TEXT: ™
  
  Hardwired v Hinterland
  HARDWIRED
  HINTERLAND
  Special Edition Sourcebook for Any Game System
  Richard Tucholka
  Tri Tac Games, Books  &  Graphics
  Michigan   Washington   Georgia   Texas
  TRITAC
  TriTacGames.com
  
  HARDWIRED HINTERLAND
  SPECIAL EDITION SOURCEBOOK
  For any Game System
  A publication of
  Tri Tac Games, Booka & Graphics
  www.TRITACGAMES.COM
  www.TRITACGAMERS.COM
  Copyright  c  2010  Richard Tucholka
  All rights reserved.
  Cover Charcters  Ben Rodriguez
  Layout and Composition by Rich Tucholka & Melody Natcher
   No portion of this book may be reproduced except where
  indicated by any means electronic or otherwise without first
  obtaining the written consent of Tri Tac Games.
  “Hardwired Hinterland” is Copyright and Trademarked by
  Richard Tucholka and Tri Tac Games.
  For More Information contact:
  Tucholka@hotmail.com
  Tri Tac Games Special Edition
  HARDWIRED HINTERLAND  January 2010
  GAMES BY RICH TUCHOLKA
  Bureau 13
  Fringeworthy
  Incursion
  FTL: 2448
  Hardwired Hinterland
  The Morrow Project w/Sadler & Dockery
  Bureau 13  d20 Edition
  Fringeworthy  d20 Edition
  Bureau 13 EXTREME
  Elfwinds
  Hardwired iv Hinterland
  
  Hardwired iii Hinterland
  Welcome to the strangest place in the universe a-left turn and a billion light years from
  Earth.   A place that has become your new home.  It doesn’t matter how you got here. By
  vehicle or plane or boat. You have left Earth behind and found yourself in the Hinterland.
  The Hinterland is an amazing place of creatures, societies and resources, linked by  hope
  and faith in a new age of exploration and friendship between a half dozen different         societies
  and sentients. These Island Environs by accident or design have created a cluster of small na-
  tions all bent on understanding this new universe.
  You are now part of this great adventure, connected by the sky and ocean. It is a place of
  history and high technology, knights and strange flying machines.
  `
  It is a place where flight is the key to survival and exploration of the islands that streatch to
  eternity.    It is a land of fantasy turned real and hard science.  A rough and tumble place where you
  can earn your wings and fly.
  But beware, there are other agendas at work here.  Greed, politics, pirates and just plain evil is
  lurking in the shadows.
  Welcome to the Hardwired Hinterland
  It is a place of dreams and Worlds of Adventure.
                      ...your Wings are waiting for you!
  THE HARDWIRED HINTERLAND
  
   THIS SOURCEBOOK
  INCLUDES ARTWORK BY
  Terry Williams
  Dave Stein
  Ben Rodriguez
  Terry Williams
  Melody Natcher
  Tom Dow
  William Levy
  Doug Blanchard
  Paul Lippencott          William Kuehl
  GRAPHICS BY
  Melody Natcher
  Paul Lippencott
  EDITING
  Bruce Sheffer
  John Reiher
  ADDITIONAL  MATERIAL
  Rich Jervis
  Bruce Sheffer
  John Reiher
  TECH SUPPORT
  William Wardrop
  Rob Bauer
  PHOTOGRAPHY
  Mary Peters
  Rich Tucholka
  Paula George
  Respected Photographers
  Flying Aces
  Randy DeRosiers
  Border art was created using Serif, Ltd
  programs DrawPlus and PagePlus.
  Special thanks to Hero Machine for Graphic
  Designs of Characters   www.heromachine.com
  Hardwired ii Hinterland
  HARDWIRED HINTERLAND
  RPG Sourcebook for Any Game System
  by Richard Tucholka
  Dedicated to:
  Rich ‘Flash’ Jervis
  Special Thanks to:
  Tom & Karen Wyatt
  Paul MacDonald
  Shalla & Freon
  Karl Koenig
  Becky Newton
  The Goodges
  In Memory of:
  Lisa Mason
  Kelly Jones
  Howard DeVore
  Aircraft Photography
  I can’t give enough thanks to all the photographers who
  provided images for this book from about a million air shows.
  These images are copyright by their owners and used here
  with permission and a mutual love of flight.   Special thanks to
  the Dorsai and the EAA Warbirds as well as a couple of guys
  named Yeager and Anderson.
  ABOUT THE AUTHOR  (who gets air sick)
  This is an amazingly creative individual who has been
  traveling SF Conventions for over thirty years.
  Tucholka has been called "one of the unsung heroes
  of Role Playing" and "Michigan's Gaming Guru". You may know
  him more for his work in the creation of the Role Playing games
  Bureau 13: Stalking the Night Fantastic, voted Best Fantasy
  RPG of 1991 by the RPGA Network at Gencon.
  Rich has been a comic book publisher, book reviewer,
  staff writer for STARDATE and STARDRIVE Magazine, and al-
  ways a Science Fiction Fan. Richard is (gasp)  almost mar-
  ried, and lives in Oak Park, Michigan where he manages Tri
  Tac Games and works as Senior Computer Support for a multi-
  national conglomerate.
  Hobbies include house restoration, publishing, writing,
  reading (science fiction, anthropology, psychology, sociology,
  paleontology, and military history), and trying to index his
  18,000+ books and B Budget Movies.
  He packed rooms when he did "Uncle Richard's Trash
  Video Roundup" across the Midwest for a number of years at
  many Science Fiction Conventions. Rich also mentions he is
  owned by a 21 pound cat. If you ever have a chance to play with
  Tucholka as an RPG Game Master, he will knock your socks
  off.
       “When once you have tasted flight, you will
  forever walk the earth with your eyes turned
  skyward, for there you have been, and there you
  will always long to return.”
                         Leonardo
  
  NOTICE:
  No part of this book should be misconstrued as
  real unless you have been to the Hardwired Hinterland.
  Tri Tac Games does not support  religious ex-
  tremism, political correctness, politics or book burning.
  If this RPG has offended you in any way, shape or form
  you are welcome to purchase and burn as many copies
  as you wish.   Discount rates are available.
  DESIGNERS NOTES:
  It’s never about rules, it’s about Role Playing and
  Adventure.  But the Adventure needs a framework, a
  system for play.  It doesn’t matter what rules you use from
  d20 to Tri Tac, Palladium, Fudge or Gurps.
  In the old days it was about the play system, and
  many systems were created that were accurate, com-
  prehensive, and just a little long winded to promote faster
  game play.  Talsorian’s Mike Pondsmith once said,
  “Don’t think like a Dinosaur, think fast and light.”  He was
  absolutely right in his assessment of what made good
  rules.
  These new d0 Concept books have combined
  the comprehensive quality of our old system with speed
  and ease of play.  Compatable with your Favorite RPG
  as well as the old Tri Tac Systems, its a great way to
  explore new Game Ideas.
  Welcome to the Tri Tac universe  of roleplaying
  Ease, Enjoyment, Excitement and Excellence.  Grab
  your dice and let your imagination go wild!
  A Million Worlds are Waiting...
  Hardwired i Hinterland
  High Flight
  Oh, I have slipped the surly bonds of earth
  And danced the skies on
  laughter silvered wings;
  Sunlayer I’ve climbed
  and joined the tumbling mirth
  Of light-split clouds and done a hundred things
  You have not dreamed of —
  Wheeled and soared and swung
  High in the sunlit silence. Hovering there
  I’ve chased the shouting wind  along and flung
  My eager craft through footless halls of air.
  Up, up the long delirious, burning blue
  I’ve topped the windswept heights
  with easy grace,
  Where never lark, or even eagle flew;
  And, while with silent, lifting mind I’ve trod
  The high untrespassed sanctity
  of the Hinterland
  Put out my hand, and touched the face of God.
  NOTE:
  01.  Pilots must insure that all surly bonds have been
  slipped entirely before aircraft taxi or flight is at-
  tempted.
  02.  During periods of severe sky dancing, crew and
  passengers must keep seatbelts fastened. Crew
  should wear shoulderbelts as provided.
  03.  Passenger aircraft are prohibited from joining
  the tumbling mirth.
  04.  Do not perform these hundred things in front of
  Hinterland Aviation Administration inspectors.
  05.  Wheeling, soaring, and swinging will not be
  attempted except in aircraft rated for such activities.
  06.  Be advised that sky lit silence will occur only
  when a major engine malfunction has occurred.
  07. “ Hovering there” will constitute a highly reliable
  signal that a flight emergency is imminent.
  08.  Forecasts of shouting winds are available from
  the local Weather Radio. Encounters with unex-
  pected shouting winds should be reported by pilots.
  09.  Crewmembers or passengers experiencing
  delirium while in the burning blue, may need prompt
  medical attention.
  10.  Aircraft engine ingestion of, or impact with, larks
  or eagles can be dangerous.
  11.  Pilots and passengers are reminded that
  opening hatches or windows in order to touch the
  face of God may hazardous to their health.  God may
  also take offense.
  
  TABLE OF CONTENTS
  Introduction
  III
  Credits
  II
  Materials Needed
  001
  Character Design
  002
  Getting there
  003
  About the Hinterland
  004
  Hinterland Travel
  007
  Environ Design
  008
  Close Environs
  009
  Hinterland History
  010
  Health and Life
  011
  Hinterland Calendar
  012
  Hinterland Careers
  013
  Cost of Living
  014
  Special Items
  016
  Damage EZ
  018
  PLACES
  New Akron
  020
  Almost Canada
  022
  Anson’s Kingdom
  024
  New Old New York
  026
  New Brazilia
  028
  New Pittsburgh
  030
  Little Texas
  032
  Tuva
  034
  Magicaust
  036
  Little Kiev
  038
  Bruno’s Vinyard
  040
  Ourkansas
  042
  Eta Wongo
  044
  Noram
  046
  Minor Environs
  048
  Fuel Dumps and Environ Generator
  049
  Weather, Weird
  052
  Restorkies and Building
  054
  Navigation
  055
  Flight
  056
  MDD Lightning Device
  057
  The DC-3
  059
  Crash
  066
  Cargo
  067
  Gambling
  069
  Finds
  070
  Personalities
  075
  Animals
  081
  Hardwired 000 Hinterland
  Skills
  083
  Tech Magic
  088
  PSI
  091
  Aircraft for Sale
  096
  Aircraft Guide
  Ultralight
  100
  Classics
  102
  Bush Planes
  103
  Commercial/Passenger
  104
  Transport
  105
  Classic Fighters
  106
  Modern Fighters
  107
  Rotary
  108
  Autogyro
  109
  Lighter then Air
  110
  Exotics
  111
  Plane Condition
  112
  Scenario 1
  Pig in a Poke .
  093
  Scenario 2
  It’s Full of F...
  113
  Scenario 3
  The Andaluz Engine
  113
  Real Index
  117
  BACK OF THE BOOK
  Fuel Calculator
  120
  Number Cruncher
  121
  Passport
  122
  Pilots Certification
  124
  Aircraft Certification
  125
  Pilots Log
  126
  Cargo Manifest
  127
  Aircraft Specs
  128
  Character Profile
  129
  Environ Details
  130
  Environ Interest
  131
  Small Environs
  132
  Environ Explorers Map
  133
  Wings Dice Game
  134
  AIRCRAFT REPAIR
  Stinkey’s Aircraft Repair Emporium
  136
  
  HARDWIRED HINTERLAND
  Hardwired Hinterland is an RPG of Science Fan-
  tasy and Exploration in a different place, a universe of
  high adventure at best similar to Earth’s 1930’s but very,
  very different.
  Materials Needed
  For role-playing you need a small number of
  materials that the average gamer already owns.
  Dice
  In this book you will find mostly d10 and d100 tables
  for general use by the players and GM.  Get a pair of
  common 10 sided dice that allow you to roll a d10,
  several d10's  or  a  d100.  You can also get a d100
  polyhedral dice.
  Game Book Needed
  You will need at least one copy of your favorite
  RPG rules.   Hardwired Hinterland is a concept book
  designed for use with any popular RPG system.  So if
  you prefer d20, Palladium, Gurps, Fudge or the classic
  Tri Tri Tac Game System, use that.
  Copies
  You have permission to print out the Back Sheets
  if you need them.  Make as many as you want.
  Figurines
  The more visual aids you use the better.   A wide
  variety of Modern, Space and Fantasy  figurines are
  available from a number of companies.
  HO Scale Buildings & Aircraft
  Games take on realism when you use floor plans
  and HO scale buildings.  While HO Scale is not to scale
  with  a true 25mm figurine, it  can be overlooked.  A
  20mm figurine is perfect.  Check with your local hobby
  store for 20mm figurines.  And then there is always 135th
  Scale for modeling.
  Terms of Role Playing
  Do we need to cover this again?  By this time we all
  know what  dice do and what a GM is.  I really think you
  have the idea of what an RPG  is if you’re holding this
  book in your hands.
  Time and Motion
  Time and Motion are relative.  This is relative to what
  the GM decides constitutes a turn.  Generally a couple of
  seconds is good for most things you do like pulling the pin
  on a grenade, firing a weapon, or falling over dead.
  Some motion or actions are taken for granted.  If the
  GM says you flip on a light switch,  then don't worry about
  relating it to skills or agility.
  Measurement
  Hardwired Hinterland sticks to the English (non-
  metric) system for general examples.  For miniatures
  rules, use common sense, line of sight, and inches.
  Sticking to the Rules
  Nobody ever sticks to the rules so why should you?
  Modify or change them as the GM wishes.  Games
  should be designed to be adaptable and fun.  We've
  created the nucleus of what you can expand on, so
  please feel free to do so.
  Hardwired 001 Hinterland
  
  Name
  Create a name for your character.  Make it
  realistic.  Characters should be named from the type of
  game you play.   Make it believable.  You wouldn't find
  Hann the Axe Man in New Pittsburgh or Lester Jones in
  the Anson’s Kingdon.  But then again..you might.
  OCCUPATION
  The occupation of your character is up to you!
  From Mercenary to Healer, it’s up to the player.  Occu-
  pation in your previous life and life in the Hinterland may
  be very different.
  AGE, SEX, HEIGHT,WEIGHT
  Just fill it in.  It's not really all that important, at
  this point anyway.
  STATISTICS
  Statistics are your natural abilities.  This is
  covered in your Favorite RPG as well as skills.
  SKILLS
  We also provide a comprehensive and com-
  pletely optional skill list in the back of this book to help
  supplement your RPG System.  Work with your GM to
  adapt the character you want to create.
  HOW DID I GET TO THE HINTERLAND?
  You wish you knew?  So do the Experts!
  Getting to the Hinterland is mostly an accidental
  process by turning Left at the inopportune moment.
  What this process involves is a cosmic accident or
  glitch.   It can happen anywhere and any when.  It can
  be in a vehicle, in a lab, on foot or while you are
  sleeping.   There is no logic or design in this.   Mostly it
  happens to individuals or in rare cases a group.
  To help you get the mood of the Hinterland, its
  life style and pitfalls is the life of Russ Edwards.   He had
  a pretty normal life on Earth in 2010 until he made a turn
  for the fantastic.   His life and words begin here.
  THE RUSS EDWARDS TRANSFER
  Russ Edwards was 26, a successful Computer
  Technician for a large Midwest Insurance Company.
  At best he was an average person with friends, an older
  brother with a big family, and a new Condo in Chicago.
  He bicycled on weekends with a Sf writer named
  Robert Harrison.
  CHARACTER DESIGN
  Creating a character for Hinderland requires you to
  create an average person in your Favorite RPG Sys-
  tem. First you need a copy of a character sheet from the
  back of that book.  When you work on the sheet use a
  pencil.  This book also has a  Universal Character
  Profile  that can be modified to fit any other RPG
  system.
  01
  Each unique Tri Tac Concept Books is a concept
  used with a different RPG system.
  02
  Characters created from this book can be easily
  copied and modified into those Concepts.
  03
  With a little creativity you can translate other char-
  acters from your favorite RPG system for use in
  this Concept.
  ROLEPLAYING ADVENTURE
  Roleplaying is about character and adventure.
  You will become another person with their mindset and
  abilities.  You will create another person and grow physi-
  cally and mentally in their shoes.
  Being a Hero
  It’s a fact that no real hero starts out as a hero.
  The greatest heroes are made by action, judgment and
  often the decision that you need to put your life on the
  line for the sake of the people around you.  These can
  be friends or complete strangers.   People who start
  out to become adventurers and heroes often have is-
  sues. Generally they are wealthy and bored.
  Life in the Real World
  Most characters have a normal life and a job in
  their world before circumstances catapult them into the
  Hinterland.   Start with your character’s life in the mun-
  dane, work a day world.
  Think Hard
  First consider your character and take a bit to
  flesh him or her out.  Decide on origin, family and physi-
  cal statistics you want to aim for..  Think education,
  age and present job skills.  Think ups and downs of
  your characters life and make them realistic.  Just
  bought a BMW?  Mortgage problems?  Job layoff?  Your
  significant other just left on a singles cruise without
  you?  Cholesterol up?  Just elected head of the Condo
  Association?  Some gang member just stole your
  BMW?  Now you have a good start.
  Game Designers Notes
  01
  Keep it real, you will have enough problems
  with unreality later.
  02
  Don’t overdue it.
  03
  Share your character with the other Players.
  04
  Remember this is Science Fantasy.  Reality is
  optional and the domain of the GM.
  Hardwired 002 Hinterland
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  SPLASHDOWN
  It wasn’t just the holiday that got me. It was the
  fact my girlfriend ran off with a previous boyfriend, the
  parents were gone and my 18 year old cat buddy passed
  away. Yeah... the holiday was as much fun as a burn-
  ing christmas tree. Well and then that happened too.
  I had decided to spend a few days with my brother,
  Jack, up in Milwaukee,  Wisconsin while the construction
  company triaged the remains of my Condo.  Jack  had
  taken pity on the holiday refugee and told me I would
  spend the New Year’s with Sarah and their 6 kids.
  I couldn’t pass up a good dinner, presents for
  the the kids and a little bit of home.   Somewhere up
  north of Milwaukee it started to snow.
  How I made the left turn, I have no idea, but
  there was a flash of light.  I felt the truck skid and then
  drop a few feet.  It was dark. There was near zero visibil-
  ity, but it should not have instantly turned into morning on
  a tropical beach with my Chevy sinking into the surf.
  Then this Viking jumps on the roof and said he is
  going to Plaz me out before the squids come. He hafts a
  tool half as big as he is and cuts the roof off my truck like
  a hot knife through butter. A meaty hand grabbed my
  jacket and dragged me to shore.
  “You doing OK?” He asked without a hint of a
  Scandinavian accent. “The Betas and I were out hunting
  and saw the car on the edge. Figured you had a few
  minutes. Lucky ya came in close.”
  Standing on the beach were two absolutely
  identical twins in spandex. They both smiled and waved.
   “That’s Beta and Beta, I’m Flash.”
  Coughing up a half gallon of seawater I gurgled
  a “Thanks.” Then I noticed a couple of 40 foot tentacles
  dragging my car into deeper water “Let the squid finish
  the last 24 payments,” I muttered, as my legs turned to
  jelly and I passed out.
  I woke up next to a beach fire with one of the Beta’s
  cradling my head.
  “Hope this doesn’t sound too crazy, “ I asked,
  “Where in hell am l?”
  Beta just smiled, gave my hand a squeeze and
  said  “Welcome to the Hinterland.”
  Down the beach was the ruin of my truck. It looked
  like it had been thrown out of the water onto the rocks.
  Flash grinned, “Squids gave you the truck back. Good
  Salvage!”
  I watched as my spare tire arced out of the sea
  and bounced down the beach.    The blond giant
  reached into his pack and handed me a can of cold
  Kaiser Wardrop’s Zeppelin Beer.
  Flash and the Betas became my friends im-
  mediately.
  WHAT IS THE HINTERLAND?
  The Hardwired Hinterland is an endless string
  of symmetrical islands or ENVIRONS.   They are sepa-
  rated by 200 miles of water.   For those who are lucky
  to come in by air or land, the Key Environs have a pro-
  gram to help educate New Arrivals and give them a
  start in their new lives.
  In some cases New Arrivals are dumped in less
  then friendly places where, by rescue or adventure, they
  make their way to one of the Key Environs.
  Hardwired 003 Hinterland
  Russ Edwards
  
  NEW ARRIVALS ORIENTATION
  You receive a 6 hour course on life in the Hinter-
  land. You get a pocket sized book illustrated like a comic
  that gives you basics, Do’s and Dont’s on life.   A little
  history, a few handy tables and charts as well as maps,
  and a few phone numbers. You also get a Passport.
  CURRENCY EXCHANGE
  Anything you have in your wallet is converted 1 to
  1 for the Environ’s coinage.  Electronic watches are pur-
  chased for up to d100 dollars. Sunglasses are graded
  and purchased for up to d100 dollars.  Any salvage you
  bring in may have value.  Pawn shops will give more,
  the Black Market less when they think they have a
  sucker.
  PROBLEMS
  Some arrivals have serious mental issues over
  their new home. These are diagnosed and taken to a
  hospital where the issues usually clear up in 4 to 6
  weeks. They call it a healing process. For many, they
  never quite heal after losing their world. They are called
  Quiets and seem to congregate in bars.
  WHERE ARE THE ARRIVALS FROM?
  Anywhere from 1000 BCE to 2950 CE. The ma-
  jority in this area seem to be from 1690 to 2040. Schol-
  ars suspect different areas or Environs have attracted
  different eras.   Undoubtedly, there is a distinct colora-
  tion to the New Arrivals here and the era in which they
  lived. We find the focus or core of the population from the
  late 19th Century though there are few Romans or
  Aliens. This may well correspond to the buildings and
  city cores found in the region. We can also link the cre-
  ation of this building process by what we call Restorkies,
  who may open rifts in time and space that continue on a
  small extent.
  THE RUSS EDWARDS TRANSFER
  Flash took me inland to a “Look Out” station and
  put in a phone call to something called ‘Arrivals’.  After
  a few hours a bus showed up and we had a ride into
  NEW AKRON.   Flash told me that  this was a good place
  to start and I was lucky.
  From the wreckage of the truck he salvaged the
  tires, bottles of oil, soggy Christmas presents and a lot
  of odd small items.   Salvage he called it.
  He told me that he would get a $100-$200 fee for
  rescuing me and I could have it to help start my life here.
  I think I was still in shock.  I thanked him.
  A Day after orientation he again caught up with
  me, slapped me on the back and handed me $800 in
  New Akron currency.
  “Good Salvage!” He grinned.
  10 REASONS YOU KNOW
  YOU ARE IN THE HINTERLAND
  10
  There are No Cell Phones
  09
  TV is Educational
  08
  People are Friendly
  07
  Only Artists have Portfolios
  06
  Banks are Responsible to Customers
  05
  There are no Fast Food Chains.
  04
  Nobody Cares if you Smoke
  03
  Helium is a Direction
  02
  A Monkey Says Hello at a Bus Stop
  And the #1 Reason you are in the Hinterland:
  01
  Government is By the People
  It’s in the Attitude
  The Hinterland is a place of fresh starts where
  your past is not in question.  You are now the master of
  your own fate and reputation.
  Some folks find this a godsend while others
  quickly fall back into the old patterns of who and what
  they were.
  Many have described coming to the Hinterland
  as “The weight of centuries removed from their shoul-
  ders”.   Corporate CEO’s have become shopkeepers
  and unemployed auto workers have risen to command
  great aircraft companies.
  The Hinterland is forgiving, but it can also be
  harsh.   Serious crime and murder is dealt with quickly
  and efficiently.   If there is no iota of doubt, murderers
  and just evil people find themselves sent to an Environ
  where they can not damage society.
  The choice is up to the individual.
  Hardwired 004 Hinterland
  “Not the Sheep!”
  
  THE HINTERLAND
  This is a view of the Hardwired Hinterland, an
  endless mosaic of Environmental blocks with no end.
  Each block is a near perfect 200 mile diameter
  square.   Coastlines can be up to 1000 feet higher than
  the surrounding beach.
  GEOGRAPHY
  Each Environ has a different terrestrial geogra-
  phy and climate.  Coasts are generally surrounded by
  100 feet of sandy or rocky beach and rocky cliffs.  Inter-
  nal Geography runs from mountainous to amazingly flat
  with fresh water lakes and great lakes as if it was de-
  signed by a drunken landscaper.   Some Environs have
  narrow fiords.  There is no logical pattern to this.
  CLIMATE
  Climate is even more varied than the geography
  with environments of Antarctic Ice to Harsh Desert.  From
  Tropical Jungle to Alpine Valley, there is no logic to why
  these are all different and mostly unchanging.  Many of
  the temperate environs have mild to normal seasons.
  GEOLOGY
  The Hinterland is not geologically active.   The
  Environs are mostly stable except for the occasional live
  volcano.   These are generally small lava cones that do
  not erupt or explode.   Mostly they have a hot core, bubble
  and smoke.  All Hinterland volcanos will not belch toxic
  gas but they will steam and occasionally rumble.
  WEATHER
  Weather always starts at the edge of the Environ
  and is specific to that Environ.  Weather is specific to
  the Environ and changes with the climate and season.
  In nearly all the Environs the air is clean and toxin free.
  ANIMAL LIFE
  Life abounds on many of the Environs.  Again,
  this is specific to the Geography and Climate.   There is
  no shortage of sea birds and wildlife.  There are also a
  number of rare and extinct species.
  HUMAN LIFE
  There are humans and alien life in the Hinterland.
  Humans are the most prevalent with a scattering of other
  things.   Some groups of humans are primitive while oth-
  ers are fairly advanced.   Politics is varied as well as
  respect for life and local temperament.
  BETWEEN THE ENVIRONS
  The salt ocean between the Environs are deep
  and populated with Fish, Squids and Whales.
  THE RUSS EDWARDS TRANSFER
  Russ looked up at the sky. “Flash?  Where is the
  sun?”
  Flash laughed. “What sun?”
  GOOD MORNING
  At 6:57 every morning the sky lights like a vast
  sheet of bright light.   At 9:57 PM the sky is extinguished.
  It is like clockwork and there’s no Moon or Stars.
  Hardwired 005 Hinterland
   Small City
   Small City
  Small City
  Large City
  City
  Large City
  Generic Environ
  ENVIRON DESIGN
  Always 200 Miles Square
  LAND MASS
  Any Climate, Resources
  WATER
  98% Chance of Fresh Water
  POPULATION
  40% Chance Folks
  TECH LEVEL
  Any Possible
  CITIES
  Possible Cities and Roads
  Something
  Nasty
  
  AIR LAYER
  This is a dense layer of air that does not thin as
  you rise to the top. At 200 miles the gravity falls off.
  AIR/NULL GRAV AREA
  A 2000 foot layer of oxygen and a higher amount
  of Helium characterize this layer.
  HEAVYSIDE/HELIUM LAYER
  Only a few feet thick, this highly energetic layer
  is composed of Helium. Every morning at 6:57 AM the
  layer begins to fluoresce. By 7:05 AM it fuses and cre-
  ates full sunlight.  By 2:00 PM the heat release is at peak
  and it begins to level off. There is a noticeable dimming
  at 7:55 pm and by 9:57 pm the layer is extinguished.
  Aircraft caught in the layer while it is undergoing fusion
  are vaporized. Flight through the Helium layer is pos-
  sible only at night if you have the technology.
  HELIUM VENTS
  Every Environ has a he-
  lium vent.   During the night the
  vent discharges a stready
  stream of helium straight up.   All
  helium vents are high-grade
  titanium pipes a foot high set in
  a granite circle.    The pipe is 17
  inches wide.  The circle is 7 feet.
  Several of the Key Envi-
  rons have tapped this vent for helium or direct pressure
  to run machinery.   This was the first key element in the
  exploration of the Hinterland.
  HARDWIRED POWER POINT
  Within a mile of the Helium Vent is a power point.
  At the core of a second seven foot granite circle is a
  twin set of power points.   This AC system is variable to
  the load required.  Voltage starts at 110v (house current
  US) and can go to Megawatts. With the proper equip-
  ment this can be tapped to run a farm to a major city.
  RESOURCES
  The scarcity of both heavy metals and petro-
  chemicals limit manufacturing to a great extent.
  Above all else, metals are recycled across the
  Environments or substituted with hardwoods.
  UNDERSTANDING THE HINTERLAND
  While most of the Environs and their peculiari-
  ties make sense, careful thought on the reasoning that
  built them can cause a headache or stress. Residents
  of the Hinterland have come to accept these peculiari-
  ties and ignore those bits of logical reasoning, that are
  out to lunch, for the most part.   Also see the New Uni-
  versity of Windsor Almost Canada.
  NAVIGATION
  Navigation in the Hinterland is purely by visual
  sight of landmarks and geological features. Experiments
  with simple geo-magnetic compasses have proved what-
  ever serves as a north Magnetic pole shifts every 24
  hours. This shift can be in any direction.
  MAPPING THE HINTERLAND
  A primary skill for pilots is Air/Sea Navigation.
  Not that it has a similar terrestrial counterpart, but it more
  resembles the simple aircraft navigation methods used
  in the 1920’s and 1930’s on Earth.
  EZ NAVIGATION
  Many new pilots fly by the book, a simple Navi-
  gators binder of known locations and what to look for.
  UP AND DOWN
  Only in the last few years has there been shock
  and disbelief that there is a second Hinterland above the
  first.  After experiments with large optics at the Wincel
  Chung Observatory, it was determined the Hinterland is
  sandwiched in a 400 mile layer with an Up Side and
  Downside.  There are plans to explore the Up Hinterland
  as lights have been seen and an occasional radio signal
  has been heard at night.
  UP HINTERLAND
  200 Mile Air Layer
  NULL GRAV
  HELIUM LAYER
  NULL GRAV
  200 Mile Air Layer
  DOWN HINTERLAND
  Hardwired 006 Hinterland
  
  KEY ENVIRON TRAVEL
  All travel between Environs is by helium balloon
  or Aircraft.  This has grown into a major industry.
  SEA TRAVEL
  Wouldn’t it be far easier to take a boat?
  The seas of the Hardwired Hinterland are alive.
  While only 200 miles wide, they are deep and only mod-
  erately turbulent. The shoals around the land teem with
  fish and birds in a well balanced ecology.
  Dolphins and Porpoise exist as well as Orca and
  a single species of Miniature Sand Shark.
  Beaches and cliffs surround the lands. Water is
  shallow for a hundred yards and then there’s a coastal
  drop-off of astonishing depth. Swimming is safe up to
  fifty yards of the shore. In all, an idyllic place where
  shipping would be easy and fast if it wasn’t for the mili-
  tant and highly intelligent sea life that guards the open
  seas.
  Ocean travel by surface ship is likened to stick-
  ing your head in the muzzle of a cannon and yelling
  fire. Compared to dealing with sea travel, the cannon
  would be the safer bet.
  CARNA WHALES
  No more Mr. Nice Whale. These multi-ton mon-
  sters are huge, smart, and have an appetite for fresh
  meat. Their pack behavior has been a high source of
  harassment for shipping. In fact, there is no ocean based
  shipping to speak of in the Hinterland.
  Attempts to hunt them have created wholesale
  warfare between surface ships and pods. A single whale
  will often sacrifice itself to open the hull of a ship or jump
  to crush decking, sails, and crew.
  Thoughts to build faster ships to outrun this men-
  ace have met with failure as pods seem to have a natu-
  ral long range communications system. In many in-
  stances they can be seen watching the shore for signs
  of boat building activity.
  A rumor has circulated that enterprising freight ships have
  formed a pact with the whales. By dumping a few tons
  of beef or pork off the side of the ship, they have earned
  passage.
  CARNA WHALE STATS
  LENGTH
  60-100 Ft
  Intelligence
   High
  WEIGHT
  50-90 Tons
  Wisdom
   High
  STRENGTH
  High
  Temperament  High
  DAMAGE
  Critical
  Translate to Your RPG
  While the average Carna Whale has an attitude
  problem a mile wide. They seem tolerant of swimmers
  who stray to the edges of the Environ shelf. Baby whales
  are common in the shallower water where they will play
  with swimmers. On rare occasion they will bond to an
  individual that feeds them and remain moderately affec-
  tionate until their size increases and they move to the
  deeper waters.
  SQUIDS
  Wonder what those Carna Whales ate? Prob-
  lem solved. Squids are nearly the size of the Carna
  Whales. While not as intelligent as the Whales, they
  are clever and make up for their lack of brains with their
  ferocity.
  The average Carna Whale is an even match for
  6 squids. Squids are often known to attack swimmers in
  the outer reaches of the shallows and drag them under.
  SQUID STATS
  LENGTH
  70 Ft
  Intelligence
   Low
  WEIGHT
  1 Ton
  Wisdom
   Low
  STRENGTH
  High
  Temperament  High
  DAMAGE
  Critical
  Translate to Your RPGd
  Squid meat would be a resource but these have
  a flavor that is likened to gasoline dipped in road tar.
  Harvested at great cost it was found they make lousy
  fertilizer as well.
  Hardwired 007 Hinterland
  
  Center
  No Use
  Core Environs
  Ice Cap
  Agricultural
  Quarantine
  Danger
  Unexplored
  KEY ENVIRONS
  The following are the local Environs that have
  banded together economically in the hopes of under-
  standing their world.  New Akron is the center of the group,
  the Navigational Key and is the center of mapping the
  Hinterland.
  ENVIRON LOCATIONS
  01
  New Akron
  02
  Almost Canada
  03
  Anson’s Kingdom
  04
  New Old New York
  05
  New Brazilia
  06
  New Pittsburgh
  07
  Icecap
  08
  Little Texas
  09
  Tuva
  10
  Magicaust
  11
  Little Kiev
  12
  Bruno’s Vinyards
  13
  Mountain Meadow
  14
  Sahara
  15
  Grunlog
  16
  Old Growth Forest
  17
  Unexplored
  18
  Unexplored
  19
  Unexplored
  20
  Ourkansas
  21
  Noram
  22
  Lizard Woods
  Hardwired 008 Hinterland
  23
  Eta Wongo Islands
  24
  Unexplored
  25
  Unexplored
  26
  Unexplored
  27
  Unexplored
  28
  Unexplored
  29
  Unexplored
  
  ENVIRON LOCATIONS
  A quick listing of the local Hinterland Environs and
  their natures.   Later in the book these Environs will be
  explored in more detail.
  01
  New Akron
  The Core of Aviation in the Hinterland.   Aircraft
  are assembled and tested here.   Mass Lightning crys-
  tals are tuned here.  Many pilots call New Akron home.
  It is the site of Barnes Field and the Aerheart Corp as
  well as the Airdock and Von Wardrop Zeppelin works.
  02
  Almost Canada
  Almost Canada is the grain, wool, and the fuel
  processing center for New Akron. Settled by Canadi-
  ans, it is home for the University of New Windsor and
  the Hinterland Census. This is where the Voyage of
  the Air Beagle was planned and the official launch took
  place. The Canadians are a friendly people who are still
  cautious of the 46 French drop-ins who have formed a
  new Quebec in the far corner of the Environ.
  03
  Anson’s Kingdom
  A primary source of the Mass Lightening crys-
  tals, this small Feudal Kingdom is happily stagnant. With
  all the pomp and ceremony of a medieval Baron, this
  individual lords over 15,000 serfs, peasants, Air Knights,
  and a small group of Lesser Lords. He is ruthless. On
  occasion he visits New York to purchase luxury items
  and aircraft.
  04
  New Old New York
  A duplicate Environ of the city of New York in the
  1930’s. Found and colonized, it is an a magnificent piece of
  old Earth. The people and immigrants want to keep it that
  way. Somehow the city government seems to work and the
  crime rate is low. Small scale manufacturing keeps it run-
  ning and it’s 100,000 inhabitants are very hospitable to out-
  of-towners. See the Museums, the Opera, the Library, Statue
  of Liberty and the Brooklyn Bridge. Every 10 years they set
  their clocks back to 1930.
  05
  New Brazilia
  South of Pittsburgh is the Jungle Environ of
  Brazilia and the home of New Akron’s rubber industry.
  From the few plantations on the coast comes the rub-
  ber for Wheels, Hoses, Gaskets, and wealth of other
  hard to make parts.
  06
  New Pittsburgh
  Across from New Akron is Pittsburgh. This
  environ is a mountainous region rich in iron, copper, and
  bauxite. This is the manufacturing core that supplies
  New Akron with the materials to make aircraft
  07
  Icecap
  Flat Arctic wasteland with a few Penguins.  There
  is no commercial value here.
  08
  Little Texas
  Ranching and Cattle as well as the only natural
  Oil Well in the Known Hinterland.
  09
  Tuva
  Mongolian Nomads in a cold climate.
  10
  Magicaust
  This Environ was a duplicate of twentieth cen-
  tury Earth, a slice of some Midwestern city in the year
  1987.  This warped Environ is a massive magnet for
  Toxic Magics. Few have landed there and fewer still have
  returned to tell of the Rotting Dead who think they are
  still alive, psychotic monsters, mutants, and one large
  Dragon.  After spending a few hours there, electricity and
  gunpowder fail to function except in one small area.
  11
  Little Kiev
  Russian Peasants in need of a Czar.  Friendly
  but very superstitious.
  12
  Bruno’s Vineyards
  Small Italian village and a large wine making
  industry.
  13
  Mountain Meadow
  High mountains interspersed with deep valleys
  and meadows.   A few Old German farmers.
  14
  Sahara
  Windswept sea of sand and rock.   Rumored to
  hold Stonework and city remains.
  15
  Grunlog
  Neanderthal villages and skillful hunters dot this
  Environ of limited access.
  16
  Old Growth Forest
  Very large trees, small herbivores and carnivores.
  Quiet and peaceful.
  17
  In Process of Exploration
  18
  In Process of Exploration
  19
  In Process of Exploration
  20
  Ourkansas
  Farmers and grain fields.
  21
  Noram
  A high tech war ruin that is highly dangerous
  though salvage is extremely profitable.
  22
  Lizard Woods
  Endless woods and Dinosaurs.
  23
  Eta Wongo Islands
  Cargo Cults and mostly friendly islanders would
  like you to land so they can throw you a feast while they
  strip your plane.
  24
  In Process of Exploration
  25
  Pine Forests
  Hardwired 009 Hinterland
  
  A LITTLE HINTERLAND HISTORY
  Human colonization of the Hinterland began a
  little less than 200 years ago, with clusters of ‘Drop ins’
  from no particular time and space.   As the population
  grew, it settled into a number of lifestyles across an ex-
  panse of Environs.   Some things became evident early.
  People were healthier.  Gunpowder exploded at lower
  velocities.  There weren’t as many children born.   Within
  50 years, communities formed and thrived.
  Flight in the Hinterland was a rare event in the
  early years of colonization. While aircraft fell in, they soon
  ran out of gasoline and became little more than remem-
  brances or classy decorations on top of restaurants.
  The majority of people lived their lives on a single
  Environ without thinking about the other areas around
  them.
  The problem with life on a single environ is the
  fact that  there are so many Environs, each with some-
  thing to trade or exploit. Unusual food and resource
  items topped the list.
  Travel and trade from Environ to Environ was
  possible for the very few who could ‘Port’ or the few who
  dared cross the water, and they were few and prone to
  having a 15% success rate.
  Those who managed to cross the water safely
  were heroes as far as many are concerned. Most he-
  roes enjoyed their experience and tried not to repeat it
  again.
  These few travelling curiosities were often
  gone as fast as they unloaded a few items.
  LIGHTER THAN AIR FLIGHT
  The first helium balloons built were ungainly and
  touchy affairs that more often than not fell into the seas
  after being torn apart by the the winds.
  After years of experimentation, Almost Safe Bal-
  loons and Cargo Zeplins linked a small number of
  the Environs in a loose economic union with New Ak-
  ron as the trade core of the 5 Environs.
  REAL FLIGHT
  The breakthrough came from a simple piece of
  salvage and a lucky guess.
  On the shores of Almost Canada an unusual fly-
  ing device crashed. The disk shaped wreckage was ul-
  tra high tech and held an unusual device at its core.
  Researchers at the University of New Windsor
  pieced the wreckage back together but could make little
  sense of the magnetic propulsion system.  The ships
  core was a simple crystal and coil assembly.
  Rebuilding this one device was simple, but fur-
  ther tests failed to find a function. During one high power
  experiment, one of the researchers bumped the heavy
  test stand and found it rolled far more easily than it
  should have, as if its mass was reduced.
  Further experiments proved this easy to dupli-
  cate array could neutralize 90% the mass of an object
  that was not grounded to the earth.
  EZ FLIGHT
  The results were electrifing. Easy to operate Bio
  Diesel or Alcohol Engines of lower horsepower could
  power aircraft that carried this simple system. If it had
  wings, an engine, and control surfaces, it could be
  made to fly.
  The only problem was the the crystal was
  unique and nobody in Almost Canada had ever seen
  another one like it. The word went out with a substantial
  reward for finding another.
  A year later a second crystal was found  in the
  Museum of Natural History in New Old New York, part of
  a cultural exhibit sent by Anson’s Kingdom.
  LIGHTNING CRYSTALS
  Anson’s Kingdom and Lord Anson were over-
  joyed to find he was the sole producer of this highly
  valuable natural wonder.
  His penal colony / gold mine had found doz-
  ens of the odd crystal clusters in the last few years. The
  greedy monarch held the key to more riches and flight
  across the Hinterland.
  COMMERCE
  Most Environs had things that the other Environs
  needed or wanted, so a great conclave was called in
  177 CE.  This conclave ironed out problems and create
  a Great Declaration to promote peace and prosperity.
  The Hinterland was now ready for a new age
  of exploration and a boom of commerce. Other Envi-
  rons could be explored and colonized.
  Hardwired 010 Hinterland
  Lightning Crystal
  Lightning Crystal
  
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  Health
  Doctors are moderately rare in the Hinterland.
  There are few serious diseases other than fevers, the
  worst lasting a week or more.   Wounds do not infect. If
  stitched and cleaned, a wound will heal in days.  If a gun-
  shot victim does not bleed out, they will clot and begin to
  regenerate within an hour. Lost limbs regenerate in
  Months. If you are 65, you regenerate into a healthy 35.
  Cancer remisses and vanishes. Birth defects heal. Bones
  knit in weeks.   Most with several physical or mental dis-
  abilities become normal within a year. Heart attacks are
  virtually unknown as well as blood pressure problems
  or stroke.   While accidents are common, a few individu-
  als will die from fire, gunshot (head shots especially) or
  severe trauma. New Old New York City has a large hos-
  pital dedicated to helping new arrivals and trauma vic-
  tims recover.
  Aging
  Aging rates are different.  Children age normally
  until 18 when they believe they are adults, then continue
  to age to 35.  Dropins show a phenomina of regenera-
  tion that lasts up to d10 months.
  AGE
  Aging Rate
  19-25
  Age Normally until about 25.
  26-35
  You regenerate back to 25
  36-65
  You regenerate back to 30
  66-85
  You regenerate to 40
  86+
  You Regenerate to 45
  Nobody has figured age limits. Some claim to
  be several hundred years old. A general figure is 1 year
  of age per 100 years. There are individuals in the Hinter-
  land in their 50’s and 60’s who claim to have been there
  for a very long time.
  Children
  The lack of aging has an adverse effect on child
  bearing. Fertility rates have dropped to 1 birth per 500
  normal  Earth births. Children are rare and there are more
  children dropping into Hinterland than being born. For this
  reason they are very precious. Children age normally
  into adults. Many younger children and teenagers are
  spoiled and this creates serious youth problems in the big
  cities.   In the Hinterland the age of adulthood is 18.
  My name is Franchesco I came
  My name is Franchesco I came
  My name is Franchesco I came
  My name is Franchesco I came
  My name is Franchesco I came
  here early in life, an orphan from the
  here early in life, an orphan from the
  here early in life, an orphan from the
  here early in life, an orphan from the
  here early in life, an orphan from the
  slums of San Palo Brazil. I thought I
  slums of San Palo Brazil. I thought I
  slums of San Palo Brazil. I thought I
  slums of San Palo Brazil. I thought I
  slums of San Palo Brazil. I thought I
  had died during a thunderstorm. Like
  had died during a thunderstorm. Like
  had died during a thunderstorm. Like
  had died during a thunderstorm. Like
  had died during a thunderstorm. Like
  an 
  explosion 
  and 
  I 
  was 
  thrown
  an 
  explosion 
  and 
  I 
  was 
  thrown
  an 
  explosion 
  and 
  I 
  was 
  thrown
  an 
  explosion 
  and 
  I 
  was 
  thrown
  an 
  explosion 
  and 
  I 
  was 
  thrown
  through a wall in the shack where I
  through a wall in the shack where I
  through a wall in the shack where I
  through a wall in the shack where I
  through a wall in the shack where I
  lived.
  lived.
  lived.
  lived.
  lived.
  I was found on a beach.
  I was found on a beach.
  I was found on a beach.
  I was found on a beach.
  I was found on a beach.
  A
  AA
  AAfter a short stay in the hospital
  fter a short stay in the hospital
  fter a short stay in the hospital
  fter a short stay in the hospital
  fter a short stay in the hospital
  there were no less than a dozen fami-
  there were no less than a dozen fami-
  there were no less than a dozen fami-
  there were no less than a dozen fami-
  there were no less than a dozen fami-
  lies 
  lies 
  lies 
  lies 
  lies who wanted to adopt me. Not just
  who wanted to adopt me. Not just
  who wanted to adopt me. Not just
  who wanted to adopt me. Not just
  who wanted to adopt me. Not just
  Spanish. It was a hard choice but I
  Spanish. It was a hard choice but I
  Spanish. It was a hard choice but I
  Spanish. It was a hard choice but I
  Spanish. It was a hard choice but I
  found Michael 
  found Michael 
  found Michael 
  found Michael 
  found Michael Rodreguiz and his Irish
  Rodreguiz and his Irish
  Rodreguiz and his Irish
  Rodreguiz and his Irish
  Rodreguiz and his Irish
  wife Della. They were good people and
  wife Della. They were good people and
  wife Della. They were good people and
  wife Della. They were good people and
  wife Della. They were good people and
  came to this place with 
  came to this place with 
  came to this place with 
  came to this place with 
  came to this place with a 14 year old
  a 14 year old
  a 14 year old
  a 14 year old
  a 14 year old
  daughter.  I was 7 at the time and fit in
  daughter.  I was 7 at the time and fit in
  daughter.  I was 7 at the time and fit in
  daughter.  I was 7 at the time and fit in
  daughter.  I was 7 at the time and fit in
  well. I didn’t have to find things or
  well. I didn’t have to find things or
  well. I didn’t have to find things or
  well. I didn’t have to find things or
  well. I didn’t have to find things or
  fight or steal food.
  fight or steal food.
  fight or steal food.
  fight or steal food.
  fight or steal food.
  School was not easy at first but
  School was not easy at first but
  School was not easy at first but
  School was not easy at first but
  School was not easy at first but
  there was only a class of 10 and we
  there was only a class of 10 and we
  there was only a class of 10 and we
  there was only a class of 10 and we
  there was only a class of 10 and we
  had several teachers.  When I was 18  I
  had several teachers.  When I was 18  I
  had several teachers.  When I was 18  I
  had several teachers.  When I was 18  I
  had several teachers.  When I was 18  I
  went to the University and was good
  went to the University and was good
  went to the University and was good
  went to the University and was good
  went to the University and was good
  with motors.  I wasn’t good with book
  with motors.  I wasn’t good with book
  with motors.  I wasn’t good with book
  with motors.  I wasn’t good with book
  with motors.  I wasn’t good with book
  learning but I wanted to fly.
  learning but I wanted to fly.
  learning but I wanted to fly.
  learning but I wanted to fly.
  learning but I wanted to fly.
       Franchesco Compos
       Franchesco Compos
       Franchesco Compos
       Franchesco Compos
       Franchesco Compos
  Language
  Everybody speaks their own native tongue and
  everybody else understands it.  If you can read a word
  on a page or almost pronounce it, you can usually un-
  derstand it. Radically different scripts can not be easily
  translated.   If you Speak English,  you can pronounce Mexi-
  can or Polish. Russian is harder with a Cyrillic alphabet.
  Forget Thai or Chinese.
  Religion
  Every Religion is represented in the Hinterland.
  All work together and live in peace. Christian, Wiccan,
  Buddhist, Jew, Malgamozian, and Moslem live in the
  same neighborhoods and respect each other’s beliefs.
  For this reason many believe they really are dead
  and have gone to a better place.  That is until June and
  then the local Environ tax bill comes in. Everybody is
  taxed 1% on Earnings and 2% on profits from business.
  THE RUSS EDWARDS TRANSFER
  Russ has a minor in Mechanical Engineering and
  he realizes it may well be a goldmine in New Akron.
  There are also few computers in the Hinterland and
  a high paying job in Almost Canada to help triage and
  restore computers that have been salvaged.
  Saying bye to Flash and the Betas, he takes an
  airflight to Almost Canada and a start in his new Life.  He
  figures a year there and then maybe a move back to New
  Akron.
  Russ has always loved model aircraft design and
  has a few ideas that may be good for the burgeoning
  aircraft industry.
  Hardwired 011 Hinterland
  
  CALENDAR
  Calendars were more of a problem with a com-
  plete change in the difference between Earth and the
  Hinterland.   The Great Conclave assigned a year of
  174 CE (Common Era) though this is moderately dis-
  puted.   The calendar was settled to an easier  Hinter-
  land calendar with a 12-month, perennial calendar with
  equal quarters. It is perennial because it remains the
  same year to year.  To balance off days there are the
  Hinterland Holidays as well as the normal holidays.
  First Quarter
  January
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  H
  February
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  March
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Second Quarter
  April
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  H
  May
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  June
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Third Quarter
  July
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  H
  August
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  September
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Fourth Quarter
  October
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  H
  November
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17*
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Hardwired 012 Hinterland
  *  Unofficially the 17th of November is Valentines Day,
  Divorce Day or the Hinterland Beer Brewers Day.
  
