Fall Technology

Before the Fall mans technology had become quite fantastic, capable of even bridging the gap between reality and darkness. These machines tapped power previously only available to Wizards. Man proved himself a god and granted life to what he had created. These devices are alive. Just in the way that an old car seems to develop in to an old friend, these machines have unique personalities. They at times can become temperamental and at others loyal, depending on how they bond with their 'owner'.

This equipment will repair itself and recharge itself given sufficient time and raw materials. Assuming they have not been completely destroyed.

The unfortunate side effect.

Ancient Technology tends to attract demons like flys to a corpse. They are clearly visible to spirits as a possible bridge to reality. These items often have a demon waiting for a chance to claim the item. Some to destroy it, some to wield it and others just for curiosity.

The chance of a demon being nearby changes from 1 in 20 a day to always when an ancient technology item is nearby. Dark elven Ancient technology is not quite as bad, being 'new/young'' by comparison. (10 in 20 chance)

 

Origins.

Little is known as to who created these items and who originated the technology, but one thing is sure; the secrets to their production are not entirely lost. Most believe them to have something to do with the 'Fall'. The title 'pre-fall' technology is mostly an assumption. The dark elves obviously have access but they are not the only ones still producing it.

Where do I get some.

Lucky scavengers will sometimes come across Ancient Tech in the Demongrounds, in fact this is what every scavenger hopes to actually find, that cache of Tech that they can sell and retire on. Some believe that the demon UnderCities manufacture them to use as bait and then of course there are the Dark Elves.

Bonding.

The oldest of Ancient Tech is temperamental. It is choosey as to who may wield it and for what purpose. An item may take weeks or a few seconds to decide whether it will work for its new owner, even then it might do so only to serve its own purposes. 'Generally' Dark Elven Tech doesn't suffer this, when used y dark elves.

Originally it was intended that the devices could predict what the wielder was thinking and would be able to react accordingly, improving weapon accuracy and so on, but as the centuries past this fledgling intelligence has become self consciousness.

Simpler devices will function normally most of the time, the more complex and older items might have their own agendas and use their temperamental nature to achieve them by failing to function when needed.

Blasters

These weapons fire a bolt of energy at their target, instantly vaporising a minute section of its target causing an explosion. They are noisy and inaccurate but devastating. These weapons are fitted with a trigger that only acts as a safety, the unit actually being fired via a mental link with its owner. Most 'owners' do not actually even realise this. The mental link between these weapons and their owner only offsets their inherit inaccuracy.

Blast Weapons Rec W'Dam Type Cap Cost Tech Notes
Blast Pistol 3 +24 -2Shock 100 - 10 Double Action
Blast Medium Gun 5 +24 -2Shock 400 - 10 double action, 3round Burst (+3W'Dam)
Blast Assault Rifle 6 +30 -2Shock 400 - 10 double action, 3Rnd burst
Blast Heavy Weapon 3 +90 -2Shock 20000 - 10 MOUNTED

If not 'bonded' these weapons have a -2 penalty to hit.

Capacity is rounds available to be fired per day. The weapons automatically recharge over time.

Chameleon Field

This technology bends light around the wearer making the wearer blend in with his surroundings, the more power full versions actually removing the bodies visible spectrum. Some powered armours are equipped with these field especially the heaviest and the lightest versions (20%). The chameleon device gives +4 to stealth rolls. The invisibility model +8. These devices allow the wearer to even hide in broad daylight with no cover (half Bonuses)

 

Cybernetics

Much of the Fall Technology that has been found has been war orientated, the cybernetics are no exception. Being of mostly combat nature, aesthetics are often sacrificed for effectiveness. Fall Tech Cybernetics are rarely concealable. However it is possible to find devices that were designed with concealment in mind. These devices grow a real flesh covering over them, based on the wearers own DNA. The flesh has few pain receptors but can still feel by touch as normal. Statistics are the same as their military equivalent. This type is incredibly rare and more often of recent manufacture.

Ancient cybernetics are self repairing, and self installing (Instalation is an agonising process, Sanity check if conscious or lose and additional 1pt sanity).

Cybernetics do have side effects. The loss of a limb is traumatic experience which causes the loss of 1pt of sanity and require a sanity check not to lose another. Mages also lose a point of Darkness and the appropriate bonuses but do not regain the lost Sanity penalty. The limb is limited in strength by it's wearers body. Using more than +4 over wearer's strength will damage the wearer's spine/body

The Dark Elven equivalents are reported to follow the natural form and are concealable under normal clothes.

