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 Tools of the Trades (Equipment and Vehicles)

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Kev
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Join date : 2012-03-25

Tools of the Trades (Equipment and Vehicles) Empty
PostSubject: Tools of the Trades (Equipment and Vehicles)   Tools of the Trades (Equipment and Vehicles) Icon_minitimeTue May 01, 2012 12:54 pm

The Monetary System: There are two main currencies in use in North America in 2150; the Helios and the DOllar. They fluctuate with respect to each other, but luckily are more or less equal at this time.

The Helios: The Helios is a form of currency issued by the independent city-state of Helium City. In much the same way as the American dollar was originally based on the value of gold, the Helios' value is based on the value of Helium gas - five cubic feet of helium costs one Helios. There are 100 cents in a Helios. A Helios takes the form of a golden (though not solid gold) coin with a picture of an airship on one side, and the picture of a famous president of Helium City on the other. There are various smaller demoninations of coinage; 50 cents, 10 cents, 5 cents, 1 cent. Each with a different Presidential portrait on them. Demonimations larger than a Helios take the form of notes, which usually depict famous airships, heroic helium miners at work or important buildings within Helium City itself (the singular and plural are both spelt "Helios", but the singular is pronounced "Heely-oss" and the plural "Heely-os").

Needless to say, it is VERY illegal to use Helios within a Change Cage city, as the very existence of the coin is evidence that there IS civilizatoin in the wilderness. Helios coins are sometimes used by rebels and subversives within the Change Cage cities as tokens of identification to other like-minded people, and as symbols of hope that there is a better life than the drudgery of the factories and slums.

The Dollar: Emperor Victor's cities use the Dollar as their main form of currency, again divided into 100 cents. Other coins and notes are largely the same as the Helios, though they show a profile of the Emperor on one side and various beasts of the wilderness on the other.

Other Currencies: Some of the Skyloft cities produce their own coinage, but this is rarely used outside the city which minted it. SUch coins may occasionally be accepted for their scrap metal content, but notes are generally not legal tender and worthless.

Barter: Neobedouin rarely use money if they can help it, especially within and between tribes. They prefer barter, swapping things of like value, usually after a lively bit of haggling.

Goods and Services: It's well known that pirates rarely hang onto their money for long. Once you've found the treasure and traded it in for ready cash, chances are you're going to fritter it away on drink, debauchery and a nice new pair of goggles. And weapons, of course. A pirate can never have enough weapons.

The items listed in this section will not be available everywhere. Anything manufactured in the Skyloft or by the Neobedouin is unlikely to be available in an Imperial city, unless it's on the black market or at vasty inflated prices. Items from the Neovictorian cities do not get out into the wider world, usually smuggled out by the Bargefolk, but again at inflated prices.

Quality: Prices listed are for a standard quality item. A "fine quality" item will cost double the listed amount - such an item will not function any better than its cheaper counterpart, but will be of obviously superior manufacture and be seen as something of a status symbol. A truly unique item, possibly hand-crafted, made with semi-precious substances or just unbelievably hard wearing would cost four times the amount stated here, and may function better (at the GM's whim). Second-hand items, or those of inferior quality would cost half the price listed, but they will be either scuffed and/or tattered or of obviously shoddy worksmanship. Such an item might well break on a botch roll.

Prices: All prices are in Helios and cents, abbreviated as "He0.00". Prices in the Neovictorain cities will be the equivalent in Dollars, "$0.00".

CLOTHING

Bloomers of Concealment: (He.25). Neovictorian ladies' skirts tend to be bulky and concealing, particularly when wearing crinoline hoops. These voluminous undergarments contain numerous pockets and can be used to hide a large number of small items from prying eyes, although getting the said items out in a hurry can be a problem.

Boots: (He1.10). Boots come in many shapes and sizes; the sturdy hobnail boots of a Neovictorian factory worker; the square-heeled buttoned boots of a Neovictorain lady; the tough "cowboy" boots of a Neobedouin hunter; or the high-grip "deck boots" of a sky sailor.

Corset: (He0.25-0.90) Worn by women in Neovictorian cities because that is what is expected, and by women of the Free Peoples as a fashion statement, to shock, or to titillate, cheap corsets are made of cloth, while the more expensive ones are made of whalebone, steel or even hardened Calgorite. Corsets costing He0.90 provide extra armor protection and fine quality corsets costing He1.80 can stop a bullet from a small-to-mid caliber firearm.

