TEXT: By Derek Holland and the Skirmisher Game Development Group
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Bear Eye, Golden Branch ........................ 2
  Skinshifter, Snail Ring .............................. 3
  Snake Rifle,
  Spark Putty, Splatter Gun ...................... 4
  New Mutation ............................................. 5
  Issue #48:
  Unique
  Superscience
  Artifacts IV
  All the items below have multiple powers, and unless
  otherwise stated, every power takes an hour to recharge. Each
  ability must be discovered individually, using a separate
  technology roll. The artifacts’ powers are described using
  spells from the Advanced Edition Companion and mutations
  from Mutant Future. For easier reference, spells are
  boldfaced and mutations are italicized. These appear in
  parentheses, and have the same ranges, effects, damages,
  etc. as the original craft or ability (unless noted). However,
  MLs are encouraged to customize items or powers to suit
  their games. Because comparing objects would be vegemite
  versus alligators, the Caster Level gives the harried ML a
  relative scale for each item’s potential or strength.
  Arena (Caster Level 20)
  Some of the Ancients’ wealthiest and most corrupt elite,
  individuals with few morals and a taste for blood sports, had
  these small metallic discs created for their amusement.
  Activated by pushing its single button, the device warps space,
  cutting off all access to and from the outside world. It affects
  an area up to 250' in diameter, but if triggered within a
  V
  olume four in our continuing series on superscience artifacts, these unique items are so advanced they appear magical
   to post-apocalyptic peoples. Although intended for use with Mutant Future, these items could easily be used in other
     science-fiction or fantasy games. In a recent review, one perceptive writer noticed a guiding theme behind these
  items, something we probably should have mentioned previously: there are usually eight to ten items per issue, but they are
  all so detailed, each can become a central plot point or continuing idea for a whole gaming session — or even an entire
  campaign. They aren’t one sentence, throw-away items; each has a history that will hopefully enrich, inspire, possibly even
  drive your own gaming story. And we hope you enjoy them.
  building or other enclosed space, the extra-planar “bubble”
  only expands to fit the available volume.
  Although it appears to be stone from the inside, The
  Arena’s perimeter barrier is really a one-way force wall,
  transparent from the outside and indestructible to anything
  player characters might get their hands on (Wall of Stone).
  For variety, and to present a visual obstacle, the combat field
  is separated into quadrants of light and dark (Continual
  
  2
  Wisdom from The Wastelands
  Light, Continual Darkness). There are a variety of weapons
  hanging from the walls, lying on the ground, and suspended
  from the ceiling by cables (Fabricate). Beings within the
  field are enhanced through a variety of means, becoming
  nearly superhuman “contestants” (increased strength, combat
  empathy, Haste, Spider Climb, and a -6 bonus to AC). Unless
  the disc is verbally instructed before activation, The Arena
  does not consider robots or plants to be contestants, and they
  are not enhanced.
  When there is only one human or animal survivor, The
  Arena turns off, the entire construct vanishes, and the survivor
  returns to his normal, unenhanced state. Until this time, there
  is no communication or other access — except by using other
  superscience artifacts, which are not included. The Arena
  does not communicate its intention to contain a fight to the
  death, so contestants may starve to death within its walls.
  For those thinking to release themselves by breaking the disc,
  it “disappears” upon activation; in actuality, it sticks to the
  outside of the perimeter wall. Because of the retaining wall’s
  warped space, there is no way to break it down or teleport
  through; only the plane shift mutation or an appropriate
  superscience artifact allows escape.
  Bear Eye (Caster Level 12)
  Just after the cataclysm uplifted bear scientists created this
  sensor to help their people survive attacks by invisible
  shatterbots (see WftW issue #18). The Eye is a 2" diameter
  sphere designed with the bear in mind: covered in barbed
  spines, it is meant to remain securely tangled in thick fur,
  leaving the wearer’s forelimbs free, or enabling those with
  with less dextrous paws to easily attach it to themselves.
  Should the Eye detect an an invisible robot or creature
  within 20', it releases a quiet chirp every round.
  Unfortunately, long years of hard use have introduced a couple
  slight malfunctions. First, the Eye will occasionally (25%
  chance) chirp for any robot; this is not serious, but it can
  sound off at “inconvenient” times. Second, 5% of the time
  the faulty mechanism releases an ear-shattered blast (shriek),
  forcing all within 20' to save versus death or be deafened for
  1d6 turns (see WftW #47 for more information). Because the
  bears had learned not to trust them, should a human touch
  the Eye, it zaps the person for 1d8+4 points of damage per
  round (Shocking Grasp).
  Golden Branch (Caster Level 6)
  A nondescript length of dull metal with some attached plastic
  bits, the Branch doesn’t look like much. But it belonged to a
  fascinating product series designed to make plants more
  useful by turning each organism into a hybrid data node,
  minor factory, and sensor net. There are many Branches,
  each unique; this one is corrupt, hit by a virus back in the
  lightless days.