'Bonded' limbs might protect even an unconscious wearer, firing weapons or dragging the wearer to cover. Although not fitted with any type of optics it can sense entities that have a spirit e.g. living beings or magic.

Cybernetic Arms

The arms strength is 17 however in situations where the owners must support the extra strength it raises the wearers strength by +4.

Damage to the arm is recorded as normal however there are no penalties for the injuries, the arms SHK is 22, body of 10 and armour of 4. The arm will repair damage ONE point per round.

Cybernetic Leg

As per Arm (17 or +4) but the strength of a such a leg is seldom usable unless mounted in pairs, as the movement of the leg is rarely independent of the spine, when attached in pairs further 'surgery' is performed that reinforces the hips and spine. If mounted with a pair of arms the reinforcement will interlock allowing the user the full benefit of all of their limbs. Body of 10 and armour of 4

Cybernetic Eyes

Plainly visible to onlookers A-Tech Cyber Eyes can see into all spectrums and even into Darkness. They allow the wearer to see infrared, X-rays, into the spirit world, see auras, long distances and even microscopic objects. +2 to awareness.

Some sets (6 in 20) can only see into the spirit world, making the user blind to things with out souls. New technological items and the like are only barely perceived.

Other Cybernetics

Other cybernetics are known to exist, just not as common. Lungs, hearts and other internal organs as well other external items etc. Beware some cybernetics will attach themselves destroying healthy organs in an attempt just to be mobile again.

Force Field Generators

Small self-powered force fields which give the wearer an armour rating for the whole body. These devices are capable of being 'active' for 1 hour total per day. The unit may be switched on at will and can detect attacks and automatically activate, the item capable of seeing half a second or so into the future. (Chronos-beasts etc confuse this ability)

Forcefeild. Armour Visibility, Activated Visibility When Struck
Type 1 2 Not visible Visible but not obvious
Type 2 3 Slightly Noticeable Obvious
Type 3 4 Obvious Obvious

The armour rating also applies to magic Resist checks. If a wearer is panicked they will usually activate the field. The device tends to be about the size of a packet of cigarettes, exact size and design depends on the racial origins of the device.

Gauss Projectile Arms

This technology uses electricity to magnetically propel a steel projectile at high speeds. Depending on the individual device it can either fire a single or multiple rounds. These weapons recharge themselves with time (~8hours). Some type of metal (ferrous) must be supplied, the weapon placed in contact whilst regenerating. These weapons are fitted with a trigger that only acts as a safety, the unit actually being fired via a mental link with its owner. Most 'owners' do not actually even realise this. The actual projectile being ordinary metal has no 'magical' effect. These weapons are near silent. They are the preferred weapons of Dark Elvin covert Ops. Both Human and Elven versions exist. These weapons may only fire ferrous metals (iron,steel)

Gauss Weapons Rec W'Dam Type Cap Notes
Gauss Pistol 2 +20 - 100 Double Action
Gauss Machine Pistol 2/3 +20 - 200 double action, Full Auto
Gauss Sub Machine Gun 3 +20 - 400 double action, Full Auto
Gauss Assault Rifle 5 +26 - 400 double action, Full Auto
Gauss Sniper Rifle (field) 2/5 +32 - 100 1 mile range. Double action
at short range short & long burst
Gauss Sniper Rifle (entrenched) 2/10 +37 - 2000 Large 2 mile range, cumbersome
Gauss Heavy Weapon 2 +70 - 20000 MOUNTED.

The intelligence of the weapon can't move but can choose when to fire. It can see into Darkness but is not capable of attacking into it. A bonded weapon gives its wielder +2 to hit and can fire itself to protect its owner. Unbonded weapons will fail to fire or fire at inopportune moments.

Capacity is rounds available to be fired per day.

[Do not leave one of these weapons recharging on the bonnet of your car!!! Your battery will be flat and your bonnet rusted through]

[Dark Elves have been known to wield the Heavy Version unmounted with the aid of Heavy Power Armour.]