Crimoline Frame: (He0.20) A frame used to create the traditional bell-shaped dress popular in Neovictorian cities, they are cumbersome to wear and make getting through narrow doorways difficult.

Crimoline Frame, Patent Collapsible: (He1.00) As above, but the hoops will collapse at the touch of a button into flexible material, making it easier to get through narrow spaces, perform martial arts maneuvers, etc. Some will also constrict into a narrow pencil dress - handy if you realize you're dressed wrong for the sort of party you're attending.

Diving Dress: (He20) A waterproof suit, including lead-weighted boots and brass helmet with portholes in front and sides. Includes self-contained air supply. Wearer can walk underwater for two hours on one tank of air.

Dress: (He1.00-5.00) From the simple cotton or hemp dresses of the Neovictorian lower classes, through the swirling silks of Neobedouin dancing dresses to the fashionable satins and velvets of fashionable ladies. Those of Neovictorian women will be demure and concealing, while the dresses of the Free Peoples tend to be more revealing and may be artfully cut to display tattoos and piercings to best effect.

Goggles: (He0.25) Simple eye goggles, usually made of brass and leather. Protect the eyes from cannon smoke and the wind of flight and look cool when pushed up on the forehead. No self-respecting airship pirate should be without a pair. See also Multi-lens goggles and Cresuscular Goggles.

Greatcoat: (He1.06) A long overcoat to protect against the elements. Usually black, though brown is popular in the Skyloft and IAN officers are issued blue. A fine quality greatcoat made of leather costs double the price. Greatcoats are often provided for Air Marines working in cold climates, usually in the colors of their regiment.

Hat: (He0.25-0.50) Hats come in all shapes and sizes: the flat cloth cap of a Neovictorian factory worker, the flowering confections of a Neovictorian lady, the shiny top hat of a Neovictorian toff, the leather helmet of a Skyloft pilot, the wraparound head cloth of a desert Neobedouin. In Neovictorian society it is considered scandalous to be seen outdoors without a hat, and there are numerous rituals around the removal of the hat to show respect for a superior, etc.

Leathers (He4) Leather clothing is very popular amongst the Skyfolk and the practical choice of the hogtrike rider. Usually just a jacket and trouser combo, although some people accessorize.

Money Belt: (He1.40) Leather belt containing a pocket for carryimg money in. Much more secure than a wallet or purse.

Purse: (He.0.10) A clutch bag or handbag, often used by women to carry essentials such as toiletries and a small handgun.

Robes: (He0.10) Often worn by Neobedouin, and by some Skyfolk, robes are immensely practical and cool in hot desert environments. The simplest ones are plain white cotton, linen or hemp, but robes dyed in bright colors are popular (often with matching wrap-around head cloths). Worn by men and women alike, usually with some sort of cloth or rope belt, or leather weapon belt or bandolier.

Shirt/Blouse: (He0.15) Shirts are generally worn by men and blouses by women, though the differences are those of style rather than usage. Neovictorian shirts tend to have removable collars - the lower classes often cannot afford more than one or two shirts, so change the collars to give an impression of smartness. Shirts are often worn without the collar except when dressed up smart. Blouses tend to be of lighter material than shirts, and often include decorative flounces, tucks, pleats, patterned material, etc.

Shoes: (He.50-plus) Lighter than boots, shoes are usually either leather or canvas, though this category also includes Neobedouin sandals, formal black shoes for special occasions, sensible shoes, running shoes and a wide range of weird and wonderful platform-soled and/or high heeled fashion shoes.

Silk Stockings: (He0.10) Rare and expensive (most stockings are cotton) silk stockings are considered highly erotic. Often worn by upper class ladies, prostitutes and dolls. Usually held up by garters or garter belts.

Skirt: (He0.15) Worn with a blouse by women, they come in many styles, though those of the Neovictorains are always floor length.

Suit: (He0.50-plus) Consists of jacket, trousers and sometimes a waistcoat. Worn by men in the Neovictorian cities, and by both sexes in the Skyloft. Rarely seen among the Neobedouin. Material varies depending on climate, with wool in colder regions and cotton or linen in warmer climes.

Tie/Cravat: (He0.10) A strip of material worn round the neck (usually by men) as a means of decoration. Can be tied in various ways which may denote status in Neovictorian society.

