll
and bounce faster than a man. It attacks by englobing and suffocating its
victim. It can either render someone unconcious and carry them, or kill them
outright. It has a rudimentary brain, since it can understand some simple
orders.

CHP-0055        Area 'C'
Dimensional transmogrifier

    This unit is regularly used by the warehouse maintenance staff. It
manipulates the physical space of the warehouse, so that it may appear in a
variety of locations, of different sizes. One week warehouse's entrance will
be underneath the Statue of Liberty, the next it will be in the middle of the
Arizona Desert.

DZI-0016
Secret Kennedy Kidnapping Film

    A film reel of the JFK 'assasination' taken from close by, and in front of,
the main procession. The film clearly shows Kennedy being shot from the front,
but with a strange dart. It also reveals that bodies were switched within a
second of JFK collapsing. The film case is marked with a CIA file number, and
the words TOP SECRET.

DZH-0017
Collected JFK evidence from the National Archives.

    All testimonies, photographs and lab reports which lent doubt to the
official story of the JFK assasination were collected and stored here.

DZI-0019
Intact Copies of the Watergate Tapes


DZH-0019
Documents on the Iran/Contra connection


DZH-0020
Documents on the October Surprise conspiracy


DZH-0021
Documents on the BCCI, S&L and contra connection


DZH-0096
CIA reports on their drug running operations


DZH-0015
The CIA after-action report on its successful kidnapping of JFK


DZH-0023
The CIA after-action report and full laboratory procedure book on
the creation of the AIDS  virus in government labs, including the
procedure for creating a cure/vaccine

DZH-0003
Text of simple geometric procedure for trisecting any angle


DZH-0002
The manuscript of Fermat's Last Theorem


EIY-0008
D. B. Cooper paraphenalia

    Includes an empty money bag, a parachute, and a high-quality latex mask of
D. B. Cooper's features. D. B. Cooper was the first person to try highjacking
a plane for money. (His actual name is unknown; the name he gave when buying
the plane ticket was "D. B. Cooper".)  It was back around 1970; he got into the
cockpit with a gun and demanded $250,000 and a parachute. He got the money and
chute at Seattle, and somewhere between Seattle and Portland, Oregon he went
out the emergency escape in the tail of the plane. He has not been seen since.
Some of his money was found back in the mid-80's in a bag by a lake in the
forests of southern Washington, and so many folks think it likely that he did
not survive his jump (the 727 was flying rather high and fast for the kind of
jumping he would have had to try), but D. B. himself, and over half the money,
is still missing. I recall that there was a bar here in Seattle in the late
70's, I think, that took Cooper's name and made him into something of a cult
hero, holding a big bash the night the statute of limitations ran out on the
sky-jacking charge (Cooper was the first, so the harsh laws on sky-jacking had
not yet been enacted), and offering something if D. B. actually showed up. If
he did, he came incognito.

EIY-0012
The Czar's missing crown jewels


JZH-0003
The Killer Joke

    Copies of the World's Funniest Joke from the Monty Python Skit. There is an
English, and a German version. Both versions are sealed in envelopes, with the
warning not to open an envelope if you speak the language of the version inside
.
The joke is so funny that anyone reading or hearing the joke will die laughing
within 5 minutes. Even a few words of the joke can prove debilitating.

BCP-0037
A supersonic intercontinental jet bomber developed by the Nazis

    Luckily this bomber was captured long before it could ever be used.

DZH-0034
Expedition reports from the Hollow Earth

    Photographs, journals and other report materials from an expedition to
the inside of the Earth via the hole at the North Pole.

DZH-0029
Santa Claus's security clearance application materials

    Santa was only granted a low-level security clearance due to clear communis
t
tendencies, evidenced by his giving away of toys.

DZH-0012
The Last Order of Lenin

    The Last Order of Lenin was a deathbed statement by Lenin, which was
supposedly an order that Stalin was to be purged, or prevented by the Party
from ever reaching power. At least this was the story cultivated by Stalin's
enemies and picked up outside the USSR to vilify him more as a renegade.
Stalin's people suppressed the order, if it ever existed, and officially, I
have heard, the Last Order was a typically Leninesque harangue for the Party,
etc., and unofficially (but the approved unofficial version) a secret plan of
his to further the spread of Communism throughout the world. The last order,
however, was far more sinister than most suppose...

