FANTASY -T ECH TM 1 THE EDGE OF REALITY TM

Written by MATT RIGGSBY Edited by NIKOLA VRTIS Illustrated by KLAUS SCHERWINSKI and RUTH THOMPSON

An e23 Sourcebook for GURP S® STEVE JACKSON GAMES ® Stock #37-1664 Version 1.0 – July 2010 CONTENTS

I NTRODUCTION ...... 3 ARMOR ...... 13 AT SEA ...... 20 The Fantastic and Superheavy Plate ...... 13 Naval Siege Towers ...... 20 the Concrete ...... 3 Gothic Plate ...... 13 Animal-Powered Cost Factor ...... 4 Treated Linen Armor ...... 13 Paddle Wheeler ...... 20 About the Author ...... 4 Leather Cloak ...... 13 Submarines ...... 21 Studded Armor ...... 13 Up Periscope ...... 21 1. WEAPONS AND Horned Helmets ...... 13 ARMOR ...... 5 3. POWER AND 2. TRANSPORTATION . . . . 14 PHILOCTETES ’ B OW ...... 5 AUTOMATA ...... 22 ”Poisoned” Clothing ...... 5 OVERLAND ...... 14 CONVENTIONAL FORCES ...... 22 Railways ...... 14 REFLECTIVE HEAT RAYS ...... 6 Choking Harness ...... 22 Land Sailing ...... 14 Steam ...... 22 ANTI -S HIP CLAW ...... 7 Spring-Powered Cars ...... 15 Perpetual Motion ...... 23 Counterweight Naval Mine ...... 8 Tanks ...... 15 UNCONVENTIONAL FORCES . . . . . 23 PNEUMATIC WEAPONS ...... 8 The Di Giorgio Tank ...... 16 Electrical Batteries ...... 23 Air Guns ...... 8 AGAINST GRAVITY ...... 16 Magnets ...... 24 Steam Cannon ...... 8 Hot Air Balloons ...... 16 Pyramid Power ...... 24 MULTI -B ARREL ARTILLERY ...... 9 Specific Attraction ...... 17 Sound Levitation ...... 25 THNIC OOL E C ...... 10 PARACHUTES AND GLIDERS . . . . . 17 COMPUTERS ...... 25 Very Cheap ...... 10 TRUE FLIGHT ...... 18 New Wildcard Skill: ! . . . . 10 AUTOMATA ...... 25 Wings ...... 18 Simple Automata ...... 25 COMBINATION WEAPONS ...... 12 Vimanas ...... 19 Mechanical Androids ...... 26 Mr. Stab-Stab Bang-Bang ...... 12 Vimana Weapons ...... 19 Biological Constructs ...... 26