Trousers: (He0.25) Called trousers in the Neovictorian cities and pants everywhere else, they are a very popular item of clothing, coming in various shapes, colors and styles. A Neovictorian woman would probably be arrested and charged with indecency or consigned to a lunatic asylum if seen wearing trousers in publlic.

Waistcoat: (He.0.25-plus) A sleeveless jacket worn over a shirt, often under a suit jacket. When worn with a suit, they generally match, but they are very much a fashion accessory in the Skyloft, and come in numerous styles and materials, from leather waistcoats costing He.075 to the many-pocketed waistcoats of Gadgeteers (He0.50) which provide much storage space for tools, notebooks, small components, etc.

LODGINGS

when in port, the crew of a pirate airship will usually want a change from the cramped conditions to be had when on a voyage. Below are some prices for staying in different places.

Respectable Hotel: (He0.50-plus per night) Skyloft cities will provide high quality accomodation and food in hotels. Service includes hot running water, room service, evening meal and breakfast. There is actually a chain called "Respectable Hotels" found throughout the sky cities, though their degree of respectability will vary from one city to another, depending on local customs. Neovictorian cities do not have hotels as their inhabitants rarely travel - the few Upper Class government officials and naval officers who travel from one Change Cage city to another will generally be put up in the homes of their fellow bureaucrats, while the lower ranks of the Imperial Air Navy will be housed in barracks.

Average Hotel: (He0.30 per night) Cheaper hotels will have smaller rooms than Respectable Hotels (in either the generic or specific sense) and though they will generally provide breakfast, room service and an evening meal will be extra.

Lodging House: (He0.01 per night) In the grimmer parts of some of the less enlightened Sky Cities (and that definitely includes High Tortuga) a place to sleep can often be found in some low dive where you have to sleep on a straw mattress in a big room with lots of other people. This is probably even less pleasant than sleeping in ah ammock on the lower deck of a pirate ship, and often less preferable than bedding down in a doorway (Unless the weather's bad or the local law enforcement officials are particularly unpleasant) but it's worth knowing for an emergency.

Yurt: (no charge) Neobedouin tribes will often set up a yurt (a large, round and surprisingly cozy tent) for visitors. You don't have to pay, but will be expected to do some work in return, whether this be helping with the cooking, chopping firewood, fetching water from the oasis or whatever. The Neobedouin see hospitality as important, so you won't be asked to do anything they wouldn't do themselves and will often be working alongside them. Anyone who refuses to work will be escorted to the edge of the encampment and asked to leave - no further hospitality will be extended to them.

DINING OUT

Momma Chiffon's House of Lard: (He20-plus, depending on what you order) Momma Chiffon's House of Lard is a chain of cheap eateries found throughout the skyloft, and in many other times and places. Wherever you go, there's a House of Lard, the staff are always exactly the same as in the last one you visited, and they always remember your last visit, even if it was fifty years ago in a different timeline. No-one knows how this comes to be, and Momma Chiffon certainly isn't saying, so it's best not to give yourself an aneurysm trying to think about it. The premesis are bright and tiled, and the food is tasty and filling, though probably not healthy. Momma Chiffon has strong opinions about what she calls "plant food" (salad) believing it thins the blood and leads to laziness.

ENTERTAINMENT

Beer, mug of: (He0.01) Enough to wet your whistle without getting you drunk. May as well have another...

Wine, jug of: (He0.30) Made by upper class Neovictorians from their own vineyards, or by Neobedouin from wild fruits. Expensive to buy due its rarity.

Weak gin, cup of: (He0.01) The Skyfolk also call it "Sex on the Beach" because it's 'f-ing next to water'. Nasty stuff but it gets you drunk.

Strong gin, cup of: (He0.02) Nastier stuff, but it gets you drunker.

Weak gin, bottle of: (He0.08) Nasty stuff, but it gets you very drunk...if you're desperate. Equivalent to twelve cups.

Strong gin, bottle of: (He0.12) Block hospital time.

Prostitute: (He0.15 for one night) Both client and worker must be desperate for this sort of money. Often a Doll in need of repair.

Prostitute, high class: (He1-plus for one night) More properly known as a Courtesan, or a "good friend of mine". Usually paid in gifts rather than cash.

Rum, bottle of: (He0.02) Slightly better than gin; gets you drunk without rotting your insides so quickly.

MEDICAL PROVISIONS

First Aid Kit: (He0.60) There's usually one of these around an airship, even if there's no one properly trained in medicine. Useful for everything from mosquito bites to bullet wounds. Needs replenishing from time to time, and it always seems in an emergency that the person who used the last bandage forgot to get any new ones.