  To work, the artifact must be spliced into living plant
  tissue and left for one day while it integrates with the host.
  Once operational, the Branch acts as an interactive AI (dual
  cerebellum), giving plants without communication the ability
  to talk with other sapient beings; it also lets the nice people
  direct its functions. Whenever more light is needed (at night,
  inside, underground, etc.), the Branch can activate either its
  illumination (Light) or light enhancement (night vision)
  functions, depending on whether others need to see, or just
  the plant. The artifact can also produce an energy field useful
  for a variety of tasks (Repulsion, Feather Fall, Reverse
  Gravity).
  Given enough time and the right conditions, The Branch
  can wipe viruses from other machines (Remove Curse). First,
  it must be able to communicate with the infected unit, usually
  by IR beam or radio link, but physical links will also do the
  trick if the necessary cabling is available. When in contact,
  the Branch scans the other machine’s memory and
  automatically purges standard viruses. It doesn’t do well
  against high quality military viruses, but those are fairly rare
  these days. Sophisticated AIs are also a bit of trouble, as they
  take much, much longer to clear than simple robotic units.
  The Branch’s oddest feature, making it different from
  other Branches and most other computers, is its ability to
  communicate with the environment’s ever-present nanites
  (Stone Tell), no matter the swarm’s function, programming,
  or origin (for more information on nanites, see WftW issues
  #28, #30, and #31). It can, with diplomacy and often with
  difficulty, sometimes direct nanite function. However, this is
  often a moot point, as most Mutant Future beings have no
  idea that nanites are the things behind the environmental
  change or that sometimes eats them, and so don’t know to
  ask for the Branch’s help.
  Some of these swarms contain uploaded memories of
  
  Issue #48: Unique Superscience Artifacts iV
  3
  the Ancients (Trap the Soul), allowing the artifact access to
  knowledge of the world before the cataclysm. Depending on
  the ML’s whim, these could be anything from merely memory
  streams (i.e., blogs, version 5.0) up to Uploaded Intelligences
  (for more information on this new character race, see WftW
  issue #40). Because of the nanites’ capacity, some swarms
  can allow access to multiple sets of memories or personalities.
  Many, many people tried to escape the wars by translating
  their mental selves into the nanite clouds. Some merely
  needed an escape or release; others had hopes for their bodies
  being recreated when peace returned to the planet — and
  had the money, or access to technology that gave them a
  greater chance for realizing this dream. The Branch,
  accidentally, provides them a sort of resurrection.
  Skinshifter (Caster Level 15)
  Many of the Ancients were obsessed with remaking their
  bodies, correcting imperfections both perceived and genetic.
  Unfortunately for those without access to skilled staff
  orchestrating a network of complex machinery, the apex of
  cosmetic surgery easily became a potentially deadly dream.
  The Skinshifter is a case in point. Entering one of these
  properly-operated devices was a (literally) transformative
  experience, but a technician could, through ineptitude or
  system error, also turn a patient into a gooey sludge pile.
  Although also “transformative,” goo was not often the desired
  result.
  The Skinshifter looks like nothing more than an
  unremarkable stasis tube with an extra control panel. But
  this near-miraculous device can change a patient’s
  appearance, sex, size, apparent age, and even species — but
  not race — to a degree (Reincarnate). Mechanically, these
  alterations have a few effects and restrictions. Appearance is
  purely cosmetic, unless the desired (or inflicted) result is so
  extreme a patient gets the bizarre appearance mutation. A
  character’s size can be altered by up to 50%, larger or smaller.
  Apparent age can be changed down to toddler and up to
  senior. This could be merely cosmetic or it could also affect
  the character’s physical statistics if patient were made into a
  child. Either way, the character’s actual age and mental
  statistics/abilities remain the same. Changing species requires
  Mutant Lord discretion and imagination: the machine’s
  programming does not allow it to change a human into a
  plant or animal, but a human could become one of the new
  humanoids described in Wisdom from the Wastelands issues
  #4 and #40; or, a chipmunk could become an eagle.
  Most of the time adjustments happen flawlessly, but there
  are occasional errors. In 25% of procedures, the change
  shatters a patient’s mental architecture, and a new personality
  emerges (Polymorph Other). Massive brain damage occurs
  5% of the time, causing the patient to lose the drive to live
  (weak will). The least common, but perhaps most unusual,
  error happens 1% of the time, when a duplicate emerges from
  the machine 36 to 48 hours later (Clone, but without the
  insanity). The ML should make three separate percentile rolls
  to determine if any of these rare errors happen, as all three
  could.