4. OTHER TECHNOLOGIES . . . . . 27 About GURPS UNUSUAL MATERIALS ...... 27 Steve Jackson Games is committed to full support of GURPS players. Our Azzalum ...... 27 address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self- Orichalcum ...... 27 addressed, stamped envelope (SASE) any time you write us! We can also be Bononian Stone ...... 27 reached by e-mail: [email protected] . Resources include: Flexible Glass ...... 27 Incombustible Oil ...... 28 New supplements and adventures. GURPS continues to grow – see what’s Aluminum ...... 28 new at www.sjgames.com/gurps . e23. Our e-publishing division offers GURPS adventures, play aids, and NINJA GEAR ...... 28 support in PDF form . . . digital copies of our books, plus exclusive material THE PSEUDOSCIENCES ...... 29 available only on e23! Just head over to e23.sjgames.com . Alchemy ...... 29 Pyramid (www.sjgames.com/pyramid ). Our monthly PDF magazine Mundane vs. Magical ...... 29 includes new rules and articles for GURPS , systemless locations, adventures, Astrology ...... 30 and much more. Look for each themed issue from e23! Enforcing Astrology ...... 31 Internet. Visit us on the World Wide Web at www.sjgames.com for errata, Esoteric Medicine ...... 31 updates, Q&A, and much more. To discuss GURPS with our staff and your Astrology and Medicine ...... 32 fellow gamers, visit our forums at forums.sjgames.com . The web page MISCELLANEOUS INVENTIONS . . . 33 for GURPS Fantasy-Tech 1: The Edge of Reality can be found at Floral Clock (TL4) ...... 33 www.sjgames.com/gurps/books/fantasy-tech/fantasy-tech1. Grappling Catapult (TL4) ...... 33 Bibliographies. Many of our books have extensive bibliographies, and Horse Cannon (TL4) ...... 33 we’re putting them online – with links to let you buy the resources that inter - Spiral Elevator (TL4) ...... 33 est you! Go to each book’s web page and look for the “Bibliography” link. Errata. Everyone makes mistakes, including us – but we do our best to fix 5. EARLY ARRIVALS . . . . 34 our errors. Up-to-date errata pages for all GURPS releases, including this Stirrups ...... 34 book, are available on our website – see above. Gunpowder ...... 34 Germ Theory ...... 35 Rules and statistics in this book are specifically for the GURPS Basic Literacy ...... 35 Set, Fourth Edition. Page references that begin with B refer to that book, not this one. INDEX ...... 36

CONTENTS 2 I NTRODUCTION

GURPS is known for highly detailed, well-researched supple - character niche. Alternately, these technologies can be com - ments containing a wealth of up-to-date historical and scientific mon knowledge among craftsmen: Every warrior (who can information. These volumes are written by well-read, enthusias - afford it, anyway) can have an azzalum . Every priest tic amateurs and people with real-world experience and aca - can carry a bottle of mundane alchemical healing elixir as a demic credentials in their fields, often working in consultation backup to healing spells. And so on. with a range of experts and professionals, to produce works use - Dropping these gadgets into a more realistic campaign ful not just to GURPS players, but to players of other games and poses additional problems. The items in this supplement cover to nongamers with an interest in the subject material. a wide range of feasibility, from the entirely real – if overlooked This is not one of those supplements. – to the utterly impossible. Anything with a straight TL (for GURPS Fantasy Tech: The Edge of Reality is a compilation example, TL3) is a real, if possibly idealized, historical item, of failed ideas, an inaccurate history of technology from the produced and used during that TL, if only experimentally in dawn of civilization to the dawn of the industrial age. This proj - limited numbers. Items with a + in the TL – for example, ect rummages through the dustbin of history for ideas about TL(3+1) – aren’t necessarily impossible in principle but require technology that have actually been held (and, in some out-of- considerable refinement and better materials to work consis - date circles, still are) but have since been discarded. It contains tently. Items with a ^ notation are simply impossible. They myths, legends, misinterpretations, real technological dead- may fit the technological “mood” of a TL, but they require ends, ideas that inventors dabbled with before their time had superscience (or even superpseudoscience) to function. arrived, things that nearly happened but didn’t, and romantic Naturally, introducing fantasy tech into a realistic cam - notions based on sketchy knowledge of the past and far-off civi - paign has significant implications for the game world. For lizations. Turn to this supplement if you want a nearly historical example, although a society with a number of TL(4+1) and world full of mundane wonders: Bronze Age kings flying with TL(4+2) gadgets may have clockpunkish trappings, the capa - cape-like wings and attended by solid metal servants, Roman bilities of the technology are more Victorian or WWII than armies marching to war with pneumatic catapults and deadly Renaissance. It may also be wise to limit availability of some heat rays, and respectable Renaissance astrologers taking wind- items, either by cost or by enforcing craft secrecy, notably up cars to airports filled with elegant ornithopters. It’s the way when it comes to superscience. A society with readily available the future was, and you can make it be that way again. TL1^ automata or TL2^ vimanas would have little use for mar - ginally more realistic TL(4+2) aircraft. THE FANTASTIC AND THE CONCRETE Do not worry if you have Most of the gear in this volume belongs to alternative paths built your castles in the air. of technological development, providing concerns for both players and the GM. They are where they should be. – Henry David Thoreau Fantasy-Tech Campaigns The primary concern for the GM is fitting exotic gear into a campaign. In conventional fantasy campaigns – with priests, wizards, chi-powered martial artists, and other char - Fantasy Technicians acters with exceptional abilities – adding exotic but techni - The primary concern of players is the ability to use and, to a cally mundane technology simply unlocks another realm of lesser extent, make fantastic gadgets. The table below lists the novel capabilities. The use of Unusual Backgrounds and skills required to produce or maintain the items in this supple - Craft Secret perks protects gadgeteers as an adventuring ment. See the index (p. 36) for locations of item descriptions.