  December
  Su
  Mo
  Tu
  We
  Th
  Fr
  Sa
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  HINTERLAND HOLIDAYS
  These are the Universal Holidays designated
  with a H.  Mostly they are a day off from work and an
  excuse to party.
  January  1
  NEW YEARS DAY
  January  H
  FLIGHT DAY
  A celebration of Flight and Peace.
  April  H
  ANIMAL DAY
  A celebration of Intelligence
  May 17
  Mothers Day
  June 15
  Fathers Day
  July  H
  BOXING DAY
  A celebration of all the people who
  provide services to the majority.
  August 17
  Memorial Day
  September  1
  Labor Day
  A paid day off for Management
  and Workers.
  September 15
  Postal Day
  October  H
  THANKSGIVING
  A day of thanks for Dropins and a
  celebration of family & Friends.
  December  25
  NON DENOMINATIONAL
  GIFT DAY
  Celebration of Christmas, EID,
  Chanukah, Quanza and most
  religious beliefs.   It generally
  starts on the 24th and goes to
  the 2nd of January (Hangover
  Day).   Crass commercialism
  has not hit this holiday yet.
  December  30
  NEW YEARS EVE
  LOCAL ENVIRON HOLIDAYS
  These are local and varied from Lord Anson’s
  Birthday to St. Smithens Day to Remember Earth Day.
  New Brazil is famous for Carnival and New Old
  New York for Theorillo Laguardia Day.
  Almost Canada has a touching Remember En-
  gland Day.   Little Kiev builds new Outhouses on the
  Czar’s Birthday.
  Nobody is quite sure what the Mongols of TUVA
  celebrate but it lasts a week and usually uses thousands
  of gallons of beer and goat cheese.
  CAREER CHOICES
  So you need a new career.   There are a wide
  variety to choose from.   The Unemployment rate in the
  Hinterland has always been just about Zero.
  HINTERPOL
  The universal police agency dedicated to peace.
  It’s a hard job keeping law and order working across En-
  virons.
  PILOT
  After you go to pilot school you can buy your own
  plane or work for companies.  Pilots are in high demand.
  They also specialize in cargo and passenger hauling.
  Many Pilots are independent and have become wealthy.
  SALVAGE
  Explore the ruins of many Environs and find and
  return salvage to the great auction houses or compa-
  nies that specialize in restoration of artifacts.
  ENGINEER
  Build and fly balloons and Aircraft.  This job is
  also good for manufacturing and restoration.
  TEACHER
  Teach adults and young ones what you know.
  Point folks in the right direction in life.
  EXPLORER
  It’s a big wide new world out there.   Enjoy it and
  explore unknown Environs.  Meet new people and soci-
  eties.  Get your butt shot off.
  DOCTOR
  Good doctors are rare and necessary for many
  remote places in the Hinterland.  The majority of what is
  needed are surgeons.
  Hardwired 013 Hinterland
  
  TRADE AND COMMERCE
  Every Environ has it’s own coinage and monetary
  system.   This is very similar on the Key Environs and
  regulated where possible by the ADVISORY BANK of
  ALMOST CANADA.   The bank operates offices in main
  cities and provides savings acounts, strong boxes for
  storage, and investment counciling.
  Most payments are made in:
  $0.01 Pennys
  $0.10 Dimes
  $0.50 Silver Half Dollars
  $001. Silver Dollars
  $010. Gold Dollars
  $050. Gold Dollars.
  $100. Gold Bars
  $500. Platinum Bars
  COSTS of LIVING
  Weapons
  Derringers
  $04.00
  to
  $20.00
  Revolver
  $12.00
  to
  $45.00
  Pistol (Semi Auto)
  $25.00
  to
  $75.00
  Rifle
  $15.00
  to
  $90.00
  Thompson
  $100.00
  to
  $300.00
  Shotgun
  $15.00
  to
  $100.00
  Ammunition (Per 100)
  $03.50
  to
  $12.00
  Shotgun Shells (Per 25)
  $03.50
  to
  $10.00
  Dynamite Stick
  $02.00
  to
  $04.00
  Black Powder (Lb.)
  $01.00
  to
  $04.00
  Animals
  Mule
  $80.00
  to
  $100.00
  Saddle Horse
  $200.00
  to
  $800.00
  Calvery Horse
  $300.00
  to
  $900.00
  Draft Horse
  $80.00
  to
  $300.00
  Packaderms
  $100.00
  to
  $250.00
  Milk Cow
  $40.00
  to
  $100.00
  Cattle
  $40.00
  to
  $100.00
  Sheep
  $10.00
  to
  $20.00
  Pig
  $08.00
  to
  $15.00
  Chicken
  $01.00
  to. $01.50
  Meals and Food
  Average Meal
  $01.00
  to
  $02.00
  Good Meal
  $03.00
  to
  $04.00
  Meal at Fine Restaurant
  $05.00
  to
  $07.00
  Flour (Lb.)
  $00.10
  to
  $00.20
  Sugar (Lb.)
  $00.10
  to
  $00.20
  Oatmeal (Lb.)
  $00.10
  to
  $00.20
  Box Corn Flakes
  $00.10
  to
  $00.20
  Gallon Milk
  $00.20
  to
  $00.40
  Canned Vegetables
  $00.10
  to
  $00.20
  SPAM
  $00.10
  to
  $01.00
  Beef (Lb.)
  $00.10
  to
  $00.20
  Bacon (Lb.)
  $00.10
  to
  $00.20
  Dozen Eggs
  $00.20
  to
  $00.40
  Coffee (Lb.)
  $50.00
  to
  $100.00
  Tea (Lb.)
  $00.20
  to
  $00.40
  Weeks Air Ration
  $01.00
  to
  $02.00
  Cigar
  $00.10
  to
  $01.00
  Beer
  $00.10
  to
  $00.25
  Whiskey, (Shot)
  $00.10
  to
  $00.20
  Whiskey (Bottle)
  $01.00
  to
  $50.00
  Living
  Boarding House (Week)
  $06.00
  to
  $10.00
  Hotel (Flophouse) Night
  $03.00
  to
  $05.00
  Hotel (Fair) Night
  $06.00
  to
  $10.00
  Hotel (Good) Night
  $10.00
  to
  $20.00
  Hotel (Excellent) Night
  $20.00
  to
  $50.00
  Stable (Horse)
  $03.00
  to
  $05.00
  Hanger Rental Week
  $06.00
  to
  $10.00
  Movie (Double Feature)
  $00.50
  to
  $01.00
  Theatre Ticket
  $01.00
  to
  $10.00
  Vaudeville
  $00.50
  to
  $00.75
  Land
  Farm (80 Acres)
  $100.00
  to
  $200.00
  Land Near Town
  $300.00
  to
  $500.00
  Average Home Town Lot
  $700.00
  to
  $1.2 K
  Prime Home Town Lot
  $900.00
  to
  $3 K
  Hanger
  $900.00
  to
  $2.5 K
  Clothing & Supply
  Boots
  $04.00
  to
  $09.00
  Shoes
  $02.00
  to
  $07.00
  Hats
  $04.00
  to
  $09.00
  Trousers
  $02.00
  to
  $05.00
  Shirt
  $02.00
  to
  $05.00
  Coat
  $08.00
  to
  $12.00
  Leather Jacket
  $12.00
  to
  $25.00
  Sunglasses
  $01.00
  to
  $10.00
  Sunglasses (Earth)
  $50.00
  to
  $100.00
  Dress
  $04.00
  to
  $09.00
  Dress Formal
  $08.00
  to
  $20.00
  Suit
  $20.00
  to
  $50.00
  Tux
  $40.00
  to
  $100.00
  Union Suit/Undergarments
  $01.00
  to
  $04.00
  Socks (Per 12)
  $01.00
  to
  $04.00
  Saddle
  $04.00
  to
  $10.00
  Buggy, Horse
  $25.00
  to
  $50.00
  Wagon (Farm)
  $15.00
  to
  $20.00
  Car
  $900.00
  to
  $3 K
  Motorcycle
  $900.00
  to
  $3 K
  Truck
  $900.00
  to
  $3 K
  Hygene & Medicine
  Shave & Haircut
  $00.25
  to
  $00.30
  Bath House
  $00.25
  to
  $01.00
  Soap
  $00.05
  to
  $00.30
  Hardwired 014 Hinterland
  
  Disinfectant Quart
  $00.05
  to
  $00.30
  Herbal Medicine
  $00.25
  to
  $01.00
  Pharmacy Medicine
  $01.00
  to
  $02.00
  Doctors Visit
  $04.00
  to
  $10.00
  Hospital Stay per Day
  $10.00
  to
  $20.00
  Fees & Travel per Mile
  Circus/Fair/Sideshow
  $00.25
  to
  $00.30
  Cultural Events/Theatre
  $00.50
  to
  $01.00
  House Ill Repute (Night)
  $10.00
  to
  $20.00
  Public Transport
  $00.05
  to
  $00.10
  Train, Coach
  $00.50
  to
  $02.00
  Train, Premium
  $03.00
  to
  $10.00
  Environ to Environ by Air
  $40.00
  to
  $60.00
  General Goods
  Bed
  $10.00
  to
  $15.00
  Stove
  $15.00
  to
  $50.00
  Chair
  $04.00
  to
  $20.00
  Couch
  $10.00
  to
  $50.00
  Desk
  $05.00
  to
  $20.00
  Bath Tub
  $05.00
  to
  $15.00
  Toilet
  $04.00
  to
  $15.00
  Box Nails
  $00.10
  to
  $00.20
  Wood 2x2 x8
  $00.05
  to
  $00.10
  Wood Plank 1x6 x8
  $00.10
  to
  $00.20
  Plywood Sheet 3/4
  $02.00
  to
  $05.00
  Refrigerator
  $20.00
  to
  $50.00
  Television
  $90.00
  to
  $200.00
  Bedroll
  $01.00
  to
  $03.00
  Tools (Average Tool)
  $01.00
  to
  $02.00
  Tools, Aviation
  $05.00
  to
  $25.00
  Tools, Machine Large
  $10.00
  to
  $30.00
  Cloth (Yard)
  $00.10
  to
  $00.50
  Candles (Per 12)
  $00.15
  to
  $00.25
  Matches (Per 100)
  $00.10
  to
  $00.20
  Rope (Per Yard)
  $00.05
  to
  $00.10
  Cards/Dice
  $00.25
  to
  $00.50
  Home Utilities & Fuel
  Electricity
  $01.00
  to
  $03.00
  Water
  $01.00
  to
  $03.00
  Alcohol Gallon
  $01.00
  to
  $03.00
  Gasoline Gallon
  $01.00
  to
  $10.00
  Motor Oil Quart
  $15.00
  to
  $30.00
  Aircraft
  Ultralight
  $500.00
  to
  $01 K
  Light
  $05 K
  to
  $15 K
  Light Cargo
  $07 K
  to
  $20 K
  Medium Cargo
  $10 K
  to
  $30 K
  Heavy Cargo
  $20 K
  to
  $60 K
  Fighter
  $20 K
  to
  $60 K
  Racer
  $10 K
  to
  $20 K
  Blimp
  $10 K
  to
  $20 K
  Zeeppelin (small)
  $15 K
  to
  $50 K
  Lightning MDD Crystal
  Red Nodule
  $100.00
  to $2K
  Small Rough
  $200.00
  to $600.00
  Medium Rough
  $400.00
  to $800.00
  Large Rough
  $900.00
  to $2K
  Small Fine
  $050.00
  to $100.00
  Medium Fine
  $090.00
  to $300.00
  Large Fine
  $090.00
  to $500.00
  Small Finished
  $050.00
  to $100.00
  Medium Finished
  $090.00
  to $300.00
  Large Finished
  $090.00
  to $500.00
  Small in Assembly
  $500.00
  to $700.00
  Medium in Assembly
  $700.00
  to $2K
  Large in Assembly
  $2K
  to $5K
  Wages Per Week
  Unskilled Labor
  $040.00
  to $060.00
  Skilled Labor
  $060.00
  to $090.00
  Military (Non Comissioned) $040.00
  to $060.00
  Military (Comissioned)
  $060.00
  to $090.00
  Cowboy/Trapper
  $040.00
  to $060.00
  Farmer
  $050.00
  to $070.00
  Gambler
  $100.00
  to $500.00
  Outlaw
  $100.00
  to $500.00
  Entertainer
  $050.00
  to   $200.00
  Politician
  $060.00
  to   $200.00
  Merchant/Salesmen
  $050.00
  to $500.00
  Doctor
  $070.00
  to $200.00
  Surgeon
  $200.00
  to $700.00
  Sheriff
  $060.00
  to $100.00
  Lawyer
  $100.00
  to $300.00
  Hinterland Agent
  $100.00
  to $300.00
  Pilot, Company
  $100.00
  to $500.00
  Aircraft Engineer
  $060.00
  to   $200.00
  UNIVERSITY
  Staff
  $040.00
  to   $100.00
  Academic
  $060.00
  to   $150.00
  Professor
  $080.00
  to   $220.00
  Teacher
  $060.00
  to   $150.00
  Explorer
  $060.00
  to   $200.00
  HOURLY
  Plumber
  $004.00
  Electrician
  $005.00
  Carpenter
  $004.00
  Engine Mechanic
  $006.00
  Shop Clerk
  $003.00
  Cook
  $003.00
  General Labor
  $002.00
  Remember
  These are general guidelines.   Some items will
  be less or more expensive depending on the Environ.  A
  good rule of thumb is to divide Todays Prices by 25.  An
  easy formula:  Price Now / 30 = Hinterland Value
  Hardwired 015 Hinterland
  
  DRUGS
  Drug abuse is really not a problem in the Hinter-
  land, though it still happens with some individuals who
  can not adapt to life in the new world.  The Great Con-
  clave has created a list of  a half dozen universally pro-
  hibited drugs.  Possession or distribution of these drugs
  gives the user a term in Lord Anson’s Crystal Mines.
  Heroin
  Creates extreme euphoria and depression.
  Highly addictive. The heroin user is hard to detect in the
  general populace.  These addicts need more and more
  over time to appear normal.
  Crack or Crack Cocaine.
  Processed and shipped, it creates a fast eupho-
  ria, extreme depression and high addiction. Creates stu-
  pidity in users from long term use.   Most crack addicts
  will steal  anything they can to support their habit or com-
  mit violent acts.
  Meth Amphetamine
  In Pill or Powder this chemical gives the user a
  massive rush of strength and a feeling of invulnerability.
  It also damages the heart.   Used to stay awake long
  periods with a hard crash at the end.  In pilots this can
  be literal.
  Hallucinogens
  Any of a number of drugs that cause the user to
  lose touch with reality in a damaging way.  This includes
  LSD and Pooky.
  Lobo
  Used by athletes and people going into combat.
  Doubles reaction speed and causes extreme uncontrol-
  lable anger and loss of judgement.
  Smokey Joe
  This plant is a hyper toxic relative of the legal
  Cannabus plant.   It creates a sense of euphoria that
  clouds judgement for d10 days.  Accumulated use be-
  gins to expand the duration of the effect until the user
  spends months barely conscious.   Often addicts of
  Smokey Joe starve to death.
  Dragon
  Highly addictive, this gold powder doubles
  strength and healing.  It creates bursts of cognition,
  doubles PSI ability and on a 10% chance ages the user
  a physical year.
  STREET DRUG COSTS
  Like anywhere else doses of addictive drugs start
  very low and go up after time.  There are several Drug
  Cartels in the Hinterland.
  SHROOMS
  One of the most sought after drugs in the Hinter-
  land are Shrooms. These odd button mushrooms have
  special and valuable properties that remain even after
  they are dried. Mostly they are found in dark places and
  in clusters of 1 to 4.  There is a mandate that any of
  these found should be destroyed or turned into authori-
  ties for a bounty.
  ANGELS
  $200
  To eat a White Angel is to see the Angels. A death
  like coma ensues for d10 days.
  BRAINS
  $100
  Oddly patterned like a human brain, these rare
  pink shrooms give the user a temporary double skill boost
  for d10 minutes. Effectively, they speed up brain chem-
  istry and memory access.
  DINNER
  $200
  Resembling any of the other, these yellow
  shrooms are prized by chefs.  They intensify the taste of
  any food they garnish.
  HEALTHY
  $100
  These sought after red shrooms have a taste that
  can curdle the stomach, but improve the natural healing
  rate with a multiplier of  x10 for 2 days.
  LEFT TURN
  $200
  Small spotted Red, Green, and Yellow shrooms.
  The left turn will teleport you to the nearest Environ to
  your left. They work once.  Carried weight will transport
  MAGIC
  $500
  Useless to most, this Purple spotted shroom
  adds a power boost to the magic user. The power fades
  within d10+6 Hours.   Magical power doubles.
  Hardwired 016 Hinterland
  SHROOMS
  
  MORALS
  $300
  This hideous green fungus acts like a truth drug
  and makes the user tell the absolute truth for d10 min-
  utes after vomiting.
  PSI
  $750
  These Glowing Pink Shrooms give the user a 5%
  cumulative chance, per shroom, to gain a PSI ability.  They
  are extremely rare.
  SLEEPERS
  $100
  An entire black shroom of this type will put the
  user in a week long sleep. Fragments can be used to
  cut the sleep time.
  STUPIDS
  $250
  Rainbow striped, these small and sweet shrooms
  will rob an individual of memory and knowledge for d10
  days. During that time the victim becomes child-like and
  mostly stupid with flashes of high wisdom and insight.
  FREQUENCY OF FIND OVERUSE
  01-50 DINNER
  n/a
  51-75 HEALTHY
  Once per 72 Hours  CS
  76-80 SLEEPERS
  Once per 24 hours.  SI
  81-85 LEFT TURN
  Once in a day.  CS
  85-90 MORALS
  Only works twice in d10 days SI
  91-92 BRAINS
  Once in 24 Hours  SI
  93-94 STUPIDS
  Once in a Month.
  95-96 ANGELS
  Once in a Month
  97-98 MAGIC
  Once in a Month  SI
  99-00 PSI
  Once in a Month  SI
  Over Use
  Like any good thing, overuse can create less than
  desired effects. One use in a 24 hour period is the best
  when dealing with shrooms. Excessive use can create
  the following problems.
  SICKNESS (SI)
  Causes nausea and vomiting without the desired
  effect.
  CRAMPS & SPASMS (CS)
  Victim gets d10 hours of debilitating abdominal
  cramps.
  MORE VEGETABLE ODDITIES
  Food in the Hinterland has been generally Fresh,
  Wholesome and good for you.
  To counter this there has been a rush to create
  fast and junk food for the general population. New Old
  New York is now famous for it’s Cream filled Sponge
  Cake as well as its One Block China Town, New Pitts-
  burgh for its Sanwiches and New Brazilia for its Grilled
  Beef.
  Oil Palms
  Native to only one Environ these genetic marvels
  produce a low grade heating oil. Unfortunately, this oil
  breaks down at higher temperatures and is useless for
  fuel or lubrication. However it can be used for oil lamps
  and condensed into a wax for industrial use. These trees
  grow poorly in most of the populated environs.
  Multi Food Trees
  These small but ancient wonders produce 6 inch
  pods filled with meat, grain or vegetable like pulp. Fry,
  cold, bake or broil, each plant has a bit of a different
  taste. Pork, Beef and Lamb are prized. Chicken is
  Chicken. Vegetables range from Corn-like to artichoke
  and broccoli. Vegetable pods tend to take on the flavor
  of crops planted near them.  They can be transplanted
  when under 3 feet in height.  At 25 years a tree will   be-
  gin to produce a continuous crop of pods.
  Dwarf Cocoa Plants
  Another dwarf species that produces Coco Pods
  and a second rare type that resembles honey. Very Much
  like Multi Food Trees. They are quicker to grow and only
  take a decade.
  Coffee
  Most prized are the coffee trees on the planta-
  tions of New Brazilia. Coffee is the staple of the new Age
  of Exploration and Pilots everywhere will pay for it. It is
  estimated there has been enough coffee salvaged to
  keep the supply for a decade  so more plantations are
  planned.
  Hardwired 017 Hinterland
  COFFEE           $50 lb.
  
  Tobacco
  Tobacco is a mixed blessing for many, as it no
  longer causes cancer. Cigars are more common than
  cigarettes. While many find the habit offensive and busi-
  ness prohibit it in restaurants and in public spaces, smoke
  filled bars are common.
  Rubber Pods
  Another apparently engineered dwarf tree that
  produces a rubber like sap. These can be used to make
  standard rubber tires and fittings. Thinned with alcohol,
  the sap will dry and form a good crack filler and near
  glue like bond.
  Watch Dog Bushes
  These annoyances are mobile and highly dan-
  gerous. They shoot alcohol poisoned barbs up to 6 feet
  without a lot of accuracy.   They will sting with d10 barbs
  if brushed past or stepped on without heavy boots.
  A strike from one of these flying thorns, often
  thrown in clusters of 3 will fill the victim with the
  equivilency of a shot of 100 proof vodka.    Multiple hits
  will make the victim drunk.  Figure after d10+10 shots
  the victim will be unconscious.   The plant is relentless
  and will have up to 3d10 of these barbs. If multiple plants
  are present there can be Alcohol Poisoning and death
  within d10 minutes.  Then again, some people are bet-
  ter at holding their alcohol than others...
  Once a victim is dead several bushes root around
  the site and seed the area. Luckily they burn like hell
  and can be harvested and crushed for their content. One
  bush will yield about a pint of usable (if filtered) alcohol.
  Some of these have been chained down to create barri-
  ers.
  Some have called these plants Triffids from a
  Sci-Fi Novel by John Wyndham.   Others have called
  them a bloody damn nuisance.  A few are contemplat-
  ing harvesting them.
  COMBAT DAMAGE AVERAGES
  MINOR
  Scratches, Nicks, Cuts
  LIGHT
  Far Less than Average, Around 50% Less
  MODERATE
  Less than Average, Around 25% Less
  AVERAGE
  Average Damage as per your RPG System
  ABOVE AVERAGE
  More than Average, Around 25% more
  CRITICAL
  Close to all Health, Hit or Body Points, Around 50% More
  EXTREME
  Close to all Health, Hit or Body Points, Double the Average
  DAMAGE
  Check your favorite RPG system for equivalency
  damage.  Generically we list damage in the following
  fashion.   Adapt it as you will.
  MAKERS/ Carbon Replicators
  Small boxes that can produce perfect copies of
  parts. Dump in carbon and parts will pop out. Only a few
  of these have been found and are in the hands of offi-
  cials. These nano-Builders create amazingly hard drill bits,
  and other durable materials.  All Carbon parts are black.
  these replicated parts can be painted when necessary.
  Makers have been found in the oddest places in
  the Hinterland and no two are identical in shape.   They
  range in style from wooden boxes to metalic tubes and
  hoop like bands.
  Carbon Fuel
  Fuel for the maker can consist of any carbon
  ‘charcoal’ from burned wood to fire ash or natural coal.
  Material dropped through a Maker that is not carbon
  simply passes through the device.
  Setting the Make
  Setting a Maker is the simple act of dropping the
  same part into it 3 times.    The original passes through
  the nano Gel and drops out the botton.  The Maker is
  now programmed set to produce an exact copy of that
  object at each push of the button.   The resulting copy
  that drops out the bottom is very very tough ultralight
  carbon composite that can be used to replace metallic
  parts.    This can also be used to create cartridge cas-
  ings, pins, screws and more.  Parts are tough.  It takes
  very high impact or heat to damage a carbon part.
  Hardwired 018 Hinterland
  Nano Gel
  Replicated Part
  Replicated Part
  
  Hardwired 019 Hinterland
  SPECIAL MAP SUPPLIMENT: TUVA
  OFFICIAL JOURNAL OF THE
  HINTERLAND GEOGRAPHIC SOCIETY
  ALMOST CANADA
   VOL 42,  NO. 4                                  FEBURARY  78 CE
  HINTERLAND
  GEOGRAPHIC
  Exploring the Environs
  SURVIVING GRUNLOG     245
  ETA WONGO:  TROPICAL PARADISE      312
  AT HOME WITH THE  MARLOW AMISH     340
  DINOSAURS AS PETS     402
  
  Population
  30,000
  Government
  Libertarian
  Temperament
  Easy Going
  Year
  1935   78 ce
  Transport
  Air  Ground
  Communication
  Radio  Telephone  Primitive TV
  Literacy
  95%
  Economy
  Growing
  Industries
  Aircraft  Manufacturing
  Currency
  Akron Silver Dollar
  Climate
  Temperate Mild Seasonal Changes
  HISTORY
  NEW AKRON
  The first settlers of New Akron found a ready city
  and an amazing structure called the Air Dock.
  A half dozen blimps found in the air dock along
  with a close helium display promoted a quick develop-
  ment of a Lighter Than Air Industry.
  First explorations took the Akron Explorers to
  Almost Canada and friendship based on trade and mu-
  tual respect.   Akron and their Canadian partners quickly
  established the first protocols for adding more Environs
  to their Loose Economic Union.   This pattern is held to
  closely to avert social and political problems.
  The Center of Flight
  It all started with Helium and the creation of Bal-
  loons and Zeppelins.   First contact with Almost Canada
  started an industry based on trade and commerce.  This
  transport was slow and cumbersome.
  With the advent of the Lightning Crystal the idea
  of alcohol and Bio-Diesel powered flight took wing.
  In-
  expensive easy powered flight and the manufacture of
  aircraft has become the primary occupation of the popu-
  lation of New Akron.
  With 2 major airports, industry and the biggest
  Aircraft Boneyard, it was just a little time before New
  Akron would become the Core of the Hinterland.  Manu-
  facture of Aircraft could be ratchetted to an extent un-
  dreamed of just a few decades before.
  The Boneyard
  DC-3’s were the beginning of the Great Expan-
  sion of contact with the other Environs.   There are thou-
  sands of these planes in a danger zone south of Can-
  ton.   More then 280 have been salvaged, restored and
  returned to commercial and governmental service.
  City of the Sky
       I love this place.  People are
  Easy Going and you feel like you
  accomplish something after a
  day at work.   To design Zeppe-
  lins and watch them fly is my life’s
  work. Nothing better.  After work
  a Whiskey with the crew and
  home to mine wife.   Everything
  you need for the ‘Good Life” is
  here.  Just needs Soccer.
  W.  Von Wardrop
  1
  Hardwired 020 Hinterland
  The DC-3
  Backbone of Civilization
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  Noonan Field
  Longest and best equipped airport in the hinter-
  land. Has all facilities for repair, storage and a commerce
  district like nowhere else. On the edge of the Field is
  The Farm, a DC-3 that has been converted to a bar and
  grill.
  Ridley Field
  The primary testing field for new aircraft and as-
  sembly center. Home of the renown manufacturing firm
  of Clyde, Clyde and Wosnorski, this is also a training
  center for flight and navigation where many gain their
  Wings.
  Rickenbacker Field
  A Semi Private field owned and operated by the
  Albatross Air Cargo Company. While not a great field, it
  has a renown line of bars just outside the main gate.
  The Airdock
  Site of the New Akron Helium Vent and the larg-
  est structure on New Akron. The Airdock is the home
  manufacturing yard for the Air Beagle and a new line of
  Zeppelin designed by the master Willhelm VonWardrop.
  This structure is magnificent.
  Local Color
  The city and surrounding farms host an ethni-
  cally diverse group of Midwesterners, Ukranians and the
  Hinderland’s largest population of Amish.
  Amish Farms
  The large number of Amish Farms has been a
  godsend to the Akron Environ.   The Amish are very will-
  ing to trade food for farming implements they can not
  manufacture.   Their only problem with this new world is
  an increasing young population that wants to leave the
  farm and learn to fly.
  Horse Breeding
  Another important industry overshadowed by
  Aviation is the Amish Horse Breeders who are produc-
  ing riding and working stock.
  Resources
  Fine Manufacturing and Aircraft Building are on
  top of the list here along with a smaller University,  the
  University of New Akron that specializes in Flight and
  Engineering.
  Commerce
  As the literal center of the Hinterland that has
  been explored, New Akron is now a center of commerce
  for many Environs.   They work closely with Almost
  Canada.
  Hardwired 021 Hinterland
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  New Akron
  Clevelandia
  Columbus
  Findley
  Canton
  New Toledo
  New Akron
  NEW AKRON
  DC-3 Boneyard
  
  ALMOST CANADA
  Almost Canada is the grain, wool, and the fuel
  processing center for New Akron. Settled by Canadi-
  ans, it is home for the University of New Windsor and the
  upcoming Hinterland Census.  This is where the Voyage
  of the Air Beagle was planned and the official launch will
  take place.
  The Canadians are a friendly people who are
  still a little reserved.
  This Environ was established  more than forty
  years ago with the finding of a section of downtown
  Windsor and a nearly intact University of Windsor.  Sur-
  Population
  27,000
  Government
  Parliamentary Democratic
  Temperament
  Reserved
  Year
  1929   78 ce
  Transport
  Air  Ground  Rail  Steamboat
  Communication
  Radio  Primitive TV  Telephone
  Literacy
  98%
  Economy
  Growing
  Industries
  Education, Farming
  Currency
  New Canada Silver Dollar
  Climate
  Temperate Heavy Seasonal Changes
  HISTORY
  Still Canada
       The University of New
  Windsor is the center of the civi-
  lized world. We are the bastions
  of education and the core of ex-
  ploration of this universe. Almost
  Canada has a great role to play
  as we expand.   The Air Beagle
  will be a legendary achievement
  of cooperation and technology
  that shows us the Hinterland.
  Karl  Beiting
  2
  Hardwired 022 Hinterland
  rounding the area is a large number of farms.  This
  temporate Environ has become a haven for Canadians
  and Brits who find it strangely comfortable.
  Within a decade of commercial flight the Univer-
  sity of Windsor has been repopulated with educators and
  professors who have taken on the mission creating Ex-
  cellence in Education for the Hinterland.  No matter who
  you are or are from, the blazer with the maple leaf has
  become a symbol of students.
  Branches have now opened in cooperation with
  The University of New Akron, New Pittsburgh, and  The
  University of New Old New York.
  The Air Beagle Project
  Conceived from the historical voyage of the HMS
  Beagle, this project is ceating a great flying platform, an
  airfield in the sky, that will explore the Hinterland exten-
  sively with the latest salvaged technology and best sci-
  entists and engineers available.
  The Beagle will be the size of a football field,
  held aloft by great helium balloons and heli-engines.  It
  will be powered by two unique Fusion Engines salvaged
  from Noram and 50 great Lifting Generators.
  Under construction in New Akron, it is estimated
  the vast craft will take to the skies within 5 years and
  have a crew and support staff of 1000.
  This is a prestige project with pilots, educators
  and explorers competing to win a spot on the crew.
  The platform will be protected by a unique cadre
  of Marines supplied by every Environ and trained by the
  Canadian RCMP.
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  The University of New Windsor
  Just across the river from Near Detroit, now also
  part of Almost Canada, is the sprawling University of
  New Windsor, the largest University in the Hinterland.
  This place became a rallying point for Dropins and Edu-
  cators who researched this new universe.
  The university sponsors a Work as you Learn
  environment with students splitting a 40 hour week be-
  tween civic duty and university classes.
  While slightly under populated, New Windsor is
  working hard to keep up properties and settle new people
  into this temperate Environ.
  China Town
  It now boasts the first China Town with three res-
  taurants in the Hinterland.   Recently an Indian restau-
  rant has opened to the delight of the population and for-
  eigners.   Groceries and shops are next down this half
  mile strip of bright colored neon lights.
  Across the River, Near Detroit
  The 1950’s version of Detroit, across the river,
  is virtually unpopulated and under the care of Almost
  Canada.   The Ambassador Bridge connects the two
  between the Detroit/Windsor River.
  Resources
  This 200 mile square has a little of everything.
  From farming to light manufacturing, heavy woodlands
  and fresh water.
  Detroit is just a collection of mostly abandoned
  homes, a wharf and Hudson’s Department store.  The
  bright spot of this future area of expansion is the Detroit
  Cafe, a warehouse that is a nightclub with an adjacent
  coffee shop that never closes.   The Greek navy bean
  soup is legend.
  The Brewery District
  The Hinterland’s best bottled spirits come from
  the New Walker Distillery here.   There is a street of
  high class bars, a few pubs and specialty shops.   It is
  also a trading point for exotic whiskey, wine and spirits
  salvaged from the Hinterland.
  Downtown Windsor
  A bustling metropolis with shops, markets and
  the best the Hinterland Offers.   It is also a University
  Town.
  New Quebec
  Most Canadians are cautious of the 46 French-
  Canadian drop-ins who have formed a new Quebec in
  the far corner of the Environ. The government is consid-
  ering a snow fence.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 023 Hinterland
  Niagra Falls
  C-3
  Kitchner Station
  Detroit
  Calgary Station
  New Quebec
  Windsor
  Windsor
  ALMOST CANADA
  
  Population
  30,000
  Government
  Tyrannical Monarchy
  Temperament
  Harsh
  Year
  1074   78 ce
  Transport
  Ground
  Communication
  Radio
  Literacy
  20%
  Economy
  Stable
  Industries
  Crystal Mining
  Currency
  Kings Silver Dollar
  Climate
  Temperate Mild Seasonal Changes
  HISTORY
  ANSON’S KINGDOM
  A primary source of the Mass Lightening crys-
  tals, this small Feudal Kingdom is happily stagnant.
  Lord  Jerome Anson was rumored to be a cab
  driver from New York before he established the Monar-
  chy in a nasty political takeover.   Not only did he take the
  rulership, he has kept and embellished it over the last 20
  years.  With all the pomp and ceremony of a real medi-
  eval Baron, Anson lords over 15,000 serfs, peasants,
  Air Knights, and a small group of Lesser Lords.  He is
  absolutely ruthless.   On occasion he visits New York to
  purchase luxury items, technology  and aircraft.
  Kingdom of Prosperity
       It is a great kingdom and a
  blessed Monarchy who watch
  over us. The people support
  Lord Anson with all their hearts
  and breath. Nobody is hungry and
  justice is swift and fair.
       Look I have a family, they’ll
  send me to the mines if I say
  anything else about that fat rat
  bastard on the throne.
  Lady Katrina
  3
  Hardwired 024 Hinterland
  The Iron Fist of Anson
  Like any good despotic ruler, Jerome Anson, now
  King Jerome, appears to be a benevolent leader while
  concealing corruption at the core of his rule.
  Visitors
  Visitors to the Kingdom are rare and well con-
  trolled by a friendly household staff.   Hotels are situated
  on an island with little access to the main cities and out-
  lying districts.   From these modern hotels the business
  of the kingdom is carried on under the watchful eye of
  the Knights of the Realm.
  Diplomats have controlled access to the minis-
  ters of the economy and on rare occasion King Jerome
  himself.   He is described as formal but a little crude,
  surrounding himself with the ladies of the court and his
  loyal guards.   He is quick to laugh and quick to anger.
  His moods are legendary and the legends are not good.
  The Real Kingdom
  Beyond the airport and controlled areas are a
  half dozen cities where the peasants are living in squa-
  lor.  While food is plentiful, little else is.
  Harsh Justice
  Those who oppose his rule or gain disfavor to
  King Jerome find themselves sentenced to years in the
  crystal mines.
  It is rumored that Anson does not like the Air
  Beagle Project and would prefer if it just didn’t fly.  His
  kingdom is becoming known for what it is, despotism,
  and he knows his rulership may be in jeopardy.
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  Hardwired 025 Hinterland
  Avalon
  The capital of Anson’s Kingdom just across the
  road from the Royal Airport.  It is a colorful place of
  smiling Peasants and lesser Lords.   It has limited ac-
  cess to visitors and pilots who are dropping cargo.
  Avalon Market
  A street of shops and craftsmen as well as food
  sellers and smiths.   This area is accessible to the
  tourists and locals with activity twice a week; Tuesday
  and Friday.
  Tower of Avalon
  Dominating the center of Avalon is the forested
  mountain where the Royal Complex holds court.   A
  combination of medieval and later styles, it holds King
  Jeromes Staff, technicians and crack Motorized and
  Air Knights.
  Royal Museum
  Attached to the Royal Complex is a large mu-
  seum that is dedicated to the prosperity of the People
  of Anson’s Kingdom.   In glowing displays and lectures,
  it traces oppression and exploitation that were over-
  come by the benevolence of the King.   Generally it is
  political hogwash.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Cornith Mines
  Under tightest security are the Cornith Crystal
  mines where the main supply of Lightning Crystals come
  from.   The region is steeped in mystery as well as a lot
  of Royal Troops who will shoot to kill.
  Bio Fuel
  Outlying districts of Anson’s Kingdom produce
  corn for processing to alcohol.   This is a major neces-
  sity for the machines that mine for the crystal.
  Large pig farms can be seen from the air that
  account for the hams and bacon exported from this En-
  viron.  Pilots have reported that some of these pigs are
  the size of oxen and hitched to wagons.   This is denied
  by kingdom sources.
  Restricted Airspace.
  Anson’s Kingdom has the only restricted air space
  in the Hinterland.   Three flight corridors lead into and out
  from Avalon.   Violating these corridors is reason to be
  shot down by The Royal Air Knights.   These pilots are
  tough as nails and take no excuses as an answer.
  Resources
  This 200 mile square is lacking in manufactur-
  ing beyond corn distillation for alcohol and some expen-
  sive cash crops that are exported.   It is rumored that
  there are Poppy Fields here.
  Cornith
  Avalon
  Lyle
  Anson
  Avalon
  ANSON’S KINGDOM
  