Doctor's Bag: (He1.20) Slightly more sophisticated than a first aid kit, and can be used by a doctor to perform more serious surgery, amputations and the like.

Healer's Kit: (Not for sale) A collection of useful herbs, poultices and the like, collected by a Neobedouin shaman. Useful as a first aid kit, but only if you know what all those funny green leaves are.

TOOLS

Animal Trap: (He0.01-0.50) Animal traps come in all shapes and sizes, from a mousetrap (often useful aboard ship) to massive spring-driven sabretooth-traps, sometimes used by the Neobedouin to guard their camp perimeter. Very dangerous to stumble into yourself, so watch your step.

Autophrenometer: (He5.00) This device is common in Neovictorian cities, where it is used at security checkpoints between city blocks. The person to bechecked stands on a target spot on the ground while a mechanical hand comes down from above and feels the bumps on the person's head. These bumps are then compared to those recorded on the person's identity punch-card to check he really is who he says he is.

Compass: (He0.10) Always points north and not to the thing you want the most. Unless you're standing to near some piece of weird tech, in which case north is anyone's guess.

Difference Engine: (He5.00-plus) A sophisticated mechanical computer, which can make complex calculations at the turn of a crank. Some of the faster models are powered by clockwork, steam or diesel. Can store and record information on punch cards and is used for a variety of purposes from recording population movements in Change Cage cities to calculating the correct settings to feed into a Chrononautilus before a time jump. The standard Imperial Business Machines CogitationBox-500 is a cube a yard long on each side, with fine mahogany exterior and "Quickscoop" brass punchcard hopper. THe largest and most powerful Difference Engine in the world is the Emperor's steampowered IBM-2100, nicknamed "Big Smokey" which fills an entire room and keeps details of all subjects of the Empire throughout the world.

Goggles, multi-lens: (He0.75) Standard goggles with an added series of lenses which can be slid into place to allow them to be used as a simple microscope or telescope.

Goggles, crepsucular: (Hel0.25) Goggles coated with a special substance which enhances vision in dim lighting conditions. Useless in complete darkness.

Heliograph: (He0.25) Hand mirror with a simple shutter mechanism, which can be used to flash morse code messages across large distances as long as the sun is shining.

Ladder, collapsible: (He0.18) A folding ladder which can be collapsed down to a 1 foot square, but extends to 10 feet when the joints are locked.

Lantern, clockwork: (He0.15) An electric lantern powered by clockwork. The light lasts an hour after two minutes of winding. Can also be used to flash Morse code messages like a heliograph at night.

Lantern, hurricane: (He0.06) An oil lamp with a glass cover to prevent it blowing out in a wind. Most can burn diesel or vegetable oil, though the Neobedouin have adapted some to burn solid animal fat.

Radio: (He300) A relic from the Diesel Age. Not much more than a collector's item since the old radio towers are long gone, but radio technology still exists although its usage is severely limited. There is no network of local radio stations pumping out music, news and weather. Airships still rely primarily on heliographs and semaphore to communicate. Few skilled engineers have the necessary knowledge of electronics to build and maintain radio trancievers. Fewer captains are willing to mount aerials on their airships to send and recieve signals when few, if anyone, is going to be listening/talking. Still, you can still transmit and recieve signals from anyone who happens to be listening.

Rope: (He0.1) Fifty feet of high quality rope.

Tent, self-erecting: (He0.2) Just pull the cord and watch this handy two-person tent self-erect before your very eyes. Collapses easily too.

Telescope: (He1-plus) 1 Helios will get you a basic brass telescope. Price increases with ornamentation and according to the materials used in the manufacture.

Telescopic sights: (He0.10) This miniature telescope allows for greater firearm aiming accuracy. Does not fit smaller arms.

GENERAL EQUIPMENT

Carpet Bag: (Hel0.10) Made from remnants and capable of holding 50 lbs.

Cane, spyglass: (He5) Made with a hollow inside into which two lenses are fitted, simply remove a rubber cap from the base and flip open the top to have a workable spyglass.

Grog Dispenser, Mechanical: (He1) Good for ensuring everyone gets an equal ration.

Musical Instruments: (He0.20-6.00) Ranging from a harmonica to a steamsynth.

Phonograph: (He2) Plays the latest music cylinders. An average cylinder holds 80 minutes of music. Cylinders cost He0.06

Pocket Watch: (He1.10-plus) A pocket watch for telling the time. The more ornate the watch, the greater the price.