IDY-0009
The True Cross


DZH-0098
An English-Dolphin translator's dictionary


LUP-0016
Plans and Prototype Supercomputer

    Using room temperature superconductors, this little baby packs the power of
several Cray XMP's into what appears to be a coke can. The can has a spot at
one end for two AA cells to be inserted. The other end of the cylinder is an
area of what appears to be metallic putty, or perhaps viscous mercury. This is,
in fact, a universal I/O port. Any data cable can be pushed down into the
malleable surface, and the computer will figure out whats on the other end, and
how to talk to it. Dispite its malleability, the putty cannot be removed from
the end of the can, without exerting enough force to break the computer.

BMH-0009
Stormbringer


BQH-0002
The Phaser that got left behind in "City on the edge of Forever"


ECI-0023
A mangled T800 arm (Terminator 2).

    This is the arm of the T800 robot that was played by Arnold Swarzenegger in
the movie "Terminator 2"

UBD-0045
The Monkey's Paw
 (from "The Monkey's Paw")

VXP-0008
The UFO that purportedly crashed in the early '50s in New Mexico


EIY-0017
What's left of Flight 19


EIY-0023
Lump of coal with a spark plug in it.


EIY-0049
Piece of sandstone with a trilobite overlaying a human footprint.


UMM-0001
The Philosopher's Stone


KAP-0002
Papa Schimmelhorn's lead-into-gold machine

    The machine was never calibrated. It is currently set to turn all gold in a
3 km radius into lead. It would take a fair amount of work to calibrate it
properly.

GAH-0034
A small nuclear (hot) fusion generator


BAH-0011
A prototype of the Ghostbuster's proton packs.


ENA-0001
A rough ingot of steel

    This is the steel that the T1000 fell into. It contains a few isolated
pockets of nanomachines that had managed to build insulating barriers. The
n-agent clusters are probably too small to show any collective intelligence...

FBA-0002
A sample of Xenovirus Takis-A

    This is the Wild Card virus which was dumped over New York City in 194?.

CVH-0034
A Cloudbuster

    This is the rainmaking machine shown in the Kate Bush video "Cloudbusting",
which was based on the publications of Wilhelm Reich

O_H-0501
An N-ray detector


DZH-0001
The Octavo

    This is the Creator's spell book. It contains the Eight spells that he used
to create the entire universe.

PMU-0007
A jewlry case containing 3 Green Rings and 3 Yellow Rings

    These are the transport rings that are used to reach the Woods between the
Worlds. The Woods is an interdimensional nexus full of shallow pools. If
someone steps into a pool while wearing a green ring, they will be transported
to the universe that corresponds to that pool. If they touch a yellow ring
while in any normal universe, them and the yellow ring end up in the Woods.
Descriptions of the rings and how they work can be found in "The Magicians
Nephew", by C. S. Lewis.

IDR-0023
A Pair of Huge Ivory Tusks

    These are the tusks of Malima Temboz, The Mountain That Walks, the largest
elephant tusks ever collected. The left tusk weighs 226 pounds, and the right
weighs 214 pounds. Both tusks are in excess of 3m. (All of this data is real.
The tusks are currently supposed to be stored in the British Museum of Natural
History). According to the book "Ivory" by Mike Resnick, the two tusks are
sacred to the Masaai, and their race is cursed to dwindle and die until they
have performed a blood sacrifice of an uncircumcised Masaai youth on the Ivory.

LUA-0023
A sentient computer in the shape of a book.

    This is from the book "Roadmarks" by Roger Zelazny. The book is the twin to
"Leaves of Grass", but I can't remember its name.

IDR-0100
The first Deryni Altar

    The categorization of this artifact is difficult, since Deryni magic
partakes of both the Divine and the Psychic. This Altar is a huge cube that
appears to be made up of 8 smaller cubes, 4 black and 4 white. The cubes are
arranged in an alternating checkerboard, so that each cube of one color has an
opposite color cube touching each of 3 faces.

TJH-0002
The Preserving Machine

    This machine is designed to input important data (such as digitized
pictures of masterpiece paintings, the text for Shakespeare's plays and so
forth) and encode the information into DNA sequences. It then produces a living
animal that carries the information in its genes. If one of these animals is
fed into the machine before enough generations have gone by for evolution to
have changed the codes, then the original data can be retrieved.

FBY-            Area 'C'
Frozen Dinosaur Eggs, with documentation

    The documents encased with the egg are the reports of an expedition to
Africa in 1982. There are pictures of what appear to be dwarf diplodocus'
and a mention that the eggs were stolen from a nest.

EIY-
A chunk of metal, of an unknown alloy

    Papers with it indicate that it is mildly radioactive, and that it was
discovered in 1911 during an expedition to investigate the Tunguska blast.