  Population
  200,000
  Government
  Elected Crooked Democratic
  Temperament
  Moderate
  Year
  1935   78 ce
  Transport
  Air  Ground  Rail  Steamboat  Subway
  Communication
  Radio  Primitive TV  Telephone
  Literacy
  87%
  Economy
  Growing
  Industries
  Parts Manufacturing  Farming
  Currency
  Liberty Silver Dollar
  Climate
  Temperate Mild Seasonal Changes
  HISTORY
  NEW OLD NEW YORK
  A duplicate Environ of the fabled city of New York
  in the 1930’s.  Found and colonized, it is an a magnifi-
  cent piece of old Earth.
  The actual island of Manhattan is duplicated in
  the midst of a large river called the Hudson.   The outly-
  ing areas on the banks of the rivers are farms and small
  towns named to commemorate small communities that
  were around New York City, such as New Jersey.
  The people and immigrants want to keep New
  York the way it is.   Somehow the city government seems
  to work and the crime rate is surprisingly low.
  Shut The Hell Up!
       Yeah, it’s still New York. We
  got the people and the attitude
  for the future. This city has a
  Heart of Gold and Brass Balls
  under the peeling paint. There’s
  nothing we can’t do if  we try.
       We have manufacturing the
  Environs just can’t do and a Uni-
  versity and the biggest Library
  anywhere.
  Robb Rabinowitz
  4
  Hardwired 026 Hinterland
  What is New Old New York?
  It’s more then a place to live, it’s an adventure and
  a social puzzle with 200,000  in a day to day job.  It’s an
  attitude that takes a little getting used to.
  The average New Yorker is protective of his city
  and proud.   They are hard workers and hard partiers with
  a huge love of their Central Park, Broadway, and the quiet
  canyons of Wall Street.
  Keeping It Simple
  New Old New York tends to keep trends and tech-
  nology in the 1930’s.  They like it that way.   Visitors are
  expected to get into the spirit.
  Working Towards a Future
  The average working stiff of the city is up at 7 AM
  and off to work.   Manufacturing, Shopkeeping or finance,
  they put in a day with a lunch hour and break at 5 PM for
  the traditional rush hour home, coffee, bars and a favorite
  small restaurant.
  Transport
  Cars, Cabs, Subways, Streetcars and just plain
  folks on the sidewalk.   The city moves.   Leftover vehicles
  are being restored and converted to Alcohol.   The styling
  on these is late 1920’s to early 1930’s.
  Jobs
  The city is a bit under-populated.   As the Hinter-
  land opens, new businesses are looking for skilled and non
  skilled labor.   Small manufacturing is booming to supply
  parts to the other Environs.
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  Soho
  Long associated with the arts, it is famous for
  shopping, food and ‘Bohemian’ city life.
  Broadway
  Filled with stage and screen, this is a must for
  any visitor.  It is one of the few places where live actors
  perform  across the street from 22nd Century Holo Vids.
  Times Square
  Lights, business and more.   The square is a
  cultural Icon for the Nightlife of NY.
  Brooklyn Bridge
  In all its glory, it spans the River to a tiny frag-
  ment of Brooklyn that is rapidly becoming a coveted area
  for the Middle Class and Russians.
  Statue of Liberty
  The grand old lady is here in all her glory as well
  as Ellis Island, now a primary site for training, govern-
  ment and visitor entry into the city.
  New York Public Library
  The Mecca for Students is this great repository
  of knowledge and a collection point for salvaged books
  and high tech video.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 027 Hinterland
  University of New York
  Another educational complex that is expanding
  rapidly.   With assistance from The University of Windsor,
  Almost Canada, it works in conjunction with the New
  York Public Library on new technology and the salvag-
  ing of knowledge.
  Empire State Building
  Tallest building in the Hinterland, this tower is a
  mooring mast for zeppelins and the commerce center
  of the Hinterland.  This center is also the site of the yearly
  Kong Fest that draws thousands of tourists for the beer
  and Monkey Shines as well as the Macy’s Non-Denomi-
  national Gift Day Parade.
  LaGuardia Airport
  New York imports a lot of material on a daily ba-
  sis and has one of the busiest airports in the Hinterland.
  LaGuardia is a sight to see with several hundred aircraft
  and a fleet of 30 DC-3’s that have become the
  Hinterland’s first passenger service.
  Resources
  This great city is supported by a growing num-
  ber of farming towns that surround it and support its
  people.
  New New Jersey has become the center of Sal-
  vaged technology brought back to the Hinterland’s core.
   New Old New York
   New New Jersey
   Albany Crossroads
   New Old New York
  NEW OLD NEW YORK
  
  Population
  40,000
  Government
  Elected Democratic
  Temperament
  Very Easy Going
  Year
  1915   78 ce
  Transport
  Air  Ground  Rail  Steamboat
  Communication
  Radio  Primitive TV  Telephone
  Literacy
  70%
  Economy
  Growing
  Industries
  Farming
  Currency
  Brazilia Silver Dollar
  Climate
  Semitropical
  HISTORY
  NEW BRAZILIA
  Northeast from New Akron is the Tropical Envi-
  ron of New Brazilia and the home of the Hinterland’s rub-
  ber Industry.   From the plantations around New Rio
  comes the rubber for wheels and gaskets.
  New Brazilia has been a magnet for Spanish and
  Mexican dropins as well as people from Central and
  South America and Spain.
  It is also home to several native tribes who are
  on the outer fringes of the Little Amazon.   These tribes
  can be fast friends or deadly enemies to the People from
  the Sky.
  A Great Place to Party
       You can’t fly without Rubber
  and Alcohol.   That is what we
  manufacture best when we do
  not party.
       You have to understand that
  here in New Brazil it is another
  world, a good place to work, to
  raise a family, to relax and ap-
  preciate life.  And for that we are
  grateful to God.
  5
  Hardwired 028 Hinterland
  Petero McAdam Castro
  The Almost Government
  The old city of Compos is the technical and ad-
  ministrative core but not the capital of New Brazilia.   Not
  that it needs an administrative core, the president and
  board of governors are simply there to supervise trade
  and manufacturing of Rubber products and Alcohol.
  The Second City
  The old city has been eclipsed by Rio, the jewel
  of Brazilia.   It is a growing center of population, manu-
  facturing and fun loving folks.
  Social Issues
  The government is hoping the Natives will stick
  to the backwoods but recent events have shown their
  populations to be rising dramatically and a push to have
  their children educated and integrated into the modern
  culture.   They are growing increasingly political.
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
   The Spire
  South of San Pablo is a great basalt platform 20
  feet high.  At the center is a gleaming 20 foot diameter
  gold needle that rises 400 feet.   It is magnificent.  Just
  what it is, is anybody’s guess.   It glows brightly at night
  and has become a favorite party Spot as well as a reli-
  gious beacon for the Natives.
  The Little Amazon
  Cutting straight through the two major cities is
  the Little Amazon River.   This 100 foot wide waterway is
  slow moving and nearly 180 miles long.  It dwarfs New
  Old New York’s Hudson River by 50 miles.   Oddly the
  left bank flows one way and the right the other.
  The Rio Carnival
  In April, Rio explodes with a week of parades,
  color, food and drink.   This is the traditional Carnival.    It
  is a grand time for Brazilia that attracts tourists by the
  planeload and a lot of natives from the exterior.
  The Street of Beef
  In Compos is a half mile long street that special-
  izes in the best beef in the hinterland.   Here much of
  the Hinterland’s meat is processed and shipped to the
  core Environs.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 029 Hinterland
  The Boat Tours
  A 20 mile tour of the native villages up and down
  the river.   These villages show a simple way of life for
  thousands of natives.   Beyond the limit the natives are
  prone to be cautious and have attitude problems.   While
  they have few firearms, their blowguns and bows are
  hellishly accurate.    They are masters of paralytic agents
  as well as the slave trade and kidnapping for Ransom.
  Some tribes are rumored to be in league with Air Pi-
  rates.
  Resources
  New Brazilia is rapidly growing into a Key Envi-
  ron.   This is the only place found where there is an
  abundance of Rubber Trees.
  Brazil is also going to be a key manufacturer of
  Alcohol.   This is a primary goal of the plantation own-
  ers.   By the end of the 20th Century Earth’s Brazil had
  gone to a full Alcohol based Economy and proved it
  worked.   With that knowledge, New Brazilia can dupli-
  cate the technology to fuel itself and sell alcohol to other
  Environs who are lacking.
  This Environ also has amazing Bio-diversity and
  more wildlife than they know what to do with.   The ecol-
  ogy is in balance for now because of the hostility of the
  Native Indians and the knowledge that second chances
  are rare.
   Compos
   Rio
   San Pablo
  Brazilia
  Passo Fundo
   Santos
  Brazilia
  NEW BRAZILIA
  
  Population
  70,000
  Government
  Elected Decomocratic
  Temperament
  Easy Going
  Year
  1935   78 ce
  Transport
  Air  Ground  Rail  Steamboat
  Communication
  Radio  Primitive TV  Telephone
  Literacy
  80%
  Economy
  Growing
  Industries
  Parts Manufacturing  Farming
  Currency
  Pittsburgh Silver Dollar
  Climate
  Temporate Mild Seasonal Changes
  HISTORY
  Across from New Akron is New Pittsburgh, the
  Raw Materials capitol of the Hinterland.  This Environ is
  a mountainous region rich in iron, copper, and bauxite.
  Settlers here found a good section of downtown
  Pittsburgh and a large but fairly modern 1960’s suburb.
  Attached to this were a number of processing plants
  and old steel mills that were mostly out of comission.
  With hard work and determination a mill was
  brought back to life and several of the manufacturing
  centers had necessary materials that could be traded.
  New Pittsburgh immediately began to attract workers.
  NEW PITTSBURGH
  The Steel City
       Looks like Old Pittsburgh? It
  is old Pittsburgh. We have the
  manufacturing and the iron. We
  can build the necessities for the
  Environs.We got the workers and
  talent. Not all the engineers go
  to New Akron... we get our share
  too. We pay ‘em good. We are
  the industrial core of everything
  that is happening.
  Hardwired 030 Hinterland
  The Processor
  The key to the prosperity of this Environ is a
  piece of Alien Technology and a lot of bauxite.
  At first the pit and the odd controls looked like
  an incomprehensible jumble of old machine parts.  On
  inspection it turned out to be a 200 ton processing fur-
  nace if furnace could be applied to it.
  Shove Raw iron and bauxite into one side, the
  other extrudes steel, copper or aluminum in either a
  scalable I beam shape  or 10 x 10 sheets at 1.16 to 1
  inch thickness.    It also releases heat, water vapor and
  common red bricks as a byproduct.
  This prized engine has been churning out ma-
  terial 24/7 for a decade and is only limited by the mate-
  rial dropped into the hopper.
  Most of the material is shipped to New Akron or
  manufactured into standardized aircraft parts for the DC-
  3 fleet.
  6
  SUB GRID
  ENVIRON
  LOCATION
  Caleb Hensons III
  
  PLACES OF INTEREST
  The Carnegie
  The third largest University in the Hinterland is
  the Carnegie Mellon University.   Attached to a great mu-
  seum, it has become a primary attraction in Pittsburgh.
  Point Park
  Where the rivers meet, this peaceful place is
  restful and a great place to swim.
  The Hills
  New Pittsburgh is surrounded by hills that are
  rapidly becoming the homes of the New Wealthy.   These
  scenic vistas overlook the miles of city and industrial
  plants.   These areas have been plagued with sightings
  of primitive Howling Men who raid building sites and
  generally un-nerve the locals.
  The Rails
  The most extensive rail lines in the Hinterland
  are found in and around New Pittsburgh.   These lines
  extend into the wilds and to the sites where the mines
  have been established.   At several points along the rail
  routes hotels and small communities have been built.
  These restful areas are popular with residents of New
  Pittsburgh and are starting to become suburbs.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 031 Hinterland
  The Mines
  The Westbeld mines are great open pit sites with
  amazingly rich resources.   Plans are being made to
  create deep water lakes in these sites.
  The Amish Quarter
  Marlow Valley with its one rail stop and general
  store is the entry to a great community of Amish Farm-
  ers.  Here in the Hinterland for nearly a century, they
  have become key providers of food and produce to New
  Pittsburgh.     General Store is misnomer for nearly 40
  buildings that make a great monthly trade fair out of the
  area.
  Resources
  Manufacturing, Wood, Coal, Iron, Copper and
  Bauxite (Aluminum) in vast quanities.   There appears to
  be no limit to these resources.
  New Pittsburgh
  New
  Marlow
  DuBois
  Philadelphia
  Station
  Westbeld
  NEW PITTSBURGH
  
  Population
  10,000
  Government
  Elected Decomocratic
  Temperament
  Easy Going
  Year
  1897   78 ce
  Transport
  Air  Ground  Rail
  Communication
  Radio  Primitive TV  Telephone
  Literacy
  80%
  Economy
  Growing
  Industries
  Farming
  Currency
  Sam Houston Silver Dollar
  Climate
  Temporate Mild Seasonal Changes
  HISTORY
  LITTLE TEXAS
  Little Texas boasts the only known oil well in the
  Hinterland. This single resource keeps the bearings turn-
  ing in New Pittsburgh, New York and New Akron.
  It is a hilly and temporate Environ with forest,
  grasslands and desert on the outlying edges.
  The core of Little Texas centers on Waller County
  where most of the town of Hempstead (Six Shooter Junc-
  tion) was duplicated circa 1877.   With a classic Down-
  town, farms and victorian homes, it is a magnificent vis-
  age of Earth’s Old Texas.
  The Natives and Texans are friendly.
  The Biggest Little Environ
      Yee Ha. Little Texas has its fu-
  ture set!  We produce  heavy Ma-
  chine Oil and Horses, the best
  in the Environs.
       We also have the best Steers
  and and have Steaks that will
  make your mouth water.
      We are a-growin fast.  No we
  don’t got no Wild Indian prob-
  lems. They run the Banks.
  Richard Waller
  Hardwired 032 Hinterland
  8
  The Future of Oil
  One Oil well is a good thing.   More would be
  better.   The Petrolux Oil Company is actively searching
  for salvaged equipment to drill a few more test holes.
  There is great hope that there may be success
  in a second or third well sunk to find Black Gold.
  There has been no consideration to use oil as a
  fuel source as it is such a rare commidity.
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 033 Hinterland
  The Waller County Clock Tower
  The County is proud of its only clock tower high
  above the County Courthouse.   This is the center point
  for the yearly Waller County Old Texas Watermellon
  Festival, Rodeo and Jamboree that draws nearly as many
  as Rio’s Carnival.
  Kickapoo Casino
  The indians who found themselves here quickly
  organized into a powerful political force, making heavy
  inroads into Banking and the creation of the Hinterland’s
  first Casinos.     The Blazing Buzzard is a high tech
  wonder a century beyond the cities of  Little Texas.   It is
  every bit as sophisticated and flashy as Vegas of the
  21st Century.    The Kickapoo pay well and are abso-
  lutely honest in their dealings.   There is no Gangland
  influence here.   Gambling salvage is worth top dollar
  here.
  Horse Farms
  Another of Little Texas’s exports are fine horses.
  These animals are highly prized across the Hinterland.
  As well as common horses, they produce a line of Smart
  Horses of near Human Intelligence.   These fabulous
  prizes are educated and released to the workforce as
  free agents.   Not only do they talk,
  they demand good wages for their services and have
  been known to have a wicked sense of humor.
  Sheep Shearers Festival
  The growing industry of wool production is show-
  cased in this two day festival.
  The Alamo
  Rebuilt in a 20 acre park is the legendary sym-
  bol of Texas Independence, the Alamo is an impressive
  site.   Every year the Victory at the Alamo is reinacted
  where the defenders hold off 98 days of attack before
  reinforcements arrive.
  Sam Houston Memorial
  Climbing high into the Texas sky is the obelisk of
  the Sam Houston Memorial.   Planned to top 500 feet,
  this marble and steel monument will be a beacon for
  freedom in the Independent Nation of Little Texas.
  New Houston
  It may look like a lot of stakes in the ground and
  a few foundations but New Houston will rise to become
  the capitol of Little Texas in a few decades.
  Resources
  Oil, Cattle, Sheep, and Horses, this is no Wild
  West.   The banks and casinos are under the watchful
  hands of the  Indians who promise economic stability.
  Hempstead
  Dallas
  New Houston
  San Antonio
  Texarcana
  Galvaston
  LITTLE TEXAS
  
  Population
  20,000
  Government
  Hereditary Chief
  Temperament
  Neutral
  Year
  1600   78 ce
  Transport
  Ground
  Communication
  Radio
  Literacy
  10%
  Economy
  Stagnant
  Industries
  Livestock, Weaving, Art
  Currency
  Goats
  Climate
  Arid Mild Seasonal Changes
  HISTORY
  TUVA
  The first settlers of New Akron found a ready
  city and an amazing structure called the Air Dock.  In
  Tuva they found Goats and Yaks.   That about sums it
  up for any visitor.
  The Tuvans are a friendly and hospitable people
  who live at the center of a dry and desolate Environ.
  Tents are the tradition in Touva with only a few
  structures that have been created at the capital Kyzyl.
  Politically the Tuvans rely on Local Chiefs that
  are responsible to Regional Chiefs.  Above the Re-
  gional Chiefs is the Grand Khural or Overlord.
  Yak Capitol of the Hinterland
       You want words? We are
  from Tuva. We herd sheep, good
  sheep. We sell wool, good wool.
  You look like you cold in that
  jacket... you come with me and
  we talk about a good jacket for
  cold and a hat.  And some wo-
  ven blankets for your home. Nice
  and Warm. Yak Jerky Good Stuff.
  Need salt for tea?
  Sainkho Ondar
  Hardwired 034 Hinterland
  What are the Tuvans?
  A lot of scholars are still trying to decide on that
  in the Hinterland.   They are an Oriental stock very remi-
  niscent of the Mongolians.   Just don’t tell them that.
  The average Tuvan is fiercely independent with
  a streak of artist.   Ask any native and they will state “All
  Tuvans are Artists!”  And in their own way, even in Yak
  Herding, they are.
  Commerce to Tuva
  The Tuvans welcome commerce and love Tea
  and Coffee.   They are also expert buyers and sellers of
  goods.   Firearms are culturally frowned on there,  though
  a good composite bow is highly prized.
  Commerce laws are non existent here.   What
  comes in and out of Tuva is the property of the buyer
  and seller with no interference of the government.
  9
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 035 Hinterland
  Kyzyl Nightlife
  The capital boasts of the Tuvan Broadway, a
  string of theatres for native Tuvan entertainment that
  includes Throat Singing and music.   Much of this is
  amazing and entertaining, a little is reminiscent of a
  catfight with gongs.  Bars are plentiful with the Tuvan
  Drink of Heroes: Fermented Mares Milk with Hot Pepper.
  The Garment District
  The Tailors of the Silk Road Shopping Mall  will
  make you anything inexpensively.   It is also a place to
  buy sweaters, blankets and rugs.    Craftsmanship is
  expert to say the least.   If you want your jack embroi-
  dered, this is the place.  If you want boots that will last a
  decade, just find a shop and start bargaining.
  Merchants  will haggle with customers with cre-
  ative phrases like  ‘For this price my children will go hun-
  gry today...”    If you offer and the shop invites you for
  tea, you have a sale.   If he excuses himself, your bid is
  way too low and he or she is insulted.
  Resources
  While not high up in resources Tuva has crafts-
  men and a never ending supply of wool, yak hide and
  imported leather.   It is a good place to pick up a cargo
  to transport or broker.   Fuel can be scarce at times or
  fetch premium prices here.
  Khuresh Festival
  This festival draws thousands to see wrestling
  and serves as a meeting time of the chiefs.  It is also a
  time of heavy commerce, trading, social interaction and
  contests in Archery and Horse vs Train Racing.
  Khemchik River Rafting
  The only river that cuts through Tuva is a wild
  white water rafting adventure.   Woven wooden boats
  and almost experienced guides make this an amazing
  100 mile trip that mostly survivable.   A three day excur-
  sion, it starts with a rail trip to the mountains and ends at
  lake Todzha.   Fees range from $50 for an unexperi-
  enced raft master to $200 for a guarantee of survival
  and a grand banquet with the Grand Khural, the Over-
  lord of Chiefs in Kyzyl.
  Lake Todzha
  Lake Todzha is a 20 mile, deep, fresh water lake
  that is known for the fishing and sailing.   It is a resort for
  the Tuvans and a big money maker with tourist villages
  and restaraunts who seem to serve a lot of Chicken,
  Yak, Fish, Goat, Sheep and the occasional Horse.
  A section of the shore provides U Stay Yurts for
  meeting areas and docks for great house boats.
   Chadan
   Todzha
  Kyzyl
  TUVA
  
  Population
  1,000+ Survivors
  Government
  None
  Temperament
  Hostile
  Year
  1999   78 ce
  Transport
  Ground
  Communication
  Radio
  Literacy
  98%
  Economy
  Dead
  Industries
  Salvage
  Currency
  Salvage
  Climate
  Temporate Seasonal Changes
  HISTORY
  MAGICAUST
  This Environ is a duplicate of twentieth century
  Earth, a slice of the American Midwest with Kansas City
  Missouri being the core.
  This city would have been the center of the
  hinterland if it wasn’t a massive magnet for Toxic Mag-
  ics.  Few have landed there and fewer still have re-
  turned to tell of the Rotting Dead who think they are still
  alive, psychotic monsters, mutants, faerie, and drag-
  ons.
  The net result was a holocaust beyond imagi-
  nation for the folks who landed here.
  Deader than Utah
  Survival
  The original drop-in survivors are a skiddish lot
  that hide in the ruins.   They have adapted and formed
  survivor communities where swords and magic are com-
  mon.   Some have become Wizards in their own right,
  mastering defensive and offensive magics.  Other just
  want to get the hell off this survival nightmare.
  Salvage
  In the Magicaust Environ Magic is strong and
  Salvage is King.   Many missions go out to bring back
  items.   When transported off this island, their magics
  fade.
  Enterprising pilots and crews have now
  created an airstrip on the far corner of this Environ and
  have established a beach head where the magic is weak.
  Cold Iron
  It was discovered that Iron brought from other
  Environs helps to ground magic here.
  To create a safe haven, an iron fence was cre-
  ated around the airstrip and town of Refuge.   Buildings
  are shod in iron and iron fences are the norm.    The
  exception is a trading center where the Inhabitants and
  magic based beings can trade.   This is rough area with
  a hard-bitten security force armed with cold iron pikes
  and compressed air shotguns.
  Salvage is left in sheds and cooling zones where
  magic can fade and the salvage can be assessed.
  Auctions here are common with several weeks
  of advertisement before items go on the block.   Traders
  and buyers are always armed and travel in groups.
       I claim refugee status. I have
  lived here all my life and watched
  my relatives, friends and family
  all died here. If it isn’t other survi-
  vors, it’s the magic. I want to go
  to a place where there is no
  Magic and I can go to bed with-
  out worrying something will eat
  me. Please give me a refugee
  voucher...
  Billy Ray Green
  10
  Hardwired 036 Hinterland
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  The Wizards Keep
  A training school for users of magic that is heavily
  defended.   The natives here believe this school will al-
  low them to reclaim the lands and create a culture of
  Magic.  A few believe this is stupidity considering the
  magnitude and power of the creatures here.
  Jones Freehold
  A single city block that retains a semblence of
  old life for the folks who live here.   It hosts a few magic
  shops, restaurants and businesses.
  Center for Magical Research
  A series of heavily fortified buildings off the Free-
  hold that are the center for understanding magic and
  finding practical use for it.   Rumor has it that an ancient
  dragon is teaching the researchers magic to aid in their
  survival.
  The Pit
  A half mile pit on the edge of the city where the
  highest concentrations stream from.   This area is a sight
  from a distance as things materialize above the lights,
  colors and perpetual fireworks.   Survivors who have
  seen the edge describe it as a bottomless pit to some-
  where else that will drive anyone insane.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 037 Hardwired
  Atalray’s Meeting Hall
  A warehouse that serves as a bar and grill and
  also a neutral ground for humans and magical denizens
  of this place.   It is a center for trade and information.
  Expect to see strange and wonderful things as well as
  horrors beyond imagination.   This area is controlled by
  three powerful Wizards who stop mayhem with deadly
  force.
  Knights of the White Gauntlet
  This small army is a sight to behold.   They are
  the best, brightest and deadliest of the protectors that
  guard this Environ.   Whether supernatural or Criminal,
  they are the law, judge, jury and executioners.   They
  are always fair.
  Sir Richard Emory heads this crack paramilitary
  group that is proficient with Sword, Shield, and Gun.
  Some have likened Emory to royalty but he flatly states
  he will not be a King.
  Resources
  Magicaust is a technological gold mine of mate-
  rials and knowledge.   Everything can be cycled out of
  the area as long as the ambient magic is given time to
  dissipate to safe levels.   While most items of salvage
  are safe, some are definitely cursed and booby trapped
  with deadly intention.   Even the smallest items can kill
  the foolish or unwary.
  Kansas City
  Jones Freehold
  Lakeside
  Refuge
  MAGICAUST
  
  Population
  20,000
  Government
  Royalty
  Temperament
  Suspicious
  Year
  1710   78 ce
  Transport
  Ground
  Communication
  Radio
  Literacy
  07%
  Economy
  Stagnant
  Industries
  Wood, Food, Silver
  Currency
  Silver Rus
  Climate
  Temperate Hard Seasonal Changes
  HISTORY
  LITTLE KIEV
  A small piece of Russia has been designated
  Little Kiev by the residents.
  The climate of this Environ is harsh with hot short
  summers, two temperate seasons and a harsh winter.
  Basically, it is a bit of Siberia with two growing seasons.
  The People
  Ethnic Russian population, tough and deter-
  mined, used to hardship.  They are hard working, hard
  drinking and have a very tight sense of community only
  eclipsed for Family and close relatives.
  God Bless the Czar
       What you want? You want to
  trade? Good Potatoes? Vodka,
  real Vodka?  I can get you deals
  and cut off some of the Boyars
  tax. You did not hear that also.
  We also have Smoked trout and
  caviar.
       Our people are suspicious
  but when they know you, you are
  part of family...
  Hardwired 038 Hinterland
  11
  Into the Hinterland
  The drop-ins here adapted quickly to the harsh
  environment and simply grafted their technology and
  culture into a working society.   Their politics changed
  little as they know there is a Czar somewhere and are
  happy to have no contact with him.
  In time they have created chiefs or Boyars, a
  class of semi-officials who deal with law, order, taxes
  and disputes.   The Boyars are beginning to live up to
  what they shouldn’t be, and are fast becoming Royalty
  to the impoverished masses.
  Corruption
  In this poor Environ everybody is out to make a
  dollar or two.   Corruption, bribes and crooked deals are
  the norm and mostly expected by the people.
  Boyars and Gifts
  The Boyars of Little Kiev are the heart of busi-
  ness.   They can find the smallest reasons to hold ship-
  ments and slow manufacturing.   It is always wise to
  give moderate to lavish gifts to the Boyars.  While some
  call this outright bribery, some call it wise business prac-
  tice.   While a box of fine cigars might help, silver is bet-
  ter and good Liquor can be a blessing.
  The Red Manifesto
  There has been a spread of a little Red Book
  across Little Kiev, a book of the principals of Commu-
  nism.   While factual, it has terrified the leadership who
  prefer their pesants illiterate and unthinking.   Posses-
  sion of the book is a quick trip to a Bear Pit.
  Fidor Romanoff
  SUB GRID
  ENVIRON
  LOCATION
  
  PLACES OF INTEREST
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 039 Hardwired
  Bear Pits
  A monthly event is Punishment for the harshest
  Crimes in Little Kiev.   This spectacle, with drums and
  roasted potatoes is sure to nauseate anybody without a
  strong stomach.
  Criminals are whipped or forced into combat with
  other prisoners.   For the worst is a drop into a Bear Pit
  with a hungry bear.    There are also bets on how long
  the victim will last.   In some cases the criminal, if there
  is a shred of doubt, is given a stick to protect himself.
  Harvest Festivals
  On the other side of tourism are the hearty tour-
  ist festivals where the food is good, music is loud, the
  vodka is plentiful and the ethnic costuming colorful.   They
  even put decorations on the Bears.
  Toboggans of Death
  There are no extreme sports here other than huge
  toboggan tracks up the side of mountains.   These mile
  long courses are considered fun by the kids.
  Eastern Orthodox Iconography
  Here a lot of work goes into their churches.   They
  are happy to show them to tourists.   The Clergy is the
  most powerful force second to the Boyars
  Czar’s Twisted Fiddlers
  A gypsy band that is known for their concerts of
  Violin Music to an Eastern European sound.   They move
  city to city and always bring out Pesants, Clergy and
  Boyars.   They arrive by intelligent Bear pulled sleds
  and never spend more then 4 days at any one place.
  The Silver City
  One bright spot in Little Kiev is  Petrazelka, or
  the Silver City.   It is the site of a silver mine that is exten-
  sive and rich.   With a little technology, over three  thou-
  sand miners are extracting the precious metal.   This
  has led to a businesses and even an art museum in the
  Area.
  The Verochka Museum
  A set of Great halls better described as a “flea
  market” with the best of art and craftsmanship Little Kiev
  can offer.   From silver jewelry to wood carving and reli-
  gious icons, this is an amazing place.   Most of it is for
  sale.
  Resources
  The wood and craftsmenship are a great re-
  source.   Wood based aircraft propellors and compo-
  nents are often manufactured here at a very reasonable
  price.   Silver is a high value export that attracts other
  Environ crime and Air Pirates.
  Little Kiev
  Petersburg
  Petrazelka
  LITTLE KIEV
  
  Population
  10,000
  Government
  Elected Decomocratic
  Temperament
  Very Easy Going
  Year
  1947   78 ce
  Transport
  Air  Ground
  Communication
  Radio   Telephone
  Literacy
  70%
  Economy
  Growing
  Industries
  Wine  Farming
  Currency
  Any Silver Dollar
  Climate
  Mediterranean Very Mild Seasonal Changes
  HISTORY
  BRUNO’S VINYARDS
  If there was an Environ that mirrored Southern
  Italy, it was this place.
  It helped there was a winery here, and that the
  finder had vision and realized his crops could make this
  the Wine Capitol of the Hinterland.
  Antonio Caligoni is the second generation that
  now looks over thousands of acres of fine vinyards and
  heads an argicultural research center to create new spe-
  cies of grape and fruit.
  Research here is also testing new species of food
  plants found in the Hinterland.
  Best Wine in the Hinterland
       My family has been making
  wine for almost a hundred years
  here. We have the climate, the
  grapes and the technology to do
  the best and we are expanding.
  We hire at good wages.
       The harvest attracts from all
  the known Environs to celebrate
  a good crop. We also have a
  museum and greenhouses.
  Bruno Caligoni
  Fidor Romanoff
  Hardwired 040 Hinterland
  Antonio Caligoni
  SUB GRID
  ENVIRON
  LOCATION
  12
  The Keterman Institute
  Bruno’s Vinyards also supports the Keterman
  College of Agriculture and Animal Husbandry.   This re-
  cent collective of educators and researchers is collect-
  ing botanical and animal specimens from across the
  Hinterland.   This is a careful process to determine what
  species should or should not be introduced to the Core
  Environs.   Nathan Ketterman heads the Institute and is
  a strong supporter of the Air Beagle project.
  The institute is also the core of all of the
  Hinterland’s Zoological facilities and research centers.
  It is a facility that catalogs new animal species.
  Ketterman is a biologist and a staunch advocate
  of preserving the ecologies of the Environs.
  Orchards
  There are now great orchards in the Vinyards
  that grow a spectacular variety of fruit and nuts.   This
  has been good for Environs with less than seasonable
  climates and slightly larger populations.    Much of this
  fruit is picked and transported fresh to core environs.
  A small percentage is now being dried and pack-
  aged for general
  use.   There have
  neen no instances
  of damage to the
  crops from fungus,
  disease or pest
  much to the delight
  of the growers.
  
  PLACES OF INTEREST
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Hardwired 041 Hinterland
  Bruno’s Vinyards
  Ketterman’s
  Valley
  Sunshine
  Vinyards
  Bruno’s Vinyards
  Lands End
  New Roma
  Vinyards
  Bruno’s Vinyards are a place to tour and enjoy
  the tranquility.  Guided tours are common as well as
  paid work days where tourists are taught the art of
  winegrowing.
  Wine Market
  A great wine market in  New Roma showing the
  best of the two dozen  vinyards here.  Small companies
  have sprung up that use Bruno’s wines as a base for
  other products and everybody is encouraged to com-
  pete for the yearly Excellence in Wine Products
  awards..  More than a hundred merchants have booths
  in this open air market.
  Harvest Festival
  The yearly harvest festival is a time of hard work
  and wild grape stomping fun.   It attracts thousands to
  Bruno’s estate
  Ketterman Zoological Park
  The Ketterman Institute runs one of the largest
  zoos in the Hinterland.   This is the place to see rare and
  exotic life in natural settings.   From the Great Ape of
  Eta Wongo to the Triceritops Herd, it is a well worth see-
  ing.  They pay well for new species.
  BRUNO’S VINYARD
  Olympus Ruins
  Lands End is a station on the way to Almost
  Canada that has an odd attraction.   A few miles from
  the station is a large plateau covered in ancient Greek
  structures.   Mostly intact, this city hosts magnificent
  marble and stonework interspaced with groves of great
  redwood trees.  Almost a mile in diameter, the center is
  a spring fed lake.   Visitors call it a magnificent but lonely
  place.  Only a few guides have settled the site and they
  all feel there is more here than it seems.
  Diego ‘The Pig’ Garcia
  A perfect place to live always has a few issues.
  Bruno’s Vinyards has Communists.  Diego is literally a
  talking pig with a dozen followers who live in the hills
  near New Roma.    They feel  Antonio Caligoni is a ex-
  ploiter of the people.  They hold their little red books high
  and preach the wonders of a communist society.   They
  are universally ignored.   While they can be loud and
  obsessive, they are non violent and tolerated.   Mostly
  they are there for the wine, a few handouts and to stir up
  the peace of the Environ.
  Resources
  Wine, more wine, new species of plants, unusual
  animals and a few rag-tag communists.  Glass bottle
  manufacture, barrel making and fruit orchards.
  
  Population
  30,000
  Government
  Elected Democratic
  Temperament
  Temperamental
  Year
  1863   78 ce
  Transport
  Ground   Rail
  Communication
  Radio   Telephone
  Literacy
  50%
  Economy
  Stagnant
  Industries
  Farming  Corn  Alcohol
  Currency
  Any Silver Dollar
  Climate
  Temperate Seasonal Changes
  HISTORY
  OURKANSAS
  Ourkansas is an Environ that is nearly all rich
  prairie.   It’s a farming heaven where the soil is always
  rich.   The core of this Environ is a a piece of 1870’s
  Kansas City, Kansas that has been expanded.   Here
  the zoning laws will only allow folks to build in the 1870’s
  style.   They call it Heritage.  Vehicles and horses are
  common, the cities are surrounded with farms.   Ranches
  are common with cattle and sheep.
  Several decades ago nearly 500 Indian farmers
  found themselves and their families in the Hinterland and
  migrated to OurKansas.  Feared at first, they have be-
  Down Home
       “It’s Kansas, OurKansas, we
  are making it as every bit a Kan-
  sas as the last couple were.  We
  got a good life good here.  Corn
  is king here and we got three new
  types that grow tall.”
      “We got new folks who are
  fittin right in, Indians, farmers just
  like me, good neighbors, real
  good neighbors.”
  Sundahl Stevens
  SUB GRID
  ENVIRON
  LOCATION
  20
  Hardwired 042 Hinterland
  come an integral part of Ourkansas and an odd cultural
  fusion is happening.   In Our Dodge City it is not uncom-
  mon to see an Indian Restaurant next to a saloon or see
  a cowboy with a good takeout curry.
  Alcohol Production
  Ourkansas is fast becoming the capitol of Bio
  Fuel production in the Hinterland.   They grow the corn
  and a new species of Green Prairie Corn that is the
  best yielding corn of Ethanol discovered.   This crop only
  grows in this Environ.  Ev-
  ery city now has a center for
  distillation for Alcohol.
  Far thinking, the
  OurKansas senate is think-
  ing of building a fleet of
  transport tankers to take
  their fuel to the Core of the
  Hinterland.
  The Rails
  In this environ a
  vast stockpile of steel rails
  was found as well as a a
  trainyard and a number of
  steam locomotives.    In the
  years that have followed,
  train lines have been laid
  between all of the cities of
  OurKansas.   This has
  made only a dent in the
  stocks that remain.
  
  PLACES OF INTEREST
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Our Kansas City
  Our Wichita
  OurTopeka
  Our Dodge City
  Our Heartland
  Commerce
  Our Kansas City
  OURKANSAS
  Our Dodge City
  A true recreation of the Old American West, this
  is a hard drinking town filled with Cowboys, Indians, tour-
  ists and Pilots.   While everybody carries a six gun, they
  fire blanks.  The people who live in Dodge enjoy the
  culture and the occasional staged gunfights.
  Blue Corn
  Another crop that has a growing following is Blue
  Corn.   This odd species resembles yellow corn but has
  a higher protein content and can be popped and ground
  into a rich corn meal.  The Blue Corn Farms are main-
  tained with civic pride and are tourist friendly.
  Indians Uprisings
  There were no Native Americans here and while
  most have settled in Little Texas a few have become
  cultural advisors to help Old Dodge as a tourist attrac-
  tion.    The new East Indian population has filled a few of
  the gaps and it is not uncommon to see a group of “Na-
  tive American Actors” with Hindi accents.
  Railroad
  The rails provide the best in luxury travel for the
  passengers.   The steam trains have been converted
  Mumbai
  Delhi
  Hardwired 043 Hinterland
  Our KanTrak
  from coal and wood to alcohol burners.   While there are
  no outlaws in OurKansas, they do stage an occasional
  train robbery near OurDodge City.
  The Holi Festival of Colors
  Centered at Mumbai is the Holi Day Festival, an
  April 1st  holiday.   The first day of the festival is for great
  bonfires, the second throwing colors, made of corn pow-
  der and water.   Pranks are played on the second day of
  Holi as long as they are in good spirits.    Other cities are
  starting to get into the spirit.
  Environ Fair Days
  A week long celebration in late August that is
  filled with farm related contests, animal shows, music
  and the best that OurKansas has to offer.  Very reminis-
  cent of the State Fairs of Earth.
  The Cowboy School
  Started as a tourist site, this two week school
  has become a legendary academy of basic equestrian
  arts.   If you expect to ride a horse, this is the place for
  humans and horses training.   This school is highly en-
  dorsed by the Hinterland Canadian Mounted Police
  (HCMP).
  Resources
  Corn, Alcohol, and a few Tourist Traps.
  OurKansas is finding a fine place in the Core Environs.
  
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  ETA WONGO
  Population
  20,000
  Government
  Big Man on Island
  Temperament
  Greedy
  Year
  1940   78 ce
  Transport
  Air  Ground
  Communication
  Radio
  Literacy
  02%
  Economy
  Stagnant
  Industries
  Theft  Oil Pods
  Currency
  Any Silver Dollar
  Climate
  Tropical Paradise
  HISTORY
  The core of the Eta Wonga Environ is a Tropical
  Paradise inhabited by more then three hundred small
  islands.   With a varied population mix and a dozen “Is-
  lander” tribes who worship airplanes it can be a restful
  and often dangerous stop.
  The natives build airstrips, create simulated
  hangers and even build replica aircraft.   All is in the
  hopes of gaining precious gifts from the sky gods. They
  can be friendly or hostile depending on the quality of
  gifts.
        I tell you it was an army base. We cruised
  over and decided to land there. Then we noticed
  the ground crew.  The buildings were bamboo
  and the green of their uniforms was tatoos. They
  surrounded the plane and saluted. Then the big
  Honcho came out and waited for presents. They
  ended up with a case of spam and a bottle of
  Jersey Gold Tequila, my flashlight, Bobs Hat and
  my White Scarf. We told them we would taxi to
  the hanger and saw the stripped frame of a
  DC3. I hit the throttle. We barely got out of there
  with our wheels and a couple of arrows in the
  tail.
                         Captain Conrad Jenner
  Tropical Paradise from Hell
        “Eta Wongo is like the old
  Marshall Islands on Earth, back
  in the 16th century.  Its a tropical
  paradise with a few nasty prob-
  lems if you don’t know what
  you’re doing.”
       “Stick to the Tourist places
  and don’t explore the smaller is-
  lands.  You will be kidnapped or
  strung up as an example.”
  Three of the Islands have been settled by a num-
  ber of folks from other Environs.   They have endeav-
  ored to create a perpetual atmosphere of a peaceful life
  on a tropical beach complete with Bars, Tiki Torches
  and small Cabanas for rental.   If only for the occasional
  canoe raid by the natives, it would be a tropical para-
  dise.
  Tucked into the islands on a “need to know” ba-
  sis are a number of  Pirate Bases and small villages that
  serve as black market centers.
  The key crop of the islands are coconuts and Oil
  Pod Trees.   These nut like pods grow a thick organic oil
  substitute that can be turned into aircraft lubricant.
  The natives have the richest groves of this valu-
  able commodity and may allow trade if the price is right.
  Never bet on their motives.
  SUB GRID
  ENVIRON
  LOCATION
  23
  Ace  Morimoto
  Hardwired 044 Hinterland
  
  PLACES OF INTEREST
  Jimmy’s Bar & Grill
  Amazing Bar and Grill with the best foods the
  tropics provides including 2 pound hamburgers and the
  biggest tropical drinks known.    The beachfront cabanas
  are in high demand.   It is a tropical rest spot only sec-
  ond to heaven.
  Omo’s Fresh Oyster Bar
  The place for Fish and Oysters in the Hinterland.
  Known for its 4 pound broiled lobsters and gumbo.  This
  bar is a spot for meetings and a hangout for smugglers
  who want the better things in life.
  Poko Repair Depot
  A repair center of legend on the way to Eta
  Wongo Prime.   Friendly and filled with bars, pawn shops,
  and tourist  friendly natives.   This is also a prime place
  to buy and sell Aircraft.
  Davros Beach
  The Island of Yap is a growing place where Ca-
  banas can be rented inexpensively.   This is also a home
  to people who just want to have a quiet life and get away
  from the pace of Hinterland life.   It is also becoming a
  premiere place for the Newly Wealthy to raise children.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Eta Wongo Prime
  Jervis
  Poko
  Busunga
  Yap
  Last Damn Chance
  ETA WONGO
  The Paloni Islanders
  With the advent of flight the Paloni tribe of Eta
  Wongo has found a place in the sun.   Creating their
  own “Island Themed  Las Vegas”, they provide the best
  in entertainment and casinos.    They have become
  moderately wealthy and are not hiring other Islanders to
  staff the resorts.    The more primitive Islanders con-
  sider them the lowest sort only to be kidnapped and ran-
  somed for Spam and Tradegoods.
  Small Island Tours
  An air and boat tour service that drops research-
  ers, supplies, and tourists  to  the real back woods of
  Eta Wongo.
    They fly to only 60 of the Estimated 600
  small islands in the area and are very knowledgeable of
  the hot spots.
  Fishing & Sailing
  The inner core of Eta Wongo is a fisherman’s
  paradise, carnawhale and squid free, a great place to
  boat or swim except for the sharks.   There are a few
  Great Whites and a host of small sharks that rarely at-
  tack people.
  Resources
  This tropical Environ has a lot to offer in natural
  resources and the rare Oil Palm Nut that produce a near
  machine grade oil in a handy coconut.
  Hardwired 045 Hinterland
  
  The Future Imperfect
  Population
  17,000
  Government
  None
  Temperament
  Mostly Bad
  Year
  4200   78 ce
  Transport
  Air  Ground  Tram  Port Pads
  Communication
  Radio   Telephone
  Literacy
  05%
  Economy
  None
  Industries
  Salvage
  Currency
  Trade Goods
  Climate
  Temperate Very Hard Seasonal Changes
  HISTORY
  NORAM
  A vast ruined high tech city that is ripe for sal-
  vage. There is an airstrip and fueling stop here with a
  bunker to protect from things in the wreckage.
  What makes this area a serious problem is the
  remaining Robots and Animals. The robots are deadly.
  The Animals have evolved to survive the robots and
  match them tooth and claw.
  Robots are also deter-
  mined scroungers for parts for themselves and small
  groups that infest the area. Items that have been found
  are evaluated at the bunker and OK’d for shipping to the
  Environs.
       Yup... Figure this is the future more than two
  years from now. Or maybe was. No folks out there
  are friendly except a few explorers. Lots of those
  damn tin cans. Haven’t seen a War Machine in
  about 10 years. Nasty Bastards. Took a pair
  of.50’s and a Couple of PanzerFaust to bust the
  last one into submission. Then it crawls away and
  comes back in a week. They don’t talk, they don’t
  reason, they just tear off your arms or heart or
  head. Animals out there almost as bad. Saw a
  skunk near 5 feet long that took out Thor Kuehl.
  Sprayed him and that’s all she wrote. He was un-
  conscious for near a week. The .50 took care of
  that monster too. Made a dandy rug ‘cept for
  the holes...                         Willie ‘Salvage King Carson
  Natives
  There are scattered villages in the ruins.  Some
  are secure on floors of the mile high buildings or under
  piles of debris.   They are mostly human or mutated
  human.
  There is no social order to NORAM other than
  warlords who protect or prey on the population.  One
  group called the Lords of Polyester have been active in
  trading a few items with trusted explorers.   This is a
  tricky enterprise because it is virtually impossible to tell
  just who is who.
  While most salvage is junk a few very important
  items have been found.   Nearly all of these are unique
  and not duplicatable.
       Clanks go voot. BANG.
  Droids Bad, Andys Bad, Mutes
  Bad. All Bad..  Will trade food
  paks. Trade for Boomers...
  Maybe find more thins for Trader
  Man. Bad out there. Yes me can
  guide but good chance you  be
  chow.  Many things find there..
  You want Android Doll? Nice...
  Doll should no have knife...
  Fast Hok
  Hardwired 046 Hinterland
  SUB GRID
  ENVIRON
  LOCATION
  21
  
