There are three types of powered armor: Hardsuits, Power Armor, and Avatars
A marine version of the construction hardsuit. Excerpted from the Abridged 30 Power Armors sub
Extracted from the 30 Powers Armors submission, caught in development hell
Power armor suits manufactured for the Atlantic Federation by the Union Aerospace megacorp.
The Fleabirds are a group of people indigenous to North America who have rejected the collectivism and sedentary lifestyle inherent in the Cosmic Era. Rather than living in the gleaming arcologies, steaming geofronts, or the great heaps of the urban rims and favelas. Rather, they live in caravans that travel the countryside of the continent.
the three pillars of robots
The plague of the Petroleum Era, the true bane of organized government
In the Cosmic Era, the proliferation of arcanotech, cyborgs, robots, parapsychic threats, black market weapons, new illegal drugs constantly hitting the market, all backed up by large organized criminal syndicates, the average police officer doesn't stand a chance.
The first Renaissance was kickstarted by the Crusades and trade, the second Renaissance was fueled by a looming global crisis and international cooperation
The PCC is the second largest religion in the Atlantic Federation.
Also known as automatics, dummies, skinnies, and mannikins.
Quite simply, the most sophisticated and pound for pound most dangerous vehicle in the skies of the Cosmic Era
Genimals are the stock and trade of BioCreches and one of the foundation technologies of the biosphere repair effort
Do me a favor, stay dead this time.
One of the side effects of the rampant cloning and genetic augmentation in the Cosmic Era is the slow emergence of genetic castes.
The walking siege engines of the Cosmic Era
The Rocky Mountain Republic owes in large it's existence to a single limited run of primitive mechs, the Assault/Bombard Mech model 1.
An Amazon nation in the Cosmic Era
The Trace On System, abbreviated as either TOS or TRON are a series of epidermal implants and nano-fiber filaments implanted to improve the reflexes, balance, and agility of the augment wearing them.
Also known as 'jeks, wo-pos and a variety of other derogatory terms
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.