A leader in cybernetic and genetic augmentation, it is little surprise that most nations have adopted the Nipponese scale for grading the abilities of augmented human operatives.
The basic economy of the Atlantic Federation
In the Petrol Era, identity theft was simply the stealing of personal information and financial fraud. In the Cosmic Era, it is something entirely different.
The main commodity in the Cosmic Era is data and communication, in the form of social media, entertainment, advertising, and other electronic sources of information. The spread of this data is measured in a unit known as a meme (also spelled meem)
Collectible Duel Games are the predominant form of non-sexual, non-spectator electronic entertainment in the Cosmic Era.
Psychtronics is a field of arcanotechnology that deals with using machines to emulate the mentalist parapsychic realms such as as telepathy, mind control, memory manipulation, and emotional manipulation.
In the years before the advent of arcanotechnology and dimensional fatigue events, teratology was the study of abnormalities and biological deformations. In the wake of the second renaissance, it became the study of exomorphs, extradimensional entities, and most prominently, teratomorphs, more commonly and vulgarly known as kaiju.
30 common to uncommon genetic mods for the Cosmic Era
Idea inspired from pokemon creature types
What is arcanotech? It's breaking the laws of physics for fun and profit.
30 generic problems to dole out for homebrew, custom made, and scratch built machines
One of the current political paradigms of the Cosmic Era.
One of the side effects of the rampant cloning and genetic augmentation in the Cosmic Era is the slow emergence of genetic castes.
Likely the most common class of parapsychic powers, somantic powers are also the least flashy and visible.
The vast majority of parapsychic powers do NOT manifest as freeform pyrokinesis or rotating thunder kicks.
An uncommon, but visually dramatic body modification in the Cosmic era
A list of Parapsychic powers that have physical manifestations
The ki-yah and woooooOOOOOoooooo
The Achturardackians were pioneers of sigil based magic, and their techniques for building glyphs, sigils and seals remain the foundation of magic inscription.
Science has many answers, and with the advent of hypertechnology and arcanotechnology it seemed that there were no questions left to be conquered. But the manifestation of parapsychic abilities, wastelands, and the 'Storm' left many questions and no answers.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.