  PLACES OF INTEREST
  NORAM is entirely a place of sadness and maj-
  esty.   The vast city was designed with grace and beauty
  and then half flattened by weapons of unimaginable
  power.
  There are vast buildings, apartments and every
  business imaginable, art centers, statues and the re-
  mains of parks.  Wrecked robots in a thousand forms
  are scattered everywhere along with cars that flew and
  the remains of millions of people.
  The Three Mile Spires
  The most amazing sight in Noram is the miles of
  1 to 3 mile high buildings and spires.   These were the
  core of the city and the greatest engineering marvels
  found to date.   They are also the deadliest area with
  legions of lethal robots and crazed survivors who seem
  to thrive in this environment.
  Replicators (Makers)
  The most amazing technology to come out of
  this Environ is the occasional Matter Replicator or Tem-
  plate.   These rare and precious items are complex and
  mostly stuck on a single replication type.   From a
  cheeseburger to industrial diamond dust, they command
  a fortune if salvaged back to the Core Environs.
  Beta & the Proteins
  At 24 years of age, Beta (later known as Flash) was
  just starting out in life when the Lords of Polyester massacred
  most of his village (6 Levy Spire NW  Floor 497 ) in lieu of back
  tribute and replicated food.
  With just a little skill in Brawling and Old Tech Repair
  Beta also has a talent, though not nuch in demand, for Blivel
  Rotation. Now with little else to do, and no chance of new
  Blivels, he packed his meager posessions and headed to the
  legendary heaven of Ellis Junction to find his destiny.
  As he crossed the forested High Tech Junkyard of
  NORAM  he was always surrounded by masses of low and
  high technologies left over from past ages.
  While many of these are little more than rust piles, a
  few are intact and an even rarer few gleaming as if they were
  new.  Beta realized that playing with many of these was like
  kissing a Blant during the happy cycle.
  One device in paticular fascinated him.  A cluster of
  tubes attached to a mass of buried machinery. Touching
  the sides, he realized the device was still warm and giving off
  a pleasant harmonic vibration strangely reminiscent of Z Pod
  music.   Mustering all his resolve he put his hand on the large
  red lever on the side and gave it a yank.
  Mist rose out of the ground as lights sparkled and a
  musical tone rose in pitch.  A machine voice sang ‘Thank You
  for Shopping Protein Mart!’  From the mist and the music, two
  identical women stepped out of the tubes.  Both horrified and
  fascinated, Beta took the time to talk to these human con-
  structs and realized they were friendly and innocent.
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
  Noram City
  Noram City
  Ellis Junction
  1
  2
  3
  5
  6
  8
  9
  10
  4
  7
  11
  12
  NORAM
  Hardwired 047 Hinterland
  KEY
  01-04  Suburbs
  05-07  City
  08-12  Mega Ciy
  KEY
  01-04  Suburbs
  05-07  City
  08-12  Mega Ciy
  
  Population
  2600
  Government
  Outpost
  Transport
  Air
  Communication
  Radio
  Climate
  Damn Cold with Snow Likely
  Danger
  Climate
  Fuel Dumps
  06
  Manned Stations
  2 Sub Zero Stations  1 Prison
  Sub Grid Environ Location
  07
  HISTORY
  ICECAP
  This is an Icecap a thousand feet thick with a
  few mountain tops sticking out to hinder navigation.
  Fuel Dumps Only
  Population
  2500
  Government
  None
  Transport
  Air
  Communication
  Radio
  Climate
  Temperate Mild Seasonal Changes
  Dangers
  Cultural Hostility
  Fuel Dumps
  06
  Manned Stations
  2 Cultural Observation / Trade Centers
  Sub Grid Environ Location
  07
  HISTORY
  MOUNTAIN MEADOW
  University Station Only
  There are tiny farms scattered across six val-
  leys with Latin speaking german herders.  Bronze age
  technology at best, with a very bad attitude towards
  strangers.   Natives are terrified of aircraft and do not
  seem to have any resources to speak of.    Natives will
  trade goats and furs for trinkets and knives at two re-
  cently built centers.
  There is a prison here for the most dangerous
  criminals in the Hinterland.  Called Zero, it is tunneled
  into the ice and holds nearly 2300 fellons.
  Hardwired 048 Hinterland
  
  Population
  250
  Government
  Outpost
  Transport
  Air
  Communication
  Radio
  Climate
  Harsh Arid Desert
  Danger
  Climate
  Fuel Dumps
  03
  Manned Stations
  3 Forts w/Airstrip
  Sub Grid Environ Location
  14
  HISTORY
  SAHARA
  Nasty Desert Environ with Egyptian Ruins and
  no population.  Water is scarce and the river beds have
  Fuel Dumps Only
  Population
  250
  Government
  None
  Transport
  Air
  Communication
  Radio
  Climate
  Temporate Seasonal Changes
  Dangers
  Large Dinosaurs
  Fuel Dumps
  02
  Manned Stations
  2 Biological Observation Centers
  Sub Grid Environ Location
  22
  HISTORY
  LIZARD WOODS
  University Station Only
  A huge old growth forest covers this Environ
  and provides a healthy home for a lot of small to large
  dinosaurs.   The predators here are fast and deadly.
  Not seen rain in 40 years.  Ruins are heavily trapped and
  plundered long ago.   There are a few poisonous snakes
  and a dinner plate sized poisonous spider here.
  Two Biological observation stations have been
  established here with two more planned.   While this
  area may eventually be ranched, the large predators
  have proved smart and hard to control.
  Hardwired 049 Hinterland
  
  Population
  1400
  Government
  Outpost / Fort
  Transport
  Air
  Communication
  Radio
  Climate
  Temperate Forest
  Danger
  Native Groups
  Fuel Dumps
  02
  Manned Stations
  2 Forts w/Airstrip
  Sub Grid Environ Location
  15
  HISTORY
  GRUNLOG
  Temperate Forest with Elk and Bears.  Nice place
  except for the Near Human natives that appear
  Fuel Dumps Only
  Population
  100
  Government
  None
  Transport
  Air
  Communication
  Radio
  Climate
  Temperate Seasonal Changes
  Dangers
  Wildlife
  Fuel Dumps
  01
  Manned Stations
  1  Fuel Dump
  Sub Grid Environ Location
  16
  HISTORY
  OLD FOREST
  Fuel Dumps Only
  This Environ is covered in a massive Old Growth
  Redwood Forest with trees the width of houses.  It is a
  to be an offshoot of humanity.   They are crafty, vicious,
  and excellent hunters.   They are also cannibals who
  are happy in their lifestyle.
  spectacular place to visit, likened to walking  through a
  Cathedral.   There are deer, elk, wild boar and a few
  large bears but they are few and far between.
   Beyond the trees and the fuel dump, the few living
  here consider it far too quiet.
  Hardwired 050 Hinterland
  
  FUEL DUMPS & OUTPOSTS
  At the edge of the Known Hinterland the Key
  Environs have begun to establish Outposts that are
  mostly glorified Fuel Dumps.   These are for flyers who
  are in need.
  Costs
  There may be fuel but costs out on the fringe
  are doubled unless the pilots are doing a mission for the
  University of New Windsor.
  Facilities
  Depending on the size of the dump and local
  hostility you may find 1 to several hundred living in the
  area.   Some areas need extra  personnel because of
  high traffic while many are
  just glorified fuel dumps.
  Airstrip
  & Fuel Dump
  FORTS
  In less than friendly areas there are Forts cre-
  ated to protect  airstrip personnel.
  Walled buildings or hardened bunkers, these are
  supply centers for firearms, aircraft parts and trained
  personnel.  Either mercenaries or residents   they are
  ready to deal with emergencies.
  The average fort has a commander and at least
  2 pilots and a ground crew to keep rescue planes in top
  notch shape.   They often operate one or more stills to
  make alcohol (aircraft fuel).
  Local farms supply grain and corn as well as food
  for the personnel.   A trade store always opens after a
  fort is constructed.
  Who’s There?
  Roll a d100 for the facility and its caretakers.
  01-10 ONE MAN
  Watches over the fuel stock.
  11-25 TWO MEN
  Watch over the fuel stock and play cards.
  26-50 CREW
  At least d10 +10 that maintain the runway.  Will
  have at least one mechanic.
  51-75 LARGE CREW
  At least d10 +20  crew that  maintain  the run-
  way.   Will have at  least one mechanic and  a
  radio operator.
  51-75 SMALL SETTLEMENT
  A permanent settlement around the airstrip with
  a farm or two.  Will have at least one mechanic
  and a radio operator.
  76-85 LARGE  SETTLEMENT
  Small town with an airstrip, repair, radio over a
  hundred people, a bar and more.  Homey but
  livable.   Usually maintain a rotary wing for any
  rescue of  dropins or flight crews.   Involved in
  outside commerce.
  76-85 LARGE  SETTLEMENT + FORT
  Same as  above with  a fort  to deal with  local
  problems.   The fort will maintain a tiny air wing
  of up to 4 fighters.
  96-00 SMALL CITY + FORT
  Same as  above  with up  to 500 lresidents.
  LOCAL PROBLEMS
  Whats going on in the area.
  01-10 ABSOLUTELY NOTHING
  Complete and utter boredom.
  11-25 VERY MINOR
  Boredom and Local Wildlife
  26-50 MINOR
  Arguments, Local wildlife may be hostile.
  51-75 AVERAGE
  Arguments, Local wildlife may be hostile.  A
  few fights related to boredom.
  51-75 HIGH
  Problems with the natives, the wildlife and the
  Environ’s locals.   May be hostile.
  76-85 SERIOUS
  As above with a bit of crime.  Natives are defi-
  nitely causing serious problems with vandalism
  and theft.
  76-85 VERY SERIOUS
  The Natives or  wildlife are hostile,  there  are
  personnel  problems and  Air Pirates spotted.
  Politics has  reared it’s ugly head and  people
  are arguing on a course of action.
  96-00 CRITICAL
  Same as  85 above  with Air Pirate attacks,
  warring natives,  stupid  politicians, angry set-
  tlers and not enough beer in the Bar.   The Fort
  is undermanned  and resupply  is slow  or just
  missing.
  Hardwired 051 Hinterland
  DANGER
  Air & Ground
  
  WEATHER
  Weather is specific to the Environs or the seas.
  It runs the gauntlet of just normal weather and seasonal
  climate from spring to winter with random rain, fog and
  winds. Tornadoes are extremely rare. At the edge of any
  Environ the weather of that Environ takes precidence.
  Over the oceans, the weather is normally a crisp
  and bright 71 degrees most of the time.   This does not
  change by altitude.   Oceanic Weather travels between
  the Environs and turns right, left or goes straight.
   Every 4 hours of flight time, roll a weather check
  with a d100.
  WEATHER
  01-75 Clear
  76-85 A Little Wind
  86-90 Rainstorms
  91-95 Thunderstorms
  96-00 Fog
  00
  Hurracane
  When weather reaches the edge of an environ it
  has 3 possible directions. Left, Right or Straight.
  WEATHER DIRECTION
  01-32 Left
  33-62 Right
  63-94 Straight
  95-99 Disperses
  00
  Changes
  WEIRD WEATHER
  There is a flat 5% chance a pilot between Envi-
  rons will hit WEIRD WEATHER. These meteorological
  abnormalities are the bane of pilots and can cause seri-
  ous problems in navigation and flight performance.  Pi-
  lots hate Weird Weather with a passion.
  UNUSUAL WEATHER
  01-05 BIRDS
  06-10 COLD CLOUDS
  11-15 DEAD CLOUDS
  16-20 DEBRIS
  21-25 ELECTRIC CLOUDS
  26-30 FAST WEATHER
  31-35 HOT CLOUDS
  36-40 JELLY FIRE
  41-45 LIFE CLOUDS
  46-50 LIFTERS
  51-55 LIGHTERS
  56-60 MEMORY
  61-65 NAV BUMP
  66-70 NAV WESTER
  71-75 PASSENGER CLOUDS
  76-80 RUST CLOUDS
  81-85 SLOW WEATHER
  86-90 SWARMS
  91-95 WIND SHEARS
  96-00 VERY RARE EVENT
  BIRDS
  Birds are birds. Small birds are better, larger
  birds are a problem. While a good prop will shred a
  moderate sized bird, geese and ducks can smash into
  cockpits and damage structure. Condors and Pterodac-
  tyls can be hazardous.
  COLD CLOUDS
  Cold Clouds are frigid patches of air that cause
  instant snow and ice to form. They will drop small areas
  up to d100 degrees.
  DEAD CLOUDS
  These stinking monsters just damage and suck
  the energy out of living things. Fruit rots, passengers
  sicken and even the strong will pass out for d10 min-
  utes.
  DEBRIS
  These are bits of almost anything that fall out of
  the sky. These can range from small bits to a Senior
  Travel Bus with members of the Wapakenetta Bingo
  Club. Generally larger items fall closer to shores of En-
  virons like the case of the bus.
  ELECTRIC CLOUDS
  Nasty Nasty manifestations that create tiny
  storms and miniature lightning bolts. If not grounded or
  dispersed they will strike for moderate damage and start
  small fires. They have a good chance to surge electron-
  ics or damage a MDD.  They can knock passengers or
  pilots unconscious for d10 minutes and cause a 5%
  chance of cardiac arrest.
  Hardwired 052 Hinterland
  
  FAST WEATHER
  Decreases fuel useage by 10% for an hour of
  flight time..
  HOT CLOUDS
  These colorful bits of hell will start small fires
  around the aircraft. Figure d10 fires per 3 minutes of
  cloud contact.   Cloud contact is for up to d10 minutes.
  Fires are always small and easy to extinguish before
  they grow into an extreme fire hazard.
  JELLY FIRE
  A sparkling mass of jelly that forms on wings and
  surfaces. Lasts for d10 minutes and weighs the aircraft
  down d100 feet in altitude per minute.  Residue smells
  like fresh fruit and must be hosed off before it rots.
  LIFE CLOUDS
  The almost bane of flyers, these clouds heal,
  make seeds sprout and even make cured wood start to
  grow again. These clouds will act as a fertility drug on
  Humans and Animals.
  LIFTERS
  Null gravity clouds that can create internal prob-
  lems for an aircraft including stalling, cargo and pas-
  senger shifting and loss of control for d10 minutes.
  LIGHTERS
  Areas of Brilliant light that can blind a pilot for
  d100 minutes.
  MEMORY
  These clouds are like going through a can of
  Alphabet Soup - memories, not the Pilot’s will flood in.
  Often they are strong and leave a lasting impression.
  Many of these memories are fragments of calls for help.
  NAV BUMP
  Without the pilot realizing, this bump turns the
  plane in a random direction.  It is usually accompanied
  with a large thump as if the aircraft rolled over a Speed
  Bump.
  NAV WESTER
  This bump moves the Aircraft d10 Environs in a
  random direction.   It is usually accompanied with a large
  thump as if the aircraft rolled over a Speed Bump.
  PASSENGER CLOUDS
  Passenger clouds are fairly rare.  They drop life
  forms into aircraft. Can range from people to animals as
  well as exotic creatures that may be benign or destruc-
  tive.   A full 5% of these dumps can be Restorkies or
  Gremlins. If you get d10 gremlins on board, better have
  a gun.  Passengers stay with the aircraft until landing
  and then generally make their own way to their final des-
  tination.
  RUST CLOUDS
  These nasty manifestations pit windshields, warp
  or rot wood and corrode metal in small areas. Good
  maintainence is necessary when hitting one of these to
  find problems that will manifest later.
  SLOW WEATHER
  Increases fuel useage by 10% for an hour of flight
  time.
  SWARMS
  Concentrated swarms of bugs, birds, or small
  items like Canadian Lotto tickets
  WIND SHEARS
  Wind Shear will drop an aircraft d100 feet per
  minute for d10 minutes.
  VERY RARE EVENTS
  01-50 HARD TRANSPORT
  51-75 PSI
  76-85 RED
  86-95 BLACK
  96-00 GOLD CLOUDS
  HARD TRANSPORT
  A clouded ring of displacement that will dump an
  aircraft d10 +10 Environs in a random Direction.
  PSI
  An exposure to this cloud shocks the pilot and
  passengers giving them a 10% chance of picking up a
  very minor Psychic ability.  This ability is permanent and
  ofen a blessing or a curse. Being hit with this cloud
  knocks 50% of the aircraft’s humans and animals out
  for d10 minutes.
  RED
  These clouds are dangerous and hungry. If al-
  lowed to manifest they can be carnivorous.  Survivors
  describe them as oily black clouds with mouths and teeth.
  They can be damaged with blunt weapons.
  BLACK
  Impressions of Batwings and a Laughing voice
  that promises many things and manifests amazing
  things. Generally the promises never work out right and
  anything created by the cloud doesn’t live up to snuff.
  GOLD CLOUDS
  Impressions of Multiple Fluttering Wings and a
  voice that calls itself “I Am”. Pilots are notoriously nice to
  this manifestation. It appears friendly and very power-
  ful. Individuals who have annoyed it have suffered very
  bad luck and subsequent things that often make them
  wish they were dead.
  Hardwired 053 Hinterland
  
  WHERE DO BUILDINGS COME FROM?
  This question has haunted scholars in the hinter-
  land since the first buildings were found.   What builds
  cities and leaves them for human habitation?
  RESTORKIES
  Spider Monkeys with Overalls, Tool belts and At-
  titudes. They come out of nowhere and build. Where the
  materials come from is anyone’s guess.
  With every band of d100 +25 you get a Sha-
  man. The Shaman dances, waves his staff and directs
  the Engineers.  He is seeing looking into other places
  and times to collect a detailed view of a structure.  He
  then transfers his knowledge to a draftsman who cre-
  ates blueprints for the others.  These are transferred to
  the engineers who look at them in disgust and scream
  at the draftsmen.
  The Workers finish their coffee and get to work
  only hampered by an occasional Union Boss who brings
  Donuts.  Some bands can be massive, with thousands
  of Restorkies, Several Shamans and a Great Leader.
  Great Leaders have been described as a senior
  shaman, almost always blind, surrounded by a dozen
  lesser shamen.
  There is never a pattern to what they build.  Any-
  thing from a simple garden shed to a Fast Food Taco
  Restaurant to a copy of Lower Manhatten.
  Restorkies avoid humans and Animals wher-
  ever possible.  They screech and cheep but do not
  talk. Humans have been known to visit a construc-
  tion site as long as they keep out of the way.
  Restorkies politely move people out of the construc-
  tion zone. If they are annoyed, they have hammers.
  Persistant annoyers are often bound to trees. Very
  persistant annoyers are bound to trees with an stale
  donut stuffed in their mouth.
  Most Restorky work takes a single day or two and
  then the band teleports away to another project.
  PACKADERMS
  A common transportation animal used by Restorke
  Troops is the Packaderm.   These are miniature elephants
  the size of a small pony.  Powerful and intelligent, they can
  carry more than 500 pounds.
  “I seen it once. It was a monkey with a big
  stick. It whirled and danced at sundown. Then
  hundreds of ‘em appeared and started digging
  and hammering.   At sunup, there was this new
  building. It was a barbershop in the middle of
  nowhere. Complete with a TV and magazines
  from 1968. Clean as a whistle. What the hell
  are you going to do with a barber shop in the
  middle of a Jungle?   Cleaned it out down to the
  fixtures and got a lot for the chair and the hair
  cutters.”
  Boram Lester
  Topflight Salvage
  WHO MAINTAINS THE BUILDINGS?
  This is even a stranger story.   At the end of the
  building the Restorkies turn their projects over to
  MaintainAnts.
  MaintainAnts are small green ants that live un-
  der structures created by Restorkies. They maintiain the
  structure and clean it. They vanish when humans move
  into the structure for more than a few weeks. If struc-
  tures are looted and left alone there is a 10% chance the
  contents will be replaced after 6 months. If they are oc-
  cupied they age normally.
  There is a lot more to these bugs than appear-
  ance shows.  while resembling ants, they are nano ma-
  chines or miniature robots programmed to clean and
  maintain.   There is speculation they are directly linked
  to some form of Maker/Template technology that cre-
  ates the material needed to restore structures.
  Hardwired 054 Hinterland
  
  WHAT ARE THEY BUILDING?
  01-95  Single Building
  96-98  Building Cluster
  d10 Buildings of Related Origin.
  00
  City Segment
  d10 Blocks or Streets of a City
  ERA
  01-50 20th Century
  51-90 19th Century
  91-95 18th Century
  96
  17th Century
  97
  21st Century
  98
  22nd Century
  99
  23rd Century
  00
  Random Very High Tech
  Condition
  A restorky construct in pristine condition is the
  rarest to be found.   These sites, if noticed, are magnets
  for scavengers and traders.
  Restorkies in the Core Environs
  Restorkies still show up in the core Environs but
  never within three miles of human habitation.
  Restorky Transport.
  When the structures are finished the Restorkies
  assemble in a tight geometric pattern pointing towards
  their destination.  They chatter madly and then there is
  a dead silence as they cross their eyes.  A minute later
  the band teleports with a flash to another Environ within
  3 Environs of the construction site.   Daring adventurers
  have hitched a ride with the bands at the last minute by
  entering the pattern.  Restorkies don’t mind this.
  The Science of Navigating
  The fact there are no magnetic poles in the Hin-
  terland is a navigational nightmare.   However there is
  one constant that lets you know what direction you are
  flying in.   It is the alignment of the Power Points and
  Helium Vent.  On all environs the Power Point is 13 feet
  from the Vent.
  For this a mechanical compass or chirotron is
  attached to the plane and the pilot can tell the approxi-
  mate direction he or she is flying.   The chirotron is set
  with Port and Starboard, E to the South and H, Helium
  to the North.
  The Hinterland chirotron  is tuned when pilots
  are in civilized areas.   Most landing fields have the True
  H emblazoned on their runways or in images visible from
  the sky.
  Shown is a classic compass by Natcher &
  Natcher Chirotron Crafters in Almost Canada.
  Looking at the Whole Picture
  Restorkies pose more questions on the nature
  of the Hinterland.   Just what it was created for and if it is
  a creation in progress.   This has religious implications
  but considering the mechanics of the process, the envi-
  rons and natural laws here, it only shows that the higher
  powers may have a good sense of humor and appreci-
  ate Friday Nights at their favorite bar.
  Hardwired 055 Hinterland
  
  AIR KNIGHTS
  In some rare occurances for services above and
  beyond (achieving a total of 3 Royal Service Medals) duty
  or  heroism, individuals may be Knighted in the Royal Pal-
  ace in New Windsor.   This is a single ceremony every
  year with Queen Sally (closest individual to the Royal Fam-
  ily) presiding. This can be a great honor for any Pilot. Other
  Environs have their honors but none quite top this.
  AIR SERVICE MEDALS
  A short list of awards that add to a pilot’s reputa-
  tion.  These are not given out lightly.
  Almost Canada
  AIR KNIGHTHOOD
  ALMOST CANADA ROYAL SERVICE MEDAL
  UNIVERSITY WINDSOR KNOWLEDGE PRIZE
  New Old New York
  NONY MEDAL HONOR
  NONY SERVICE AWARD
  NONY LIBERTY MEDAL
  New Pittsburgh
  NEW PITTSBURGH RUSTY STAR
  GOLD HEART
  New Akron
  AKRON FLIGHT MEDAL
  AIR SERVICE MEDAL
  AIR ENGINEERING MEDAL
  New Brazil
  NEW BRAZIL FLIGHT MEDAL
  Anson’s Kingdom
  CRYSTAL MEDAL OF KINGDOM SERVICE
  ROYAL AIR KNIGHT
  PILOTS WINGS
  When pilots graduate flight school they are
  awarded wings, a scarf and a pair of cheap sunglasses.
  This is tradition and few know why.   The color of wings is
  the measure of experience with years taked to be certified
  to the higher level.
  CLASS OF WINGS
  Denotes
  Requisite
  Brass Wings
  Student
  Bronze Wings
  Pilot
  1000 Hrs
  Silver Wings
  Pilot
  25,000 Hrs
  Gold Wings
  Pilot
  50,000 Hrs
  Platinum Wings
  Pilot
  100,000 Hrs
  Copper  Wings
  Pilot
  200,000 Hrs
  FLIGHT
  A few individuals who come to the Hinterland
  decide to become Pilots and get their wings.   This is a
  multi year process.
  STUDENT
  Spring always grows a bumper crop of folks who
  want to fly.   Initial testing eliminates a few and some
  just decide to go back to an easier life.  Serious appli-
  cants pay a $100 application for training fee and appear
  before a board of 7 pilots to answer questions.
  THE BOARD
  Seven senior pilots review the student and ask
  him or her  “Why do you want to fly?”   The results are
  individual and voted on a scale from 1 to 20.   If the stu-
  dent gets a score of 71  they make the grade and are
  accepted into school.   Some question the use of pilots
  and their gut reactions to students.   Mostly the pilots
  are right.
  SCHOOL
  Twelve weeks, 6  hours a day will pass in a flash
  of physics, aerodynamics, and a hundred other critical
  systems a pilot must know.  In this time students learn
  to fly and maintain an aircraft.   Some specialize and go
  into advanced engineering.
  FINAL EXAMS
  Students will Solo and take a Final Exam.   Roll a
  d100 for the Final Exam and add modifiers.  The GM
  can rate the character and add a gut reaction modifier.
  The student will pass at a final result of 60 or above.
  Student Rating
  Modifier
  Student Rating
  Modifier
  Dedicated
  +40
  Poor
  -10
  Good
  +20
  Awful
  -20
  Average
  +10
  Really Awful
  -40
  COSTS
  Flight instruction can be cheap or expensive.
  Any Pilot with Gold Wings can teach.   University classes
  and Extension classes can range from $3 to $10 an hour.
  The pilot instruction can be anything the pilot decides.
  Students will put in 50 hours of flight time before they
  can solo and be tested by the local branch of the HAA.
  HINTERLAND
  AVIATION  ASSOCIATION
  The Hinterland Aviation Association makes the
  rules. They have offices at every major airstrip in the
  Key Environs.
  They set fees and performance exams for Pilots
  of Questionable Character.   Mostly they are appreci-
  ated but not taken seriously.
  Hardwired 056 Hinterland
  
  That’s an Airplane?
  A single bit of technology has made flight easy
  in the Hinterland.   It is called a Lightning Device.   This
  bit of crystal and copper drops the mass of an aircraft
  and allows it to fly.   As long as it has a Power Plant,
  Control Surfaces, a Lightning Assembly and a Pilot, it
  can fly as long as you can get it into the air.
  Methods for getting into the air are Runway, Cata-
  pult and Cliff.   Planes with Pontoons are rare but used
  inland.
  DAMPING INERTIA and MASS
  Inertia is defined as the tendency of a body to
  resist acceleration; the tendency of a body at rest to re-
  main at rest.  In the Hinterland, Inertia exists but it can be
  circumnavigated by a simple device.
  The MDD’s are not large but they are very pow-
  erful.    Crystals are graded and calibrated for weight
  and aircraft size in New Akron if they are of a high enough
  quality.
  The whole key is to get the object off the ground.
  Then it has the characteristics of a normal Airplane dur-
  ing flight.  On touchdown the Mass and Inertia return as
  LIGHTNING
  ASSEMBLY
  This is a standard
  Inertia/Mass Lightning
  assembly. Copper coils
  surround the crystal in a
  simple wood assembly.
  Power to the crystal is a
  basic 12 volt DC source
  from battery or aircraft.
  A single control knob is a resistor coil to drop power
  and adjust mass to meet the situation.
  This will drop Inertia/Mass up to 90% for 10 tons.
  Multiple units will drop more mass and can be parallel
  linked.  Smaller crystals and assemblies, while not ef-
  fective for daily operation are used in emergency situa-
  tions where a crash is imminent and the main Lightning
  Assembly has failed.
  LIGHTNING DEVICE
  A   Crystal
  B   Ring Antenna
  C   Power
  D   Choke Switch
  E   Tuner
  A
  B
  C
  D
  E
  soon as the wheels hit
  the ground.   Striking a
  mountain will also do this.
  CRYSTAL COSTS
  In any Environ a
  Crystal for an average
  plane will get you $1000
  easy.  If it is calibrated
  and in an assembly,
  double it.   Crystals come
  with certification.  The
  certifiers often have
  reputations.
  .
  By Any Other Name, The MDD
  The Lightning device is called by several
  names across the Hinterland.   The Canadians call it a
  MDD or Mass Dropping Device.   Engineers call it a Mass
  Choke.  Most pilots call it a Lightning Device.
  Powered Crystal
  Hardwired 057 Hinterland
  
  Yellow
  CRYSTALS
  Found mostly on the Anson’s Kingdom Environ,
  Lightning Crystals are burried in mountain sides in Nod-
  ules.   White Nodules are mostly junk. Red nodules are
  rare, so rare they are immediately purchased and can
  be auctioned without opening them. The average is about
  7 inches in diameter. The largest found has been sev-
  eral feet.
  Inside the red nodule is a clear crystal.   Their qual-
  ity is between foggy and crystal clear.  They also range
  from classic crystal shapes to irregular lumps of crystal
  with potential.  While not fragile, irregular crystal shapes
  are hard to grind to an even shape.  This is done by spe-
  cialists in New Pittsburgh.
  A four inch crystal will kill the mass on an average
  plane.  A 6 inch will lift a large aircraft. A 12 inch crystal will
  lift a floating dock. Crystals can be used as a cluster or
  several can be linked on an aircraft as a backup.
  When they work they glow with a green light.
  When stressed the light turns from yellow to Red.   Yel-
  low and Red crystals have a chance of cracking and
  failure.  If a crystal turns Brilliant Red it can indicate a
  critical failure or fracture.
  Stress is not dependent on weight carried.
  MDD TUNING or YOUR MDD is
  Green
  No Problems
  Yellow (caution)
  01-85 No Problem Check again in 10 +2d10 minutes.
  86-95
  Check again in 10 + d10 Minutes
  96-98 Check Again in d10 Minutes
  99-00 Go to RED
  Red (critical)
  01-85 Check again in 10 + d10 Minutes
  86-95 Check Again in d10 Minutes
  96-98 Crystal Looses Half Effectiveness
  99-00 Go to Bright Red
  Bright Red (critical)
  01-85 Check again in d10 +10 Minutes
  86-95 Check Again in d10 Minutes
  96-98 Crystal shuts down for d10 Minutes
  99-00 CRITICAL
  CRITICAL
  01-85 Crystal cracks becomes Permanently Yellow.
  86-95 Crystal cracks becomes Permanently Red
  96-98 Crystal becomes Permanently Bright Red
  99-00 Crystal Explodes
  When your aircraft has all the aerodynamics of
  a brick and your crystal fails you may have serious
  problems keeping it in the air.    Parachutes are ad-
  vised or a backup MDD Assembly.
  REPAIR AND TUNING
  A special skill of MDD Tuning and Basic Elec-
  tronics is a must for the serious Flight Engineer.   Along
  with a few handy tools, the MDD Bible by Jesus Acosta
  and a volt meter you too can fix these problematic de-
  vices.
  There is no doubt manufacture plays an impor-
  tant role in the quality of your crystal and the time it runs
  successfully with a tweak or two.   Some are just more
  temperamental then others and need a little more TLC.
  Tune a MDD by tapping it with a with a low fre-
  quency Tuning Fork made for that crystal.
  Hardwired 058 Hinterland
  
  Hardwired 059 Hinterland
  History of the DC3 in the Hinterland
  It wasn’t that the DC3 was one of the best aircraft
  ever built, sleek and structurally sound.  It wasn’t the ease
  of maintenance and reliability, or the universal respect, if
  not love the people who piloted them.  It was simply their
  available and quantity.
  The Boneyard
  Just 80 miles south of Canton on New Akron is a
  valley of Death called the boneyard.  Inhabited by a never
  ending race of primitive man like creatures, it is a grave-
  yard of an estimated 29,000-50,000 DC3’s in various con-
  dition.  The planes are stacked across a 5 mile valley that
  is shrouded in cloud and fog.   A permanent thunderhead
  crowns the valley with a constant rumble of thunder and a
  continuing lightning storm.
  Basecamp Zulu
  Off the edge of the valley is an airfield and fort known
  as basecamp Zulu.  Named after the an obscure battle in
  history, Rorks Drift, it is a primary salvage yard for the DC3’s.
  The camp is heavily fortified.   Well paid workers are sent
  into the valley in teams to dismantle and harvest the air-
  craft with as much speed as possible.
  The average crew can salvage a complete aircraft
  in about 7 days with a little luck and a lull in the native at-
  tacks.  If the senseless and brutal attacks were not enough,
       the native sing badly.
  Ai’ Ai’ Garnosh
  The constant pea soup fog is a deterrent and safety
  hazard.  The spears and singing are worse.
  There is no communication with the race that pro-
  tects and worships the great silver birds.  They would rather
  die than talk to the invaders of their valley.  There is no
  trade, truce or holiday from the slaughter.
  The base personal call them the Ai’Ai’Garnosh af-
  ter the sounds they sing before they mass attack.
  Individual attacks are constant, group attacks are
  common and once every few months a boiling wave of
  several hundred will leave the valley and attack the fort.
  You ought to see
  those dirty buggers, short,
  muscled like gorillas, cov-
  ered in hair and smelling
  like pigs.  They scream
  and make spears with
  glass blades.  They just
  don’t stop till ya put 2
  rounds in ‘em.  One in the
  head and one in the ass.  I
  think they got 2 brains...
         PJ Crittersworth
  
  Hardwired 060 Hinterland
  Ai’ Ai’ Garnosh Physiology
  The Ai’Ai’ Garnosh are tough and not quite human.
  They have three hearts and a brain at either end of their
  spine.   Culturally, they are unknown.  Their entire technol-
  ogy consists of Obsidian tipped spears, scraps of cloth,
  skin and leaves decorated with feathers and a sack to carry
  human heads.  Bodys show massive healed wound scars
  and regenerated limbs.
  If captured they will cut their own throats or just die.
  Attack Matrix
  This is a rough attack chart for the GM,  Roll every
  d4 hours to see who is stalking the salvagers.
  ROLL Quantity of Natives
  01-90
  Single Attacker
  91-95
  d4 Attackers
  96-98
  d4+4 Attackers
  99-00
  d100 +10 Attackers
  ROLL Quantity of Attitude
  01-90
  Blatant, Screaming
  91-95
  Screaming Before Attack
  96-98
  Singing Minutes Before Attack
  99-00
  Stealth Attack, No Warning
  Ai’ Ai’ Garnosh Additions
  The Ai’Ai’ Garnosh also occasionally have wolf sized
  dog-like lizards that are equallynasty but always silent.
  Salvage of the Boneyard is deadly and costly.
  Money can be made but at a cost.
  FUEL
  While the 90% of the fuel used in Hinterland Air-
  craft are Alcohol/Corn based a number of new fuels are
  being experimented with.  There are a number of rare
  power sources.
  Gasoline
  Rare and very expensive, Gasoline commands
  high prices for 50% better performance.
  Bio-Diesel
  New to the market is Bio-Diesel.  While called
  the Hinterland fuel of the future, it is harder to make than
  alcohol and does not have much support yet.  Compared
  to diesel, it is not a bad fuel, but still not proven with most
  pilots.
  Steam
  Common Coal and wood are used to power some
  engines used in short hops.   Steam has only half the
  efficiency of Alcohol and creates serious weight prob-
  lems for carrying fuel.  However the fuel is cheap.
  Nuclear
  Rare in usable form Nuclear batteries have been
  found as salvage and are high demand items.  They can
  power Electric Engines for years.
  Fusion
  Exotic, Fusion packs have been found and are
  used for electric engines. Cold Fusion and Zero Point
  and Exotic High Exotic Energy packs are very expen-
  sive items and in hot demand.   Mostly they are found in
  Noram. Many of these are solid state and take no exter-
  nal fuels. Very Expensive.
  High Exotics
  Rarest are the Alien Exotic Drives that negate
  gravity or provide lift and push by some unknown Black
  Box technology.  Only a few of these are known to be in
  private hands.
  GREMLINS ON THE WING
  John looks out the port and sees a Gremlin on the
  wing.   He alerts the Flight Crew who looks at him a little
  oddly.
  Cursing in Yiddish, the Flight Engineer comes for-
  ward and opens a cabin window. Hefting  a double barreled
  shotgun half out the plane he takes careful aim at the crea-
  ture.   With a deafening boom, he fires both barrels and
  blows the annoyance off the wing.
  “Thanks”  he quips back at John.  “Damn Wild Nui-
  sances, usually show up when there is weird weather on
  the way!”
  
  Hardwired 061 Hinterland
  THE DC3
  Basis statistics and information for the Average
  DC3 in the Hinterland.  These stats may change a little or
  see variations by salvage or design.
  ENGINE SPECS
  Engines
  2  Wright Cyclone Radials or Pratt & Whitney
  1200 HP Twin Wasp Radials
  Large Engines
  PERFORMANCE
  Max Cruising Speed
  200 MPH
  Range
  2000 Miles
  Fuel Tanks
  Two 400g Tanks   Total 800g
  WEIGHT & CARGO
  Weight Empty
  16,800 lbs
  Cargo
  10,000 Lbs
  Total Weight
  27,000 lbs
  Passengers Comfortably
  25
  Passengers Uncomfortablly
   40
  AIRFRAME
  Wingspan
  95 Feet
  Length
  64.5 Feet
  Height
  17 feet
  Uncle Bork’s Fuel Helper
  Makes Burning better  1 Gallon per 200 gallons
  of fuel that roughs out contaminated alcohol.  Seems to
  give a 5% increase in fuel efficiency.  Costs $5 and no-
  body can figure out what is in it.  At Better Fuel       Dumps
  across the Hinterland.
  Engine Issues
  Most flights are care free as long as you maintain
  your engines with some regularity.  A good mechanic is a
  must.   Without this, make an occasional roll to see what
  can go wrong.
  What Goes Wrong
  01-96
  Normal Flight
  97-98
  Minor Murphy
  99-00
  Major Murphy
  Minor Murphy
  01-50   Mechanical
  51-95
  Fuel System
  96-98
  Smoke
  99-00
  Bird or Prop Damage
  Major  Murphy
  01-50   Engine Just Fails
  51-95
  Engine Catches Fire
  96-98
  Engine Explodes
  99-00
  Engine Falls Off
  SMOKE?
  01-25   Blue Grey Smoke Exhaust
  Oil Leak
  26-50
  Grey Smoke Forward
  Blown Cylinder head
  51-75
  Light Orange Fire
  Fuel issue
  76-95
  Black Smoke  Heavy White Smoke
  Engine Fire
  96-00
  Black Smoke  Orange Flame
  Serious Engine Fire
  Cargo Area
  Engine (1 of 2)
  Fuel Tank (1 of 2)
   DC3 BA
   DC3 BA
   DC3 BA
   DC3 BA
   DC3 BASIC
  SIC
  SIC
  SIC
  SICSSSSS
  
  Hardwired 062 Hinterland
  FUEL USE
  Use depends on your engine size.and number of
  engines.  Basic structure is the damage an engine takes
  before it fails.
  ENGINE
  MPG
  ENGINE
  SIZE
  AVERAGE
  STRUCTURE
  Micro Light
  16
  025
  Small
  08
  050
  Medium
  04
  100
  Large
  02
  500
  Gigantic
  01
  750
  Monstrous
  .25
  990
  Fuel Issues
  What goes wrong with fuel is mostly simple.  Al-
  ways have a fuel test kit to check the quality of that bargin
  you are buying.
  What Goes Wrong
  01-96
  Normal Flight
  97-98
  Minor Murphy
  99-00
  Major Murphy
  Minor Murphy
  01-50   Minor Fuel Leak d10 gallons per hour
  51-75
  Fuel Mix has a lot of water.  Poor Performance
  76-95
  Fuel is a little rich in mixture.
  96-98
  Fuel is contaminated with dirt.
  99-00
  Fuel is contaminated with something nasty and
  clogging.
  Major  Murphy
  01-50   Nasty Fuel Leak 3d10 gallons per hour.
  61-75
  Fuel is Critically Poor in quality.
  76-95
  Engine Smokes
  96-98
  Engine Catches Fire
  99-00
  Fuel Leaks
  FUEL WEIGHT
  Fuel comes in
  Barrels that average 55
  Gallons.   The average
  barrel will weigh 385
  pounds when full.
  Outa Fuel?
  There are always
  a few gallons remaining.
  Give the aircraft d10+4
  miles.  For experienced
  pilots add 2d10+4 miles.
  FUEL
  55 Gallons
  DC3 Large
  Engine
  Average Large Engine
  Compare to a 6 foot man.
  