UCD-
A Series of eight bodies on stone benches
, under a tarpaulin
    The benches hold deactivated robots. The faces of some of the robots are
familiar, and some are not. The slabs are labeled (from right to left)
Jimmy Carter, Ronald Reagan I, Ronald Reagan II, George Bush, ______, John
Barrens, Simon McAuly. The robot on the Ronald Reagan I slab has clearly
stopped working due to a number of bullet wounds to the head and chest. The
George Bush and ______ robots are missing.

RTF-
A cryogenic suspension chamber holding Walt Disney


DKI
An old fashined long-playing record

    According to the blurb on the dust jacket, it contains recordings of, among
other things, Beethoven's Eleventh Symphony, and all of the Unfinished Symphony

VTH
A phone booth with an odd antenna on top, and a San Dimas, CA number


XXX
A blue British police call box, locked

    The Government folks have no idea what this thing is supposed to be, but it
has proved invulnerable to all attempts to open it. It has been in the
warehouse for at least 20 years.

WIE
A tight-fitting blue costume with a big red "S" on the chest.

    The costume appears to be non-porous, elastic, and completely invulnerable
to all attempts to take a sample for analysis.

DEI
The backup tape archives from the "Terminator 2" lab


MCH
The "dean drive" which "converts angular momentum into linear momentum."


UHP
The Infinite Improbability Generator


LUA
HAL 9000 prototype


LUA-0001
Deep Thought

    Deep Thought was installed on Earth to monitor the progress of his greatest
creation...

GQI
A Dark Bulb

    This is a 100W Dark Bulb. When inserted into a normal light socket, it will
reduce the room illumination by the amount that a normal 100W bulb would
increase it.

GQP
A Cavitron

    This complex and delicate device can be used to create 'knot singularities'
a form of black hole that is made by knotting super-strings, rather than by
matter implosion. A knot singularity has all of the gravitational
characteristics of a normal black hole (including apparent mass), but it takes
far less energy to form, and evaporates non-explosively

VHD
The Heart of Gold

    A gleaming golden spaceship containing an Infinite Improbability Drive.

TBC
The Tree of Life

    This is a number of twisted roots resembling sweet potatoes. They are
sealed in an airtight chamber, and there are warning labels on the box that
breaking the seals is extremely dangerous. Any human over 30 [[ I think that
was the age... ]] who smells the roots will be overcome by a hunger for them
that is impossible to resist. If he manages to eat the roots, and is not too
old, [[whats the cutoff age?]] he will start a transformation into one of the
Pak. (See any one of several stories by Larry Niven, including the book
"Protector").

  __________________________________________________________________________
                               Uncataloged Items

Part of a Soviet Sub recovered by Howard Hughes' Glomar Explorer back
in 1971.

one more Mohican !

ET's home phone number

Gizmo, the gremlin

Uncle Martin's Spaceship

Some of the Silver Marbles from "Starman"

Some kryptonite

Any of the fun gadgets from "Wild, Wild West"

The Nautilus from "20,000 Leagues Under the Sea"

Anything from Yoyodyne

The real Shroud of Turin

The main CPU and core of Colosus

The perfect solar cell

The hand set from Quantum Leap that got left in 1945 (last episode)

A Typhoon-class submarine with Caterpillar Drive

A searchlight with the sillouette of a bat on it

A book entitled "To Serve Man"

A three-eyed fish named Blinky

A map to the lost Dutchman mine

The Marylin Monroe Diaries

The "sets and costumes" that were used to film the Apollo Moon Landing

The FBI and CIA files detailing the Career of "Special Agent Elvis"

The real contents of Al Capone's Vault.

A bottle of the "andromedia strain" Virus.

A crate of seed pods from "Invasion of the Body Snatchers"

Things left behind by the Enterprise crew from ST IV

All the AV recordings made of the Mothership from Close Encounters

The Flying Dutchman.

The missing pages from the logbook of the Marie Celeste.

Gary Seven's voice-operated typewriter.

Spock's vacuum tube computer made in the 1930's (?), found in flophouse.

All the books which were checked out when the Library at Alexandria burned.

A map showing where the Time Tunnel desert base's drive-in door is located.

Miniturization machine from Fantastic Voyage

Copy of hostage-withholding agreement between Bush and the Ayatollah.

Hollow krypton meteorite, found in Smallville, USA. Cradle inside.

Three "telepods", non-working, along with a grotesque fly/human/metal body.