  More common “malfunctions” take place when an
  unintended patient enters the machine. Plants are always
  reduced to larvae (animate seed), though the ML could be
  kind and decide the character becomes a seedling. Should
  anyone try to resuscitate a corpse (Animate Dead), the body
  rises to become one of the Walking Dead from page 101 in
  the Mutant Future rulebook. Synthetics and basic androids
  remain unchanged by the machine, but replicants are always
  reduced to goo. Depending on the ML’s decision, this means
  the character is either dead or has been turned into an ooze
  creature (Polymorph Other). Note: there are no saves against
  anything this machine does.
  Snail Ring (Caster Level 18)
  Currently embedded within the head of a 25' long, highly
  intelligent telepathic snail, the ring is a self-contained device
  for inducing and studying mental mutations. The gastropod
  was unlucky enough to poke its eyestalks in the wrong place:
  while investigating a surgical machine designed to implant
  these rings in patients, it activated the device. Fortunate to
  get away alive, the snail was able to extract itself with only a
  raging headache and a new piercing.
  The ring provides several powers by strengthening the
  host’s mind-body link and stimulating her sensitivity to, and
  control over, various energy fields. Consciously boosting
  adrenal and neurotransmitter output gives the host increased
  reactions and speed (Haste). She can also bend light waves
  to make herself and her gear vanish from view (Greater
  Invisibility), or create a distant image of herself (Project
  Image).
  This heightened connection to energy fields also lets the
  host affect other beings. She can sense and/or manipulate
  another’s cerebral pulses (empathy); subtly adjust the strength
  of their molecular bonds, causing them to shrink or grow
  
  4
  Wisdom from The Wastelands
  (density alteration [others]); or drain their energy for her
  own benefit (vampiric field).
  For a moment, the ring host may treat one intelligent
  being as a puppet, compelling him to use the mind thrust
  mutation on another target. The puppet must be within 100'
  of the host, and the final target must be within mind thrust
  range of the puppet. This mental coercion works even if the
  being does not have the mutation, however it is better (and
  less painful) if he does. Those without mind thrust take 2d6
  points of damage as their brains gets lightly scrambled
  enabling the attack. Unfortunately for the puppet, this pain
  earns little gain: the mutation is only bestowed for the one
  round of compulsion, not permanently.
  When commanded, the ring can use its companion
  nanites to produce similar, but much less powerful rings.
  These have only 1d4 functions selected from the Snail Ring’s
  abilities. The process takes one day per ring and requires
  pure iron. Although the component metal might seem a trivial
  concern, in the wastes this can be very hard to get, for after
  only 10 minutes in normal air, oxidation renders an iron
  chunk useless.
  Snake Rifle (Caster Level 8)
  This unusual long arm was built by gate-traveling serpent
  people banished to this universe from a similar one. The
  rifle’s current owners, a colony of asps, were recently attacked
  by mutant eagles. Unfortunately, those snakes fully trained
  to use the weapon were all killed, and much expertise was
  lost. The snakes’ poor long-term memory drawback does not
  help.
  Most frequently, gunners use the rifle to shoot masses of
  sticky fibers, entangling targets or clogging passages and
  doors (Web). But the weapon can also protect its wielder
  from frigid conditions (Resist Cold), translate spoken
  languages (Tongues), and detect humans within 300' (unique
  sense). As a defensive measure, the rifle can emit dazzling
  light displays that entrance creatures with full-color vision
  (Hypnotic Pattern). A more reptile-specific function gives
  scaled creatures a 2-point AC bonus when activated.
  The rifle’s last and most powerful ability is one forgotten
  by the asps: it can fire a 50' long “death ray.” Everyone hit
  by the beam must save versus death or be killed instantly;
  those with a successful save take 3d8 points of damage.
  Because their physiology is so similar to the weapon’s
  creators, snake beings native to the Mutant Future world
  find the rifle’s controls intuitive. This gives them a +35%
  bonus on tech rolls to study the rifle’s functions.
  Spark Putty (Caster Level 8)
  An experimental design thrown into the cataclysm’s desperate
  fighting, this artifact was a DNA-shredding battle gauntlet
  that brought screaming death to thousands. Now it looks like
  a small lump of burnt clay.
  To activate it, a wielder shapes the putty around his
  forearm, where the material forms an interface with his
  nervous system. Spark putty projects a hologram around the
  user, helping him blend into the background by making him
  appear to be an object appropriate to the area. Although it
  has little of its original power, upon command the putty can
  protect the wearer from mental attacks (mental barrier), and
  project a psycho-affective beam able to terrify one creature
  within 20' (Scare). Its remaining signature attack is a blast
  of flame that reaches out 50' and burns for 3d4 rounds (Wall
  of Fire). The wielder had better be fleet of foot, because the
  fire can easily burn him. Such is the danger of using old,
  damaged weapons.