GURPS System Design T STEVE JACKSON Page Design T PHIL REED and Marketing Director T PAUL CHAPMAN GURPS Line Editor T SEAN PUNCH JUSTIN DE WITT Director of Sales T ROSS JEPSON Managing Editor T PHILIP REED Art Director T WILL SCHOONOVER GURPS FAQ M aintainer T ––––––– e23 Manager T STEVEN MARSH Production Artist & Indexer T NIKOLA VRTIS VICKY “MOLOKH” KOLENKO Prepress Checker T MONICA STEPHENS

Playtesters: Roger Burton West, Peter Dell’Orto, Daniel Howard, Phil Masters, and William H. Stoddard GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid , Fantasy-Tech, The Edge of Reality, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Fantasy-Tech 1: The Edge of Reality is copyright © 2010 by Steve Jackson Games Incorporated. Some art © 2010 JupiterImages Corporation. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

INTRODUCTION 3 Fantasy-Tech Skills Table Invention Skill Invention Skill Railways Engineer/TL2 (Civil) Reflective Heat Ray Armoury/TL2 (Reflectors) Aluminum Smith/TL(2+3) (Aluminum) Renaissance Air Rifle Armoury/TL4 (Small Arms) Anti-Ship Claws Armoury/TL2 (Heavy Weapons) Renaissance Calculator Mechanic/TL(4+1) (Clockwork) Articulated Claw Armoury/TL2^ (Heavy Weapons) Renaissance Helicopter Mechanic/TL(4+2) (Ornithopter) Automated Doors Mechanic/TL2 (Clockwork) Rigid Parachute Mechanic/TL3 (Glider) Automated Mannequins Mechanic/TL3 (Clockwork) Shirazi Battery Armoury/TL4 (Heavy Weapons) Automated Tripods Mechanic/TL1^ (Robotics) Simple Air Brake Mechanic/TL3 (Glider) Azzalum Metallurgy/TL2^ Spiral Elevator Architecture/TL4 Bird Glider Mechanic/TL(4+2) (Glider) Spring-Powered Car Mechanic/TL(4+1) (Clockwork) Bononian Stone Alchemy/TL3 Steam Cannon Armoury/TL(2+3) Bronze Androids Mechanic/TL1^ (Robotics) (Heavy Weapons) Castle Clock Mechanic/TL3 (Clockwork) Steam Engine Mechanic/TL (Steam Engines) Classical Analog Mechanic/TL(2+3) (Clockwork) Stone Dropper Armoury/TL2 (Heavy Weapons) Computer Studded Armor Armoury/TL1^ (Body Armor) Combination Weapons Armoury/TL (Melee Weapons) and Submarine Mechanic/TL4 (Submarine) Armoury/TL (Small Arms) Superheavy Armor Armoury/TL4 (Body Armor) Counterweight Traps/TL4 Treated Linen Armor Armoury/TL2^ (Body Armor) Naval Mine Vimana Mechanic/TL2^ (Vimana) Defensive Magnets Architecture/TL2^ Vimana Weapons Armoury/TL2^ Dew Belt and Dew Booth Mechanic/TL4^ (Lighter (Vimana Weapons) Than Air) Di Giorgio Tank Mechanic/TL4 (Wagons) If these devices don’t exist in the campaign, they may be Electrical Batteries Electrician/TL(3+2) suitable for invention by gadgeteers with appropriate Engineer Ethnic Cool Weapons Armoury/TL (Melee Weapons) or skills. Even in settings where they do exist, the specifics might Armoury/TL (Missile Weapons), not