Pocket Watch, talking: (He2.20) Same as a pocket watch, but speaks the time aloud.

Rucksack: (He1.10) Waterproofed rucksack with plenty of storage and side-pockets suitable for an intrepid explorer.

Tea or Coffee Dispenser, Clockwork: (He1.50) A wind-up device which boils and dispenses the beverage of your choice at a set time of your choosing.

Trunk: (He0.60) Made from lightweight wood panels, held together with quality brass fittings. Holds 150 lbs.

KITS

Actor's Disguise Kit: (He0.80) Make-up kit with greasepaint, false hair and beards, and molds with which to create false facial features (such as fake noses)

Basic Tool Kit: (He2.10) Screwdriver, small hammer, saw, awl and other basic tools

Camping Kit: (He8.10) Comes with a four-man tent, folding cots, folding camp stools, writing desk and cooking set. Comes in a special steamer trunk.

Clockwork Repair Kit: (He.20) Comes with small crewdrivers and files, useful for repairint anything from a small pocketwatch to a large Automaton.

Mechanic's Kit: (He2) Comes with spannes, screwdrivers, spair nuts, bolts, screws, a slide rule, etc.

Meteorology Kit: (He2_ Comes with Barometer, wind guage, cloud recognition chart and other tools to enable the prediction of the weather.

Navigator's Kit: (He4) Contains a compass, spyglass, thermometers, altitude calculation charts, sextant, map tools and writing implements.

Photography Kit: (He5) Everything you need for producing photographs. A Neovictorian kit contains camera, tripod, flash powder and plates, while the Skyfolk sell smaller box cameras for a similar price.

Recording Kit: (He10.10) Microphones and stands, cylinder recorder, everything for the budding musician to lay down some tracks.

Science Kit: (He5.10) Comes with heat resistnat glassware, tubing, a small burner, microscope, petri dishes, etc. Depening on the scientific interests of the individual, contents may vary.

PROSTHETICS

The following prices are for clockwork prosthetics. Many Skyfolk cannot aford the prohibitive costs of such items and so make do with more conventional peg legs, hooks and stumps. Clockwork limbs are considered to be just as good as the real thing, but if injured require ad hoc repair.

Arm:He40

Foot: He30

Hand: He25

Leg: He50

ARMOR

Cuirass: (He20) A breast and backplate made from two body-molded steel sheets. Stops all but military-caliber rounds.

Improvised Armor: (He1 or free) Slung-together body protection using a combination of padding and metal offcuts. Works if you're lucky.

WEAPONS (ranged)

Blunderbus: (He1.10) Large bell-mouthed shotgun rifle. Usually filled with nails and bolts. Damages all targets in a 45 degree cone from a muzzle.

Bow, yew: (He2) Used by some Neobedouin tribes. Primitive, but deadly in skilled hands.

Crossbow: (He1.50) A bow mounted on a stock, with a mechanism to wind back the string. Shoots bolts.

Harpoon: (He3) A handheld harpoon.

Heat Ray, Steam: (He12) Lethal weapon which emits a jet of steam that scalds opponents in a 45 degree arc from the muzzle. Comes with a backpack, which contains water and a heating engine.

Lightning Gun, Portable: (He10) Shoots an arc of lightning. Although the range is short, teh effects can be devastating. Ignores armor.

Machine Gun, Portable Clockwork: (He40) Set it up, wind it up, and fire.

Mammoth Gun: (He40) Bore weapon with a fierce recoil.

Needlepistol: (He5) Fires a small metal dart. Underpowered, but villainous types oftne poison the tips of the projectiles with psychotropic drugs or venom.

Needlerifle: (He8) Fires a large metal dart. Underpowered compared to an ordinary rifle, but favored as an anti-airship weapon as they are thought to be more effective in damaging gasbags.

Pistol, small: (He5) Often single shot, and more concealable than the larger revolvers.

Revolver: (He6) Has a revolving cylinder, which means it can hold multiple shots.

Rifle: (He8) Long-barreled gun, with a rifled barrel for greater accuracy.

Shotgun: (He6) Smoothbore and designed to be fired from the shoulder, the shotgun is extremely useful at close range, damaging opponents in a 45 degree arc from the muzzle. Can be sawed off for better concealment.