The Goose that Laid the Golden Eggs (from an Asimov story, "Pate de Foi Gras")

A Gamma Bomb

A working orgone energy machine (see theories of Nicoli Tesla for more details)

A real, live unicorn

A working anti-gravity device

a sample of Cavorite? (anti-gravitic material)

Records detailing what REALLY happened on the Hindenberg

Two strange electronic devices, found with a set of identifcation for
"Commander Pavel Chekov, Starfleet."

A set of photographs of a tall (6'3"), muscular man wearing sunglasses.
Some appear to have been taken at a police station, the rest at a mall.

Pieces excavated from a stone building of Greek or early Roman design.
Found in the middle of the Atlantic Ocean.

Many crates of bizarre super-tech weapons, all marked with swastikas.

A  crate full of papers, computer disks, and models of a modified
DeLorean sports car. Among the papers is a photograph of two men
standing by a clock, dating back to 1888.

A green meteorite attatched to a chain, found in a sewer by the
Metropolis department of Public Works.

Plans and a prototype of a reactionless engine. The notes say it puts
out no exhaust mass, only heat and light.

A circular shield, about 3' in diameter, with concentric red and white
rings and a star in the center on a blue field.

A black sword, with red runes on it, unearthed in western Canada with a
petrified human skeleton. The sword is dated as being older than the
earth where it was found. Researchers tested the sword to find out what
it was made of, but it defied their efforts. Everyone who touched the
sword died.

A gold medallion with raised markings on each side, and an off-center
hole holding a red crystal. [[Ark of covenent key]]

A glowing green crystal, about 10 inches long and 2.5 inches wide with
angled ends, discovered near the North Pole.

A listing of pi which gets to a long stretch of ones and then ends

The failed prototype from the Aurora project (yet another "stealth" plane)

ICE-NINE (from Cat's Cradle, by Kurt Vonnegut)

The Golden Fleece

A hen's tooth

A calendar containing a month made up entirely of Sundays

A pillar of salt in the shape of a woman (Mrs. Lot)

Universal Solvent (we think) (bring your own container) (hurry) (never mind...)

The Ruby Slippers

H.G. Wells' working time machine from "Time After Time"
                                                
The hover-skateboard from BTTF2

Three numbers which satisfy the equation x^3 + y^3 = z^3

A forty-two-line computer program in Ada for factorising the products
of two large primes in a short time.

Flubber!

Information on contacting the Wandering Jew

A detailed map of Eden (located in Russia, natch)

A new Shakespearean Play

The true history of Ozymandias

A CD containing the binary image of the Artifical Personality "Max Headroom"

Pages torn out of a diary beloning to one "Laura Palmer"

Nazi flying saucers

Chips of some unknown alloy collected during Apollo missions

A big black monolith collected by the Leakeys in Olduvai Gorge

A report on the Roanoke colony, in Virginia, which disappeared overnight
without a trace many centuries ago.  (Or, perhaps, a meaning for the word
CROATAN which was carved into a tree there...)

The Sea Statue from "World of Ptavvs" by Niven

SHADO security badges

Victor Frankenstein's lab equipment

Bacon's diary where he mentions his new project of ghostwriting plays.

A prototype (or working model!) of Alpha Complex's Computer...

Robbie the robot from forbidden planet

A map of atlantis

A cyclone in a bottle

Dry water

A cylon robot

A treaty giving American indians the possession of all the petrol fields

A portable hole

An autograph from Pope PI XIII

A stun gun

A light saber

A french guy named Serge Gilette, frozen. He knocked on the wrong door to ask
to use the phone...

A preserved specimen of a closet-monster.

Directions to *BLOOM* county

Film footage of the Tac-Nuke used in Desert Storm

a 17-foot long scarf

an Occillation Overthruster

Complete contact info for the Banzai Institute for Strategic Thought

A full set of equipment for an Imperial Stormtrooper

A biological organism that disrupts computers (A real live computer bug).

Seven league boots.

Unexpurgated tapes of US space missions (including encounters with UFOs,
drilling into the Moon and finding metal, etc.)

The last remaining sample of live smallpox.

A three-foot tall egg, with a cruciform opening in the top. Empty.

90% of the works of Nikola Tesla

A Mac SE hard disk containing plans for "Transparent Aluminum"

A Slaver Stasis box (and/or a GP #4 Hull).

A short mathematical proof that the travelling salesman problem can be solved
in polynomial time.

An Elder God, (apparently) dead.

A Kirlean photograph of Stonehenge -- showing auras on all the stones,
including the missing ones.

Various and sundry archaeological relics from Mu, Lemuria, Atlantis,
Shangri-La, and Xanadu.

