The Invader is a class of multi-role multi-environment general use armored vehicle deployed by the Anunnaki.
Another piece of retrotech favored by wastelander nomads, terrorists, and explorers.
Mag Rails rose in prominence across Eurasia after the Resource Wars ended, and remain popular vehicles on the Silk Road and in wasteland areas.
A unusual choice of wizard in place of a familiar is to chose to bond with an object instead. A more unusual choice is an animated object. When that animated object is a backpack that thinks it's a kangaroo, well, that's just weird.
Relying entirely on A-pods for flight, the Kaze class of aircraft is well known, and the Nipponese Fuijin is the best known Kaze type.
Carry-All's are the go to military transports in the Cosmic Era
The Ark Class ship formed part of the three-fold survival plan of the wealthy and powerful of the Petroleum Age. The other two legs of the plan were the arcologies, and space habitats.
The great magics of the past have become the great cars of the present.
Seven trains that the PCs might one day need to travel openly on, sneak onto, wreck or rob,
Breakdown of large civilian craft in the Cosmic Era
Aerospace Capitol Ships of the Atlantic Federation
Patrol Pods are aerial scouting vehicles that share similarities to helicopters and motorcycles.
There are a myriad of trains that run on the ley lines all through Vallermoore, delivering passengers and goods to their destinations, but they all have to give way by Law when the Royal War Train comes through.
A mail order tank, interstellar war, the engines of galactic commerce and nostalgia.
The ultra minimalism mech, for the common consumer
A joint French-Canadian company, Chalopin-Barkin of Mars is one of the pre-eminent manufacturers of space mining equipment and exotic vehicles.
Also known as hover cycles, HBs, Tin cans, tin coffins, and smear-bikes, the military hover bike is a common vehicle in many arsenals and motorpools
In the Petroleum Era, it was considered more uncommon for a family to not own a personal automobile, and in some areas, aircraft were as numerous as automobiles. In the years that followed transportation demands and needs changed, as did the vehicles that did the work.
Originally designed as a Medevac transport, the Whippoorwill is now iconic of the Atlantic Federation
The blisteringly fast race cars of the future
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).