  Hardwired 063 Hinterland
  STRUCTURE
  Structure is the integrity of your aircraft.  The differ-
  ence between structural stability and a lack of stability is a
  lot of parts raining out of the sky.
  Damage can be from combat, age, weather and a
  lack of maintenance.   Combat is the biggest enemy.
  Electrical and Control Issues
  Hits on Electrical or Controls can be minor to dev-
  astating.
  Repair Chance
  Area
  In Air
  Ground
  Structure
  limited
  yes
  Cargo
  n/a
  n/a
  Fuel Tanks
  no
  yes
  Control Surfaces
  no
  yes
  Engines
  no
  yes
  Crew
  yes
  yes
  Flight Controls
  yes
  yes
  Lightning Device
  yes
  yes
  Fix Time  Controls and Electrical
  01-50
  No Fix
  61-75
  Easy Fix
  d10
  minutes
  76-85
  Harder Fix
  2d10
  minutes
  86-90
  Hard Fix
  4d10
  minutes
  91-95
  Impossible Fix
  d4
  hours
  96-00
  No Fix
  d10
  days or replace
  Fixing Structural Loss
  Any good engineer can fix structure on the ground
  as long as he or she has the proper tools.  Figure d10+10
  points a day for the less experienced and d10 +20 for a
  master mechanic.  In the air the average mechanic can fix
  d4 points per hour.  With a master mechanic fixing d4+2.
  Fixing the Lightning Device
  Heavy loaded aircraft will begin to fall out of the sky
  if this device is damaged as well as doubling fuel cost.
  Average Airframe Structure
  Ultralight
  0040 points
  Ultralight
  Small
  0150 points
  Piper Cub
  Medium
  0500 points
  Fighter
  Large
  1000 points
  DC-3
  Gigantic
  3500 points
  ME323 Gigant
  Monstrous
  20,000 points
  Air Beagle
  Random Hit Location
  01-50   Structure
  51-75
  Cargo
  76-85
  Fuel Tanks
  86-90
  Control Surfaces
  91-95
  Engines
  96-97
  Crew
  98-99
  Flight Controls
  00
  Lightning Device
  Structure Loss
  At half structure the aircraft will cost twice the fuel
  to fly and take additional damage per hour.  An average of
  2d10 points will come from vibration and structural failure.
  as long as it is in flight.  At 10% of  structure the aircraft will
  begin to take 4d10 points of damage per 10 minutes until it
  lands or reaches zero.  At zero it falls apart and that can be
  real bad while in the air.
   DC3 STR
   DC3 STR
   DC3 STR
   DC3 STR
   DC3 STRUC
  UC
  UC
  UC
  UCTUR
  TUR
  TUR
  TUR
  TUREEEEE
  
  Hardwired 064 Hinterland
  Breaking  from Combat
  Modify the chance of breaking from combat by
  pilots skill and add Maneuvers.
  AV
  Average
  +0
  SK
  Skilled
  +1
  EX
  Excellent
  +2
  LE
  Legendary
  +3
  Defenders Maneuvers Result
  01-06   Still On You
  07-08 One More Dogfight Then Breakaway
  08-10 Brake Away
  OTHER MODIFIERS (Optional)
  Given the stress and strain of day to day flight,
  combat and just fate, a lot can happen.  Take these into
  consideration.  Damage from these can be slow and
  insidious to quick and devastating.  An occasional d10
  damage add up.  So does 4d10 when a goose joins you
  in the cockpit the hard way.
  Bird  Damage
  Structure and Engines
  Weather  Damage
  Structure and Control Surfaces
  Lightning Damage
  Structure or Internal Controls
  Age & Shoddy Maintenance
  Structure or Internal Controls
  AMBUSH
  Ambush gives the attacker a free combat turn.
  After that start initiative with a d10 roll and count down
  from 10.
  MULTIPLE  ATTACKERS
  Multiple Aircraft attacking a single target start ini-
  tiative with a d10 roll and count down from 10.
  .
  WEAPONS FOR AIR COMBAT
  Pistols
  Rifles
  Rockets
  Machine Gun Crewed
  Machine Gun Wing Mount
  Flak Bombs
  WEAPONS Damage on STRUCTURE
  Bullet holes
  1 or 2 points
  Machine Guns
  3d10
  points
  .50 Cal machine Guns
  5d10
  points
  Bigger holes
  d10
  points
  Explosions
  3d10
  points
  Big Explosion
  4d10
  or higher.
  COMBAT
  Air combat is inevitable with Sky Pirates and Hos-
  tile Environs.  The process is simply to determine the
  Aircraft Speed, Skill of the Pilots and the number of at-
  tacks that can be attempted in a Dogfight.  The attacker
  hits or misses and then the Defender can attempt to
  break from the Dogfight.
  Hits on Areas
  See Page 63 for Structure and Hit Areas.
  Rate your Aircraft Speed
  SLO
  Slow
  075-120 MPH
  AVR
  Average
  120-250 MPH
  FAS
  Fast
  250+ MPH
  Rate your Pilots Skill
  GR
  Green
  A Hundred Flying Hours at Least.
  AV
  Average
  Hundreds of Flying Hours
  SK
  Skilled
  A Few Thousand Flying Hours
  EX
  Excellent
  A Lot of Flying Hours (Years)
  LE
  Legendary
  A Class to Yourself
  PILOTS SKILL
  Index attacker and Defender  and pilots skill. for
  a modifier.
  AGR
  AAV
  ASK
  AEX
  ALE
  DGR
  +0
  -01
  -02
  -03
  -04
  DAV
  +01
  +0
  -01
  -02
  -03
  DSK
  +02
  +01
  +0
  -01
  -02
  DEX
  +03
  +02
  +01
  +0
  -01
  DLE
  +04
  +03
  +02
  +01
  +00
  NUMBER OF ATTACKS
  Speed Rate Rate between Attacker and Defence.
  DSLO
  DAVR
  DFAS
  ASLO
  1
  2
  3
  AAVR
  2
  1
  2
  AFAS
  3
  2
  1
  Defender’s Maneuvers
  Hit chance can be modified by maneuvers but
  these can cost in the next dogfight.
  01
  Wingovers
  +01
  02
  Barrel Rolls
  +02
  03
  Hemilmans
  +02
  04
  Speed
  +01
  05
  Clouds
  +02
  06
  Stupid Stunts
  +02
  DOGFIGHT RESULT
  01-03 Miss
  04-07 Graze on Aircraft Structure
  08-10 Hit
  
  RANDOM HITS GRID SYSTEM
  For easy and random hits on an aircraft imagine
  a grid and roll a d100 twice.   Sight the DAMAGEwith this
  handy Grid to figure out where the aircraft has been hit.
  You will need a bit of imagination but it is easy if you can
  think in percentages. Halfway across the structure is 50%
  Half of that is 25%
  Hardwired 065 Hinterland
  01
  10
  20
  30
  40
  50
  60
  70
  80
  90
  00
  01  10  15  20  25  30  35  40  45  50  55  60  65  70  75  80  85  90 95  00
  EXAMPLE
  Louie Vital, the not so bright Air Pirate takes a
  shot at a Deak’s DC3 Cargo clipper. He is fast and scores
  a hit. Damage is Structural. From the side of the aircraft
  we look at the side table 2 and roll a d100 with a 44 result.
  OK we have a hit in the left upper quad of the plane.
  Another d100 rolls show it to be about 37%  Index the two
  and you have a wing hit just behind the Port Engine.
  John Edwards puts burst of .50 cal rounds into
  Pierre’s plane. The result is a 10 and a 35  A hit in the
  front mounted engine of Louie’s Fighter.  Damage is in
  the Engine. Not Good. A Second critical roll is a 95 and
  the engine just fails.For this we don’t need a template.
  ENVIRON TO ENVIRON
  FUEL USE
  This basic chart will give you basic fuel
  use in gallons for various sized engines.
   MIC
  SMA
  MED LAR
  GIA
  MON
  A to A
    025
  050
  100
  200
  400
  1600
  A to B
    016
  037
  075
  150
  300
  1200
  A to C
    031
  062
  125
  250
  500
  2000
  A to D
    016
  037
  075
  150
  300
  1200
  A to E
    025
  050
  100
  200
  400
  1600
  A to F
    031
  062
  125
  250
  500
  2000
  050 mi.
    003
  006
  012
  025
  050
  0200
  100 mi.
    006
  012
  025
  050
  100
  0400
  200 mi.
    013
  025
  050
  100
  200
  0800
  Pierre curses in French and tries to restart it.
  Realizing he is falling fast, he hits the silk. Drifting to
  ground, he watches his smoking plane explode across
  the landscape.
  A
  AA
  AA
  A
  AA
  AA
  B
  BB
  BB
  FFFFF
  D
  DD
  DD
  C
  CC
  CC
  EEEEE
  
  CRASH LANDING RESULT
  For a crash add your modifiers and roll a (Roll a
  d100) for the Damage.
  01-05 Complete Wreck
  Wreck Parts Salvagable at Best. Crew Critical
  06-10 Wreck
  Can be Rebuilt in Time. Crew in Bad Shape
  11-50
  Severe Damage
  Can be Repaired in Time. Crew Wounded
  51-85 Light Damage
  Repaired in a Short Time. Crew Banged Up
  91-98 Minimal Damage
  A few Scratches, dings.
  99-00 Perfect Landing
  CREW DAMAGE
  How damaged is the crew after the mishap?
  CRITICAL
  50% Chance of Death.
  Broken Bones   Impact Trauma   Bloodloss In-
  ternal Injuries   Conscious 20%
  BAD SHAPE
  10% Chance of Death.
  Broken Bones   Impact Trauma   Bloodloss   In-
  ternal Injuries   Conscious  40%
  WOUNDED
  Broken Bones   Impact Trauma   Bloodloss Light
  Internal Injuries   Conscious  85%
  BANGED UP
  Cuts, Sprains, Scrapes, Light Trauma Bloodloss
  Very Mild Internal Injuries   Conscious 95%
  What About the Cargo?
  For critical crashes roll a d100 to check the
  cargo’s survival.
  01-05 Hopeless
  Salvage  10%
  06-10 Wreck
  Salvage  20%
  11-50
  Severe Damage
  Salvage  50%
  51-85 Damage
  Salvage  70%
  91-98 Minimal Damage
  Salvage  90%
  99-00 Perfect
  Salvage  100%
  CRASH
  Any Good Landing is defined as one you can
  walk away from.  The Hinterland is no exception to
  this rule and proves a good landing is Any Landing
  you can Crawl Away From.   Pilots and aircraft do
  have bad days.  Crashing an aircraft is a rare but se-
  rious event, if not an expensive event.   Insurance can
  be a good thing.
  Luckily most crashes are in wilderness, on air-
  strips, or highways.    These are best, as damaged
  personal property is paid for by the Pilot.   As Law-
  yers are rare this makes for a more polite society.
  RULE ONE
  01
  Sea Landings are Bad. (See Carna Whales)
  Beach or Field Landings are Better.  Roads are good,
  flat fields and paved airstrips are best.
  MODIFIERS
  We will define a crash as an out of control or
  barely controlled landing at the less than optimum qual-
  ity of aircraft or Pilot.
  What You are about to Impact
  Runways
  +20
  Beaches
  -05
  Light Trees are not good.
  -15
  Mature trees are not good at all.
  -30
  Old Growth Massive Trees
  -50
  Mountains are very bad.
  -40
  Snow or sand is good
  -10
  Snow on Mountains
  -20
  Inland lakes can be good
  -10
  Lakes if you have Pontoons
  +10
  Swamps are a Pain in the Ass.
  -15
  Buildings
  -30
  Speed of Landing
  Slow
  +15
  Average Landing Speed
  +10
  Kinda Fast
  -10
  Way Too Fast
  -20
  Angle of Landing
  Perfect Angle
  +10
  Good Angle
  -05
  Bad Angle
  -10
  Real Bad Angel
  -20
  Pilot Skill
  High
  +10
  Average
  +05
  Low
  -10
  Pilot Prays Very Hard
  +05
  Monkey Prays Too
  +01
  Co-Pilot Curses
  +0
  Hardwired 066 Hinterland
  
  CAR
  CAR
  CAR
  CAR
  CARGO
  GO
  GO
  GO
  GO
  01
  Explosives
  02
  Prisoners
  03
  Petroleum Distillates
  04
  Rare Earths, Radioactive Fuel
  05
  Gasses, Welding or Dangerous
  06
  Chemicals, Dangerous
  07
  Weapons, Light
  08
  Weapons, Heavy
  09
  Large Vehicles
  10
  Bulk Material, Wood, Iron, Aluminum etc.
  11
  Farm Animals (easy or dificult temperaments)
  12
  Colonists
  13
  Medical  Personnel
  14
  Research Personnel
  15
  University Groups
  16
  Tourists
  17
  General Passengers
  18
  Businessmen
  19
  Corporate or High Oficials
  20
  Entertainers
  21
  General Laborers
  22
  Technicians
  23
  Diplomats
  24
  Fresh Vegetables
  25
  Cold Fresh Food
  26
  Bulk Processed Food
  27
  Canned Goods
  28
  Packaged Alcoholic Beverage
  29
  Beer, Bottled, Tank, Packet, or Freeze-Dried
  30
  Securities (valuables)
  Hardwired 067 Hinterland
  31
  Drugs
  32
  Politicians
  33
  Fertilizer
  34
  Animal Feed
  35
  Specimens (living or dead)
  36
  Plants (live or dead)
  37
  Bulk Grain
  38
  Paper Products
  39
  Clothing
  40
  Toys
  41
  Sporting Goods
  42
  Food Processing Equipment
  43
  Communications Equipment
  44
  Metal Sheeting, Metal Plates
  45
  Sealant or Oil
  46
  Computers
  47
  Books
  48
  Artifacts
  49
  Clothing
  50
  Emergency Survival Equipment
  51
  Medical Supplies
  52
  Medical Equipment
  53
  Small Vehicles
  54
  Aircraft Components
  55
  Helium Tanks
  56
  Engine Components
  57
  Miscellaneous Electronic Parts
  58
  Art
  59
  Electronic Fabrication Equipment
  60
  Farm Machinery
  61
  Mining Equipment
  62
  Undersea Equipment
  63
  Personal Belongings
  64
  Bulk Hardware
  65
  Candy, Luxury Foods
  66
  Emergency Shelters
  67
  Home Components
  68
  Furniture
  69
  Alcohol Generators
  70
  Steam Generators
  71
  Replacement Parts
  72
  Wind Generators
  73
  Aircraft Components
  74
  Coffins (empty or full)
  75
  Simple Tools
  76
  Paneling, Finished Wood
  77
  Bulk Plumbing
  78
  Bulk Wiring
  ALMOST
  SAFE
  AIRWAYS
  CARGO
  
  THE MAIL
  The Hinterland Post is the only postal system in
  the universe that has kept a stable postal rate and made
  money for the last 20 years. Most pilots will grab a bag
  letters on their normal runs for a flat payment of $2 a
  sack. Average mail times are 2 days local and 7 or less
  Environ.
  MAIL CLASS
  Local
  Environ
  Letter
  $0.05
  $0.50
  Educational
  $0.02
  $0.25
  Junk Mail
  $0.25
  $0.50
  Sm Parcel Post
  $1.00
  $3.00
  Nobody in the Hinterland messes with the mail.  It
  is a crime punishable by years in the mines or one of the
  few offenses that warrant being dropped in the ocean.
  There are huge stocks of old US Postal Stamps salvaged
  from New Pittsburgh, New Old New York and New Akron
  so don’t expect commemoratives soon.
  TRADE & SALVAGE
  Traders will sell and ship anything where is a profit
  to be made. From bulk Cargo to Politicians, there is a
  trader at the Exchange with a deal for you!.
  Traders come in all forms and sizes. From big com-
  panies to personal delivery of a few letters for the Hinter-
  land Mail.
  EXCHANGES
  An Exchange is best described as lot of cigar
  smoking short guys with handfulls of papers and offers.
  Many state the wider a broker is the easier he can push
  others out of the way. Chalkboards of offers and windows
  of Cargo Insurance fill the walls of the brokerage house.
  Phones are always ringing.
  They make an offer to have a plane move goods
  and you sign for them.   They are delivered to your air-
  craft.  You are paid HALF on Delivery.   The second half
  stays with the broker until verification.
  What the Hell!  The system works.
  Robert Kruger
  14 Elm Street
  New Pittsburgh
  Hardwired 068 Hinterland
  79
  Photographic Equipment
  80
  Radio Relay Beacons
  81
  Water Purification Equipment
  82
  Air Filtration Equipment
  83
  Heavy Appliances
  84
  Auto Parts
  85
  Wild Animals, Live
  86
  Frozen Goods in canisters
  87
  Textiles
  88
  Bulk Ores and Minerals
  89
  Mail
  90
  Survival canisters
  91
  Carpeting
  92
  Entertainment Equipment
  93
  Office Equipment
  94
  Research Equipment
  95
  Secured Crates
  96
  Hydroponics Equipment
  97
  Mail
  98
  Heating and Cooling Equipment
  99
  Bulk Documents
  00
  Troops, Special Police
  Other Cargo Issues
  Most of the time your cargo is what you as-
  sume.  Once in a while it isn’t.
  01-95
  What you think it is
  96-98
  Something Else
  99
  Contraband
  00
  Serious Contraband with Criminal Involvement
  LIVE
  DINO
  EGGS
  FRAGILE
  
  SECURITIES
  One thing that changes hands are securities, high
  technology, and expensive Luxury Goods. For these runs
  you may need a good reputation or a good escort.
  ESCORTS
  Escorts are flyers with hot planes and hot guns
  as well as a talent for both. Soldiers of fortune, they will
  assure that any Air Pirates will think twice about interrupt-
  ing your transport. Cost varies from $250 to $900 for a
  multi Environ hop.
  PASSENGERS
  Small numbers of passengers, Human or Ani-
  mal are common on runs between environs.
  Air Truckers
  Archeologists
  Artists
  Average Folks
  Craftsmen
  Crazies
  Criminals
  Engineers Technicians
  Explorers
  Farmers
  Gangbangers
  Indentured Servents
  Investigators
  Linguists
  Mages
  Married Couple
  Merchants
  Peasants
  LIVESTOCK
  The greatest cargo hazard, voted by the
  Hardwired Pilots Association, is Livestock.
  Chickens,
  Emu, Pigs, Dinosaurs or Cattle it’s always a nightmare
  of fur and feathers that would rather be on the ground.  A
  crate of hogs is a crate of hogs until one of the 400 pound-
  ers is sitting in the copilot’s seat suffering from air sick-
  ness.
  GAMBLING
  Gambling is common. Gambling Halls and Bars
  are always near Airports. These are run by ex Gang-
  sters and Mob personnel. It mostly keeps them honest.
  Blackjack, Craps, Wings, Slots, Poker or Roulette. Most
  of the games are honest.
  Easy Gambling
  Stake an amount of money into that night’s gam-
  bling and roll a d100.
  FAST GAMBLING TABLE
  01-50 Lost it AI I
  26-50 Lost Half
  51-75 Neither Lost or Won
  76-85 Won 10% 86-95 Won 50%
  96-98 Won 200% Twice What You Started With
  99
  Won 500% Five Times
  00
  Won 1000% Ten Times
  Appliable Skills
  Beginners Luck
  +05
  Average Gambling Skill
  +0
  Skilled Gambler
  +05
  Very Skilled Gambler
  +10
  Professional Gambler
  +15
  Beware
  Inexperienced Cheat
  -05
  Experienced Cheat
  -10
  Professional Cheat
  -25
  Rigged Tables
  -25
  EXAMPLE
  Will is playing Wings. A simple dice game of
  moving pieces in a track. He rolls a six sided dice and
  can move 6 spaces forward or to the side. With a proper
  roll he can land on a square next to his piece and chal-
  lenge. Both players roll a pair of 6 sided dice. Ties are
  not counted. Whoever gets the highest knocks the other
  back d6 spaces.
  Knocking back with a roll of a 6 eliminates the
  loser. Half way across the 8 foot loop the bets are on.
  Within another turn there are $500 in bets on Will and
  his beginners luck.
  Hardwired 069 Hinterland
  Philosophers
  Pirates
  Police
  Politicians
  Royalty
  Scholars
  Scientists
  Shepards
  Sports Team
  Soldiers
  Students Soldiers
  Teachers
  Tourists
  University Administration
  Vacationers
  Wealthy
  Witches
  Workers
  An open hatch
  and a good .38 revolver
  can often be a fast solu-
  tion to Livestock issues
  and a benefit to hostile
  sea life.
  This becomes
  problematical when over
  inhabited areas or is con-
  sidered a gift from the
  Gods.
  
  Hardwired 070 Hinterland
  FINDS
  In Noram or Magicaust you may be able to
  salvage materials for sale.   The big difference in items
  is in Noram there is high tech, in Magicaust the items
  are normal 20th century but occasionally contaminated
  with good or malign magics.
  About every d4 hours of searching you may
  find something good.  You may also stir up something
  nasty.  Check for an encounter too.
  CHANCE OF FINDS
  01-50 Nothing
  51-75 Roll on the main chart, but the item is junk or
  defective in some way.
  76-85 Roll on the main chart for a find
  86-95 Roll on the main chart for 2 finds.
  96-00 Roll on the main chart for d4+1 Finds.
  01
  Healitives
  $200-$500
  About the size of an aspirin, these tabs speed
  damage recovery 200% and aid limb and organ re-
  growth to a rate of an inch a day.
   Packs of 50 are
  common.
  02
  Clothing
  $1 to $5K
  May be regular clothing in varied modern to
  futuristic styles or Smart Clothing that self cleans,
  warms, and protects the user.  Some exotics change
  shape, color or serve as ballistic armor.
  03
  First Aid Kit
  $1K-$5K
  Spider like device that cleans, repairs and
  stitches tissue.  It helps heal the damage 400% faster.
  It can almost resurrect the dead.
  04
  First Aid Box
  $10K-$200K
  Glass box the size of a coffin with a Nano Goo
  Layer.  Can repair critical physical damage and resur-
  rect the dead and restore them to full health in d100
  hours,   Within 1 hour the dead have a 100% resurrec-
  tion chance.  This drops 10% per hour.
  05
  Craft Supplies
  $10-$100
  Sewing / Yarn / Knitting / Supplies that may have high
  tech properties.  Glues, papers and fabrication kits.
  Tools, paint and brushes that are far from normal in
  function.
  06
  Kitchen Utensils
  $50-$100
  Forks, spoons and knives all with high tech
  abilities and near AI features. Knives are forever sharp,
  brushes clean spectacularly, spoons will heat or cool.
  07
  Beauty Supplies
   $50-$100
  Supplies that assist the user and are healthful.
  08
  Clocks or Watches
  $100-$500
  Interactive time pieces that can provide a
  number of useful functions as well as serve as wear-
  able computers.
  09-10 Disposable Paper Goods
  $5-$20
  Common plates and cups that are self cleaning
  and will dispose of themselves.
  11
  Household Tools
  $25-$500
  Varied tools with AI and useful additional func-
  tions.  Grav assist hammers, automatic drivers, saws
  and cutters that can cut steel like butter.
  12
  Canning Supplies
  $20-$200
  Stasis containers to preserve fresh food.
  13
  Writing Supplies
  $10-$100
  Pens, brushes and writing supplies with mul-
  tiple functions.
  14
  Camping Equipment
  $500-$5K
  AI controlled complete living structures that
  assemble themselves.  Comfortable, self powered and
  structurally very tough.
  15
  Small Knife
  $500-$1K
  Multi function survival knife with dozens of
  features to aid in survival.  Starts fires, stays sharp, AI
  small data store for outdoor survival and food analysis.
  16
  Hunting Knife
  $1k-$5K
  Like the small knife with a hundred or more
  features for survival.
  17
  Axe
  $5k-$10K
  Like the small knife with a gravity assist for
  chopping, AI, Library, and hundreds of functions.
  18
  Book
  $100-$1K
  Book sized device that stores written and
  video.  Can project.  Price varies on content and data.
  01  Self Help
  04  Romance
  02  Childrens
  05  Magazines
  03  Adventure Fiction
  06  Comic Books
  07  History
  08  Technical
  09  Culture
  10  Reference
  * GM’s choice of Subject, How-To, Cooking, etc.
  19
  Books
  d10
  20
  Small Library
  d100
  21
  Large Library
  d100 x d10
  22
  Backpack
  $200-$500
  Backpack with built in AI for indexing contents.
  Very tough.  Has multiple useful items built in for
  comfort, safety and survival.
  
  Hardwired 071 Hinterland
  23
  Linen
  $5-$20
  Basic linen or Blankets that self clean and are
  self repairing.  May have an AI addition to change color
  or pattern or regulate temperature.
  24
  Towels/Blankets
  $5-$20
  Basic linens that self clean and self repair.  May
  have AI addition to change color or pattern.
  25
  Furniture
  $50-$1K
  Basic AI furniture that is helpful to the owner
  and comfortable.
  26
  Sleeping Bag
  $25-$500
  Self regulating sleeping bag with music, AI and
  survival functions.  Expandable to 10’ x 10’ size
  27
  Bathroom Fixtures
  $500-$1K
  Self cleaning AI bath fixtures.
  28
  Electrical Wiring
  $5-$20
  Wire or fiber optic cable (d10 x100 ft.)
  29
  Soap / Cleaning Supplies
  $20-$200
  Chemical compounds, nano enhanced for
  cleaning.
  30
  Dental Supplies
  $25-$500
  Sophisticated dental brush used to clean and
  repair teeth.  AI system that can do extensive restora-
  tion.
  31
  Comm Equipment
  $500-$1K
  Small communications devices in a wealth of
  forms and sizes.
  32
  Music Player
  $50-$200
  Devices that store and play music.  May be a
  small box or an ear clip.  Music format can be beads,
  disks or chips.  Some storage media can have hun-
  dreds of songs.  The average player has d100 songs
  imbedded in the basic player.
  33
  Music Collection
  $1 per song
  01  Classical
  04  Pop
  02  Rock
  05  Electronic
  03  Rhythm
  06  Opera
  07  Blues
  08  Techno
  09  Punk
  10  Alien
  * GM’s choice of song quantity.
  34
  Imaging Equipment
  $5k-$10K
  Cameras that store images on a removable
  chip, bead, crystal or stick.  Generally a removable
  device can hold 5000 pictures.  Exceedingly rare and
  valuable to educational groups and governments.  The
  average camera is the size of a pack of cigarettes
  though some have been found that fit into an eye as a
  contact lens with AI functions.  Can only be down-
  loaded to a Noram computer or printer.  These devices
  make high-tech cameras look common.
  35
  Space Heater
  $100-$700
  Space heater that can warm a small room.
  With low tech it fuels with wood, fuel or electricity.
  With high tech it is a self powered AI that monitors and
  regulates an area’s comfort zone.
  36
  Preschool Toys
  $10-$10K
  Simple and cute educational toys for beginning
  learners.  May be simple to complex with built in AI to
  serve as teacher and protector.  The most valuable are
  the AI Bears and Cute Animate Animals
  37
  Toys
  $10-$10K
  Any items including games, puzzles, kits and
  more that can be fun and educational.  Some games
  can be very sophisticated with AI, 3-D projection and
  micro mechanical devices.
  38
  Building Supply
  $10-$500
  Panels, fasteners, adhesives, screws and
  bolts.  May be simple to highly complex with a small to
  larger quantity of the material.
  39
  Sports Equipment
  $10-$50K
  Balls, bats and other physical sports equip-
  ment.  Can be simple or have built in AI and geared for
  performance and education.  Rarest are the AI Balls
  that simulate games and have their own gravity gen-
  erators.  A simple baseball will simulate a full game for
  a player with an opposing team.
  40
  Musical Instrument
  $100-$10K
  Simple to complex musical instruments that range into
  complex AI systems that self repair, tune and record.
  Can simulate additional instruments for the user up to
  a symphony orchestra.
  41
   Art
  $100-$50K
  Art objects that range from paintings to sculp-
  ture to animated light shows and more.  Simple to
  highly complex AI’s that interact with the user.
  42
  Large Tool Kit
  $10-$100
  Large unfolding tool box that contains a wealth
  of common tools from drivers to hammers to
  wrenches and saws.  In high tech kits these tools are
  unbreakable, self cleaning and sharpening.   The box
  will serve as a repair AI and even self fabricate needed
  items from a carbon store. (see makers)  However it
  will not duplicate tools and has a set range of parts it
  will fabricate.  Boxes can be specialized as Wood-
  working, Maintenance, Electrical, Robotic etc.
  
  Hardwired 072 Hinterland
  43
  Battery
  $10-$1K
  Small to large batteries for home or industrial
  use.  Range from dead, corroded cells to smart, ever-
  powered AI systems with adjustable voltage.
  44
  Battery Recharger
  $10-$1K
  Battery charger for smaller home devices or
  common batteries.  High tech versions are self pow-
  ered and have an AI system to analyze, repair and
  charge batteries.
  45
  Tire Patch Kit
  $10-$100
  Simple tire patch kit.  May have a powered or
  hand pump included.
  46
  Flares
  $10-$1K
  Light signaling devices that range from burning
  chemicals to AI gravity assist beacons that float and
  throw bright lights.
  47
  Vehicle Parts
  $10-$5K
  Varied and specialized, these common items
  are simple to complex devices for ground or air ve-
  hicles.  While some are incomprehensible, a few like
  Ever Clean Windshield Blades are highly coveted.
  48
  Vehicle
  $1K-$50K
  Stored vehicle that can be salvaged.  May
  range from a bicycle to the mega rare flying car.  The
  high tech versions of these may be self fueling and
  always have a cranky AI Theft Protect System.
  49
  Storage Boxes
  $10-$100
  Wood, plastic or metal crates and barrels of
  any size.  High tech versions are tougher and may
  have locks or the ability to put their contents into time
  stasis.  These are the hot items.
  50
  Robots
  $1K-$100K
  In lower tech conditions these are dummies or
  simple mechanical devices.  Some may have the
  brains of a toaster, vacuum the floor or let the cat out.
  In high tech situations these can be any form of AI
  robotics up to perfect humanoids.  They can be pro-
  grammed to learn as well as become savage war
  machines.  Robots can still be functional but trauma to
  a brain case may create severe mental abnormalities.
  ROBOTIC TYPES
  01
  Household Robot with Specific Function
  02
  Household Servant
  03
  Worker
  04
  Fabricator
  05
  Office Worker
  06
  Medical Worker
  07
  Pilot
  08
  Security
  09
  Helper Companion or Pet
  10
  AI Brain Box for Multiple Robotic Control
  DESIGN
  01-75 Basic Robot
  76-98 Humanoid Caricature
  99-00 Perfect Humanoid
  51
  Cutters
  $10-$5K
  Simple to complex cutters for fabrication or
  demolition.  May be small or large.   The more high
  tech the better it cuts.  May have powered blades or
  micro Plasma cutters built in with higher tech.
  52
  Motors
  $10-$5K
  Powered devices that spin a shaft in various
  sizes.  May be attached to devices and controlled by
  computer or manual operation.  Used for lower tech
  electrical generation or flight when powerful enough.
  53
  Paint Supplies or Paint
  $10-$4K
  Simple paint.  In high tech situations it may paint
  patterns, be very tough, color change or have a built in
  AI for the user to change his environment.  In very high
  tech situations the paint will be a suspension of nanos
  that are perfect for covering walls and highly interac-
  tive.  May regulate environmental temperature, humid-
  ity and have programmable light and music functions.
  54
  Money
  $10-$5K
  From coin to bills, card to implant chip the
  universal item in societies is money.  Coins are valu-
  able depending on metal content.  Gold is wonderful.
  Cards less so unless you want to scrape a windshield.
  Chips are user specific and generally die with their
  owner.
  DC3 CARGO AREA
  
  Hardwired 073 Hinterland
  55
  Shoes / Boots
  $10-$5K
  Sandals to high tech armored combat boots
  with built in AI for comfort and survival.  Very highly
  prized.
  56
  Computer
  $1K-$50K
  Desktop to wearable Jewelry, a computer can
  be a friend or an annoyance.  Some are simply me-
  chanical calculators.  Many are desktop devices that
  keep records and are a hub for communication and
  entertainment.  A few control sophisticated machines
  create networks of computers by physical line or
  wireless communication.  Computers from NORAM
  are mostly AI devices of power and sophistication.
  They work with the user to make his life better or
  frustrate them into a smashing frenzy.
  57
  Safes
  $1K-$50K
  Boxes small to large or rooms that protect their
  contents with strength, alarm, or even deadly force.
  The more sophisticated the tougher the safe can be.
  Safes that have not been emptied can have valuable
  prizes for the finder.
  58
  Alarms / Timers
  $10-$100
  Simple devices for the detection of movement,
  heat, gas, time or any imagined changes in the envi-
  ronment.  May communicate with the user directly or
  just alarm.  Small to large in size and sophistication.
  61
  Files and Papers
  Worthless
  Paper records of reciepts to anything that
  needs a copy for posterity or 90 days.  Records are
  everywhere and generally scattered to the four winds
  in disasters.  Magicaust and NORAM are no exception.
  62
  Movies
  $1-$100
  Tapes, reels, cards, slugs, disks, crystals or
  stranger formats like beta or blue-ray are common.
  These are pure motion picture  entertainment and in
  rare instances educational productions.  Duration of a
  movie  can be minutes to days in length.  They com-
  monly need a player.  The most sophisticated films
  have built in 3-D projectors and AI systems for visual
  quality.  Generally found in clusters and in rare in-
  stances a library.  Less sophisticated may deteorate
  with time.
  63
  Binoculars / Telescopes
  $10-$5K
  Imaging devices, hand held or mounted on
  stands.  May include devices like remote security
  cameras
  64
  Glasses
  $10-$5K
  Personal visual devices, hard machined to a
  specific visual quality.  Sophisticated versions have
  built in adjustment for the user as well as sun screen-
  ing and night vision function.
  65
  Tarps
  $10-$50
  Waterproof cloth or plastic sheets of any size
  or color. High tech versions may be rugged, self
  sealing, self cleaning and color changing.
  66-70 Recreational Drugs
  $10-$50
  May include Beer, Whiskey, Tobacco and other
  substances.
  71-72 WEAPONS
  Simple Slug Thrower to high tech blasters with
  AI.  In many styles and sophistication.  Add d100 +6
  rounds of ammunition for each weapon found.
  01-33 Handgun
  $100-$50K
  34-66 Rifle
  $200-$50K
  67-95 Shotgun
  $200-$50K
  96-98 Assault Rifle
  $1K-$50K
  99
  Grenade (d4)
  $10-$50
  00
  Gun Collection (with d10 weapons)
  73
  Weapon Cleaning Kit
  $10-$50
  Kit for cleaning weapons.
  74
  Radiation Counter
  $100-$500
  Hand held or clip on device.
  75
  LIQUID FINDS
        $100-$500
  01   Gasoline
  06   Solvent
  02   Motor Oil
  07   Paint
  03   Transmission Fluid
  08   Soap
  04   Kerosene
  09   Syrup
  05   Burnable/Food Oil
  10   Food Puree
  FOUND IN
  01-50 Quarts (d6)
  51-75 Gallons (d4)
  76-98 Gallons d4+4
  99-00 55 Gallon Drum
  76
  Portable Generator
  $1K-$50K
  Portable Electrical Generator fueled by Fuel,
  Nuclear or Solar.
  77
  Garden Supplies
  $10-$5K
  Garden supplies and fertilizer.  May be plant
  specific or nano enhanced for full gardening.
  78
  Rope
  $10-$5K
  Rope or synthetic line.  May be very strong and
  self repairing.
  79
  Wax or Candles
  $1-$10
  Common Candles.  May be wax or composite
  to enhance long time burn.
  
  Hardwired 074 Hinterland
  Finds in Magicaust
  The big difference between finds in Noram and
  Magicaust is Tech.   A toothbrush in Noram can have
  dozens of built in AI (Artificial Intelligence) functions while
  a Magicaust toothbrush is simply a toothbrush with a
  chance of magical contamination.
  Roll on the same d100 Finds table for Either Environ.  If
  Salvaging in Magicaust do an additional check to see if
  the object is contaminated by magic.
  CONTAMINATION
  01-75 No Contamination
  76-90 Contaminated
  91-95 Critically Contaminated
  96-00  Artifact Class Contamination
  CONTAMINATION NATURE
  01-50 Bad
  51-95 Good
  96-00 Neutral but has a Lot of Personality.
  EXAMPLE
  An example could be a Noram Coffee Cup.   As a
  Noram Object it can hold liquid and adjust temperature
  for the user.  It can draw moisture out of the air to pro-
  vide a drink any time it is needed.   With a little common
  carbon added the cup can create a dozen different fla-
  vors in the drank from coffee to chicken soup.   The cup
  is resistant to fracture and is self cleaning.  In some
  cases it might have a built in AI to assist the user.  It may
  be able to alter its shape, color or have a range of deco-
  rative patterns.
  Non Contaminated
  A Magicaust cup is a simple ceramic cup.  It holds
  what you pour in it and has no additional functionality.   It
  will break if dropped on a hard surface.
  Contaminated
  A magic contaminated cup may do a num-
  ber of things like the high tech cup including being re-
  sponsive to the users requests.  Good magic makes it a
  handy tool like the Noram Cup.    Bad magic may give it
  a number of nasty functions that are at best dangerous
  for the user, Such can be draining life force, or blood,
  poisoning the drink or creating corrosives.  Under the
  worst conditions it could attempt to kill the user.    These
  items can be very hard to destroy without more powerful
  magics.  It rare cases even more powerful magical con-
  tamination of the Artifact Class can give the object lim-
  ited intelligence and the ability to morph its structure into
  monstrous surprises.  Consider all contaminated objects
  a magical land mine with a spiteful personality.
  80
  Rugs
  $10-$200
  Tapestries and expensive rugs.
  81-83 Currency, Crystals, Gold
  $1K-50K
  Anything precious and valuable.
  84
  Fireplace Accessories
  $10-$200
  Home Decor and carved wood as well as iron
  parts and occasionally stonework.
  85
  Fishing Equipment
  $10-$50
  Fishing supplies to small boats.
  86
  Fabric (d10 yards)
  $1-$100
  Bulk Fabric or any value or quality.
  87
  Bicycle or Bike Parts
  $10-$200
  Bulk Bicycle parts.
  88-90  Beverages
  $1-$200
  Beer barrels to Fine Wine and Whiskey.
  90-92 Pet Food
  $1-$20
  Bulk Pet Food and Animal Feed.
  93-94 Spice
  $1-$20
  Bulk Spices in bale or cannister.
  95-98 Canned Food
  $1-$20
  Canned food from Spam to vegetables.  Cans
  can be self chilling or heating in high tech situations
  and never allow food spoilage.  Any lower tech canned
  or bottled food of unknown age and origin is a toss up
  between intestinal terror and food poisoning.
  99-00 Survival / Military Ration Packs
  $2-$20
  Boxed or in small bars, the Ready to Eat Meal
  is a prize worth having.  Good for survival and replac-
  ing Airline Food.   Higher tech versions never expire,
  taste better and digest easier.  May have AI additions to
  improve health.  Lower tech editions taste like hell but
  you can live on them.
  SUPER
  MRE
  TUNA
  TUNA
  TUNA
  TUNA
  CRAP
  
  PERSONALITIES
  The Hinterland is filled with those odd charac-
  ters who make life an adventure.  These Larger than Life
  personalities are common across the Environs and
  bound to run into your characters sooner or later.   They
  can help, they cause trouble, they have their own agen-
  das.
  Legendary folks always have Enemies and Fol-
  lowers. This can be good and Bad. When kids are look-
  ing up to you and nosey reporters and novelists want to
  talk to you it’s hard to have a quiet night.
  At these higher levels of reputation they also ac-
  cumulate enemies and people who want to be them.
  Their stories grow.
  MONKEYS
  Monkeys are Great companions for flyers. They
  are dirty, ill tempered and cause trouble in the simplist
  of situations much like a co-pilot.
   A monkey will invariably start a brawl in a bar or
  annoy a prospect in business. On the bad side, they can
  damage equipment and flip the wrong switch. Monkeys
  are best locked in cages where they will always pick the
  lock.
  On the other hand the intelligent Monkey is
  charming, smart and can make a great accountant. They
  are outstanding additions to any crew. Some Monkeys
  have graduated from Akron Poly Tech and are excellent
  Mechanical Engineers.
  While playing dumb they will pick up useful data
  and are excellent spies. They can be great thieves when
  the necessity strikes. Unfortunately the average Mon-
  key has absolutely no use for a non intelligent Monkey
  and will often be found with a smoking gun near the
  monkey’s body.
  RUSTY
  The extrodinary mechanic has a vast knowledge
  and nearly supernatural expertise with aircraft engines.
  With a cock of her head she can listen to an engine and
  diagnose problems.   Engines she works on have a very
  long life.
  SKY CHIEF
  The only Lakota Indian in the Hinterland.  A large
  quiet man with a sense of justice and dignity.  He is a
  protector of the innocent and a two fisted powerhouse
  when annoyed.   His red fighter ‘Pony’ is a legend as
  well as his air combat skills.
  KING POLUTA’U OF ETA WONGA
  King of the Eta Wonga Environ and a very sharp
  but fair ruler.   He also dabbles in smuggling and setting
  up Cargo Cults on some of the outlying islands.    Best
  described as a character, he can be a friend of a dan-
  gerous enemy.   He has been known to attempt to trade
  off one of his 40 wives at odd instances when he wants
  something.
  Strength:
  Low
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  Average
  Dexterity:
  High
  Body:
  Low
  Agility:
  Average
  Firearms:
  Low
  Charisma:
  Average
  Magic:
  No
  Reputation
  n/a
  PSI
  No
  Strength:
  High
  Intelligence:
  High
  Constitution: High
  Wisdom:
  High
  Dexterity:
  Average
  Body:
  Average
  Agility:
  Average
  Firearms:
  Average
  Charisma:
  Low
  Magic:
  Little
  Reputation
  Very High PSI
  No
  Strength:
  High
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  Except
  Dexterity:
  Average
  Body:
  High
  Agility:
  High
  Firearms:
  High
  Charisma:
  High
  Magic:
  Yes
  Reputation
  Very High PSI
  No
  Strength:
  Average
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  Average
  Dexterity:
  High
  Body:
  Average
  Agility:
  High
  Firearms:
  Low
  Charisma:
  High
  Magic:
  Low
  Reputation
  High
  PSI
  No
  Hardwired 075 Hinterland
  Monkeys make a
  great addition to
  any Flight Crew.
               So do Cats.
                  Right...
  