Or the blueprints for a device that creates a space warp that opens on Yuggoth,
Thats Pluto, for you non-Lovecraftians. This idea is taken from an adventure in
the magazine _The Unspeakable Oath_.
[[ Could someone describe this device?? ]]

A quick, fool-proof algorithm for de-encrypting the DES.

Piltdown Man, the REAL skull.

The bones of the Ancient Astronauts

Digital watch around the wrist of a dinosaur

Calico kit bash from "I Come in Peace". The "calico kit bash" is a Hollywood
SFX man modifying a calico machine pistol. The calico is a machine pistol with
an M-16 barrel, cut down, and a handgrip from the same gun. It holds some 60
rounds of .22 ammo in a helix clip along the top of the pistol. In all, it
does look kinda spacey. In I Come in Peace, the gun has five settings, each
with an exponentially higher damage. At five, it could probably take out a
couple of semis, or maybe a large house. Definitely something the government
wouldn't want to give up.

The speck of dust that The Incredible Shrinking Man lives in.

The two lost Silmarils

Nazi Nukes

An enlargement of the picture of the map from Time Bandits.

Large stack of "Final Notice" bills from the French gov't regarding some large
statue.

QUESTOR (from Gene Roddenberry's made for TV movie/pilot).

Several Heechee artifacts found in a moonbase NASA won't tell us about...

The source code for H.A.R.L.I.E.

Source code for P1

Source code for ME

Various Mecha

A large number of Swords [[ Maybe all 12? ]]

An F-15's gun-camera recording of a Dragon in flight

The coordinates of a rain-swept planet far out in the galaxy, inhabited by a
little old man who likes cats (even though he doesn't belive in them).

The Color from Space, assuming somebody recovered it. (from a story by
Lovecraft)

Fully detailed photographs of "the face on Mars", showing laser burns and such

The notes of the doctors who examined ET

The Illudium Q-36 Explosive Space Modulator

A bubble-gum machine full of dehydrated Martians (just add water).

Edison's final invention:  The Necrophone, a device enabling one to speak
with the dead.

A text about flouridation and its true effects on the mind.

An engine that runs on the passage of _time_ (a Soviet physicist, whose name
escapes me, has crunched the numbers on this one!)

A dummy terminal connecting to nothing in particular, with a prompt.
When any name is typed in, the COMPLETE history of the subject is displayed,
including what he is doing at this moment, with constant updating.

The CIA's report on Psychotronic Weaponry, with the Soviet's explaination
to what happened to Nixon and Carter, as well athe death of Brezhnev,
Andropov, Chernenko, and the meteoric rise to power of one Mikhail
Gorbachev, who happened to be head of the KGB when the research was being
done.

One human skeleton, found in casket, with a wooden stake inserted into the
ribcage.

The bodies of the victims of Crest test #57.

Definitive proof of the Carter thesis that states that petroleum, rather
than being a diminishing resource, is constantly replenished naturally
by the earth.

An old-fashioned green railroad-man's lantern, and a collection of green rings
of various shapes and sizes.

A working Antithykera computer recovered from a wreck found near the Thresher -
made of titanium.

A vial containing the 'flu' from _The Stand_

Fragments of Comet Hamner-Brown

A wooden staff, with a claw holding a crystal on the end.

The Starship DEFIANT

A large number pf Swiss Army knives and rolls of Duct Tape. The Knives all
have the letter M engraved on them.

The financial records of Stemple's Mill, Seattle, Washington - signed "Ishmael Marx"

A number of semi-transparent, amoeboid creatures, accompanied by
semi-neanderthalic humanoids.

The leg-bones of Miles Vorkosigan

Maps to caves in Ireland, where several spaceships (with markings in Gaelic)
are kept.

Two thousand bottles of NyQuil

A near-complete copy of "the Red Book of Westmarch"

Directions to Midian.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COPYRIGHT NOTICE AND DISCLAIMER
This is a handbook for a campaign run in the TSR milieux of AD&D. 
This handbook is a not-for-profit publication and is intended as an 
unofficial unapproved publication and is entirely unconnected to TSR 
or their parent company Wizards of the Coast. No contest of any kind 
is intended or offered to any other person or entity's subsisting copyright. 
Copyrighted materials are included in this publication purely for fair 
comment. So get a grip. Where no other copyright subsists or exists
this work and any part thereof is copyright Jonathan Nolan who asserts 
his right to be identified as the author and copyright holder of the
subsisting portion hereof.
COPYRIGHT NOTICE AND DISCLAIMER
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Materials that are not otherwise copyrighted are Jonathan Nolan, 1998