be common knowledge. After all, many inventors deliber - as appropriate ately try to keep their work a secret! The special knowledge Flexible Glass Professional Skill (Glassblower) required to make such an item may demand a new perk: Craft Floral Clock Gardening Secret. For every 20 points in relevant craft skills, a craftsman Gliding Cloak Mechanic/TL3^ (Glider) may buy an instance of Craft Secret that enables a specific Gothic Plate Armoury/TL4 (Body Armor) invention covered by those skills. Artisans who hold a craft job, Grappling Catapult Armoury/TL4 (Heavy Weapons) or who have a relevant craftsman or craft guild as an Ally or a Horned Helmet Armoury/TL1 (Body Armor) Patron, may buy one further Craft Secret per 10 points in the Horse Cannon Armoury/TL4 (Heavy Weapons) skills of their job. For example, Leonardo da Vinci might have Hot Air Balloon Mechanic/TL(1+1) (Lighter passed on the secret of making steam-powered artillery to a Than Air) favored pupil in the form of Craft Secret (Steam Artillery). Hydra Venom Poisons/TL1 Incombustible Oil Alchemy/TL2^ Land Sailers Mechanic/TL (Land Sailer) Leather Cloak Armoury/TL0 (Body Armor) Cost Factor Leonardo Battery Armoury/TL(4+1) The costs of most modifications to existing gear (Heavy Weapons) are expressed as a “cost factor” (CF). To find final cost Leonardo Tank Mechanic/TL(4+1) (Crank-Driven of an item, multiply the modified item’s list cost by (1 Vehicles) + total CF). For example, an item that has one modi - Levitating Instrument Mechanic/TL1^ (Antigravity) fication with +1 CF and another with +2 CF costs 1 + Moving Platforms Mechanic/TL2 (Clockwork) (1 + 2) or 4 times its list price. If total CF is below -0.8, Naval Sambuca Mechanic/TL2 (Naval) treat it as -0.8; thus, final cost cannot be below 20% Naval Siege Tower Mechanic/TL2 (Naval) of list cost. Ninja Gear Armoury/TL4^ (Ninja Gear) Orichalcum Metallurgy/TL1 Ornithopter Mechanic/TL(4+2) (Ornithopter) Ox-Driven Paddlewheel Mechanic/TL2 (Naval) Perpetual Motion Mechanic/TL3^ (Perpetual Machine Motion) ABOUT THE AUTHOR Personal Wings Mechanic/TL1^ (Ornithopter) Matt Riggsby was a later product of the atomic bomb pro - Philoctetes’ Bow Armoury/TL1^ (Missile Weapons) gram, emerging in the midst of the Vietnam War. After witness - Pneumatic Ballista Armoury/TL(2+2) ing the earthquake that sent California into the ocean and (Heavy Weapons) studying paleontology (briefly interrupted by the Boston Tea Poisoned Clothing Chemistry/TL1 or Alchemy/TL1 Party), he married two women of the same name and had at Porcelain Artist (Pottery) least one child. He now works for a German telegraph com - Pyramid Power Architecture /TL1^ pany. This is his fourth video game for Steve Jackson Games.