Steam Gatling: (He80) Similar to the clockwork machine gun, but less portable. Unlike the clockwork version, it doesn't need winding up. Once it has reached the correct temperature the firer can fire almost continuoulsy. Of course, the steam produced makes it hard to see what you are hitting, so you cannot aim with this weapon.

Steamrifle: (He10) Heavier than a normal rifle, the steamrifle fires larger ammunition. Does have a tendency to overhead and become hot to hold as well as leaking steam, which can make aiming difficult.

Steampistol: (He7) Heavier than a normal pistol, the steampistol fires larger ammunition. Gets warm quite quickly, and like all team weapons, aim can be spoiled by obscuring steam.

WEAPONS (melee)

Arm Blades; (He8) Double-bladed weapons used by Neobedouin Beast Dancers.

Ax: (He0.1-.3) Usually a tool rather than a weapon, axes come in a variety of sizes according to the tasks they are used for (E.g. chopping wood, felling trees, etc).

Beast Claws: (He10) Finely crafted weapons, favored by Neobedouin Beast Dancers. These gloves come armed with a dagger-like spike emanating from each digit.

Brass Knuckles: (He0.15) A set of brass rings, welded together to increase punching power.

Cane, Sword: (He2) This walking cane conceals a rapier. twisting the handle allows the body of the cane to be pulled off, exposing the sword within. Favored by Neovictorian upper class gentlemen who would like a little more protection, though available in the Skyloft as well.

Cane, Weighted: (He1) The head and top quarter of the cane are weighted with lead.

Chain: (He1) 4 feet of chain that can be swung at an opponent. Can also be wrapped around the knuckles and used as brass knuckles.

Cosh: (He0.1) Small club or sand-filled sock. Popular amongst petty criminals.

Cutlass: (He1) A short slashing sword with a basket-shaped hilt.

Dao: (He5) Chinese cuvred slashing blade, rarely seen outside of Asia.

Jian: (He5) Elegant straight Chinese sword, rarely seen outside of Asia.

Katana: (He10+) Strong, exotic traditional Japanese sword excellent for slashing that is rarely seen outside of Asia.

Knife: (He0.05+) Small bladed weapon for stabbing or cutting. Price varies according to size and ornamentation.

Machete: (He0.1) Large cleaver-like cutting tool.

Night Stick: (He0.1) Solid truncheon usually wielded by Peelers.

Quarterstaff: (He0.01 or free) Heavy wooden staff.

Spear: (He.2) A 5 or 6 foot long wooden pole with a sharp metal tip.

Sword, collapsible: (He0.3) A flick of the wrist and the ten inch steel rod transforms into a rapier, a twist of the handle locking the blade in place. Only suitable or stabbing, as it has a sharp point but no edged blade.

Sword, military: Standard saber wielded by the Air Marines.

Whisk, Peelers': Unpleasant whisk with sharpened blades that fits as an attachment to the wrist of an Automaton. Usually used by Peelers during interrogations.

VEHICLES

These are regular vehicles seen in the Skyloft, Neovictorian cities, the Canals and on the plains and deserts by the Neobedouin. Airships, dirigibles and airplanes will not be covered, as an entire section will be dedicated to aircraft.

Automaton Cab

Handling: Poor
Movement: 20 mph
Armor: None
Passengers: 4
Range: 20 miles (coal)
Cost: He0.05-0.15 (cab fare)
Weapons: None

This Neovictorian cab is a four-wheeled vehicle with an inbuilt automaton in the front and room for four passengers in the back. The automatons in these cabs are programmed with information about the best routes through their home city and are on friendly terms with the autocrats who guard the block gates.

Barge, Armored:

Handling: Poor
Movement: 10mph
Armor: Medium
Passengers: 10
Range: 1,000 miles (coal)
Cost: He1,200
Weapons: Steam Gatling on turntable

This is a typical canal barge, as used by a Bargefolk family. Although well-armored, it is very slow. It can carry cargo and enough coal to travel 1,000 miles. The quarters for the family are cramped and dark (due to the lack of windows) but usually very neat and tidy. Many families paint their barges in bright colors, or decorate the dour-looking armor with flower, animal and bird motifs. Some even grow flowers or trays of herbs on top of the barge. The barges which ply the Great Lakes are rather larger than this, with room for three times as much cargo.

Bicycle:

Handling: Poor
Movement: 20 mph
Armor: None
Passengers: 1
Range: N/A
Cost: He3
Weapons: None

A standard pedal-powered bicycle.