 

Powered Armour

Body armour that is capable of offsetting its own weight by moving with its wearer, reducing fatigue and increasing strength. Powered Armour Varies in the amount of protection and strength it provides. Human versions are quite large and weight 200+kg, complicating modes of transport. They are still moderately nimble (-1 Athletics). Elven equivalents though not providing quite the same protection and strength are very mobile (no penalties). The armour bonus is also added to magic resist rolls. The armour protects all locations, most protect the head with a forcefeild (see above), which keeps REF penalties low. The suits can be fully sealed but can only provide air for a few minutes. Helmeted units can provide air for up to 30 minutes

Type Armour Str Penalty Weight Notes
Human Very Heavy 9 +5 -2 300kgs Helmet
Human Heavy 8 +4 -1 200kgs -
Human medium 6 +3 -1 150kgs -
Human light 4 +2 - 100kgs -
Human Covert 3 +1 - 50kgs -
Dark Elven Heavy 8 +4 - 20kg -
Dark Elven medium 6 +3 - 15kg -
Dark Elven light 4 +2 +1 10kgs -
Dark Elven Covert ops 3 +1 +2 5kgs -
Dwarven? SuperHeavy 10 +6 -3 350kg Helmet
Dwarven? Heavy 8 +4 -1 250kg Helmet
Orc? (maybe?) 5 +4 -2 400kg Helmet

Laser Scalpel

Not really a medical implement as the name implies, this device is roughly the size of a large pen. From one end a short range (2 feet) short burst continuous laser can be emitted, this can cut through anything. Cuts with this device are less than a millimetre wide, this accuracy improving its efficiency. Intended as a cutting tool it has been known to be used in combat as an emergency weapon (due to its damage and compactness).This device can not be parried nor parry it self. Used as slashing weapon, it instantly cuts through flesh and bone, steel will slow it but not stop it.

The potential diabolic nature of this device makes it popular with Over-computer Replicants, who hide them either strapped or implanted to their wrists.

Weapon Rec DAM Type Cap Notes
Laser Scalpel 2 +35 - - -

Miscellaneous Items

Field Glasses. - As per a normal pair of binoculars but capable of;extreme range, thermal imaging, night vision, seeing into 'Darkness' etc...

Lantern.- A small metal tube that can light up to a 10'x10' room at up to daylight or can focus a small beam, size of a pen light, Need only be left to charge 8 hours a month.

Survival Enclosure:- This erects a small 'cameleon' force-feild the size of a one and a half man tent. It is transparent to the occupants but to those outside they are nearly invisible. The temperature is comfortable, and the enclosure secure, (3points of armour). The enclosure is securely anchored in position and can stay erect for 32 hours (8hour recharge period). Duration is reduced 1 hour per point of damage stopped by its armour rating.

Inflatable Life Raft:- This small plastic tube spins a micro thin nylon boat and then inflates it. It can keep up to 2 people dry and afloat indefinitely assuming it is not damaged. Up to 6 such units can be 'spun' per day.

Long Range Transporters:- Before the Fall and with enough power these item had vast range and could transport items instantly miles even through solid objects. However since the Fall the likelihood of encountering a demon whilst in transit are too high. Only inanimate objects can be safely transported and even then the item is likely to become corrupted in transport, food will spoil, data will be altered, things will be bent and not true upon arrival. Some items will age unexpectedly and other will fail to ever arrive, others will take days. The only way to use this technology know is to clear a direct line of sight path in the spirit world before transport. If a Ghost Cannon pulse is fired transport along this line off sight is possible for a few seconds afterwards. People may transport this way but even with the ghost cannon pulse there is still a 1 in 20 chance of a mishap where the persons soul is lost in the spirit world, their 'silver cord' will still maintain a connection but it could take hours for the soul to find its way home, in the meanwhile a Demon will posses the body. Ghost cannons rarely have good range, taking a lot of power. When fired any demon in the path of the blast will flea for a few seconds. Small hand held versions can be used to try to end possession, but it could just change the type of Demon if the bodies owner is not ready to take control again.

Production Plants:- These are mere rumour and speculation. It is believed that with only the design/blueprints and the needed raw materials that his machine can produce anything. Anything, other pieces of ancient technology, Replicants, vehicles, weapons, anything. The story goes that all of the UnderCities posses one of these items, but the cities computers operate them and restrict the technology output to non-dangerous technologies (non ancient)... It is believed that the Dark Elves have one such machine.

Highways :- the 6 lane highways that connect the Undercities. These are self repairing utilizing whatever materials in contact with it. This is a slow process but this (along with scavengers) keeps the road clear of wrecks, there was once a road connecting the twin cities with Eight but this has been damaged beyond self repair, small section survive through the swamplands but not enough to be considered a road.

UnderCities :- the original underground cylindrical structure was built Pre Fall and as such is self repairing. It is shielded to make demons entry difficult, it also dulls mages abilities when within. Most of the buildings within the Undercities where built afterwards to cope with over population and are of lower technology (level 8 max)

 

The possible items are limitless feel free to invent new ones using these as guidelines (and post them up on the forum.)