INTRODUCTION 4 REFLECTIVE HEAT RAYS The ancients were familiar with “burning glasses” – rock- Because descriptions are sketchy and varied, there are sev - crystal lenses and curved mirrors that could be used to focus eral possible models of heat ray. sunlight and ignite tinder. They were moderately expensive and Reflective Heat Ray (TL2) . This version is a very large (1,000 operated only in bright sunlight, but they were effective, low- square feet, or a circle about 18 feet in radius) reflecting dish effort tools for starting small fires. Inevitably, there were made from highly polished bronze mounted on a wall or tower. attempts to weaponize this technology. It is directed by a “gunner” aided by a crew of men and possi - In 214 B.C., during the Second Punic War, Rome set siege to bly draft animals. the city of Syracuse on Sicily with a sizable army and some inno - Reflective Heat Ray, Small (TL2) . This more compact version vative weapons (see Naval Siege Tower , p. 20). The Syracusians is about 250 square feet in area, or a nine-foot radius. It is less had their own secret weapon: the philosopher Archimedes. powerful but easier to bring to bear. A defensive position might Archimedes invented a number of weapons to hold off the have several mounted along the walls, combining to focus their Roman armies, the most notable of which was the earliest energy on a single target. attempt at a light-based weapon. His “heat ray” consisted of an Improved Reflective Heat Ray array of mirrors (one scholar (TL2) . A description from a described them as being assembled Byzantine scholar suggests a more in a hexagonal dish) that acted in complex but versatile design involv - concert as a parabolic mirror to ing a secondary lens or reflector. focus the heat of the sun to set The improved heat ray has a more Roman ships on fire. complex arrangement of mirrors, Though long dismissed as a which gives it a broader field of fire. myth and still, with good reason, regarded as questionable, this A more conventional but less Hellenistic death ray has elements technically plausible explanation is of plausibility. Experiments over the that Archimedes employed soldiers past few decades indicate that with highly polished shields. The massed mirrors can be used to set minimum manpower and equip - wooden objects on fire at distances ment requirements are a group of of 60-70 yards. The main drawbacks 170 men with mirror-bright are a need for very clear conditions medium shields or 100 men with and stable targets. In Archimedes’ similarly polished large shields. They defense, the Mediterranean is justly famed for being sunny, can be at most two ranks deep, which means a line 50-85 yards though the inherent rocking motion of ships has raised consid - long; the target cannot be past the ends of the line. They must erable doubts about the weapon being able to focus on a single all have both Soldier and Shield skills at 12+ and a perk, spot long enough to ignite fires. It also assumes that Reflective Shield, allowing them to coordinate their actions Archimedes invented the parabolic reflector centuries before it and accurately use their shields to reflect light at a specific tar - is know to exist. If any Greek could have done so, it would have get. Actually hitting requires a roll against their leader’s Tactics been circle-obsessed Archimedes, but the GM may want to skill at -6. Treat the formation’s range, damage, and limitations treat the reflector as TL(2+1) instead of vanilla TL2. as a regular reflective heat ray.

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes

GUNNER (MIRROR) 2 Reflective Heat Ray 1d burn 2 50/70 1,500 1 special 60M -16 – $155,000 2 [1] 2 Reflective Heat Ray, Small 1d-3 burn 2 50/70 375 1 special 35M -12 – $3,900 2 [1] 2 Improved Reflective Heat Ray 1d burn 2 50/70 2,000 1 special 60M -16 – $195,000 2 [2] Notes southern hemisphere. Also, subtract 1 point of damage for [1] The reflective heat ray requires no ammunition. each of light fog and light cloud cover, 2 points each for mod - Rather, it needs strong sunlight (so it can only operate in day - erate cloudiness and heavy fog, and 3 points for completely light hours), and it can only fire effectively at targets with a overcast conditions. 60° arc between itself and the sun. This means, essentially, [2] Because it has a secondary mirror to redirect the that an east-facing heat ray can only be used between dawn focused beam, the collector dish can move to just about any and late morning, a west-facing one can only be used between angle while being able to hit any visible target at any time of early afternoon and dusk, south-facing ones can only be used day. However, the advanced version is still subject to penalties in the northern hemisphere, and north-facing ones in the for clouds and mist.