  LESTER & LEWIS SALVAGE
  Lester & Lewis Smith are known in every Envi-
  ron as those twin brothers  in that junk truck.   Called
  Betsy, their 48 Ford Pickup is covered with dings, rust,
  and primer paint.   Friendly and caring, they will go out
  of their way to help the Newcomers to the Hinterland.
  The two run a salvage, transport, and towing
  business. They seem to have the inherent ability to turn
  left and Low Port, as they see fit or as the situation
  demands. Some rumor they have a Tropical Environ with
  warehouses filled with the Junk of the Universe. Others
  suspect One is a Tech Wizard and the other a Tech PSI.
  THE SALESMAN
  Joe Wynorski is a travelling salesman. He still
  sells brushes and Vacuums and has been selling since
  he vanished from Waco Texas in 1944.  A walking wealth
  of information, he’s been across the Hinterland and be-
  yond.  Where the material comes from is a bit of a mys-
  tery but purchases always show up in the Hinterland mail.
  Joe loves coffee and fresh apple pie.   He will
  talk about people, place, and things he has seen from
  the Orwell Farm to a Green Brick Road.
  ALBATROSS AIR CARGO
  The Albatross Air Cargo company is a Hinterworld
  phenomenal of success and near efficiency except on
  Mondays.
  With their fleet of salvaged aircraft, they ply the
  skies of the Hinterworld to move passengers and cargo.
  While effective, they do have their problems and have
  set up a few supply stations and fuel dumps on the wrong
  Environs.
  Strictly company, they hate independent flyers
  and air transport. For this reason they generate more
  bar fights-per capita than any other group.
  INDEPENDENT FLYERS
  With a few bucks and a lot of work, these aces
  fly cargo and passengers where only the brave dare go.
  Universally respected, they are the true backbone of the
  Hardwired Hinterland culture and the grease that keeps
  the gears of this new society running.
  Many aspire to be pilots and a few actually make
  it through flight school and get their Iron Wings to start.
  A smaller number establish themselves carrying cargo
  and create companies with a good reputation.
  A good number are also lost in the Hinterland ev-
  ery year.
  Statistics Translation for Listed Characters
  You can easuly translate these characters into your favorite RPG system.  We have listed them
  in a basic method that can be averaged into D20, Gurps, Palladium or other systems.
  Awful
  About as Low as you can go.
  Low
  Low but Usable
  Average
  Average
  High
  Above Average
  Very High
  High Above Average
  Exceptional Way Above Average, Legendary
  Firearms:
  General Skills with Firearms
  Reputation
  Reputation of this Personality
  Magic
  General Level of Magic
  Psi
  General Level of PSI
  OTHER STATISTICS
  Generate as per your RPG System
  Strength:
  High
  Intelligence:
  High
  Constitution: High
  Wisdom:
  High
  Dexterity:
  Average
  Body:
  Average
  Agility:
  Average
  Firearms:
  Average
  Charisma:
  Low
  Magic:
  Yes
  Reputation
  Exception PSI
  Yes
  Strength:
  High
  Intelligence:
  High
  Constitution: High
  Wisdom:
  High
  Dexterity:
  Average
  Body:
  Average
  Agility:
  Average
  Firearms:
  Average
  Charisma:
  Low
  Magic:
  Yes
  Reputation
  Exception PSI
  Yes
  Hardwired 076 Hinterland
  
  AIR-SEA RESCUE
  The brave boys (and Girls) of the Air Sea Res-
  cue search the Environs for dropins and fools who have
  tried boating.
  With split second timing they can land at sea and
  grab a victim from the jaws of the Carna Whales.
  Many contend that the service is a drain on
  progress and anybody stupid enough to travel the ocean
  deserves their fate. Others suspect they are a little de-
  ranged.
  Based at multiple stations across New Akron, New Pitts-
  burgh and Almost Canada they operate a fleet of rotary
  wing aircraft.   They have Autogyros and a few helicop-
  ters.
  PERDITION LEVY
  There are legends of a single ship on the seas
  between the Hinterlands.
  Perdition Levy is an exceptionally rare Legend
  that sails between Environs with Immunity. He will not
  talk about why he is tolerated by the Carna Whales.
  Sometimes he will send his crew ashore for sup-
  plies and trade goods. It is rumored he knows more about
  the Environs than any man alive.
  WIZARDS
  Some individuals are indeed Wizards. These are
  the  skilled adepts of heavy magics. Mostly they don’t
  announce this fact unless they need something or help
  from the locals.   The cloak, robe and staff have given
  way to the Pen, the Suit and the Top Hat for many that
  have become entertainers rather then fight monsters or
  provide social services.
  The greatist magicians are the ones you never
  see unless they want you to.
  Strength:
  High
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  Average
  Dexterity:
  High
  Body:
  High
  Agility:
  Average
  Firearms:
  High
  Charisma:
  Average
  Magic:
  No
  Reputation
  High
  PSI
  Yes
  The Dragons of the Hinterland
  Dragons are either marvelously intelligent or
  amazingly stupid. The stupid ones are a bane of pilots
  and a menace to Navigation. The smart ones are usu-
  ally having a drink in a better bar, tea in a posh bistro, or
  dinner somewhere expensive.
  Intelligent Dragons have the ability to Morph into
  humans. Dragons often teach their young about life as
  humans. That over enthused kid hanging around your
  cargo plane may be a lot more than he or she seems.
  Having a young dragon around is a lot of luck if you treat
  him or her well, or maybe it’s just a kid.
  BLACK JACK DEL RIO
  As pirates go this
  rogue is known over the
  Hinterland.   He is a hi-
  jacker and expert with
  ransom.  What sets him
  apart is his code of honor
  and the fact nobody can
  pin anything on him le-
  gally.
  His crews are
  fiercly loyal and outstand-
  ing flyers.  They will liter-
  ally do anything to protect their leader from harm.
  Jack is a charmer when he visits restaraunts and
  bars in New Brazil and oftens spends lavishly.  There is
  a bounty on his head in New Akron and New Pennsylva-
  nia though HINTERPOL has not classified him as one of
  their Top 10 WANTED yet.
  Strength:
  Average
  Intelligence:
  High
  Constitution: Average
  Wisdom:
  High
  Dexterity:
  Average
  Body:
  High
  Agility:
  Average
  Firearms:
  High
  Charisma:
  High
  Magic:
  No
  Reputation
  Except
  PSI
  No
  Hardwired 077 Hinterland
  
  SKY PIRATES
  Born to lead a life of danger and crime, the sky
  pirates are in a class by themselves.
  Operating from wilderness Environs, they main-
  tain small cities and airbases.
  Larger cargo flyers are their usual targets when
  they have information of valuable cargo or securities
  being transferred.
  They are prone to attacking slower moving air-
  craft by damaging and forcing them down or direct board-
  ing.
  TACTICS
  Pirates are a strange lot that employ any meth-
  odology to make money.  Personalities range from Ma-
  niacs with a mixed crew of barely competent flyers to
  Gentlemen Pirates.   Many are smart. Many don’t have
  the brains to add milk to cereal. However they will all be
  loyal to a charismatic leader  and blunder through their
  profession while embarrassing other pirates.
  Usually you know you are in trouble when your
  lumbering cargo master is surrounded by small fast air-
  craft with skulls painted on the wings and tail.   They will
  motion for a landing or lead you to a landing strip or a
  Helium Flying Field.
  Prisoners are dropped  onto a shore or just killed
  outright if the pirate has no class.   In rare occasions
  pilots are returned to their empty aircraft and released.
  PIRATE QUAITY
  01-10 REAL SCUM
  They will murder Air Crews and Captives
  11-75 AVERAGE
  76-85 ABOVE AVERAGE
  Will listen to captives.
  86-95 VERY REASONABLE
  Honor their Word.
  96-00 GENTLEMAN
  Honor their Word. Treat captives as guests.
  BLACK MARKET
  If there is profit to be made on illicit items, then
  there is always a Black Market to move them. The Black
  market operates in the seedier places in towns and in bars
  where you wouldn’t take your significant other.
  These dens of corruption are hot places for Gam-
  bling and a few good deals. Stolen MDD’s are sold here as
  well as drugs and high technology.
  The police and HRS frown on Black Market op-
  erations. The profits and the bribes can be very high for
  seller and smuggler.
  COMPANY STAFF
  When you are in business you will always need
  a secretary. These men, Women and Animals are the
  backbone of keeping your business above the red line.
  PRIVATE EYES
  Somewhere between criminals and Law Enforce-
  ment are the shadows known as Private Eyes.
  Investigators too honest for the crooks and too
  sleazy for government, they are a world onto themselves.
  They range from expensive to inexpensive and hungry
  for the next rent money.   All are armed and knowledgable
  about their cities and beyond. Mostly they have good
  hearts if they can stay focused. Never pay them up front
  or you will have to pull them out of gutters after happy
  hour.
  Hardwired 078 Hinterland
  AIR-SEA RESCUE
  
  THE RED BARON
  This German fighter pilot is one of the most rec-
  ognized characters in the Hinterland.   Few know a lot
  about this dashing figure.  Dressed in Black and wear-
  ing an Iron Cross, a few have had the pleasure of meet-
  ing him.
  The Baron is dreaded by Pirates.   Criminals have
  bailed out of their planes rather than tangle with this ace
  of aces.
  AMELIA
  About 70 years ago Amelia landed in Akron.  She
  was instrumental in setting up the Key Environs and the
  Great Conference.   Refusing to have an airport named
  after her, she did open a bar and ran it 2 decades until
  she again flew into the Hinterland and vanished.
  COLONEL BLACKTHORN
  Large British Colonel who has half a grudge
  against the Red Baron.   He is pompus and fascinating,
  especially at bars.  He may well be another legendary
  ace but nobody really knows that.
  THE FLYING AMISH
  A group of Amish dropins that maintain a pair of
  DC-3’s and use them to transport Amish Farms to other
  Environs.   The Amish way has been appealing to the
  young and many who have problems adapting to the Hin-
  terland.
  Every quarter three families and their supplies
  are transported to another Environ to form a colony.
  The aircraft are painted black and have a large
  white A on the Tail.   They only begrudgingly use a radio
  and hire their mechanics from the English.   If you re-
  spect their lifestyle they will treat you well and trade food
  for basic goods.
  JANDAS FLYING CIRCUS
  Literally a Flying Circus with a small fleet of air-
  craft that transport performers to different environs.
  THE IMPERIAL RUS AIR FORCE
  Several fighter pilots from Earth’s first and sec-
  ond world wars have found a home on the outskirts of
  Little Kiev.   They have formed the Imperial Russian Air
  Force.   Their mission is to protect Little Kiev from raid-
  ers and Pirates.
  SNEEKY PETE
  Just a grizzled old man who loves a free drink in
  a bar.   If you recognize him and buy him several drinks
  he will tell you a lot about what is happening.  Just don’t
  feed him too many drinks or he lapses into Ancient Latin.
  Pete has an agenda to get wealthy and open his
  own bar.
  HONEST AMIT’S OUTFITTERS
  Originally from Calcutta, India comes Amit Patel
  and his traders.   He is a consummate scrounger and
  seller of anything you possibly need for survival in the
  wilds.   From rope to backpacks, Dried food to Guides,
  he will help you organize your trip for a price.
  MEMA CHANG
  Head of the Chinese Flying Tigers.   All 6 of them
  are a social club that operate an Air Wing to protect
  China Town in Windsor, Almost Canada.  Not that they
  are needed, they are very visible and put on a good show.
  GRANDMA GRAFF
  Queen of the Airships.   This pirate has been op-
  erating in the Hinterland for decades.   With a crew of
  100 and parasite fighters, her Zepplin ‘Baby’ is a might
  to be reckoned with.   It is rumored she has a Stealth
  device that hides her Zepplin.
  Strength:
  Average
  Intelligence:
  Average
  Constitution: Average
  Wisdom:
  Average
  Dexterity:
  Average
  Body:
  Average
  Agility:
  Average
  Firearms:
  Average
  Charisma:
  Average
  Magic:
  No
  Reputation
  High
  PSI
  No
  Strength:
  Low
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  High
  Dexterity:
  High
  Body:
  Low
  Agility:
  Average
  Firearms:
  Average
  Charisma:
  Average
  Magic:
  No
  Reputation
  Very High PSI
  No
  Hardwired 079 Hinterland
  
  WHAZATS
  Odd creatures that defy description with their
  ability to fly and the damage they do to aircraft.  No two
  are quite alike.   They are believed to originate in some
  hellish Biological Processing Center in NORAM.
  Many drift on the winds until they find cities.   Many
  Whazats have a taste for smoking chimneys and stuff
  themselves head down in the opening.   They range from
  the size of turkeys to the size of cows.   On rare occa-
  sion a Whazat may build a nest of garbage and lay eggs
  that hatch into Ugs.   They are also eaters of fresh meat
  and have claws, tentacles and beaks as well as barbs,
  stingers and razor sharp flight feathers and occasion-
  ally a fork.
  UGS
  A stinking 4 foot centipede like creature that feeds
  on nearly anything it can find.   Their bite can inject alco-
  hol.  Six bites will probably knock a normal individual out.
  They are fast and viscious fighters.
  GYPSY ARMADA
  A large group of entertainers in colorful planes.
  Known as the Gypsy Armada, they land and do street
  performances of magic and fortune reading.   Behind
  the scenes the other half of the Armada is stealing any-
  thing they can cram into their aircraft.  The average
  Gypsy is fast talking and tough as nails.   They never
  fight alone.
  They are organized by family and King.   There is
  a large Gypsy encampment at the edge of Ourkansas
  that does not worry the locals.   It should.
  TRANSPLANTS
  Transplants are a large group of individuals that
  have been transferred to the Hinterland.   These events
  work the same as a drop in.   A large flash of light and
  then 100 individuals or more find they are in the Hinter-
  land.   Unusually these events are rare and centered
  around more primitive populations of humans.  A group
  of Eskimos in Almost Canada has been traced to a vil-
  lage vanishing in 1920 and several native groups on Eta
  Wonga claim to be from Java in 1876.
  ODD BALLS,
  MAD BALLS & SCREW BALLS
  More wreckage from a technological place, these
  hovering balls of silver metal have a single eye in the
  center and a single mechanical arm.
  The average OddBall is a helpful device that at-
  taches itself to an individual and stays with them. Clean-
  ing, repairing, and generally a protective, if helpful hand
  is their mission.  These alien devices do not communi-
  cate but they understand orders. No oddball has ever
  harmed a living thing in memory. One will sacrifice itself
  to protect its owner. Destruction of one of these devices
  explosively scatters components, crystal, and oil in ev-
  ery direction.
  3
  MADBALLS
  Madballs are much like Odd Balls with an atti-
  tude problem. The Mad Ball is entirely hostile and will
  use weapons to attack any unlucky enough to encoun-
  ter one.
  SCREWBALLS
  Screwballs are defective Oddballs who seem to
  have a mission or are trying to build something without
  the tools and parts that are needed. It has been rumored
  the thousand foot signal tower east of Noonan Field,
  New Akron, started as an Oddball Construct and was
  topped by a case of beer and a brass seagull.
  Only a lucky lightning strike destroyed the builder
  and allowed conversion to a powerful beacon for land-
  ing aircraft.
  \WABBITS
  Wabbits are a universal nuisance on par with
  Ducks in that they are found everywhere.
  Weighing in at around 20 pounds the Wabbit is
  rangy, smart and prone making Raccoons look bad in
  their skills when they raid the garbage.
  Some say a Wabbit can be a great companion
  like a dog.  Dogs disagree adamantly and would like to
  eliminate them with a passion if they weren’t fast and
  smart.
  A Wabbit Warren is filled with stolen goods
  and household items.   They are also prone to raiding
  the fridge but they have problems with can openers.  Beer
  is a good way to lure a Wabbit out or knock him or her
  senseless after a six pack.
  Killling a Wabbit is not murder if it is a fair fight as
  they will go armed with a knife or straight razor.   Wabbits
  only talk when they want to and generally they have the
  manners of a trucker.
  Hardwired 080 Hinterland
  
  ANIMALS
  It was discovered that many Animals, especially
  those in the Hinterland a long time have gained near
  Human Intelligence. Many of these are able to talk.
  The covenant of Akron states the killing of an
  intelligent ANIMAL is paramount to killing a Human.
  While some animals are not intelligent, and pro-
  cessed for food, it is generally assumed a year is a good
  indicator of finding the spark of intelligence. Almost all
  of  the intelligent Animals will talk except cats. CATS
  talk when they want to.  No matter the size, CATS have
  their own agenda. No CAT is more then five meals from
  changing their alliance to a person who feeds them. They
  can also be loyal as DOGS but will never admit it it.
  Intelligent Animals do not breed intelligent ani-
  mals in any different numbers.
  HELPERS
  Some Animals have taken classes and gone to
  work in many aspects of society.   Seeking acceptance
  and work, Monkeys and the ever so rare Great Ape are
  exceptional.  Great Apes are thinkers.  Monkeys are tech-
  nicians and support personnel.
  CHANCES FOR INTELLIGENCE
  These are the rough chances that animals will
  be found to be intelligent.
  Cats
  98%
  Dogs
  75%
  Horses
  50%
  Crows
  10%
  Raptors
  20%
  Parrots
  70%
  Pigeons
  10%
  Cows
  20%
  Pigs, Barnyard
  25%
  Pigs Wild
  02%
  Sheep & Goats
  30%
  Ducks
  30%
  Chickens
  10%
  Rats
  10%
  Rabbits
  10%
  Mice
  07%
  Monkeys
  70%
  Great Apes
  95%
  Elephants
  90%
  Bears
  20%
  Racoons
  50%
  Skunks
  05%
  Woodchucks
  03%
  Beavers
  05%
  Carna Whales
  95%
  Squids
  10%
  Dragons
  95%
  Unicorns
  60%
  Large Snakes
  07%
  Gators / Crocks
  03%
  Dinosaurs
  03%
  Problems with Intelligence
  Intelligence can lead to a number of problems with
  new arrivals as well as racism and non-human agendas.
  Animals have the same general personalities as hu-
  mans that range from Good to Just Evil. One positive
  aspect is nearly all of these species, mostly, have a liking
  for mankind and are comfortable to partner or live in his
  proximity.
  A Short lesson in Hinterland English.
  Animals without intelligence are refered to in lower
  case. Intelligence in upper Case. So the sentance :The
  bear is in the trash. means you have a predatory if not
  dangerous animal in the yard destroying your trash cans,
  The BEAR is in the the trash. Means you have a hungry
  freeloader looking for a handout. It can reason with you
  and maybe bring in a load of firewood for a couple of
  sanwiches and a cup of coffee.
  Hardwired 081 Hinterland
  
  Hardwired 082 Hinterland
  Hinterland
  Aeronautica
  New Experiments in Flight
  34
  More Pictures of the Air Beagle
  43
  Air Pirate Tactics
  57
  Almost Flying
  the Wheel    21
  The Magazine of What’s in the Skies
  25c
  
  REGULAR SKILLS EXAMPLES
  The following is a list of possible skills, if your Game
  System uses skills.  The general level of technology where you
  find them.   Pick the ones you want or create your own.  Try to
  be, at least, a little specific with your skill.  Bolded Skills are
  good for Hinterland adventures.
  S
  Space Age Society
  1950
  Beyond
  H
  High Industrial Society
  1791
  to  1950
  M
  Medium Tech Society
  1400
  to  1790
  L
  Low Tech Classical Society
  2550BC to  1399
  F
  Fantasy/Magic Based Society
  ENVIRONMENTAL SURVIVAL
  Forest Survival
  Jungle Survival
  Arctic Survival
  Desert Survival
  Jungle Survival
  Wetland Survival
  Urban Survival
  Rural Survival
  GENERAL SKILLS
  This is a general list for character creation.  Your
  RPG System should provide basics for use and develop-
  ment.  You are urged to create more and varied skills.
  A
  Abnormal Psychology
  SH
  Accounting
  SHMLF
  Administration
  SHMLF
  Air Sea Navigation
  SHMLF
  Aerodynamics
  SH
  Agriculture
  SHMLF
  Alchemist
  MLF
  Aircraft Technology
  SH
  Apothecary
  MLF
  Archaeology
  SHM
  Anthropology
  SH
  Animal Husbandry
  SHMLF
  Animal Training
  SHMLF
  Aquatic Vehicles Technology
  SHML
  Aquatics (Diving)
  SH
  Archery Technology
  SHM
  Archery
  SHMLF
  Architecture
  SHMLF
  Armor Maker
  HMLF
  Assassination
  SHMLF
  Art
  SHMLF
  Artificer
  LF
  Astronomy
  SHM
  Astrology
  HMLF
  Astrophysics
  SH
  Atmospherics (Weather)
  SHMF
  Atomic Science
  SH
  B
  Bailiff
  SHMF
  Bag Person
  SH
  Baking
  SHMLF
  Banking
  SHMF
  Balloon Making
  SHM
  Balloon Technology
  SHM
  Barbering
  SHMLF
  Bargeman
  HMLF
  Bartender
  SHMLF
  Basket Maker
  HMLF
  Bear Tamer
  HMLF
  Beggar
  MLF
  Biology
  SH
  Blacksmithing
  SHMLF
  Blade Fighting
  SHMLF
  Blade Technology
  SHM
  Boating, Small
  SHMLF
  Boating, Large
  SHMLF
  Boating, Commercial
  SHMLF
  Book Binding
  HMLF
  Botany
  SHMF
  Bounty Hunting
  SHMLF
  Box Making
  HMLF
  Brewing
  SHMLF
  Brick Maker
  HMLF
  Brick Layer
  SHMLF
  Brokering
  SHMF
  Brush Cutter
  MLF
  Business Law
  SMF
  Butcher
  SHMLF
  C
  Calligraphy
  SHMLF
  Carousing
  SHMLF
  Carpentry
  SHMLF
  Carter
  SHMLF
  Ceramics
  SHMLF
  Charcoal Burner
  MLF
  Chair Bearer
  LF
  Chef
  SHMLF
  Cheese Maker
  SHMLF
  Chemistry, General
  SHM
  Chemistry, Analytical
  SH
  Chemistry, Organic
  SH
  Chemistry, Inorganic
  SH
  Chimney Sweep
  SHMF
  Child Care
  SHMLF
  Civil Engineering
  SHMF
  Civil Law
  SHMF
  Clergy
  SHMLF
  Clerk
  SHMF
  Clock Maker
  SHMF
  Hardwired 083 Hinterland
  
  Clothier
  SHMF
  Cobbler
  HMLF
  Commando Training
  SHM
  Communications Technology
  SH
  Computer Operation
  SH
  Computer  Programming
  SH
  Computer Technology
  SH
  Confectioner
  SHMF
  Cooper
  HMLF
  Coppersmith
  MLF
  Corporate Management
  SH
  Corporate Structure
  SH
  Cosmetology
  SHMF
  Courtesan
  SHMLF
  Crier
  MLF
  Criminal Investigation
  SHMF
  Criminal Law
  SHMF
  Criminal Psychology
  SHM
  Criminal Science
  SHM
  Cryptology
  SHM
  Crude Weapons
  HMLF
  Cuisine
  SHMLF
  D
  Dancing
  SHMLF
  Demolition
  SHM
  Demon Hunter
  LF
  Diplomacy
  SHMLF
  Dock Worker
  SHMLF
  Dog Trainer
  SHMLF
  Dog Psychology
  SH
  Draper
  HMF
  Drover
  MLF
  Duck Plucker
  MLF
  Drama
  SHMLF
  Dyer
  MLF
  E
  Ecology
  SH
  Education (Teaching)
  SHMLF
  Electronic Diagnosis
  SH
  Electronic Technology
  SH
  Electronics, Micro
  SHMLF
  Embalmer
  SHMF
  Emblazoner
  MLF
  Emergency  Medical Care
  SHMF
  Entertainment
  SHMLF
  Engineer
  SHMF
  Engineer Mechanical
  SHMF
  Engineer, Civil
  SHMLF
  Environmental Engineering
  SHM
  Escort
  SHMLF
  Excavator
  SHMLF
  Executioner
  LF
  Exterminator
  SHMLF
  F
  Fabrication, Metal
  SHMLF
  Fabrication, Wood
  SHMLF
  Fabrication, Plastic
  SH
  Falconer
  LF
  Farming
  SHMLF
  Fashion Design
  SHMF
  Fast Talk
  SHMLF
  Fencing
  SHMF
  Finance
  SHM
  Fire Fighter
  SHMLF
  Fisher
  HMLF
  Fish Monger
  LF
  Fletcher
  LF
  Food Processing
  SHMLF
  Food Taster
  LF
  Fortune Teller
  SHMLF
  Fowler
  HMLF
  Freighter
  HMLF
  Furrier
  HMLF
  Fusion Technology
  S
  Fluidic Systems
  SHM
  G
  Gambling
  SHMLF
  Gate Keeper
  MLF
  Geography
  SHMF
  Geology
  SHM
  Glass Blower
  SHMLF
  Glider Technology
  SHM
  Goldsmith
  SHMLF
  Grave Digger
  HMLF
  Grenade Weapons
  SHM
  Grocer
  SHMLF
  Grover
  HMLF
  Guerrilla Tactics
  SHMLF
  Guide
  SHMLF
  Gymnastics
  SHMLF
  Gypsy
  SHMLF
  H
  Hand-To-Hand Combat
  SHMLF
  Hand Weapons, Projectile
  SHMLF
  Hand Weapons, Other
  SHMLF
  Harness Maker
  MLF
  Hatter
  HMLF
  Health Care
  SHM
  Heavy Equipment Operation
  SHM
  Herbalist
  HMLF
  Herdsman
  MLF
  History
  SHMLF
  Horsemanship
  SHMLF
  Hardwired 084 Hinterland
  
  Hunting
  SHMLF
  I
  Idiot
  MLF
  Improvised Weapons
  SHMLF
  Inn Keeper
  HMLF
  Interrogation
  SHMLF
  Inventor
  SHMLF
  Iron Monger
  MLF
  J
  Jeweler
  SHMLF
  Journalism
  SHM
  Junk Collecting
  SHM
  K
  Key Master
  MLF
  Kennel Keep
  HMLF
  Knitting
  SHMLF
  L
  Laborer
  SHMLF
  Lamp Lighter
  MLF
  Language, Additional
  SHMLF
  Lapidary
  SHMLF
  Laser Technology
  SH
  Laser Weapons
  S
  Launderer
  HMLF
  Law Enforcement
  SHMF
  Leech (MD)
  MLF
  Linguistics
  SHM
  Lifesaving
  SHMF
  Liveryman
  MLF
  Locksmith
  SHMLF
  M
  Man at Arms
  LF
  Marketing
  SH
  Martial Arts
  SHMLF
  Mason
  HMLF
  Mathematics, General
  SHMF
  Mathematics, Higher
  SHM
  MDD Repair (Mass Dampening Device)
  SH
  MDD Tuning (Mass Dampening Device)
  SH
  Mechanical Diagnosis
  SHM
  Mercenary
  SHMLF
  Merchant
  SHMLF
  Metallurgy
  SHM
  Microwave Technology
  SH
  Midwife
  HMF
  Miller
  MLF
  Milner
  MLF
  Mining
  SHMLF
  Minstrel
  MLF
  Money Changer
  LF
  Money Lender
  SHMLF
  Mortician
  SHMF
  Monk
  SHMLF
  Mountain Climbing
  SHMLF
  Music Technology
  SHMF
  Music Performance
  SHMLF
  N
  Navigation
  SHMLF
  Net Making
  MLF
  Ninja Technology
  HMLF
  Nobility
  SHMLF
  Nuclear Physics
  SH
  Nuclear Weapons Technology
  SH
  Nursing
  SHMF
  O
  Oceanography
  SH
  Optics, Fiber
  S
  Optics, Lens
  SMHF
  P
  Painter
  SHMF
  Perfumer
  SHMF
  Philosophy
  SHMF
  Physician
  SHMF
  Photography
  SH
  Physical Surveillance
  SHM
  Physics
  SHM
  Pigeon Keeper
  MLF
  Pilot, Light Motor Vehicle
  SH
  Pilot, Heavy Motor Vehicle
  SH
  Pilot, Heavy Military Vehicle
  SH
  Pilot, Ultralight Aircraft
  S
  Pilot, Fixed Wing
  SH
  Pilot, Commercial
  SH
  Pilot, Rotary Wing
  S
  Pilot, Fighter
  SH
  Pitch Maker
              LF
  Playwright
  SHMF
  Poet
  SHMF
  Poison Maker
  MLF
  Police Science
  SH
  Police Procedure
  SHM
  Political Science
  SHM
  Porter
  HMLF
  Potter
  HMLF
  Printer
  SHM
  Projectile Tech (Gunsmith)
  SHM
  Public Speaking
  SHMF
  Psychology
  SHM
  Hardwired 085 Hinterland
  
  Q
  Quarter Staff Combat
  LF
  R
  Rag Collector
  HMLF
  Rat Catcher
  MLF
  Religion
  SHMLF
  Retail Science
  SHM
  Robotics
  S
  Rocket Science
  SH
  Roofer
  HMLF
  Rope Maker
  MLF
  Rug Beater
  MLF
  Rug Maker
  HMLF
  S
  Saddler
  HMLF
  Sailor
  SHMLF
  Sail Maker
  HMLF
  Sanitation Engineering
  SHMLF
  Sawyer
  HMLF
  Scholar
  SHMLF
  Scientist
  SHMF
  Scrivener
  HMLF
  Seamstress
  SHMLF
  Security
  SHMLF
  Sewer Worker
  SHMLF
  Shepard
  MLF
  Shipwright
  SHMLF
  Siege Weaponeer
  LF
  Sign Painter
  SHMLF
  Silversmith
  SHMLF
  Singer
  SHMLF
  Skiing
  SHMF
  Slave
  MLF
  Slaver
  MLF
  Slight of Hand
  SHMLF
  Sociology
  SH
  Solar-Electric Technology
  S
  Soldier
  SHMLF
  Skydiving
  SH
  Spy
  SHMLF
  Squire
  LF
  Stealth
  SHMLF
  Stone Carver
  HMLF
  Street Sweeper
  HMLF
  Street Wise
  SHMLF
  Swimming
  SHMLF
  Structural Engineering
  SHM
  Survival, Basic, Any Specific Climate
  SHMLF
  Survival, Advanced, Any Specific Climate
  SHMLF
  T
  Tax Law
  SHM
  Tactics
  SHMLF
  Tailor
  SHMLF
  Tanner
  MLF
  Tavern Keeper
  HMLF
  Taxidermist
  SHMLF
  Teamster
  HMLF
  Thatcher
  LF
  Thief
  SHMLF
  Tinker
  HMLF
  Tinsmith
  HMLF
  Tracking
  HMLF
  Trader
  HMLF
  Trapper
  HMLF
  Tunneling
  HMLF
  Turnkey
  SHMLF
  U
  Undersea Engineering
  S
  Undersea Survival
  S
  Unemployed
  SHMLF
  Upholsterer
  HMLF
  Ultralight Aircraft Technology
  S
  V
  Vehicle Repair, Non Power
  HMLF
  Vehicle Repair, Light
  SHM
  Vehicle Repair, Military
  SHM
  Vehicle Repair, Ultralight
  S
  Vehicle Repair, Fixed Wing
  SH
  Vehicle Repair, Jet
  SH
  Vintner
  SHMLF
  W
  Wainwright
  HMLF
  Ward Layer
  F
  Watchman
  SHMLF
  Weapon Crafter
  MLF
  Weapon, Specific
  SHMLF
  Weapons, Military Light
  SHM
  Weapons, Military Heavy
  SHM
  Weapons, Surface to Air
  SH
  Weapons,  Military Explosives
  SH
  Weaver
  HMLF
  Wheelwright
  MLF
  Witch
  MLF
  Wood Cutter
  MLF
  Wood Worker
  SHMLF
  Z
  Zoo Keeper
  SHMLF
  Hardwired 086 Hinterland
  
  CRIMINAL SKILLS
  Arms Dealing
  Arson
  Assassination
  Assault
  Brawling
  Breaking and Entering
  Computer Crime
  Counterfeiting
  Drug Running
  Electronic Alarms
  Espionage
  Extortion
  Forgery
  Fraud
  Lying
  Organized Crime
  Petty Theft
  Pick Pocketing
  Racketeering
  Safe Cracking
  Smuggling
  Strong Arm Tactics
  Terrorism
  Traps
  LANGUAGE SKILLS
  Any character may take language skills.  This may
  include Sign language or a skill of translating a dead
  language.  Any language you take other then your native
  tongue breaks into Spoken and Written skills.  Treat
  language like any other skill for development.
  MEDICAL SKILLS
  Anatomy
  Anesthesiology
  Autopsy
  Bacteriology
  Behavior Modification
  Bionics
  Biochemistry
  Bioplastic Surgery
  Botany
  Burn Technology
  Chemistry, Any
  Dentistry
  Dermatology
  Drug Therapy
  Freezing / Cryosleep
  Genetic Engineering
  Immunology
  Internal Medicine
  Microsurgery
  Medical Technology
  Neurosurgery
  Obstetrics
  Oncology
  Orthopedics
  Opthalmology
  Pathology
  Parasitology
  Pharmacology
  Psychiatry
  Radiology
  Scan Technology
  Space Medicine
  Surgery
  Surgery, Field
  Toxicology
  Virology
  PILOT RATINGS
  Pilots start with a skill set of Pilot (Generalized) and
  then specialize in other areas.   Some of these are simple
  and others require serious study and flight training.
  RATING
  TRAINING
  Blimp
  06  Weeks
  Bomber
  08  Weeks
  Bush/Explorer
  06  Weeks
  Fighter Pilot
  08  Weeks
  Glider
  06  Weeks
  Ground Attack
  10  Weeks
  Observer
  06  Weeks
  Passenger Plane
  08  Weeks
  Ram or Pulse Jet
  06  Weeks
  Rotery Wing
  12  Weeks
  Transport
  08  Weeks
  Ultralight
  02  Weeks
  Zepplin
  24  Weeks
  “Never Fly Higher than you are willing to Fall!”
  Otto Lilienthal
  Hardwired 087 Hinterland
  
  CANTRIP MAGIC
  There is a bit of magic in the Hardwired Hinter-
  land. Most of this is a form of lighter magic, not your
  “Fantasy Wizarding” but subtle things.    This is not to
  say there are not Wizards and such in the Hinterland
  because there definitely are.
  Most characters have a flat  5% chance of learn-
  ing a little magic. Check on this every 5 years.  Once you
  discover you have a little talent you have the potential for
  d10 areas or little spells.  Little Spells are Cantrips.   If the
  individual rolls a 10 then you add 10 to a second d10
  roll.     You can have up to 20 Cantrips.  While easy to
  cast, a focus always helps as well as a little training from
  a Magician.
  The spells have an energy or Constitution cost
  that may vary per game system.    Spells are classified
  C or R.   C or Cantrips are easy to cast  and require not
  much energy.   R or Real Spells require training and
  serious energy.
  SYU
  SYU Success Year Use is the percentage
  chance, cumulative per year that you have of using it
  correctly.  The longer you have the talent the better it
  gets.
  Limits Per Day
  Spells can be used once a day.   Additional use
  cuts the Successful Use by 50 % and doubles Time To
  Cast.   These spells are at best temporary.
  Your favorite game system will modify this concept of
  Magis and Psi .  Adapt the rules as you need.  These are con-
  cepts for the fun of the game.
  DEFINING MAGICAL COSTS
  Costs for Magic are in MANA/Energy or the
  user’s Consitiution.   This should be defined by your
  core RPG system.
  None
  No Energy Drain
  Low
  A Little Drain on the Caster
  Average
  Expected Drain on the Caster
  High
  A High Level of Drain on the Caster
  Very High
  Suprisingly Hard Drain of Energy
  Phenominal
  A Critical Drain of Magical Energy or
  Constitution of the Caster.
  TECH MAGIC
  This group of Magical skills relates to technology
  and machines.
  MECHANICAL ELECTRICAL
  DIAGNOSE MINOR MECHANICAL PROBLEM      C
  You can find that small problem or ticking sound in a
  mechanical device.
  TTC
  10 Sec
  COST   None
  10% SYU
  FIX MINOR MECHANICAL PROBLEM
  C
  Fix a minor mechanical problem.  Good for small parts,
  bearings, and gears.  Lasts d10 +10 hours.
  TTC
  02 Min
  COST  Low
  05% SYU
  DIAGNOSE MAJOR MECHANICAL PROBLEM
  C
  Diagnose a major mechanical problem brewing within
  12 hours or at onset of the problem.
  TTC
  05 Min
  COST  Average
  10% SYU
  FIX MAJOR MECHANICAL PROBLEM
  R
  Fix that major mechanical problem on the onset.
  Repairs damage to parts but does not replace things shot off
  or pistons that have left the aircraft.  Lasts d10 +05 hours.
  TTC
  10 Min
  COST  Very High
  05% SYU
  DIAGNOSE MINOR ELECTRICAL PROBLEM
  C
  You can find that small elecrrical break or short in a
  electrical device.
  TTC
  10 Sec
  COST   None
  10% SYU
  FIX MINOR ELECTRICAL PROBLEM
  R
  Fix a minor electrical  problem.  Good for small parts,
  shorts, sparks, broken wires and tubes.  Lasts d10 +10 hours.
  TTC
  02 Min
  COST  Low
  05% SYU
  DIAGNOSE MAJOR ELECTRICAL PROBLEM
  R
  Diagnose major electrical problem brewing within 12
  hours or at onset of the problem.
  TTC
  05 Min
  COST  Average
  10% SYU
  FIX MAJOR ELECTRICAL PROBLEM
  R
  Fix that major electrical problem at the onset.   Re-
  pairs damage to parts but does not replace things shot off or
  Hardwired 088 Hinterland
  
   smashed circuits or batteries or tubes.  Lasts d10 +05 hours.
  TTC
  10 Min
  COST  Very High
  05% SYU
  LIQUID TECHNOLOGY
  LUBRICATE
  R
  You can grease a small object or a squeek.  Lasts for
  d10 +10 hours but is no substitute for a little 3 in 1 oil.
  TTC
  20 Sec
  COST   Low
  10% SYU
  FIND LEAK
  C
  You can find that small oil, gas or coolent leak in a
  machine or tank.
  TTC
  10 Sec
  COST   None
  10% SYU
  PATCH SMALL LEAK
  R
  Patch a small leak.  A pinhole or crack in a tank or
  line.   Lasts d10 +10 hours.
  TTC
  05 Min
  COST  Average
  10% SYU
  PATCH MAJOR LEAK
  R
  Patch a large leak.  A bullet hole in a tank or a sev-
  ered line.   Lasts d10 +05 hours.
  TTC
  05 Min
  COST  Very High
  05% SYU
  RESTORATION
  CLEAN SMALL PART
  C
  Takes the dirt and grease off a part.
  TTC
  10 Sec
  COST   Low
  10% SYU
  RUSTOFF SMALL PART
  R
  Blows the rust off a 4 square inch area and shows the
  metal.  Also good for paint.
  TTC
  20 Sec
  COST   Low
  10% SYU
  BUFF & SHINE
  R
  Clean that part and make it shine.  Will rust and tar-
  nish proof for d10 weeks.
  TTC
  30 Sec
  COST   Average
  07% SYU
  RESTORE QUALITY
  R
  Restores the part to ‘Out of the Box’ quality for d10
  +10 hours.
  TTC
  05 Min
  COST   High
  05% SYU
  RESTORE TO NEW
  R
  Restores the part to ‘Out of the Box’ quality for d10
  +10 weeks.
  TTC
  10 Min
  COST   Very High
  10% SYU
  HELPERS
  GREMLIN HELPERS
  R
  Gains d10 x .50  live Gremlins to do the magician’s
  bidding. Generaly good for loading supplies.  They last for d10
  hours then fly away to harass airline passengers.
  TTC
  10 Min
  COST   High
  10% SYU
  DEMON HELPERS
  R
  Gains d10 x .50  live Daemons to do the magicians
  bidding. Good for grunt work, dragging large loads and re-
  pairs.  Smart and calculating.   Lazy if not watched and super-
  vised.  They are bound for 10 +1 hour of servitude and then
  they are free to bargain for wages.
  TTC
  10 MIN
  COST   Very High
  10% SYU
  COPILOT
  R
  Conjures a ghost or demonic pilot to take over the plane.
  Pay him first or suffer the consequences of Wrong Way Bzalfaxx
  or Hard Landing Bexalbuf. Good for one flight of up to d10
  +10 hours or d10 days as long as the Magician or Pilot pays
  expenses.
  TTC
  10 Min
  COST  Very High
  05% SYU
  FLIGHT CREW
  R
  Brings a full demonic flight crew, d10 +6 individuals,
  and d10 flight attendants to maintain an aircraft. Good for one
  flight of up to d10 +10 hours or d10 days as long as the Magi-
  cian or Pilot pays expenses. Their bar-tabs are hellish.
  TTC
  20 Min
  COST  Very High
  03% SYU
  FLIGHT & NAVIGATION
  These spells deal with piloting an aircraft and
  navigation.
  PILOT
  C
  Allows the user to improve his skills and avoid fa-
  tigue for d10 +10 hours.   Similar to good expresso.
  TTC
  20 Sec
  COST   Low
  10% SYU
  ZEN AIRCRAFT
  C
  The user really knows his or her aircraft, its function-
  ing and its problems and strengths.
  Lasts d10 +10
  hours.
  TTC
  20 Sec
  COST   Low
  10% SYU
  NAVIGATE
  R
  Points the user in the direction he or she wishes to
  go.   Works for d10 hours.
  TTC
  05 Min
  COST   Average
  10% SYU
  NAVIGATE SPECIFIC
  R
  Points the user in a specific direction to find some-
  thing that is pictured in the mind.  Works for d10 hours.
  TTC
  10 Min
  COST   High
  10% SYU
  WEATHER UPDATE
  C
  Gives a weather update and shows weather changes
  in the next d10 hours in the direction of the user’s choice.
  TTC
  05 Min
  COST   Average
  10% SYU
  Hardwired 089 Hinterland
  
  FUELISHNESS
  FUEL FINDER
  R
  Points the user in the direction of fuel for the aircraft.
  This is limited to alcohol in quantity of gallons or more.
  TTC
  10 Sec
  COST   Average
  10% SYU
  FUEL PURITY
  R
  Removes excess water and dirt from 5 gallons of fuel
  at a time.
  TTC
  05 Min
  COST   High
  10% SYU
  TRANSMUTE
  R
  Turns a gallon of water or wine into a gallon of Bio
  Diesel Fuel or Alcohol.
  TTC
  10 Min
  COST   Very High
  10% SYU
  LIGHTENING
  R
  Acts as a Mass Lifter until the plane makes ground
  contact.   Lasts 10 + d10 Minutes.
  TTC
  10 Min
  COST   Very High
  05% SYU
  LANDING
  R
  Guarantees the Pilot a direction of a safe landing spot
  almost anywhere in an unknown area.   Does not help the pilot
  land the plane.
  TTC
  20 Sec
  COST   Average
  10% SYU
  FEW EXTRA GALLONS
  C
  Gives the user d10+5 more gallons of fuel in a critical
  situation.
  TTC
  05 Min
  COST   High
  10% SYU
  WILD MAGIC
  This talent draws on the power of the universe to do
  the user’s bidding. While not always apparent, this manifesta-
  tion of raw magic will nearly accomplish what is needed in
  some obvious or mysterious way. Calling Wild Magic will in-
  variably cause weather and pyrotechnic effects that border on
  the spectacular. Quite often, Wild Magic will backfire to create
  hideous problems and moral concerns.
  TTC
  01 Min
  COST   Very High
  05% SYU
  ATTITUDE
  The ability of Attitude is simply the impression
  that surrounds the individual. This talent lasts for 3d10
  minutes on the average.
  GO AWAY
  C
  Repels most individuals of the same or opposite sex.
  Also works on kids, dogs and Animals.
  TTC
  30 Sec
  COST   Low
  10% SYU
  QUIT THAT
  C
  Stops somebody doing something annoying.
  TTC
  30 Sec
  COST   Low
  10% SYU
  I KNOW WHAT I’M DOING
  C
  Convinces that the user knows really what he’s doing
  or talking about.
  TTC
  30 Sec
  COST   Low
  10% SYU
  COOL
  C
  Needs little explanation. The ultimate attitude.  Cre-
  ated a positive presence.
  TTC
  30 Sec
  COST   Low
  10% SYU
  SALESMAN
  C
  The huckstering talent of selling anything.
  TTC
  30 Sec
  COST   Low
  10% SYU
  TRUST ME
  C
  The talent of trust for any devious purpose.
  TTC
  30 Sec
  COST   Low
  10% SYU
  FRIEND
  C
  The air of friendship.
  TTC
  30 Sec
  COST   Low
  10% SYU
  PILOT’S FAVORITES
  BAR
  C
  Points the magician in the direction of a bar.  Does
  not insure quality or what kind of people you will find.   Gener-
  ally these are on back streets.
  TTC
  30 Sec
  COST   Low
  10% SYU
  Hardwired 090 Hinterland
  
  PSI TALENTS
  Every year in the Hardwired Hinterland gives any
  Psionically gifted individual a flat 5% chance of in the
  form of Technical Skills from the previous  Magic list or
  a new list of talents specific to the Hinterland.
  PSI talents are different than magic in that they
  are more permanent.   A repaired line stays repaired.
  These talents can be used.
  MECHANICAL ELECTRICAL
  LIQUID TECHNOLOGY
  RESTORATION
  FLIGHT & NAVIGATION
  ATTITUDE
  PILOTS FAVORITES
  MOTION
  BRIDGEPORT
  SOBER
  C
  Sobers you or other up from less than sober state.
  TTC
  30 Sec
  COST   Low
  10% SYU
  CATCH
  C
  Catch a thrown object.
  TTC
  05 Sec
  COST   Low
  10% SYU
  TOOL
  C
  You reach for or bring the right tool.
  TTC
  30 Sec
  COST   Low
  10% SYU
  POCKET
  C
  Something in your Pocket that is necessary.
  TTC
  30 Sec
  COST   Low
  10% SYU
  LUCK
  C
  Hand of cards or the single flip of a side of a dice.
  TTC
  30 Sec
  COST   Low
  10% SYU
  SPARK
  C
  Creates a small spark.
  TTC
  30 Sec
  COST   Low
  10% SYU
  START
  C
  Starts a cranky engine on the next try.
  TTC
  30 Sec
  COST   Low
  10% SYU
  TIME
  C
  Rough feeling of actual time.
  TTC
  30 Sec
  COST   Low
  10% SYU
  FRIEND
  C
  Gives a feeling of Friend or Foe, Truth or Liar.
  TTC
  30 Sec
  COST   Low
  10% SYU
  CALM
  C
  Calms a Child, Animal, or Passenger
  TTC
  30 Sec
  COST   Low
  10% SYU
  MOTION
  THE ART OF TURNING
  This is a special talent of movement from one
  Environ to another by simply turning left. Whether on
  foot, in the air, or by vehicle it takes you somewhere else.
  TURN LEFT
  R
  Teleports the user to the beach of the Environ on the
  left.
  TTC
  05 Min
  COST   Phenominal
  03% SYU
  TURN LEFT II
  R
  Teleports the user to the center of the Environ on the
  left.
  TTC
  07 Min
  COST   Phenominal
  03% SYU
  SPIN
  R
  Teleports the user back to the last point of Teleport.
  TTC
  30 Sec
  COST   Very High
  10% SYU
  PORTING
  Porting is a straight shot teleportation with a low
  port moving the user 500 miles in a straight line. A basic
  hole opens between points that can easily be crossed
  for 1 minute.   A highport opens the same kind of portal
  directly above to the Up Hinterland. Air Highport or
  Lowport are simply the ability used from a moving air-
  craft.
  Lowport
  TTC
  07 Min
  COST   Phenominal
  03% SYU
  Highport
  TTC
  10 Min
  COST   Phenominal
  02% SYU
  Air Lowport
  TTC
  07 Min
  COST   Phenominal
  03% SYU
  Air Highport
  TTC
  10 Min
  COST   Phenominal
  02% SYU
  Hardwired 091 Hinterland
  
  NEW PSI TALENTS
  BRIDGEPORT
  This Technical related PSI skill allows the user
  to shape and refine mechanical parts to a limited ex-
  tent. His or her mind becomes a complex and precise
  cutting machine.  This individual must have the skills of
  a master machinist.  All have the same cost.
  ROUGH  IT
  With a flurry of chips, it Roughs a piece of metal
  or wood into the desired shape.
  TTC
  05 Min
  COST   High
  10% SYU
  HUNDREDS OF AN INCH
  Refines the item to specifications within hundreds
  of an inch
  TTC
  05 Min
  COST   High
  10% SYU
  THOUSANDS OF AN INCH
  Refines the item to specifications within thou-
  sands of an inch
  TTC
  05 Min
  COST   High
  05% SYU
  TEN THOUSANDS OF AN INCH
  Refines the item to specifications within ten thou-
  sands of an inch.
  TTC
  05 Min
  COST   High
  05% SYU
  PSI AREA EFFECT
  The ability to manipulate other PSI use in a 50 x
  50 area.   Great for bars and crowded areas.
  LIGHT SCAN
  User does a quick impression of other PSI’s in
  the area and activity.   No specific information is gained
  and there is no chance of this being detected.
  TTC
  02 Min
  COST   Low
  05% SYU
  HARD SCAN
  Gives a definite area of PSI operation and the
  general nature of the mental ability being used.   The
  other PSI has a 50% chance to detect this.
  TTC
  05 Min
  COST   Average
  05% SYU
  PSI SHIELD
  Shields a small group from PSI use for d10 min-
  utes.   This bubble does not show who the Psionic user
  is.
  TTC
  05 Min
  COST   High
  05% SYU
  PSI DEADEN
  Kills PSI use in a 20 x 20 area for d10 minutes.
  Not only does it deaden, it knocks out ongoing activity.
  This ability is like a beacon and alerts other PSI users
  who is the culprit.
  TTC
  05 Min
  COST   Very High
  05% SYU
  PSI  FAVORITES
  A few PSI talents are easy and unique.
  CAFFEINE TOUCH
  After drinking a cup of coffee the Psionic can touch
  another and either sober or boost his or constitution with a
  heavy shot of caffeine.
  TTC
  30 Sec
  COST   Low
  10% SYU
  CAMERA INVISIBLE
  Simple ability that blocks the function of cameras.
  Individual will either not show on film, blur or stop the camera
  from taking the picture.
  TTC
  30 Sec
  COST   Low
  10% SYU
  PSIONIC BALANCING
  The user gains skill in balance, juggling or catching
  an object that is thrown.
  TTC
  30 Sec
  COST   Low
  10% SYU
  DICE CONTROL:
  All bets are off when the PSI takes direct control of
  the dice.   Can be obvious or subtle depending on practice.
  TTC
  30 Sec
  COST   Low
  10% SYU
  MENTAL BLINDNESS
  Causes an individual or group to miss noticing a per-
  son or object.   Limited to a few minutes use.
  TTC
  30 Sec
  COST   Low
  10% SYU
  PHOTOGRAPHIC MEMORY
  Gives the user a photographic memory for d10 min-
  utes.   That data is imprinted on the users brain for d10 days.
  TTC
  30 Sec
  COST   Low
  10% SYU
  PHONOGRAPHIC MEMORY
  Gives the user a limited phonographic memory for
  d10 minutes.   That sound data is imprinted on the user’s brain
  for d10 days.
  TTC
  3 0
  Sec
  COST   Low
  10% SYU
  PORNOGRAPHIC MEMORY
  We won’t touch this concept with a 10 foot pole but
  imagination can do wonders where a little charisma is needed.
  TTC
  30 Sec
  COST   Low
  10% SYU
  MELD METAL
  The PSI can weld or cut metals with hard concentra-
  tion.  Works for d10 minutes and allows 1 foot of cut or weld
  per minute.
  TTC
  30 Sec
  COST   Average
  05% SYU
  BIND FIBER
  Repairs paper or cloth,   Lasts for d10 minutes with a
  square foot of repair per minute.  Can be reversed.
  TTC
  05 Min
  COST Average
  10% SYU
  WILD PSI
  Hard to activate, it is a good way to start a bar fight,
  break mirrors, and cause havoc.   Something around the user
  happens to disrupt a situation but this is not controllable and
  most often just bad.
  TTC
  05 Min
  COST  High
  03% SYU
  Hardwired 092 Hinterland
  