Bicycle, Steam:

Handling: Fair
Movement: 25 mph
Armor: None
Passengers: 1
Range: 20 miles (diesel)
Cost: He4
Weapons: None

Similar to a normal bicycle, but with a small diesel-fueled steam engine attached, which prevents the need for the rider to pedal except on steep hills. Try to buy one of the ones with the engine on the rear wheel - the ones with the engine at the front are difficult to steer and you spend all your time in a small cloud of steam.

Caravan, Neobedouin:

Handling: Poor*
Movement: 30/15 mph*
Armor: Very Light
Passengers: 20
Range: 300 (if diesel)
Cost: He500
Weapons: 1+ Steam Gatlings

*Handling and movement are when attached to a steam truck/mammoth or indrikkus

These beautifully decorated two and three story Neobedouin caravans are usually pulled by steam truck, though in areas where fuel is scarce, mammoths, mastodons or indrikki are used instead. The caravans are often beautifully hand made from wood and animals, skins, intricately painted and decorated, and with plenty of room inside for an extended family. Most have one or more steam gatlings on the roof to fend of IAN and pirate attacks. Though there is a price listed, they are rarely for sale.

Car:

Handling: Very good
Movement: 80 mph
Armor: Good
Passengers: 5
Range: 200+ miles (Diesel)
Cost: He200+
Weapons: Varies

The Neobedouin oftne use customized cars to help guard their caravans and transport people. THey are usually heavily armored, with roll-bars and spikes to fend off wild beasts. Some have steam gatlings on fixed mounts on the front of the car, others have a gun on a swivel on the roof to be aimed by a passenger. More expensive cars may go faster (up to 150 mph)

Howdah:

Handling: N/A
Movement: N/A
Armor: Very Light
Passengers: 8
Range: N/A
Cost: He30
Weapons: Varies

This open-topped seating area is designed to be fixed onto the back of a mammoth, mastadon or indrikkus. It can carry up to 8 people, or 6 people and a mounted gun. Many howdahs have a canopy to protect the riders from sun and rain.

Hogtrike:

Handling: Excellent
Movement: 80 mph
Armor: None
Passengers: 2
Range: 400+ miles (diesel)
Cost: He95
Weapons: None

These three-wheeled motorbikes are often used by Neobedouin outriders scouting out the land ahead and to either side of a tribal convoy. These are not armed but have large wheels, enabling them to travel over rough ground at a relatively high speed.

Rocket Van:

Handling: Good/Mediocre*
Movement: 80 mph/200 mph*
Armor: Very Light
Passengers: 5
Range: 200 miles (Diesel)
Cost: He250
Weapons: Varies

*These two figures represent the vehicle in normal travel mode and when speed is boosted by rocket. Maneuverability is difficult due to the difficulty of controlling it at such a speed

The term rocket covers a variety of vehicles in the form of cars and vans which can use rocket thrust to put on a burst of speed for a short distance (usually about a mile) in roder to escape uber-beasts and other threats, or catch up ith those being pursued. Rocket vans are usually converted from more normal vehicles by their owners, and have, on occasion been known to explode unexpectedly!

Steam Train, Armored:

Handling: N/A (on rails)
Movement: 100 mph
Armor: Very Heavy
Passengers: 2-100
Range: 2000 miles (coal)
Cost: Not for sale
Weapons: 2-8 Steam Gatlings

These Neovictorian trains traverse the long distances between the Change Cage cities and the Emperor's mines. They generally pull a number of carriages, carrying up to 100 passengers or minerals, depending on carriage configuration. They have guns on the roof and very heavy armor - only the driver can actually see out!

Steam Truck:

Handling: Poor
Movement: 30 mph
Armor: Very light
Passengers: 2
Range: 500 miles
Cost: He800 (coal or wood)
Weapons: None

These heavy, steam-powered trucks are usually used to pull Neobedouin caravans, though occasionally they may be used to pull other trailers such as oil tanks or coal wagons. They are powerful enough
to pull up to four trailers or caravans.

Wheel-Skates:

Handling: Good
MOvement: 30 mph
Armor: None
Passengers: 1
Range: N/A
Cost: He1.50
Weapons: None

These wheeled contraptions can be fitted to boots, and by moving the legs in a pumping action, the wearer can propel himself along remarkably rapidly on flat ground. But beware of unexpected bumps in the road - you could do yourself a mischief!
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Tools of the Trades (Equipment and Vehicles)
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