WEAPONS AND ARMOR 6 CHAPTER FOUR OTHER TECHNOLOGIES

Antiquity saw a broad assortment of odd technologies and strange sciences, ranging from the discovery of peculiar materials through exotic disciplines like astrology and alchemy.

UNUSUAL MATERIALS Historical records refer to many substances that are lost or may never have existed. BONONIAN STONE By at least the Renaissance, scholars were aware of a min - eral (called by a variety of names including the lapis phospho - AZZALUM rus or bononian stone) that glowed in the dark after exposure History alludes to a number of special metals. One of the to light. This led some scholars to conclude that light was a most useful, mentioned as far back as Pliny the Elder (23-79 substance that the stone soaked up like a sponge to emit later. A.D.), is azzalum, also called Indian iron since it was believed The main controversy about the stone was whether it was nat - to originate in India, though some later ascribed its origin to ural or could be manufactured. China. Perhaps inspired by samples of wootz (crucible steel, A thumb-sized stone will glow with the brightness of a can - which would have been available just in time for a few speci - dle flame for 10 minutes if exposed to bright light for an hour mens to make it to imperial Rome), this was alleged to be a or more. It fades thereafter, with the glow disappearing after an remarkably strong type of iron. It was hard enough that tools hour. It can be used as a heatless, flameless, and even conceal - made of azzalum could be used to cut other pieces of iron. able source of light, but only briefly. Naturally occurring Items made from azzalum have +1 HT and +25% HP (round bononian stones are TL0^. If they can be created alchemically, up). Armor made from azzalum gets +1 DR. Cutting and impal - synthetic stones are TL3^. A small lump the size of an ice cube ing weapons made from azzalum get +1 to damage and -1 to is $400, negligible weight. their chance of breaking if parrying a heavier weapon (see p. B376). These effects are cumulative with the item’s quality where applicable. For example, a fine-quality azzalum sword FLEXIBLE GLASS gets +2 to damage and -2 to its breakage roll when parrying a Transparent aluminum, one of the more famous fake inven - heavy weapon. Azzalum items are TL2^ and have +5 CF. tions of the far future, comes with a surprising historical pedi - gree. Through history, craftsmen have claimed to invent flexible, or at least malleable, glass. The earliest account is of a Roman inventor Orichalcum who approached the emperor Tiberius with There are several differing historical accounts of a metal called orichal - vessels made from what appeared to be glass. cum. GURPS Fantasy presents one interpretation of it as an unbreakable When struck, however, the material dented fantasy metal. Another interpretation is a strong but attractive alloy of instead of shattering, and the inventor copper, tin, and gold. It has the strength of bronze, but the color and shine pounded it back into shape. The emperor was of gold. Treat orichalcum versions of bronze items as decorated equip - duly impressed. However, he had the inventor ment with +3 CF. They may also be considered as being made from gold put to death because his invention could if golden items have any particular supernatural effects. potentially render precious metals worthless and put any number of other craftsmen out of work, causing unrest and economic disaster.