  SCENARIO  ONE
  Pig in the Pokey
  Jason Wentworth Cunningham Fast was not a
  lucky Pig by any means.   In fact he was unlucky enough
  to be in the wrong alley at the wrong time.   He was
  unlucky enough to see Sam “Butcher Boy” Blackwell
  slam a cop against a wall and knife him while his hench-
  men laughed.   Sam, a crime boss was deeply involved
  in theft, smuggling, bribery and kidnapping.   He was hu-
  morless to say the least and at best psychotic.   He then
  remarked to his boys that this is the 4th nosey Cop he
  has kacked in the last year.
  The Hinterpol police agency would like to put
  Sam behind bars.   This is a priority considering the
  scope of his gang across the 5 Key Environs and be-
  yond.
  Being a good Pig was Jason’s downfall.   He
  went directly to the police and squealed.   He squealed
  loud enough that he became the star witness in the ar-
  rest and trial of Sam and his Gang.
  But Sam has friends in deep and high places.
  Knowledge of who is on the take could sink a few politi-
  cians in a number of Environs.   Without Jason’s testi-
  mony there will be no case.   This rates his chance of
  survivability to zero if he is in the open or in a known area
  before the day of the trial.  There is a rumored $100,000
  bounty on his head.
  Starting
  After the 3rd attempt on Jason’s life in a
  safehouse he has decided that he can better take care
  of himself than the authorities.   For a Pig this is a revela-
  tion.  Maybe not a good one, but a revelation that para-
  noia and cowardice may help.
  Your Crew
  The Pig needs friends and a safe place to hide
  and your crew are in the wrong place at the wrong time.
  The reward will be $20,000 in New Akron Gold.
  You have 60 days to protect the Pig from a num-
  ber of folks looking for him.    Rumor has it there is a
  bounty on hitting the Pig for $50,000 and more from the
  underworld.  By accident or design Jason ends up with
  your crew at Mader’s Waterfront Pub and makes his
  pitch.
  His story can be verified by newspaper or
  calling the Hinterpol offices.  Calling the Hinterpol Office
  gives the caller a direct link to Agent Caldwell who is in
  charge of the case.
  Witness protection for 30 days will seem like a
  breeze for the competent.   As your crew takes the deal
  Strength:
  Low
  Intelligence:
  High
  Constitution: High
  Wisdom:
  Low
  Dexterity:
  Low
  Body:
  Average
  Agility:
  High
  Firearms:
  Low
  Charisma:
  Piggish
  Magic:
  No
  Reputation
  Average
  PSI
  No
  Strength:
  High
  Intelligence:
  High
  Constitution: Average
  Wisdom:
  High
  Dexterity:
  Average
  Body:
  Average
  Agility:
  Average
  Firearms:
  Average
  Charisma:
  Low
  Magic:
  Yes
  Reputation
  Very High PSI
  Yes
   you have little knowledge of the power of Crimelord Sam
  and the extent of his reach.
  Hinterpol
  After time it became apparent that the Hinter-
  land needed a Multi-Environ Police agency to deal with
  Criminals, Pirates, Smugglers, Cartels and Gangs.  The
  Hinterpol police agency has been granted a charter out
  of Almost Canada and the Key Environs  to establish
  such an agency.
  Agents of Hinterpol come from all environs and
  are trained by the toughest Canadian Mounties.   They
  are not corruptible.  They abide by local laws and take
  precedence when borders are violated.
  It is rumored that only Hinterpol has a small num-
  ber of Jet Aircraft as well as high tech weapons from
  Noram.
  Hardwired 093 Hinterland
  Hinterpol Agent Caldwell
  Jason Wentworth Cunningham Fast
  Hinterpol Agent Caldwell
  
  TIMETABLES
  What the protectors of the pig do not realize is
  that the Blackwell Cartell is financing a real wizard with
  the ability to find a target.    This talent functions every
  day at noon.
  Locating the Witness
  No matter the location in the Hinterland, the ma-
  gician will tag it to a circle 500 feet in diameter.  This data
  is relayed to the Cartell and then to local criminals.
  The Hired Magician
  Branson Sidwell does not perticularly enjoy work-
  ing for the Blackwell Cartel but the money is very good
  and the perks are awesome.   He works out of a small
  office in New Old New York where he does spells for
  locals and a few high paying clients.
  Legality
  By any stretch, what Branson is doing is illegal
  as it is for the assassination of the witness.   What he
  suspects is that when the pig dies, his life may also be
  in jeopardy.  He is trapped in this situation.  While he is
  not a bad person, he is a little greedy.
  What he does not know is that his leap of
  intuitition is absolutely correct.  After the Pig dies his life
  is not worth a can of Spam.
  Strength:
  Low
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  Average
  Dexterity:
  High
  Body:
  Low
  Agility:
  Average
  Firearms:
  Low
  Charisma:
  Average
  Magic:
  No
  Reputation
  n/a
  PSI
  No
  The Wolf Brothers
  In charge of the assassination of the pig are the
  Wolf Brothers,  Peter, Jack and Lon.
  These three psychopaths take their work seri-
  ously and will hire out others to help them in the dis-
  posal of the Guards.    Peter, the leader, intends to
  present the head of the pig to Sam Blackwell as well as
  bacon and a couple of good hams.
  ENCOUNTERS  PER 48 HOURS
  01-25 LOCAL CRIMINAL
  A local criminal that does not have a problem
  with murder.  Low quality.
  26-50 LOCAL GANG
  At least d10 +5 individuals spurred on by the
  reward.   May not be that bright or well armed.
  51-75 BOUNTY HUNTER
  Smart and talented, the average Bounty Hunter
  will ambush.
  76-85 BOUNTY HUNTERS
  Like above this is a group of Bounty Hunters
  with experience.
  86-90 AIR PIRATES
  Can be 1 to d10 Air Pirates in search of cash
  and a quick job.   They have pilot skills and will
  attempt to stop a flight over land.
  91-95 CROOKED POLITICIAN
  A crooked politician on the take of the Blackwell
  Cartel.  Protector of criminals, this former pub-
  lic servent will lie to protect his bribes.
  96-98 CROOKED POLICE
  Like the Crooked Politician, the Crooked Cop
  turns his head in the face of crime.   He is on
  the take and will try to get into the good graces
  of the pig’s protectors.
  99-00 THE WOLF BROTHERS
  The Wold Brothers decide to take the situation
  into their own hands.
  Strength:
  Average
  Intelligence:
  Average
  Constitution: High
  Wisdom:
  Average
  Dexterity:
  Average
  Body:
  Average
  Agility:
  Average
  Firearms:
  High
  Charisma:
  Average
  Magic:
  No
  Reputation
  High
  PSI
  No
  Hardwired 094 Hinterland
  
  Strength:
  Average
  Intelligence:
  Low
  Constitution: High
  Wisdom:
  Low
  Dexterity:
  Average
  Body:
  Average
  Agility:
  High
  Firearms:
  Average
  Charisma:
  Average
  Magic:
  No
  Reputation
  Low
  PSI
  No
  the Hinterland.
  Within a year he was a detective in New Old Ney
  York and firmly on the take of the Blackwell Cartel.  He
  appreciates the cash but has a small spark of humanity
  in not quite being comfortable with the things he has
  turned his back on.
  Rodney will be called in to Cap the Pig.   If the
  Defenders work at it, they can bring him over to their
  side and help them to survive or strike back at the magi-
  cian who is making a mess of the Pig’s attempt to hide.
  Striking at the Magician
  The best way to survive is to put the Magician
  on Ice one way or another.   Either by arrest or direct
  confrontation.   By bringing him over to the Defender’s
  side, the attacks will lessen or stop.
  Sixty Days Later
  Two months on the lam have probably made the
  crew a little crazy and the Pig a little Porky.   The last day
  the Pig needs to be in court in Windsor New Canada
  and that is the last time the Blackwell Cartel will have a
  shot at him.   Getting him into court will be the last trick
  for the Defenders.
  GM’S NOTES
  The pig talks too much and is annoying.   He is
  fastidious and has dietary problems with allergies.  He
  gets air sick.   He is an insomniac with an addiction to
  Sports Magazines.   He is independent but also a cow-
  ard.  He is a snappy dresser.
  The Blackwell Cartel at the end will try to bribe
  the Defenders for cash and more.   There might be a
  used DC3 in the deal, the one with the bomb in the cock-
  pit.   They know that after their leader is put on Ice that
  squabbles will fracture the organization of the Cartel and
  end its operations.
  Players can go either way on this.   The disposal
  of the Pig will only give the Cartel an extended life and
  they will take out what cost them so much money.
  Once the trial is over and Blackwell goes to jail
  for Life and a Day the Defenders will be paid.   There will
  be an additional d100 x10 payments for expenses, inter-
  views and media related rights.   Their reputations will
  go up high.    The Pig will fade back into civilian life for a
  week and then track the Defenders down and try to join
  them.   He does have radio skills.
  If there is experience involved with your RPG
  system, the Crew will really deserve it (and the reward)
  for making the right decision.   If the Pig becomes a Player
  Character, and lives up to his annoying personality, give
  them a little more.
  They may also incur the wrath of those who are
  now off the pad.
  Hardwired 095 Hinterland
  Nature of the Ambush
  The problem with subcontractors is you never
  really know the quality.   When dealing with criminal sub-
  contractors you have a good chance of less than quality
  workmanship.
  AMBUSH
  01-25 AWFUL
  The Defenders  will absolutely be  waiting with
  an ambush of their own.
  26-50 BAD
  The Defenders will have spotted the setup of
  the ambush and will be ready.
  51-75 AVERAGE
  The Defenders will be waiting but have no idea
  of when and how they will be hit.
  76-95 GOOD
  This ambush hits when not expected.  They plan
  well.
  96-99 VERY GOOD
  Classic ambush that hits fast and hard.   These
  criminals are professionals.
  99-00 PROFESSIONAL
  Absolutely cold and professional in their hit with
  a backup plan and the element of surprise.
  RODNEY ‘PUPPY LOVE’ TULLY
  Born in South Central LA, Rodney was an out-
  cast from the Gangs he so much wanted to be a part of.
  If he couldn’t be a Banger, he’s be a cop and make them
  real sorry he couldn’t ride with the Big Dogs.
  A graduate of Clinton Community College in law enforce-
  ment, he was a private detective before he ended up in
  PROFILE
  
  PLANES FOR SALE BY OWNER
  Maxton 16
  SIZE
  Small
  WINGSPAN
  041
  FUEL
  220 g
  LENGTH
  032
  RANGE
  900 Mi.
  SPEED
  225
  CARGO
  4x6
  CREW
  002
  LOCATION
  New Akron
  or PASS
  002
  PIPER CHIEFTAIN
  Like new Chieftain Light with a great
  service record and lots of extras.  Used for
  light Cargo & Passengers.
  $026 K
  AKRON
         POST  3437
  DC-3F  Commercial
  SIZE
  Large
  WINGSPAN
  095
  FUEL
  860 g
  LENGTH
  063
  RANGE
  1200 Mi.
  SPEED
  200
  CARGO
  8x8x16
  CREW
  003
  LOCATION
  New Akron
  or PASS
  024
  DC-3F  COMMERCIAL
  Old but sturdy DC-3F that ran mail
  between New Akron and New Pittsburgh.
  Lots of miles left in this Workhorse.
  $034 K
  AKRON
  POST  3455
  Smytherton RotAry 7  Autogyro
  SIZE
  Medium
  ROTOR
  050
  FUEL
  280 g
  LENGTH
  025
  RANGE
  200 Mi.
  SPEED
  100
  CARGO
  4x8
  CREW
  002
  LOCATION
  New Pitts
  or PASS
  001
  SMYTHERTON ROTARY 7
  Big Smytherton/Pitcairn Rotary 7
  Autogyro.  One of 10 built for Air Sea
  Rescue and converted for exploration.
  $014 K
  Pittsburgh        POST  3733
  Snow  Sterman  K1
  SIZE
  Small
  WINGSPAN
  032
  FUEL
  225 g
  LENGTH
  025
  RANGE
  500 Mi.
  SPEED
  100
  CARGO
  4x4x4
  CREW
  002
  LOCATION
  New Akron
  or PASS
  001
  RESTORED EARTH STERMAN
  Restored Earth Sterman  a  beautiful
  plane from Earth found in Upstate New Old
  NY and restored by a Master Mechanic
  $028K
  AKRON
        POST 3525
  Hardwired 096 Hinterland
  
  PLANES FOR SALE BY OWNER
  Polotski Air 217
  SIZE
  Small
  WINGSPAN
  035
  FUEL
  100 g
  LENGTH
  027
  RANGE
  820 Mi.
  SPEED
  150
  CARGO
  3x3x3
  CREW
  002
  LOCATION
  New Akron
  or PASS
  001
  POLOTSKI CESSNA  170
  A clean Cessna small aircraft built from
  spare parts.  Low flight time.   Good for any
  Environ hopping and small cargo.
  $016 K
  AKRON
         POST  3137
  DC-2A  Commercial/Passenger
  SIZE
  Large
  WINGSPAN
  085
  FUEL
  770 g
  LENGTH
  062
  RANGE
  1000
  SPEED
  190
  CARGO
  8x8x12
  CREW
  003
  LOCATION
  Alm Canada or PASS
  012
  DC-2A  COMMERCIAL
  Classic DC-2A that was a passenger liner
  on the  Canada/Akron run.  Open for  Cargo
  or Passengers.
  $044 K
  CANADA
         POST  3925
  Unknown Light
  SIZE
  Small
  WINGSPAN
  32
  FUEL
  80 g
  LENGTH
  24
  RANGE
  570
  SPEED
  125
  CARGO
  2x2x3
  CREW
  001
  LOCATION
  N Brazilia
  or PASS
  001
  NEEDS WORK
  Good starter for a small aircraft.  Needs a
  lot of TLC to restore it.   Engine not shown
  quarter mile from landing area.
  $002 K
  BRAZILIA
         POST  1466
  DC-3 Akron K Model
  SIZE
  Large
  WINGSPAN
  095
  FUEL
  880 g
  LENGTH
  064
  RANGE
  1200 Mi.
  SPEED
  220
  CARGO
  8x8x16
  CREW
  002
  LOCATION
  New Akron
  or PASS
  024
  RESTORED DC-3  AKRON K
  Found on Eta Wonga, was dismantled
  and restored in Akron by the Reiher Broth-
  ers.  Quality Work mostly.
  $051 K
  AKRON                POST  4143
  Hardwired 097 Hinterland
  
  PLANES FOR SALE BY OWNER
  Eagle  XP-75
  SIZE
  Large
  WINGSPAN
  049
  FUEL
  630 g
  LENGTH
  041
  RANGE
  2300 Mi.
  SPEED
  390
  CARGO
  n/a
  CREW
  001
  LOCATION
  New Kiev
  or PASS
  n/a
  EAGLE XP 75 A
  Found in New Kiev, this unique aircraft has
  a counter rotating prop and very little flight
  time.   Combat plane from Earth.
  $026 K
  N Kiev
         POST  3039
  Beech Stagger Wing
  SIZE
  Small
  WINGSPAN
  032
  FUEL
  125 g
  LENGTH
  024
  RANGE
  550
  SPEED
  140
  CARGO
  3x3x3
  CREW
  002
  LOCATION
  New Akron
  or PASS
  004
  Beech Stagger Wing
  Good Executive Transport owned by a
  defunct Salvage company.   Unusual wing
  stagger gives great performance.
  $017 K
  AKRON
  POST  7650
  ME 323 Gigant (Giant)
  SIZE
  Giant
  WINGSPAN
  180
  FUEL
  280 g
  LENGTH
  093
  RANGE
  520
  SPEED
  160
  CARGO
  8x8x40
  CREW
  002
  LOCATION
  New Pitts
  or PASS
  120
  ME 323 GIGANT
  Massive heavy Transport.  A dream to
  fly.   Convertible for cargo or passengers.
  Earth built and restored.
  $100 K
  Pittsburgh             POST  2139
  Ascender XP-55
  SIZE
  Small
  WINGSPAN
  045
  FUEL
  110 g
  LENGTH
  029
  RANGE
  450
  SPEED
  380
  CARGO
  n/a
  CREW
  001
  LOCATION
  New Akron
  or PASS
  n/a
  Restored Earth Ascender
  Unusual find.  Can’t tell if it’s coming or
  going.  Former fighter can be restored to full
  escort status and armed.  4  .50 cal MG’s.
  $020 K
  AKRON
         POST  7554
  13
  Hardwired 098 Hinterland
  
  PLANES FOR SALE BY OWNER
  P-36 Hawk
  SIZE
  Small
  WINGSPAN
  028
  FUEL
  150 g
  LENGTH
  036
  RANGE
  650
  SPEED
  280
  CARGO
  n/a
  CREW
  001
  LOCATION
  New Akron
  or PASS
  n/a
  P36 HAWK
  Good all around close support fighter.
  Quick and nimble, easy maintainence.  Low
  miles and a fresh paint job.
  $017 K
  Ansons
         POST  0975
  SC-7  Sky Van
  SIZE
  Medium
  WINGSPAN
  064
  FUEL
  320 g
  LENGTH
  040
  RANGE
  600
  SPEED
  165
  CARGO
  8x8x25
  CREW
  002
  LOCATION
  New Pitts
  or PASS
  20
  SC-7  Sky Van
  Classic Flying box with low milage.  Re-
  outfitted with Wright Cyclones.  High cargo
  capacitity .  A real winner.
  $040 K
  Pittsburgh
         POST  0554
  Stratoliner 307
  SIZE
  Large
  WINGSPAN
  107
  FUEL
  1600 g
  LENGTH
  074
  RANGE
  1900
  SPEED
  250
  CARGO
  8x8x45
  CREW
  005
  LOCATION
  Icecap
  or PASS
  033
  STRATOLINER 307
  Located on Icecap.    Recent creation that
  has not flown yet,  Under wraps for the right
  buyer. Absolutely Pristine
  $75 K
  IceCap              POST  7710
  Antonov AN-2 Colt
  SIZE
  Medium
  WINGSPAN
  060
  FUEL
  110 g
  LENGTH
  040
  RANGE
  400
  SPEED
  140
  CARGO
  6x6x10
  CREW
  002
  LOCATION
  N Brazilia
  or PASS
  014
  Antonov AN-2 Colt
  Earth Salvage built in Russia, utility
  aircraft, Shvetsov modified engine.
  Sturdy
  and easy to maintain.
  $022 K
  BRAZILIA
         POST  7419
  Benson Air
  Benson Air
  Benson Air
  Benson Air
  Benson Air
  Red Star
  Express
  Hardwired 099 Hinterland
  
  Hardwired 100 Hinterland
  KNOWN AIRCRAFT
  KNOWN AIRCRAFT
  KNOWN AIRCRAFT
  KNOWN AIRCRAFT
  KNOWN AIRCRAFT
  D-31 De’Turbulent
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  021
  FUEL
  020g
  ENGINE SIZE
  Micro
  LENGTH
  014
  RANGE
  250 mi
  SPEED
  100
  STRUCTURE
  030
  CARGO
  035 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  2x2x2
  PASSENGERS
  n/a
  MANUFACTURED
  144
       French design, inexpensive, used as an Emergency  Environ Hopper.  Easy to assemble.  Patchable with Duct Tape.
  E-1 Silver Flyer
  SIZE
  Micro
  ENGINE NUMBER
  01
  WINGSPAN
  033
  FUEL
  006g
  ENGINE SIZE
  Micro
  LENGTH
  018
  RANGE
  120 mi
  SPEED
  65
  STRUCTURE
  025
  CARGO
  020 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  1x1x1
  PASSENGERS
  N/a
  MANUFACTURED
  116
       Advanced ultralight for Environ travel.  Short range and very easy to fly.   Easy to pack down.  Great fuel economy.
  Junque
  Junque
  Junque
  Junque
  Junque
  KNOWN AIRCRAFT in the Hinterland
  There are a number of aircraft known and a few that are manufactured in the Hinterland.   By far the majority of
  aircraft are cobbled together from pieces of salvage but a few are of Earth origin and even fewer are part of a new Aero
  Manufacturing effort at New Akron and New Pittsburgh.     Found is the number that have been restored.   Manufactured
  is the number of this design Manufactured in the Hinterland.   Listings here are common and manufactured airframes.  The
  first find is always a prize that is taken to New Akron and carefully dismantled to record the specifications of every part and
  system.     After, the design can be bid on for manufacture.  After 5 years the design becomes public knowledge.
  D-3
  D-3
  D-3
  D-3
  D-311111
  De’T
  De’T
  De’T
  De’T
  De’Turbulent
  urbulent
  urbulent
  urbulent
  urbulent
  E-1
  E-1
  E-1
  E-1
  E-1
  Silv
  Silv
  Silv
  Silv
  Silver Fly
  er Fly
  er Fly
  er Fly
  er Flyer
  er
  er
  er
  er
  The Father of Flight
       If you find one we can build
  it.  It may take time, but the New
  Akron Airdock has the facilities
  to reverse engineer anything with
  an engine.
        Some of the designs are now
  in common use and many are
  stored in the archives.
  W.  Von Wardrop
  
  Ultralights
  Ultralights
  Ultralights
  Ultralights
  Ultralights
  E-D Shadow
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  032
  FUEL
  10-20g
  ENGINE SIZE
  Micro
  LENGTH
  021
  RANGE
  130-250
  SPEED
  90
  STRUCTURE
  040
  CARGO
  40
  CREW
  01
  FOUND
  01
  CARGO AREA
  2x2x2
  PASSENGERS
  n/a
  MANUFACTURED
  19
       Short take off and landing.  Extendable tanks, good performance.Great for an edge
   to edge Environ hop.
  A-1 DeRosier
  SIZE
  Micro
  ENGINE NUMBER
  01
  WINGSPAN
  030
  FUEL
  004g
  ENGINE SIZE
  Micro
  LENGTH
  016
  RANGE
  180 mi
  SPEED
  070
  STRUCTURE
  040
  CARGO
  025 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  1x1x2
  PASSENGERS
  n/a
  MANUFACTURED
  55
       This small ultralight can be used for exploration or outfitted for limited use as as a fighter.
  SX-12 Ultralight
  SIZE
  Micro
  ENGINE NUMBER
  01
  WINGSPAN
  035
  FUEL
  02
  ENGINE SIZE
  Micro
  LENGTH
  010
  RANGE
  040 mi
  SPEED
  50
  STRUCTURE
  012
  CARGO
  05 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  1x1x1
  PASSENGERS
  n/a
  MANUFACTURED
  16
  Clean, easy to transport ultralight great for exploration.  Lands anywhere with a good pilot and a little breeze.
  A-1
  A-1
  A-1
  A-1
  A-1
  DeRosier
  DeRosier
  DeRosier
  DeRosier
  DeRosier
  Hardwired 101 Hinterland
  E-D
  E-D
  E-D
  E-D
  E-D
  Shadow
  Shadow
  Shadow
  Shadow
  Shadow
  SSSSSXXXXX-1
  -1
  -1
  -1
  -122222
  Ultralight
  Ultralight
  Ultralight
  Ultralight
  Ultralight
  
  Ford Tri Motor
  SIZE
  Large
  ENGINE NUMBER
  03
  WINGSPAN
  074
  FUEL
  230
  ENGINE SIZE
  Large
  LENGTH
  050
  RANGE
  500
  SPEED
  110
  STRUCTURE
  1200
  CARGO
  2100 lbs
  CREW
  02
  FOUND
  04
  CARGO AREA
  8x8x15
  PASSENGERS
  15
  MANUFACTURED
  77
       Classic Ford Tri Motor design with modern modifications.   Easy to manufacture and parts are plentiful.
  CLASSICS
  CLASSICS
  CLASSICS
  CLASSICS
  CLASSICS
  Junkers JU-52
  SIZE
  Large
  ENGINE NUMBER
  03
  WINGSPAN
  096
  FUEL
  270
  ENGINE SIZE
  Large
  LENGTH
  062
  RANGE
  800
  SPEED
  175
  STRUCTURE
  1100
  CARGO
  6000 lbs
  CREW
  02
  FOUND
  02
  CARGO AREA
  8x8x14
  PASSENGERS
  12
  MANUFACTURED
  10
  Hard to shoot down, classic design.  Pilots love this aircraft.  Ignores weather and lands in hard terrain.
  Sikorsky S-38 Flying Boat
  SIZE
  Medium
  ENGINE NUMBER
  02
  WINGSPAN
  072
  FUEL
  250
  ENGINE SIZE
  Large
  LENGTH
  040
  RANGE
  750
  SPEED
  120
  STRUCTURE
  750
  CARGO
  2000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  7x6x14
  PASSENGERS
  10
  MANUFACTURED
  22
  Dependable, lands on water or land.  Rugged, easy to repair.  Can fly 10 passengers or a ton of cargo.
  Hardwired 102 Hinterland
  Ford
  Ford
  Ford
  Ford
  Ford
  TTTTTri Mo
  ri Mo
  ri Mo
  ri Mo
  ri Motor
  tor
  tor
  tor
  tor
  Sikorsky
  Sikorsky
  Sikorsky
  Sikorsky
  Sikorsky
  S-38 
  S-38 
  S-38 
  S-38 
  S-38 Flying Boat
  Flying Boat
  Flying Boat
  Flying Boat
  Flying Boat
  Junkers
  Junkers
  Junkers
  Junkers
  Junkers
  JU-52
  JU-52
  JU-52
  JU-52
  JU-52
  
  Hardwired 103 Hinterland
  BUSH PLANES
  BUSH PLANES
  BUSH PLANES
  BUSH PLANES
  BUSH PLANES
  DH-82 Tiger Moth
  SIZE
  Small
  ENGINE NUMBER
  1
  WINGSPAN
  030
  FUEL
  55g
  ENGINE SIZE
  Small
  LENGTH
  023
  RANGE
  650 mi
  SPEED
  100
  STRUCTURE
  250
  CARGO
  100
  CREW
  01
  FOUND
  01
  CARGO AREA
  3x3x3
  PASSENGERS
  01
  MANUFACTURED
  04
       Easy to manufacture this wood framed aircraft can have a variety of engines.  Rugged.   Easy to fly.
  De Havilland Otter
  SIZE
  Large
  ENGINE NUMBER
  01
  WINGSPAN
  058
  FUEL
  270g
  ENGINE SIZE
  Large
  LENGTH
  050
  RANGE
  650
  SPEED
  170
  STRUCTURE
  1000
  CARGO
  3000 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  6x6x8
  PASSENGERS
  12
  MANUFACTURED
  16
       Very dependable in the bush and rugged.  Optional with 2 Engines.
  Piper Air Explorer
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  035
  FUEL
  40g
  ENGINE SIZE
  Small
  LENGTH
  023
  RANGE
  600 mi
  SPEED
  100
  STRUCTURE
  650
  CARGO
  125 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  3x3x3
  PASSENGERS
  02
  MANUFACTURED
  31
       Used for messenger service and short hops across Environs.   Not a lot of cargo space but rugged.
  DH-82
  DH-82
  DH-82
  DH-82
  DH-82
  TTTTTiiiiiger Mo
  ger Mo
  ger Mo
  ger Mo
  ger Moth
  th
  th
  th
  th
  De Havilland
  De Havilland
  De Havilland
  De Havilland
  De Havilland
  Otter
  Otter
  Otter
  Otter
  Otter
  PPPPPiper
  iper
  iper
  iper
  iper
  Air Explorer
  Air Explorer
  Air Explorer
  Air Explorer
  Air Explorer
  
  Lockheed Constellation Model 049
  SIZE
  Large
  ENGINE NUMBER
  04
  WINGSPAN
  123
  FUEL
  6550
  ENGINE SIZE
  Large
  LENGTH
  095
  RANGE
  2500 mi
  SPEED
  270
  STRUCTURE
  1400
  CARGO
  7800 lbs
  CREW
  05
  FOUND
  04
  CARGO AREA
  12x10x70
  PASSENGERS
  60
  MANUFACTURED
  14
       Lighter, fast heavy passenger transport.   Needs a long runway.  Can be configured for cargo. With wing tip tanks.
  COMMERCIAL  PASSENGER
  COMMERCIAL  PASSENGER
  COMMERCIAL  PASSENGER
  COMMERCIAL  PASSENGER
  COMMERCIAL  PASSENGER
  Z506 Cant
  SIZE
  Medium
  ENGINE NUMBER
  03
  WINGSPAN
  087
  FUEL
  800g
  ENGINE SIZE
  Medium
  LENGTH
  064
  RANGE
  1400 mi
  SPEED
  195
  STRUCTURE
  900
  CARGO
  4000 lbs
  CREW
  02
  FOUND
  08
  CARGO AREA
  6x6x6
  PASSENGERS
  12
  MANUFACTURED
  02
       Italian transport configured for land or water landing.  Good solid design.
  ANT-20 Bis
  SIZE
  Giant
  ENGINE NUMBER
  06
  WINGSPAN
  207
  FUEL
  7500g
  ENGINE SIZE
  Giant
  LENGTH
  107
  RANGE
  750 mi
  SPEED
  140
  STRUCTURE
  1700
  CARGO
  20000 lbs
  CREW
  08
  FOUND
  01
  CARGO AREA
  10x10x90
  PASSENGERS
  72
  MANUFACTURED
  02
  Odd Russian design that rates as Gigantic in all aspects.  Not a popular design to fly or travel in.
  Hardwired 104 Hinterland
  Z506
  Z506
  Z506
  Z506
  Z506
  Cant
  Cant
  Cant
  Cant
  Cant
  LLLLLockheed
  ockheed
  ockheed
  ockheed
  ockheed
  Constellation
  Constellation
  Constellation
  Constellation
  Constellation
  ANT
  ANT
  ANT
  ANT
  ANT-20 Bis
  -20 Bis
  -20 Bis
  -20 Bis
  -20 Bis
  
  TRANSPORT
  TRANSPORT
  TRANSPORT
  TRANSPORT
  TRANSPORT
  C-46 Commando
  SIZE
  Large
  ENGINE NUMBER
  2
  WINGSPAN
  108
  FUEL
  900g
  ENGINE SIZE
  Large
  LENGTH
  076
  RANGE
  1500 mi
  SPEED
  100-200
  STRUCTURE
  1400
  CARGO
  3000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  10x10x30
  PASSENGERS
  35
  MANUFACTURED
  04
       Good rugged, durable cargo hauler.   Easily maintained.Popularity is close to  the DC-3.  Has more cargo capacity.
  PBY Catalina
  SIZE
  Large
  ENGINE NUMBER
  02
  WINGSPAN
  104
  FUEL
  1700 g
  ENGINE SIZE
  Large
  LENGTH
  063
  RANGE
  2500 mi
  SPEED
  180
  STRUCTURE
  1800
  CARGO
  6000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  30x10x6
  PASSENGERS
  06
  MANUFACTURED
  22
      Go anywhere, parts interchangable with the DC3.  Can land on Runway, water or moderately rough ground.
  Lockheed Super Electra
  SIZE
  Medium
  ENGINE NUMBER
  Medium
  WINGSPAN
  065
  FUEL
  640g
  ENGINE SIZE
  Medium
  LENGTH
  044
  RANGE
  2000 mi
  SPEED
  250
  STRUCTURE
  1000
  CARGO
  3000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  6x6x18
  PASSENGERS
  12
  MANUFACTURED
  44
       General purpose for light cargo and small passenger runs.  Designed by Howard Hughes.
  CCCCC-46
  -46
  -46
  -46
  -46
  Commando
  Commando
  Commando
  Commando
  Commando
  Catalina
  Catalina
  Catalina
  Catalina
  Catalina
  PB
  PB
  PB
  PB
  PBYYYYY
  LLLLLockheed
  ockheed
  ockheed
  ockheed
  ockheed
  Super Electra
  Super Electra
  Super Electra
  Super Electra
  Super Electra
  Hardwired 105 Hinterland
  
  Sopwith Camel
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  027
  FUEL
  050
  ENGINE SIZE
  Small
  LENGTH
  019
  RANGE
  300 mi
  SPEED
  115
  STRUCTURE
  225
  CARGO
  n/a
  CREW
  01
  FOUND
  02
  CARGO AREA
  n/a
  PASSENGERS
  n/a
  MANUFACTURED
  125
       The Sopwith Camel is hard on novice pilots, hard to fly, and not loved.  Used as a short range fighter.
  Classic Fighters
  Classic Fighters
  Classic Fighters
  Classic Fighters
  Classic Fighters
  SE-5A
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  026
  FUEL
  85
  ENGINE SIZE
  Small
  LENGTH
  021
  RANGE
  225
  SPEED
  120
  STRUCTURE
  200
  CARGO
  50
  CREW
  01
  FOUND
  10
  CARGO AREA
  1x1x1
  PASSENGERS
  n/a
  MANUFACTURED
  120
      Popular Ground/Defence aircraft without a lot of range.  Easy to maintain carries two guns.
  Fokker D-VII
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  029
  FUEL
  90
  ENGINE SIZE
  Small
  LENGTH
  023
  RANGE
  300 mi
  SPEED
  116
  STRUCTURE
  250
  CARGO
  50
  CREW
  01
  FOUND
  01
  CARGO AREA
  n/a
  PASSENGERS
  n/a
  MANUFACTURED
  120
     Good Fighter, Fast, Reliable.  Popular with Pirates.   Easy to pilot by the Novice.
  Hardwired 106 Hinterland
  Sopwith
  Sopwith
  Sopwith
  Sopwith
  Sopwith
  Camel
  Camel
  Camel
  Camel
  Camel
  SE-5A
  SE-5A
  SE-5A
  SE-5A
  SE-5A
  Fokker
  Fokker
  Fokker
  Fokker
  Fokker
  D-
  D-
  D-
  D-
  D-VII
  VII
  VII
  VII
  VII
  
  MODERN Fighters
  MODERN Fighters
  MODERN Fighters
  MODERN Fighters
  MODERN Fighters
  F-6F Hellcat
  SIZE
  Medium
  ENGINE NUMBER
  01
  WINGSPAN
  043
  FUEL
  600g
  ENGINE SIZE
  Large
  LENGTH
  034
  RANGE
  900 mi
  SPEED
  250
  STRUCTURE
  2400
  CARGO
  30 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  3x3x3
  PASSENGERS
  n/a
  MANUFACTURED
  12
       Small production, fast heavily armed and deadly.  This is a rugged plane able to take heavy punishment.
  Brewster Buffalo
  SIZE
  Small
  ENGINE NUMBER
  01
  WINGSPAN
  035
  FUEL
  500g
  ENGINE SIZE
  Medium
  LENGTH
  026
  RANGE
  1000
  SPEED
  265
  STRUCTURE
  1200
  CARGO
  n/a
  CREW
  01
  FOUND
  06
  CARGO AREA
  n/a
  PASSENGERS
  n/a
  MANUFACTURED
  45
       It is said only fools fly a Brewster unless you are Canadian.  Modified for Ground Attack and use on the Air Beagle.
  Curtiss P-40 Warhawk
  SIZE
  Medium
  ENGINE NUMBER
  01
  WINGSPAN
  037
  FUEL
  500g
  ENGINE SIZE
  Large
  LENGTH
  033
  RANGE
  850
  SPEED
  340
  STRUCTURE
  1800
  CARGO
  n/a
  CREW
  01
  FOUND
  01
  CARGO AREA
  n/a
  PASSENGERS
  n/a
  MANUFACTURED
  112
       Good heavy duty fighter.  that  has 6  wing mounted 50 cal Machine guns.
  F-6F
  F-6F
  F-6F
  F-6F
  F-6F
  Hellcat
  Hellcat
  Hellcat
  Hellcat
  Hellcat
  Brewster
  Brewster
  Brewster
  Brewster
  Brewster
  Buffalo
  Buffalo
  Buffalo
  Buffalo
  Buffalo
  Curtiss
  Curtiss
  Curtiss
  Curtiss
  Curtiss
  PPPPP-40 W
  -40 W
  -40 W
  -40 W
  -40 Warhawk
  arhawk
  arhawk
  arhawk
  arhawk
  Hardwired 107 Hinterland
  
  Sikorski D-55
  SIZE
  Large
  ENGINE NUMBER
  01
  ROTORSPAN
  063
  FUEL
  270
  ENGINE SIZE
  Medium
  LENGTH
  042
  RANGE
  370 mi
  SPEED
  100
  STRUCTURE
  700
  CARGO
  2000 lbs
  CREW
  02
  FOUND
  12
  CARGO AREA
  20x8x8
  PASSENGERS
  12
  MANUFACTURED
  29
  Good reliable workhorse.   Can move up to 1 ton of cargo or 12 passengers.  Good for cargo between environs.
  RotOry
  RotOry
  RotOry
  RotOry
  RotOry
  Hupp Dogship
  SIZE
  Large
  ENGINE NUMBER
  02
  ROTORSPAN
  035
  FUEL
  500g
  ENGINE SIZE
  Medium
  LENGTH
  056
  RANGE
  450 mi
  SPEED
  100
  STRUCTURE
  600
  CARGO
  4000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  10x5x5
  PASSENGERS
  06
  MANUFACTURED
  04
  Reliable heavy lift helicopter, hard to maintain.  Has combat capabilities.   Used for rescue and medical services.
  Focke Achjelis
  SIZE
  Large
  ENGINE NUMBER
  02
  ROTORSPAN
  040
  FUEL
  200g
  ENGINE SIZE
  Medium
  LENGTH
  047
  RANGE
  430 mi
  SPEED
  075
  STRUCTURE
  900
  CARGO
  3000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  10x6x6
  PASSENGERS
  06
  MANUFACTURED
  18
       Design used in Mountainous Environs.  Can carry 500 lbs cargo and passengers.  Very steady platform.
  Sikorski
  Sikorski
  Sikorski
  Sikorski
  Sikorski
  S-55
  S-55
  S-55
  S-55
  S-55
  Hupp
  Hupp
  Hupp
  Hupp
  Hupp
  Dogship
  Dogship
  Dogship
  Dogship
  Dogship
  Focke
  Focke
  Focke
  Focke
  Focke
  Achjelis
  Achjelis
  Achjelis
  Achjelis
  Achjelis
  Hardwired 108 Hinterland
  
  AutoGyro
  AutoGyro
  AutoGyro
  AutoGyro
  AutoGyro
  Pitcairn PC-A2 Autogyro
  SIZE
  Medium
  ENGINE NUMBER
  01
  ROTORSPAN
  045
  FUEL
  052
  ENGINE SIZE
  Medium
  LENGTH
  023
  RANGE
  370 mi
  SPEED
  100
  STRUCTURE
  250
  CARGO
  25 lbs
  CREW
  01
  FOUND
  03
  CARGO AREA
  4x4x4
  PASSENGERS
  n/a
  MANUFACTURED
  15
       Zero Landing speed, good for mail and survey.  Reliable but not for combat.
  Heli-Thruster
  SIZE
  Small
  ENGINE NUMBER
  01
  ROTORSPAN
  033
  FUEL
  025
  ENGINE SIZE
  Small
  LENGTH
  013
  RANGE
  600 mi
  SPEED
  100
  STRUCTURE
  80
  CARGO
  25 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  2x2x2
  PASSENGERS
  01
  MANUFACTURED
  35
       Unusual but efficient design for limited Environ hopping.  Good for small cargo.
  Fairey Rotodyne
  SIZE
  Large
  ENGINE NUMBER
  02
  ROTORSPAN
  090
  FUEL
  900
  ENGINE SIZE
  Medium
  LENGTH
  059
  RANGE
  550 mi
  SPEED
  100
  STRUCTURE
  750
  CARGO
  6000 lbs
  CREW
  02
  FOUND
  01
  CARGO AREA
  10x8x40
  PASSENGERS
  48
  MANUFACTURED
  05
       Turboprops replaced with DC-3 parts.  Used for Environ Transport.
  PPPPPiiiiitcairn
  tcairn
  tcairn
  tcairn
  tcairn
  PC
  PC
  PC
  PC
  PC-A2 Autogyro
  -A2 Autogyro
  -A2 Autogyro
  -A2 Autogyro
  -A2 Autogyro
  Fairey
  Fairey
  Fairey
  Fairey
  Fairey
  Ro
  Ro
  Ro
  Ro
  Rotodyne
  todyne
  todyne
  todyne
  todyne
  Heli-
  Heli-
  Heli-
  Heli-
  Heli-Thruster
  Thruster
  Thruster
  Thruster
  Thruster
  Hardwired 109 Hinterland
  
  ZMC-2 Blimp
  SIZE
  Gigantic
  ENGINE NUMBER
  02
  LENGTH
  150
  FUEL
  300g
  ENGINE SIZE
  Medium
  WIDTH
  053
  RANGE
  700 mi
  SPEED
  052
  STRUCTURE
  150
  CARGO
  600 lbs
  CREW
  02
  FOUND
  12
  CARGO AREA
  4x4x8
  PASSENGERS
  n/a
  MANUFACTURED
  06
       Good for long range observation and survey.  Not great in air combat.  Metal Clad.   May have a 50 cal.
  Lighter thAN Air
  Lighter thAN Air
  Lighter thAN Air
  Lighter thAN Air
  Lighter thAN Air
  Rigid Airship Macon Class
  SIZE
  Gigantic
  ENGINE NUMBER
  08
  LENGTH
  785
  FUEL
  1200g
  ENGINE SIZE
  Medium
  WIDTH
  133
  RANGE
  4000 mi
  SPEED
  080
  STRUCTURE
  2900
  CARGO
  140000 lbs
  CREW
  91
  FOUND
  03
  CARGO AREA
  Diversified
  PASSENGERS
  n/a
  MANUFACTURED
  02
       Will hold 5 Classic Fighters with trapeze recovery.  Used for survey and long range exploration.
  LZ 130 Graff Zepplin II
  SIZE
  Gigantic
  ENGINE NUMBER
  04
  LENGTH
  804
  FUEL
  1200g
  ENGINE SIZE
  Large
  WIDTH
  135
  RANGE
  4000 mi
  SPEED
  080
  STRUCTURE
  2700
  CARGO
  22000 lbs
  CREW
  40
  FOUND
  01
  CARGO AREA
  Diversified
  PASSENGERS
  40
  MANUFACTURED
  01
        Regal passenger ship.  Used for exploration of the Hinterland.  Carries light armaments.
  ZM
  ZM
  ZM
  ZM
  ZMCCCCC-2
  -2
  -2
  -2
  -2
  Blimp
  Blimp
  Blimp
  Blimp
  Blimp
  LZ 1
  LZ 1
  LZ 1
  LZ 1
  LZ 130 Graff
  30 Graff
  30 Graff
  30 Graff
  30 Graff
  Zepplin II
  Zepplin II
  Zepplin II
  Zepplin II
  Zepplin II
  Rigid Airship
  Rigid Airship
  Rigid Airship
  Rigid Airship
  Rigid Airship
  Macon Class
  Macon Class
  Macon Class
  Macon Class
  Macon Class
  Hardwired 110 Hinterland
  