  If the user is feeling artistic, the putty can be shaped:
  little animals, weird objects, anything from his imagination
  — but it cannot be cut. When manipulated like this, the putty
  gives off sparks. These do no damage, but do draw the eye,
  increasing the chance of a wandering monster encounter by
  1. Should the putty ever fail its save versus an energy attack
  (e.g., being hit by a photon grenade), it is destroyed and it
  explodes, doing 5d12 points of damage to everyone and
  everything within 250'.
  Splatter Gun (Caster Level 20)
  During the cataclysm, this device was a frantic attempt to
  help many people quickly escape dangerous areas. Now, the
  Gun is seen as either a unusual weapon, or a mechanism of
  transcendence. In simplest terms, it’s a quantum teleportation
  device: it breaks down targets, moves them, and then build
  them back up again — hopefully, way the hell out of Dodge.
  Vaguely rifle-shaped, but bulkier than most long weapons,
  the device has touch-sensitive panels for monitoring and
  controlling power, location, filters for dangerous technology,
  etc., which the wielder can use to designate landing zones
  for his targets.
  Unfortunately, the Gun’s teleportation matrix is … faulty,
  which might be putting it too mildly. Everyone within the
  target area (a 30' diameter sphere, centered up to 150' away)
  hit by the beam is broken up and shot-gunned into the local
  biomass. Targets (or victims) are fused with each other, their
  
  Issue #48: Unique Superscience Artifacts iV
  5
  gear, and the nearby flora and fauna (Teleport, Transmute
  Metal to Wood). Strangely, everyone survives this process
  — without taking any damage — and slowly rebuilds their
  bodies over the next 1d4 weeks (regenerative capacity).
  However, very few people subjected to this process retain
  their original personalities. Those that do will go insane after
  a few minutes of brain-splattered existence.
  Affected animals and mobile plants stay in the immediate
  area during the reconstruction period, prompted by some
  unexplained pull. Good thing, because it prevents important
  parts (like hearts and brains) from wandering elsewhere.
  Much like bees with pollen, these creatures move between
  the different areas of dispersed biological material. First they
  absorb it, then they disgorge it into a plant or animal large
  enough to hold one or more of the reforming bodies before
  rebirth. The exact absorbing and disgorging processes are
  left up to the ML’s delicate sensibilities. And for those who
  might be wondering, yes, predation from critters entering
  the area after “the event” is a serious problem for all involved.
  Beyond the odd behavior, affected creatures may grow
  or shrink (50/50 chance of either dwarfism or gigantism),
  while trees and shrubs with people bits in them are strangely
  deformed (Warp Wood). Anything capable of movement (not
  the people bits) experiences a pulse of speed for 1d4 rounds
  after the teleportation effect (quickness), and the entire target
  area begins to glow with the energy of biomass and mini-
  biome fusion (Continual Light).
  When the people have finally oozed back together, and
  the fused plants/animals are free of people bits, both suffer
  automatic mutation cascades (Reincarnate), and must re-
  roll all their mutations. There is a 30% chance pure humans
  may remain in their original stock, but most will become
  mutants of some kind and must roll mutations as if they were
  newly-created characters. No one or thing gets a save versus
  these effects, but all receive a new mutation, environmental
  adaptation, described below. Depending on the ML’s ruling,
  this may be added to the characters’ new mutations or replace
  one of them.
  NEW MUTATION
  Environmental Adaptation
  These mutants are well adapted to a local environment or
  habitat. Depending on the ML’s setting or ruling, this could
  mean a a specific area or a terrain type, from a few hundred
  square miles of plains to the few acres of a ruin containing
  some unique stressor (e.g., toxins, radiation, or predators)
  that forces creatures to evolve in a specific way.
  While in this preferred habitat, the mutants gain a +4 to
  all saves and take reduced damage from environmental
  hazards such as radiation, temperature, corrosive rainfall,
  etc. The specific reduction is up to the ML, but a
  recommended mechanic is one-half damage for a failed save
  and one-quarter for successful save. If the environment
  changes, mutants will adapt but this takes 4d4 weeks; in the
  mean time, they suffer a -4 to all saves and suffer increased
  damage from hazards (i.e., a failed save does double damage,
  while a passed save inflicts full damage).
  
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  Wisdom from The Wastelands
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  First Electronic Publication:
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  Cat Calls
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  contains Swords of Kos fiction and a section dedicated to free bonus material tying in with
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  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
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  and
  and
  and
  and
  KKKKKos 
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  os 
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  and
  and
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  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
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  os
  os
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  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
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  os
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  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
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  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  
SOURCE: textdata/thevault/Mutant Future/Wisdom From the Wastelands (MuFut)/Wisdom from the Wastelands #48 Unique Superscience Artifacts 4.pdf