OTHER TECHNOLOGIES 27 INDEX Adventures, including fantasy-tech in, 4. Electrical batteries, 4, 23-24. Horse-killing macuahuitl, 10, 11. Air, brakes, 4, 18; guns, 4, 8, 9; Electroplating, 23. Hydra venom, 4, 5. transportation, 4, 16-20. Elevator, 4, 33. Ice sailers, 14, 15. Alchemical laboratories, 30. Elixir of life, 29. Il Taccola, 8, 15, 33. Alchemy, 29-30. Elixirs, 29-30. Incendiary arrows, 19. Alkahest, 30. Engines, steam, 4, 23. Incombustible oil, 4, 28. Aluminum, 4, 28. Environmental therapy, 31-32. Katana! skill, 10. Analog computer, 4, 25. Equipment maintenance using pyramids, 24. Katana, 10, 11. Androids, 4, 26. Esoteric medicine, 31-32. Keel breaker, 8. Animal-powered paddle wheelers, 4, 20-21. Esoterical medical kits, 32. Kris, 10, 11. Anti-miasmal gear, 32. Etching, 23. Kukri, 10, 11. Anti-ship claws, 4, 7. Ethnic cool, items, 13, 28; weapons, 4, 10-11. Land sailing, 4, 14-15. Archimedes, 6-8, 19, 25, 33. Exercises, 32. Land transportation, 4, 14-16. Armor, 4, 13; magnets and, 24. Explosive caltrops, 28. Land yachts, 14, 15. Arrows, 19. Firearms, 4, 8-9, 12; ultra-low-tech, 35. Lapis phosphorus, 27. Articulated claws, 4, 7. Flammable clothing, 5. Leather cloaks, 4, 13. Astrological tools, 31. Flight, 16-20. Leonardo, batteries, 4, 9; tanks, 4, 15; see also Astrology, 30-31; medicine and, 32. Flying conveyances, 4, 16-20. Da Vinci . Automata, 4, 25-26. Footwear, 28. Levitating instrument, 4, 25. Automated, doors, 4, 26; mannequins, 4, 26; Fortune-Telling skill, 30-32. Light, from materials, 27, 28; using batteries, tripods, 4, 26. Fossil oosik, 10, 11. 23; weapons, 6, 19. Azzalum, 4, 27. Francisca, 10, 11. Linen armor, 4, 13. Balloons, hot air, 4, 16-17. Batteries, artillery, 4, 9; electrical, 4, 23-24; healing with, 24. Bezoar, 32. Bioengineering skill, 26. An inaccurate history of technology Biological constructs, 26. Bird glider, 4, 18. through the dawn of the industrial age . . . Bleeding as healing technique, 31. Bononian stone, 4, 27. Bronze androids, 4, 26. Burning as healing technique, 31. Genetic engineering, 26. Linstock, 12. Calculator, 4, 25. Germ theory, 35. Literacy, 35. Caltrops, 28. Ghurka kukri, 10, 11. Longbow, 10, 11. Campaigns, including fantasy-tech in, 3; Glass, flexible, 27-28. Macuahuitl, 10, 11. realistic, 3. Gliders, 4, 17-18. Magical vs. mundane alchemy, 29. Cannon, 4, 8-9, 16; saddle for, 33; tanks and, Gloves, 28. Magnets, 4, 24. 15, 16. Grappling catapult, 4, 33. Making and maintaining fantasy-tech, 3-4. Cars, 4, 15-16. Ground vehicles, 4, 14-16. Mannequins, automated, 4, 26. Choking harnesses, 22. Gun-dagger, 12. Materials, alchemy, 30; unusual, 27-28, 30, Cloaks, as air brake, 18; gliding, 4, 18; leather, Gun-hatchet, 12. 32. 4, 13. Gun-katar, 12. Medical gear, 32. Clocks, castle, 4, 25; floral, 4, 33. Gun-knife, 12. Mercury, philosophical, 30. Clothing, 13, 18, 28; flammable, 5; poisoned, Gun-, 12. Mines, naval, 4, 8. 4, 5. Gun-shield, 12. Mr. Stab-Stab Bang-Bang, 12. Combination weapons, 4, 12. Gun-sword, 12. Multi-barrel, artillery, 4, 9; combined arms, 4, Computers, 4, 25. Gunpowder, 34-35. 12. Cost Factor (CF), 4. Guns, 4, 8-9, 12, 35. Naval sambuca, 4, 20, 21. Craft Secret perk, 4. GURPS Fantasy, 27; High-Tech, 24, 26; Naval siege towers, 4, 20, 21. Creation of life, 26. Low-Tech, 13; Magic, 29; Martial Arts, Ninja, gear, 4, 28; suit, 28. Ctesibius, 8. 10. Oil, incombustible, 4, 28. Da Vinci, Leonardo, 8, 9, 15, 18, 19, 25. Handgonne, 35. Oosik, 10, 11. Dew, belts, 4, 17; booths, 4, 17. Healing; panacea, 29; techniques, 31-32; with Orichalcum, 4, 27. Di Giorgio tanks, 4, 16. batteries, 24. Ornithopter, 4, 19, 20. Di Jacopo, Mariano, see Il Taccola . Heat rays, 4, 6, 19. Overland transportation, 4, 14-16. Diet as healing technique, 31. Helicopters, 4, 19. Ox-driven paddle wheelers, 4, 20. Diolkos, 14. Helmets, 4, 13. Paddle wheelers, 4, 20. Diving bells, 21. Herbal medicine, 32. Panacea, 29. Doors, automated, 4, 26. Homing arrows, 19. Parachutes, 4, 17-18. Drebbel, diving bells, 21; submarines, 4, 21. Horned helmets, 4, 13. Parasols, as air brake, 18. Dual-weapon attack, 12. Horse cannon, 4, 33. Periscopes, 21.