  Exotics
  Exotics
  Exotics
  Exotics
  Exotics
  Blohm Voss Observer
  SIZE
  Medium
  ENGINE NUMBER
  1
  WINGSPAN
  46
  FUEL
  500g
  ENGINE SIZE
  Large
  LENGTH
  46
  RANGE
  745 mi
  SPEED
  272
  STRUCTURE
  600
  CARGO
  n/a
  CREW
  03
  FOUND
  01
  CARGO AREA
  n/a
  PASSENGERS
  n/a
  MANUFACTURED
  03
       Wonderful observation craft... Just don’t look at it for too long!
  Aeroneff Hybrid Airship/Helicopter
  SIZE
  Gigantic
  ENGINE NUMBER
  24
  WIDTH
  045ft
  FUEL
              48,000g
  ENGINE SIZE
  Giant
  LENGTH
  350ft
  RANGE
  11,000mi
  SPEED
  85mph
  STRUCTURE
  2000
  CARGO
  50,000t
  CREW
  100
  FOUND
  0
  CARGO AREA
  11,000sqft
  PASSENGERS
  60
  MANUFACTURED
  01
       Designed by a Genius or Madman, this airship has been over many of the Known Environs.
  Frost Avero Mk II
  SIZE
  Medium
  ENGINE NUMBER
  03
  DIAMETER
  045
  FUEL
  900g
  ENGINE SIZE
  Medium
  LENGTH
  045
  RANGE
  375 mi
  SPEED
  650
  STRUCTURE
  1800
  CARGO
  600 lbs
  CREW
  01
  FOUND
  01
  CARGO AREA
  6x4x1
  PASSENGERS
  02
  MANUFACTURED
  13
       Odd airship manufactured in Almost Canada.  Three Radial Engines, crew must be under 5 feet in height.
  Blohm
  Blohm
  Blohm
  Blohm
  Blohm
  VVVVVoss
  oss
  oss
  oss
  oss
  Frost
  Frost
  Frost
  Frost
  Frost
  AAAAAvvvvvero Mk II
  ero Mk II
  ero Mk II
  ero Mk II
  ero Mk II
  Aeroneff
  Aeroneff
  Aeroneff
  Aeroneff
  Aeroneff
  Airship
  Airship
  Airship
  Airship
  Airship
  Hardwired 111 Hinterland
  
  WHAT YOU REALLY BOUGHT
  Buying an aircraft is a careful procedure that re-
  quires paperwork, certification, licensed brokers and the
  Dreaded Bank Examiner.   Anything else can be defined
  as luck and watch your wallet.   Cash deals and gam-
  bling is common in the Hinterland and a high stakes poker
  game may see the transfer of several aircraft.   The law
  does not regulate most of this other than the $2 Trans-
  portation Transfer Tax and Registration.   Sometimes
  you even get what you pay for and Pigs do fly in the Hin-
  terland.
  Quality of Aircraft
  01-25 PIECE OF JUNK
  If this gets off the ground you better be over a
  junkyard.  It will require a master mechanic, a
  case of good whiskey and a lot of extra cash to
  bang it into shape.  Figure d10 weeks of work if
  you can get the parts.
  26-50 NEEDS HELP
  A very good Mechanic  is going to  be needed
  for this aircraft.  It may look OK but it does have
  a few  serious problems that will manifest within
  d10 flights.
  51-75 EXPECTED
  What you see  is what  you get and  the prob-
  lems in this aircraft are obvious or told to you
  by the previous owner.  A little time and money
  can iron this out in d10 days.
  76-95 CLEAN
  A few problems, a few idiosyncracies and a few
  bucks will make this plane a good flyer.
  96-98 VERY CLEAN
  Minor problems crop up in d10 weeks of owner-
  ship but these are just minor annoyances.   You
  got a great deal to say the least.
  99-00 AMAZING
  Unusually clean and free of any problems.  This
  aircraft will prove to be a workhorse and rarely
  prone to major problems.      Baby it and watch
  it last for a very long time.
  INSURANCE
  Insuring an Aircraft is just a matter of an insur-
  ance broker and cash.  Brokers are usually out of where
  a plane’s owner calls home.  Figure $100-$500 a month.
  Insurance
  01-50 BASTARDS
  You have a claim, the insurance company will
  try to find and way to weasel out of this so they
  don’t have to pay.
  51-75 COVERED
  Your insurance has a Co-Pay and you will be
  covered by damage.   But they are maddingly
  slow on the paperwork.
  76-95 EASY
  Insurance covers the entire problem quickly and
  effectively.
  96-00 COVERAGE PLUS
  Insurance covers the entire problem quickly and
  effectively and then cancels you as a risk.
  BANKS
  Banks are a little better in the Hinterland.   They
  are a place to deposit money and secure loans for home
  and purchases.   Interest rates average 3% a year with
  no bank fee over $1.   There are no credit ratings or
  charge cards.   Checks are generally rare and used for
  large transactions.   The Key Environs have banks local
  to that environ.  There are no branches across Envi-
  rons.   An average pilot may have 7 bank books.
  However there is the Dreaded Bank Examiner
  who decides on the validity of loans.   These social mis-
  fits are only a step above the ERS,  Environ Revenue
  Service.
  Bank Loan Chance
  01-50 THINKING ABOUT IT
  The Bank is unsure or the Examiner is having a
  bad day.  You are way too new and a few more
  weeks may change their mind.
  51-75 YOU HAVE THE LOAN IN TIME
  Your loan will be  decided by a  Board of Loan
  officers in d10 +10 days.  Any attempt to rush
  the process adds another d10 days.
  76-95 THE LOAN IS GRANTED
  You are granted the loan in d10 days
  96-00 YOU HAVE THE LOAN
  The loan is granted and available Immediately.
  COLLECTION AGENCIES
  If you don’t pay your loan after a 3 month
  delinquecy the payment is turned over to a collection
  agency.   Bounty hunters at best, they will reposes your
  property.
  Hardwired 112 Hinterland
  
  SCENARIO  THREE
  THE ANDALUZ ENGINE
  Nobody had any clue where 55 gallons of high
  test jet fuel came from but it showed up in the Great Air
  Market in Akron.   It was sealed and banded with NASA
  invoices.  The bidding was hellish.    Then 6 more showed
  up over the next few weeks with identical drums down to
  the same serial numbers.
  Speculation began that somebody had found a
  Template in the NORAM ruins.   Templates were known
  but very rare.   They produce identical items or are a
  legendary variety that can produce multiple items.
  There was one man who was at the top of the
  bidding, the wealthy and moderately eccentric master of
  airframe design, Michaelangelo Andaluz.  As the bidding
  ended he yelled “I will be the First!”
  Jets in the Hinterland
  Jet engines were known in the Hinterland but they
  were rare and fuel for them is almost nonexistent.  What
  little experiments were done to create JP-1 (Jet Propel-
  lent 1) were crude and most often ruined the engine ex-
  plosively.  Alcohol was still king.
  A year later Andaluz announced an exploration
  mission to the Up Hinterland by Rocket Plane.  He would
  fly to the mysterious Hinterland above and return safely
  with a crew of scientists.
  Another year rolled by and then the official an-
  nouncement came out that this project would be the first
  major research project that would be launched by the Air
  Beagle.
  THE AIR BEAGLE
  The largest engineering project of the Hinterland
  is centered at New Pittsburgh.   It is called the Air
  Beagle.   Originally designed at the University of New
  Windsor,  Almost Canada, and Andaluz  this massive fly-
  ing air dock is an effort that has taken 10 years and the
  services of 6 Environs to complete.
  Nobody  really thought this was more then a Pork
  Barrel Project and a target for Air Pirates until Andaluz
  bombarded the media with Radio Ads and News Articles
  on THE NEW FRONTIER and promoted the Explora-
  tion of the Hinterland.
  With the help of the Hinterland Geographic Soci-
  ety, the idea of exploration and high adventure caught on
  with the younger folk.
  A radio serial Jack Bauer and the Adventures
  of the Air Beagle 7 didn’t hurt a lot either.  Neither did
  the monthly movie serial that always had free popcorn
  and a cartoon.
  TEMPLATES
  One of the most sought after items in the Hinter-
  land are Noram Templates.  These odd pieces of glass
  and electronics are programmed to replicate matter,
  exactly duplicate materials fed into their hopper.   Tem-
  plates are basically the same design in different sizes
  from a 12 inch block to 20 foot cube.   All are simple in
  design.   Templates are probably nanotech.   Dump gar-
  bage in the hopper, press a button and then drop in the
  material to be duplicated.   It creates a number of copies
  until it runs out of base matter (more garbage).   These
  wonders do not produce living matter or radioactives.
  Because of the ability to abuse this technology, the known
  templates are highly regulated and guarded.
  CANNED SPAM SECRETS
  One of the most common items in the Hinterland is
  Canned Spam. There is a persistent rumor that there is a Tem-
  plate somewhere on New Akron that turns it out by the truck-
  load. At $1 for a  12 pack, you can live on it, but it is still Spam.
  Many of the Tribes on Eta Wonga will kill for a few cans
  of the pink goodness. Slice and fry, bake or eat it in cold in your
  salad, it’s still the Wonderful Pink Goodness of Spam.
  Hardwired 113 Hinterland
  Scenario 2
  It’s Full of F…
  The island of Eta Wongo is known as one of the
  Hinterland’s hot spots for Tropical Beauty.  Of its 200 miles
  of islands enclosed by a 4 mile rock wall, many have re-
  mained unexplored and populated by bad tempered natives.
  Josh Mendoza was an explorer mapping one of the
  smaller islands.  His messages were usually picked up by a
  number of stations until that fateful day.
       “You’ve got to see this…  Like the DC-3 Graveyard on
  New Akron.  Thousands of them… It’s Full of Fo….”
  By triangulation and a little bribery the players can
  eventually track this island and it’s misty volcanic Crater.
  After a hard landing and multiple Native Encounters they will
  find the secret.
  What Josh was trying to say before the Wongese
  Natives BBQ’d him for their royalty was  “It’s full of Ford Fies-
  tas!”  Indeed, there are 70,000 of these small cars (1978
  Model) filling the crater.
  TTG
  
  Michangelo Andaluz
       The owner of Pinata
  Airframes is an enigmatic
  figure that came from
  Early 21st Century Earth.
  His love of flight, imagina-
  tion and hard work created
  the largest Aircraft Design
  studio in the hinterland.
  His friendly exterior hides
  a very sharp mind.
  Hardwired 114 Hinterland
  Air Beagle 1
  SIZE
  Gigantic
  ENGINE NUMBER
  04
  WIDTH
  1600
  FUEL
  260,000g
  ENGINE SIZE
  Gigantic
  LENGTH
  1000
  RANGE
  n/a
  SPEED
  35
  STRUCTURE
  90,000
  CARGO
  LOTS
  CREW
  1780
  FOUND
  0
  CARGO AREA
  1000x1600
  PASSENGERS
  100
  MANUFACTURED
  01
  The first flying airbase and air dock.  Fully armed.  Full facilities for Repair with massive storage.
  AIR BEAGLE SPECIFICATIONS
  The Airbeagle measures 1600 x 1000 feet in
  width   with a 55 foot thickness of platform.   Constructed
  of light wood and aluminum it is lifted by a series of
  helium cells that help support the platform with the ad-
  dition of 5 Lifting engines.   Four of the lighter crystals
  are more than 3 feet in diameter.  The fifth is the
  Hinterland’s largest at 6 feet.
  Powering the system are a dozen sealed nuclear
  electric engines salvaged from Noram and a backup
  Steam system.
  Crew compliment is nearly 1780 support per-
  sonnel, scientists, pilots and engineers.   The Beagle’s
  main
  command crew is a Multi Environ group called the BNF
  or Beagle Naval Force.   They are supported by 100
  Marines.
  The Beagle carries more then 300 aircraft in vary-
  ing configurations from Ultralight to fighters to DC-3 sized
  Freight Liners and Fighters.
  There is a persistent rumor that there are sev-
  eral Alien Aircraft hidden a security zone in the hanger.
  These may be to deter Air Pirates or actual Noram sal-
  vage.
  Flight crews are trained for speed and accuracy
  to move aircraft from storage to flight status.
  Opposition
  The great Lightning Crystals are unique.   Oppo-
  nents would like to see each returned to commercial
  service.   A few environs have a political undercurrent
  that states that the knowledge will be regulated to the
  more developed Environs and not shared.  Some be-
  lieve it will fall into the wrong hands and become a mas-
  sive military platform that reins terror onto the peaceful
  nations of the Hinterland.   A few just don’t want it falling
  on their homes or cities.
  Flight Operations
  From the center deck aircraft can be dropped or
  exit the side hangers.   All landings are done from  the
  top of the dock with the landing elevators and ramps used
  to drop the aircraft to the center deck.
  One of the first projects is to boost the Beagle 40
  miles into the air and launch a specialized vehicle to the
  Up Hinterland.  Michael Andaluz is the genius behind this
  project  His goal is to pilot the  first rocket to be launched
  beyond the Down Hinterland in the hopes to reach the
  up Hinterland and return.
  
  The ship will leak because of a couple stray rifle shots
  and require a  quick fuel line patch and a broken conduit
  being rewired.  Flight suits and oxygen masks are worn
  as the aircraft performs perfectly, passing through the
  helium layer and drops into the Up
  Hinterland Sky.
  The target Environ  is lightly forested with grass-
  lands and lakes.   The ship lands just before the sky
  lights.  Exploration shows the area is lousy with small
  Raptor Like Dinosaurs with primitive spears and a
  decidedly bad attitude.   They are leery and keep their
  distance.   If friendly contact is attempted they will spear
  the victim.  They are also carrying shields made from
  hubcaps and scrap from a higher technological period.
  Exploration
  If the group can explore a bit and use a telescope
  they can spot a downed DC-3 in the distance that has
  been scavenged for metal.   The side of the aircraft is
  labeled Square Island Charter in English and French.
  The aircraft has been barricaded into  a fortress
  that the Rapteroids avoid.   Approaching the vehicle will
  trigger the lone inhabitant, Pierre Lemmon to curse at
  them and shoot.   With a little time, Pierre can be res-
  cued and will give a different side of life in the Up Hinter-
  land.
  His plane contains the remains of a very com-
  pact alcohol still, six 55 gallon barrels of Alcohol.  There
  is also a cargo of Diamonds that Pierre says are just
  decorative junk, cigars and three Fusion Max Genera-
  tors that were found here.     There is No Lightning Equip-
  ment.   The Frenchman has never heard of this technol-
  ogy.
  Hardwired 115 Hinterland
  Pinata Ship One
  The ship is a basic 40 foot disposable booster
  with a Lightning Crystal core.   Once it is lifted the ship
  flies to the edge of the Helium layer.  There the booster
  engine ignites and the ship is shot through the region to
  the Up Hinterland side.  .   It extends wider wings and
  glides to a landing in the up Hinterland.   When it Lands,
  it is righted, launched, flies to the edge of the Helium
  Layer.  A second engine ignites  and the small ship
  parasails down,  finally breaking away into a pair of 3
  man ultralight landers.   The ship has seating for a Pilot,
  2 Scientists, and an Engineer.
  Political Issues
  Many would like to see this project ended before
  it becomes a critical disaster.  There is a growing gen-
  eral fear that the exploration of the Up Hinterland may be
  more than man needs to know.   Some religious leaders
  believe there may be powerful Forces up  there and it is
  best to let sleeping dogs lie.  This belief has taken a life
  of its own and has created followers who would sacri-
  fice their lives to protect their bit of Paradise.
  Launch Day
  The day of the launch, players are a security team
  assigned to Andaluz.  They will follow and keep him safe
  as well as protect the launch vehicle.
  There will be 2 Assassination
  attempts on Andaluz as well as a
  bomb plot.
  The first will be an inept gunman
  who screams that God will be dis-
  pleased and then draw his weapon,
  a hunting knife.  With the knowledge
  that only a fool brings a knife to a Gun
  Fight, this person should be easy to
  stop.
  The Second attempt will be the
  presentation of a bottle of Fine Bra-
  zilian Rum to Andeluz.   The bottle
  seems to be the real thing, but if
  poured into a glass begins to etch
  the glass.  It is an acid.
  At the critical juncture, Andaluz
  will be in the ship as shots are fired
  and a flaming fuel truck races across
  the field to the launch pad.   An at-
  tempt can be made to stop the truck
  and the drivers or join Andaluz in a
  preemptive launch of the vehicle
  before it is burned.
  The travel upward  is hard,
  bumpy and moderately successful. Gnosia
  Gnosia
  PINATA SHIP ONE
  PINATA SHIP ONE
  PINATA SHIP ONE
  PINATA SHIP ONE
  PINATA SHIP ONE
  
  Hardwired 116 Hinterland
  Extra Fuel
  A single barrel of the  alcohol can be used to help
  boost the extra weight of Pierre to the up Hinterland.  He
  has no family after the Rapteroids ate his Girlfriend and
  will gladly be rescued.  He would like to be the first ex-
  plorer to go back to the Up Hinterland and take back the
  Lightning technology to the people of Little Paris.  He
  sees his ticket to fame and wealth.   Pierre will tell the
  explorers of 6 explored Environs and the politics of these
  nation states.
  EXPLORED UP HINTERLAND ENVIRONS
  The Six explored Environs on Pierre’s Up Hinter-
  land are independent city states.
  Little Paris
  1924 Paris France fragment complete with river.
  A half million now live in the surrounding countryside.
  The French and adopted French are proud and progres-
  sive.
  Moo’s Advent
  Staunch Christian community that stays in the
  1800’s   Mostly pastoral life-style with a strong empha-
  sis that this is the promised land.   They will trade for
  machine parts and carefully controlled technology that
  supports their life style.
  The Republic of Mormon
  A growing 19th century styled Mormon commu-
  nity that also believes the Hinterland is the Promised
  Land.   They have an odd kinship with the Christians of
  Moo’s Advent as well as stark differences.   They are not
  Friendly with the french though they trade with them.
  Gnosia
  A Greek community that had  14th century roots.
  This peaceful community  has learned technology and
  has uplifted itself with help from the French.   They will
  not deal with the Germans.
  Mammoth Field
  This odd place has yard high Columbian Mam-
  moths and primitive men who are at best a foot tall.   New
  Paris maintains a research base here to trade with the
  little people.   In turn some of the small folk have come to
  Little Paris to work small Industrial jobs to create fine
  craftsmanship.
  Kaiser Wolfgang’s Land
  Descended from a hospital ship/freighter  miss-
  ing in WWI, this hearty German society is moving quickly
  to the forefront of Up Hinterland technology.   They are
  friendly in a cautious sort of way.  While they deal fairly
  with the French, they still  disdain them.  Their tri-wing
  aircraft are the top of the line for this area even though
  they do not posses Lightning technology.
  Going Home
  Getting back to the Launcher is going to be an
  issue.   More than 50 Rapteroids are sick and tired of
  Pierre shooting at them.   This raid has been planned
  and the advent of more folks like Pierre has driven them
  to a frenzy.    What Pierre does not know is that a base
  has been established 10 miles south of his Wreck.
  First Wave
  The Rapteroids will attack the aircraft with spears
  and look for weakness.   This will be an all day proce-
  dure with a break at mid day.  Attacks come in waves
  after the little monsters sing at the humans in hatred.
  This will continue until the helium layer starts to fade into
  night..   At that time the Rapteroids will sing at the de-
  mons of the night and flee to their village.
  Night
  Night brings winged predators and small squat
  Tyrannosauruses.  They are crafty and fast but tend to
  roar and charge.   Crafty does not mean very bright.   How-
  ever they are hard to kill and tough as a dock worker.
  They have left Pierre alone as they are clever enough to
  scarf up the dead Rapteroids that are shot.
  If the characters manage to kill 40 of the maraud-
  ers, the raptors will sing to the explorers, leave a gift of
  meat and retreat.   The meat is poisoned.
  Getting back to the launcher will be a running
  battle .   At the launcher it will take a bit of time to get
  ready and launch the vehicle.   This must be timed ex-
  actly to pass through the Helium layer at night.
  There is a 95% chance that Michangelo will be
  able to set the time.  If The designer of the craft is killed
  there is a logbook under his seat that has specifications
  and instructions for the launch home.
  The Welcome Home
  The Air Beagle will still be waiting for the explor-
  ers with a heroes’ welcome.     Every evening they will
  detonate a single ultra-bright flare to show their position.
  This will give the returning craft a target when they pull
  the release to break up the capsule and unfold the
  ultralights.
  The explorers will gain the gratitude of the Beagle,
  a citation from the Beagle Marines, Citizenship of Almost
  Canada and $20K each in Gold along with a single 50K
  diamond from Pierre, now the First Ambassador from
  Little Paris of the Up Hinterlands.
  
  Hardwired 117 Hinterland
  Index
  Aging
  011
  Air Beagle
  022, 114
  Aircraft Repair
  143
  Aircraft Types
  Autogyro
  109
  Bush Planes
  103
  Classics
  102
  Commercial/Passenger
  104
  Exotics
  111
  Fighters, Classic
  106
  Fighters, Modern
  107
  Lighter Than Air
  110
  Rotory
  108
  Transport
  105
  Ultralights
  100
  Air Combat
  064
  Aircraft Financing
  112
  Aircraft Insurance
  112
  Aircraft Quality
  121
  Alcohol Fuel
  042
  Author
   ii
  Black Market
  078
  Boneyard
  020, 059
  Calendar
  012
  Calender Holidays
  013
  Career Choices
  013
  Cargo
  067
  Cargo Exchange/Broker
  068
  Cargo Passengers
  069
  Character Design
  002
  Character Skills Option
  083
  Character Rating, Pilot
  087
  Combat Damage Equiv
  018
  Crash  Landings
  066
  Creatures
  Ai’ Ai’ Garnosh
  059
  Animals Intelligent
  081
  Carna Whales
  007
  Children
  011
  Gremlins
  060
  Madballs
  080
  MaintainAnts
  054
  Oddballs
  080
  Screwballs
  080
  Restorkies
  054
  Squids
  007
  Ugs
  080
  Wabbits
  080
  Whatats
  080
  Credits
   ii
  DC-3
  Electrical Problems
  063
  Fuel Calculator
  120
  Fuel Use
  062
  Fuel Problems
  062
  Salvage
  059
  Specifications
  061
  Structure
  063
  Designers Notes
  i
  Drugs
  016
  Environs
  Almost Canada
  022
  Anson’s Kingdom
  024
  Bruno’s Vineyards
  040
  Eta Wongo
  044
  Grunlog
  050
  Icecap
  048
  Little Kiev
  038
  Little Texas
  032
  Lizard Woods
  049
  Magicaust
  036
  Mountain Meadow
  048
  New Akron
  020
  New Brazilia
  028
  New Old New York
  026
  New Pittsburgh
  030
  Old Forest
  050
  OurKansas
  042
  NORAM
  046
  Sahara
  049
  Tuva
  034
  Finds/Salvage
  070
  Flight School
  056
  Forts
  051
  Fuels
  060
  Fuel Use
  065
  
  Hardwired 118 Hinterland
  Fuel Dumps
  051
  Gambling
  069
  Health
  011
  Hinterland
  Air Layer
  006
  Attitude
  004
  Climate
  005
  Environs, Local
  008
  Environs, Local Key
  009
  Geography
  005
  Helium Layer
  006
  History of Hinterland
  010
  How Do I Get There
  002
  Russ Edwards Transfer
  002
  Russ Edwards Splashdown
  003
  Up and Down Hinterland
  006
  What is the Hinterland
  003
  Index
  125
  Language
  011
  Lightning Crystal (Slang for MDD)
  057
  Magic
  Magic Attitude
  090
  Magic Contamination
  074
  Magic Cantrips
  088
  Magic Helpers
  089
  Magic Favorites
  090
  Magic Flight/Nav
  089
  Magic Fuel
  090
  Magic Liquid
  089
  Magic Motion
  091
  Magic Restoration
  089
  Magic Tech
  088
  Magic Wild
  090
  Materials Needed
  001
  Makers (Carbon Templates)
  018, 113
  Makers Processor
  030
  Makers Replicators
  MDD Crystal
  057
  MDD Repair & Tuning
  057
  Navigation
  055
  New Arrivals
  004
  Oil, Natural
  032
  Oil Vegetable
  045
  PERSONALITIES
  Air Sea Rescue
  077
  Albatross Air Cargo
  076
  Amelia
  079
  Black Jack DelRio
  077
  Colonel Blackthorn
  079
  Dragons
  077
  Flying Amish
  079
  Grandma Graff
  079
  Gypsy Armada
  080
  Honest Amit’s Outfitters
  079
  Imperial Rus Air Force
  079
  Independent Flyers
  076
  Jandas Flying Circus
  079
  King Puluta’u
  075
  Lester & Lewis
  076
  Mema Chang
  079
  Monkeys
  075
  Perdition Levy
  077
  Private Eyes
  078
  Red Baron
  079
  Rusty
  075
  Salesman
  076
  Sky Chief
  075
  Sky Pirates
  078
  Sneaky Pete
  079
  Transplants
  080
  Wizards
  077
  Power Point
  It doesn’t look like much but the Power Point is a
  marvel of  Strange engineering that provides whatever is
  needed in AC current.  Many of these are near larger
  cities.  While every Environ has one of these, a number
  have several with the largest counts in New Akron (17)
  and New Old New York  (31 .
  
  Hardwired 119 Hardwired
  Power Point
  006
  Planes For Sale
  104, 118
  PSI
  PSI Talents
  091
  PSI Favorites
  092
  Religion
  011
  Salvage/Finds
  070
  Sea Travel
  007
  SCENARIOS
  Andeluz Engine
  113
  The Right Stuff takes Adventurers on the
  Hinterland’s first exploration of the “Up Hinterland”
  with a genius --or is he a madman?
  It’s Full of F…
  113
  The last message of a dying explorer starts
  a mad rush to find a valley with a vast treasure and
  deadly guardians.
  Pig in the Pokey
  093
  A Pig sees a crime and becomes a star wit-
  ness in a trial that may leave he Adventurers hunted
  by Assassins.
  Shrooms
  016
  Sky Pirates
  078
  Statistics Translation
  076
  Sticking to the Rules
  001
  Table Contents
  000
  Terms of Role Playing
  001
  Time & Motion
  001
  Trade & Commerce
  014
  University New Windsor
  023
  Vegetable Oddities
  017
  Wages
  015
  Weather, Weird
  052
  BACK OF THE BOOK
  UTILITY SHEETS
  Fuel Calculator
  120
  Number Cruncher
  121
  Passport
  122
  Pilots Certification
  124
  Aircraft Certification
  125
  Pilots Log
  126
  Cargo Manifest
  127
  Aircraft Specs
  128
  Character Profile
  129
  Environ Details
  130
  Environ Interest
  131
  Small Environ Maps
  132
  Environ Explorers Map
  133
  Wings Game
  134
  Aircraft Repair
  136
  Michangelo Andaluz
  Father of the Hinterlands First Exploration of
  the “Up Hinterland”.
  
  FUEL CALCULATOR
  ENVIRON TO ENVIRON
  FUEL USE
  This basic chart will give you basic fuel
  use in gallons for various sized engines.
   MIC
  SMA
  MED LAR
  GIA
  MON
  A to A
    025
  050
  100
  200
  400
  1600
  A to B
    016
  037
  075
  150
  300
  1200
  A to C
    031
  062
  125
  250
  500
  2000
  A to D
    016
  037
  075
  150
  300
  1200
  A to E
    025
  050
  100
  200
  400
  1600
  A to F
    031
  062
  125
  250
  500
  2000
  050 mi.
    003
  006
  012
  025
  050
  0200
  100 mi.
    006
  012
  025
  050
  100
  0400
  200 mi.
    013
  025
  050
  100
  200
  0800
  A
  AA
  AA
  A
  AA
  AA
  B
  BB
  BB
  FFFFF
  D
  DD
  DD
  C
  CC
  CC
  EEEEE
  Hardwired 120 Hinterland
  Designers Final Notes
  We started on the this project in 1985.  Rich Jervis named
  the concept during one of his ‘Island’ style parties that were held at
  SF Cons.   We tried a play test in Lansing Michigan at U Con.   It was
  a hysterical success and the gamers decided they wanted a copy.
  This was long before the Pulp Adventure RPG’s and
  Steampunker started.  As usual, Tri Tac was a Bellweather with
  concepts and gets them done years later...
  About 40 pages were transcribed and then the universe
  got in the way.   By 92 the new Games formats were coming out and
  Incursion took the slot in production.   With Hardwired Hinterland
  scheduled for 95.
  Unfortunately something premiered that all but ended the
  small RPG companies and our distribution.  Magic was an as-
  tounding success that eventually took down TSR and far too many
  small companies.   Distribution fell  into politics and everybody
  invested in their own card game.   Thinking you could compete with
  Magic was akin to shooting yourself in the ass.  Those companies
  that created the ‘next big card game’  are virtually all gone now.  The
  giants fell and the large sports card companies gobbled up the
  winners.
  In 1999  I was with the Dorsai doing security at the
  Oskhkosh Air Show.  Behind the scenes was a marvelous way to
  see aircraft and meet the great folks who gave us modern flight.
  About 300 digital images I took rekindled my thoughts on Hinter-
  land and again I thought of finishing the book.  Sitting on my wall is
  a hat autographed by Chuck Yeager and Bud Anderson.   I  ended
  up being the chief cook for the EAA Warbirds.  During breakfast a  P-
  47 flew low over us as a wakeup and we had to jump tarps over the
  food because of the rolling dust.   The old pilot next to me looked up
  and said  “Yup!  Just Like North Africa!”
  In 2006 while recovering from heart surgery I pulled the
  notes and went back to work on the Hinterland Book.   Joining me
  was were William Wardrop and Bob Sadler with whom I had worked
  with on the Morrow Project.  Joining us was Melody Natcher who
  changed the face of all of Tri Tac and did amazing graphic designs.
  So sit back, relax, listen to some Jimmy Buffett music and
  have a good beer.  Hope you enjoy the 5th Tri Tac RPG concept.
  And if you don’t like the style, art, concept or editing, you
  are welcome to purchase and burn as many as you wish.  Discount
  rates are available.
  Airdock New Akron
  
  NUMBER MULTIPLIER
  01-50
  .12
  .25
  .50
  .75
  1.00
  1.25
  1.50
  1.75
  001
  001
  001
  001
  001
  001
  001
  001
  001
  001
  001
  001
  002
  002
  002
  003
  001
  001
  001
  002
  003
  003
  004
  005
  001
  001
  002
  003
  004
  005
  006
  007
  001
  001
  002
  003
  005
  006
  007
  008
  001
  001
  003
  004
  006
  007
  009
  010
  001
  001
  003
  005
  007
  008
  010
  012
  001
  002
  004
  006
  008
  010
  012
  014
  001
  002
  004
  006
  009
  011
  013
  015
  001
  002
  005
  007
  010
  012
  015
  017
  001
  002
  005
  008
  011
  013
  016
  019
  001
  003
  006
  009
  012
  015
  018
  021
  001
  003
  006
  009
  013
  016
  019
  022
  001
  003
  007
  010
  014
  017
  021
  024
  001
  003
  007
  011
  015
  018
  022
  026
  001
  004
  008
  012
  016
  020
  024
  028
  002
  004
  008
  012
  017
  021
  025
  029
  002
  004
  009
  013
  018
  022
  027
  031
  002
  004
  009
  014
  019
  023
  028
  033
  002
  005
  010
  015
  020
  025
  030
  035
  002
  005
  010
  015
  021
  026
  031
  036
  002
  005
  011
  016
  022
  027
  033
  038
  002
  005
  011
  017
  023
  028
  034
  040
  002
  006
  012
  018
  024
  030
  036
  042
  003
  006
  012
  018
  025
  031
  037
  043
  003
  006
  013
  019
  026
  032
  039
  045
  003
  006
  013
  020
  027
  033
  040
  047
  003
  007
  014
  021
  028
  035
  042
  049
  003
  007
  014
  021
  029
  036
  043
  050
  003
  007
  015
  022
  030
  037
  045
  052
  003
  007
  015
  023
  031
  038
  046
  054
  003
  008
  016
  024
  032
  040
  048
  056
  003
  008
  016
  024
  033
  041
  049
  057
  004
  008
  017
  025
  034
  042
  051
  059
  004
  008
  017
  026
  035
  043
  052
  061
  004
  009
  018
  027
  036
  045
  054
  063
  004
  009
  018
  027
  037
  046
  055
  064
  004
  009
  019
  028
  038
  047
  057
  066
  004
  009
  019
  029
  039
  048
  058
  068
  004
  010
  020
  030
  040
  050
  060
  070
  004
  010
  020
  030
  041
  051
  061
  071
  005
  010
  021
  031
  042
  052
  063
  073
  005
  010
  021
  032
  043
  053
  064
  075
  005
  011
  022
  033
  044
  055
  066
  077
  005
  011
  022
  033
  045
  056
  067
  078
  005
  011
  023
  034
  046
  057
  069
  080
  005
  011
  023
  035
  047
  058
  070
  082
  005
  012
  024
  036
  048
  060
  072
  084
  005
  012
  024
  036
  049
  061
  073
  085
  006
  012
  025
  037
  050
  062
  075
  087
  Fraction Rounding
  All numbers in this table are rounded down to
  the closest whole number. In the case of fractions of a
  whole number, the whole number (1) is substituted for play-
  ability.
  Index from the center column.
  006
  012
  025
  038
  051
  063
  076
  089
  006
  013
  026
  039
  052
  065
  078
  091
  006
  013
  026
  039
  053
  066
  079
  092
  006
  013
  027
  040
  054
  067
  081
  094
  006
  013
  027
  041
  055
  068
  082
  096
  006
  014
  028
  042
  056
  070
  084
  098
  006
  014
  028
  042
  057
  071
  085
  099
  006
  014
  029
  043
  058
  072
  087
  101
  007
  014
  029
  044
  059
  073
  088
  103
  007
  015
  030
  045
  060
  075
  090
  105
  007
  015
  030
  045
  061
  076
  091
  106
  007
  015
  031
  046
  062
  077
  093
  108
  007
  015
  031
  047
  063
  078
  094
  110
  007
  016
  032
  048
  064
  080
  096
  112
  007
  016
  032
  048
  065
  081
  097
  113
  007
  016
  033
  049
  066
  082
  099
  115
  008
  016
  033
  050
  067
  083
  100
  117
  008
  017
  034
  051
  068
  085
  102
  119
  008
  017
  034
  051
  069
  086
  103
  120
  008
  017
  035
  052
  070
  087
  105
  122
  008
  017
  035
  053
  071
  088
  106
  124
  008
  018
  036
  054
  072
  090
  108
  126
  008
  018
  036
  054
  073
  091
  109
  127
  008
  018
  037
  055
  074
  092
  111
  129
  009
  018
  037
  056
  075
  093
  112
  131
  009
  019
  038
  057
  076
  095
  114
  133
  009
  019
  038
  057
  077
  096
  115
  134
  009
  019
  039
  058
  078
  097
  117
  136
  009
  019
  039
  059
  079
  098
  118
  138
  009
  020
  040
  060
  080
  100
  120
  140
  009
  020
  040
  060
  081
  101
  121
  141
  009
  020
  041
  061
  082
  102
  123
  143
  009
  020
  041
  062
  083
  103
  124
  145
  010
  021
  042
  063
  084
  105
  126
  147
  010
  021
  042
  063
  085
  106
  127
  148
  010
  021
  043
  064
  086
  107
  129
  150
  010
  021
  043
  065
  087
  108
  130
  152
  010
  022
  044
  066
  088
  110
  132
  154
  010
  022
  044
  066
  089
  111
  133
  155
  010
  022
  045
  067
  090
  112
  135
  157
  010
  022
  045
  068
  091
  113
  136
  159
  O11
  023
  046
  069
  092
  115
  138
  161
  O11
  023
  046
  069
  093
  116
  139
  162
  O11
  023
  047
  070
  094
  117
  141
  164
  O11
  023
  047
  071
  095
  118
  142
  166
  O11
  024
  048
  072
  096
  120
  144
  168
  O11
  024
  048
  072
  097
  121
  145
  169
  O11
  024
  049
  073
  098
  122
  147
  171
  O11
  024
  049
  074
  099
  123
  148
  173
  012
  025
  050
  075
  100
  125
  150
  175
  012
  025
  050
  075
  101
  126
  151
  176
  012
  025
  051
  076
  102
  127
  153
  178
  012
  025
  051
  077
  103
  128
  154
  180
  012
  026
  052
  078
  104
  130
  156
  182
  012
  026
  052
  078
  105
  131
  157
  183
  012
  026
  053
  079
  106
  132
  159
  185
  NUMBER MULTIPLIER
  51-00
  .12
  .25
  .50
  .75
  1.00
  1.25
  1.50
  1.75
  Hardwired 121 Hinterland
  
  PASSPORT BOOKLET
  PASSPORT
  Exterior Passport  (Print on Cardstock)
  Interior Passport  Cover  (Print on Paper, Remove White Part of Photos with Razor Knife,  Insert
  Pictures Behind and Spray Glue this onto the cover back.
  NAME
  ENVIRON
  Front
  Side
  PASSPORT
  HOME ADDRESS
  Environ Certification
  Hardwired 122 Hinterland
  
  Interior Passport  Page  Front and Back (Copy to Make 2 Sides and Insert Pages in Passport)
  DARK  PASSPORT
           to  Almost Canada
  Hardwired 123 Hinterland
  
  Pilot’s Certification Booklet
  Exterior Pilot’s Certification  (Print on Cardstock)
  Interior Pilot’s Certification  (Print on Paper, Remove White Part of Photos with Razor Knife,  Insert
  Pictures Behind and Spray Glue this onto the cover back.
  NAME
  ENVIRON
  Front
  Side
  PILOT’S
  CERTIFICATION
  HOME ADDRESS
  Pilots Certification Stamp
  PILOT’S
  CERTIFICATION
  Hardwired 124 Hinterland
  
  Aircraft Certification Booklet
  Aircraft Certification  (Print on Cardstock)
  Interior Aircraft Certification  (Print on Paper, Remove White Part of Photos with Razor Knife,  Insert
  Pictures Behind and Spray Glue this onto the cover back.
  NAME
  ENVIRON
  Front
  Side
  HOME ADDRESS
  Aircraft Certification Stamp
  AIRCRAFT
  CERTIFICATION
  AIRCRAFT
  CERTIFICATION
  Hardwired 125 Hinterland
  
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  PILOT LOG                        DATE
  Hardwired 126 Hinterland
  
  CARGO MANIFEST
  ITEM                                                                 QTY  WTE  PACK
  01
  02
  03
  04
  05
  06
  07
  08
  09
  10
  11
  12
  13
  14
  15
  16
  17
  18
  Hardwired 127 Hinterland
  
  AIRCRAFT SPECS
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  ENGINE SPECS
  Engine Type and Number
  PERFORMANCE
  Max Cruising Speed
  Range
  Miles
  Fuel Tanks
  Total Gallons
  AGE
  Flying Time
  WEIGHT & CARGO
  Weight Empty
  Cargo
  Total Weight
  Passengers Comfortably
  Passengers Uncomfortablly
  AIRFRAME
  Wingspan
  Length
  Height
  WEAPONS
  CREW                        PASSENGERS
  TYPE
  Built By
  Hardwired 128 Hinterland
  
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  NAME
  COUNTRY ORIGIN
  EARTH YEAR
  ENVIRON ORIGIN
  POSTAL ADDRESS
  SKILLS
  EDUCATION
  CERTIFICATIONS
  PERSONAL ITEMS
  WEALTH
  Back Story
  Character Profile
  Hardwired 129 Hinterland
  
  Common Name
  Population
  Government
  Temperament
  Year
  Transport
  Communication
  Literacy
  Economy
  Industries
  Currency
  Climate
  HISTORY
  SUB GRID
  ENVIRON
  LOCATION
  Ace  Andaluz
  Hardwired 130 Hinterland
  
  PLACES OF INTEREST
  MAJOR
  CITIES
  ROADS
  RAIL
  AIRFIELD
  MAJOR
  FUEL
  STATION
  DANGER
  HELIUM
  ELECTRIC
  KEY
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  Hardwired 131 Hinterland
  
  Population
  Government
  Transport
  Communication
  Climate
  Danger
  Fuel Dumps
  Manned Stations
  Sub Grid Environ Location
  HISTORY
  Population
  Government
  Transport
  Communication
  Climate
  Dangers
  Fuel Dumps
  Manned Stations
  Sub Grid Environ Location
  HISTORY
  Common Name
  Common Name
  Hardwired 132 Hinterland
  
  ENVIRON EXPLORER’S MAP
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  NOTES
  Hardwired 133 Hinterland
  
  77777
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  Wininininings
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  Welcome to Wings, a Hinterland Bar Game.
  BASIC RULES
  Turn Segment
  1
  Roll a 6 sided and move
  a
  Two Planes can start fron the same
  Hex.
  b
  Move straight or diagonally.
  c
  Pilots Must Move their full roll 1 to 6
  d
  A Plane can pass through a square with
  an other plane.
  e
  Planes can not occupy the same
  square at the end of the turn.
  Combat
  2
  Any plane that lands behind another plane
  can shoot at the plane directly in front of it.
  a
  If the Attacker wins the defender goes
  backwards d6 or 1 to 6 squares.
  b
  If the defender wins he sends the
  attacker back d6  or 1 to 6 squares.
  c
  If the dice is a tie there is no combat.
  Victory
  1
  Whoever Crosses the Finish Line
  a
  The losers buy the Winner a Beer
  b
  Everybody Shakes Hands
  c
  Cigar Smoke is not considered Cloud
  Cover
  d
  Air pirates are not allowed.
  Wings is a simple dice game of moving
  pieces in a track. Roll a six sided dice and can move
  6 spaces forward or to the side. With a proper roll
  you can land on a square behind an opponent
  and challenge. Both players roll a 6 sided dice.   Who-
  ever gets the highest knocks the other back d6
  spaces.
  Simple and easy to play this silly game has
  caught on in bars and become a betting game.  Some
  better establishments have built elaborate wood
  tracks and use model aircraft carved from fine wood.
  Materials Needed
  Wings requires a few simple items.
  01
  Up to 6 Six Sided Dice d6
  02
  A copy of the Planes on card Stock
  03
  Seven copies of the Map on Card Stock.
  04
  Two to Six Players
  05
  A Couple of Beers
  06
  A Rowdy Crowd
  07
  A  Beer for the Winner.
  Hardwired 134 Hinterland
  
  FINISH
  FINISH
  FINISH
  FINISH
  FINISH
  Start
  Start
  Start
  Start
  Start
  Cut the first map at the dividing line.
  Additional maps, cut the start and Finish off and
  lay edge to edge.  Make a long map.
  Hardwired 135 Hinterland
  
  Hardwired 136 Hinterland
  AREA
  Minor
  Major
  Replace
  Aircraft Maintainence
  $100
  $250
   n/a
  Avionics
  $200
  $400
  $600
  Electrical
  $300
  $600
  $1000
  Flight Controls
  $400
  $600
  $1200
  Lighting
  $100
  $200
  $300
  Warning Systems
  $100
  $200
  $400
  Fuel System
  $200
  $400
  $800
  Powerplant
  $500
  $1000
  $2000
  Propeller
  $100
  $200
  $300
  Fire Protection
  $100
  $300
  $400
  Pneumatics
  $300
  $600
  $1000
  Ice and Rain Protection
  $100
  $200
  $400
  Environmental Systems
  $100
  $200
  $300
  Hydraulic Power Systems
  $200
  $400
  $600
  Landing Gear & Brakes
  $300
  $600
  $1000
  Structure
  $300
  $600
  $1000
  Weapons Mounts
  $100
  $200
  $400
  MDD Tuning/Electrical
  $100
  $200
  $1500
  Stinkey’s Repair Hanger
  Quality Aircraft Repair for 30 Years
  Specializing in DC-3 Repair & Maintenance
  Financing Available
  Prices Vary on Job  Add 25% for Labor
  Ridley Field   New Akron
  
  EZ
  TRI TAC GAMES
   RULES
  HARDWIRED HINTERLAND   is a Role-Playing Game Concept  that is
  Compatable with your Favorite Game System.
  Tri Tac Games
  TRITACGAMES.COM
  TRITACGAMERS.COM
  Beyond Anywhere you Know:
  You are  now a Resident in one of the Strangest
  places in the Universe.
  WELCOME TO THE HINTERLAND
  ...your Wings are waiting for you!
  ™
  Elsewhere
  It’s a place where magic and hard
  science work side by side.
  It's a wild place where the meas-
  ure of your fame are the wings  pinned
  on your jacket.
  The Hardwired Hinterland  is a
  roller coaster ride of wild adventure
  and strangeness beyond our uni-
  verse.
  You have turned left and have
  fallen into the greatest adventure you
  will ever face.
  Dr
  Dr
  Dr
  Dr
  Dreams T
  eams T
  eams T
  eams T
  eams Tak
  ak
  ak
  ak
  ake W
  e W
  e W
  e W
  e Wininininings
  gsgs
  gsgs
  TRITAC
  TriTacGames.com
  Hardwired Hinterland
  Hardwired Hinterland
  TTG  #5001
  
SOURCE: textdata/thevault/Hardwired Hinterland (tri tac)/TTG5001 Hardwired Hinterland.pdf