INDEX 36 Perpetual motion machines, 4, 23. Sambuca, naval, 4, 20, 21. Tech levels, of items, 3. Philoctetes’ bow, 4, 5. , 10, 11. Technicians of fantasy-tech, 3-4. Philosopher’s stone, 30. Sea-going vehicles, 4, 20-21. Tomahawks, 10. Plate armor, 4, 13. Shirazi battery, 4, 9. Tools of alchemy, 30. Platforms, moving, 4, 26. Shoes, 28. Transmutation, 30. Pneumatic, ballista, 4, 8, 9; weapons, 4, 8-9. Shoot-stab maneuver and technique, 12. Transportation, air, 16-20; land, 14-16; sea, Poisoned clothing, 4, 5. Skills, to make or maintain tech, 3-4; new, 10; 20-21. Porcelain, 4, 32. table, 4. Tripods, automated, 26. Poulticing as healing technique, 32. Sound levitation, 25. True-flight conveyances, 18-20. Power sources, 22-26. Specific-attraction conveyances, 17. Ultra-low-tech firearms, 35. Preservation using pyramids, 24. Spiral elevator, 4, 33. Vehicles, 4, 14-21. Pseudosciences, 29-32. Spontaneous Generation specialization, 26. Vimana, 4, 19-20; weapons, 4, 19. Pumps, steam, 23. Spring-powered cars, 4, 15-16. Water-walking shoes, 28. Purging as healing technique, 32. Steam, cannons, 4, 8-9; engines, 4, 23; power, Watercraft, 4, 20-21. Pyramid power, 4, 24. 22-23; pumps, 23. Weapons, 3-12, 16, 19, 28, 33, 35; Railways, 4, 14. Stirrups, 34. combination, 12. Ray disks, 19. Stone droppers, 4, 7. Welsh longbow, 10, 11. Renaissance, air rifles, 4, 8, 9; calculator, 4, Submarines, 21. Wildcard skill, new, 10. 25; helicopter, 4, 19. Sword-grappling gloves, 28. Wind, barrows, 14, 15; chariots, 14, 15. Rutways, 14. Swords, very cheap, 10. Wings, 4, 18-20. Saddle, for carrying cannon, 33. Table, fantasy-tech skills, 4. Zanbato, 10, 11. Sail-powered land vehicles, 4, 14-15. Tanks, 4, 15-16. Zweihander, 11.

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Download G Print G Play STEVE JACKSON GAMES e23 is part of Warehouse 23, the online store at Steve Jackson Games. Warehouse 23 is also the official Internet retailer for Dork Storm Press, Atlas Games, and many other publishers. Visit us today at www.warehouse23.com for all your game STUFF!

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