Author Topic: 2320 Hard Sci-fi  (Read 9475 times)

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Offline macaroni

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2320 Hard Sci-fi
« Reply #15 on: February 08, 2005, 09:14:05 PM »
Please note: though ive been steralizing previous documents of references to the D20 system, ive left this one with D20 stats, because i dont feel it would make very much sense otherwise, if anyone is offended let me know and ill delete it



2320 BodyWare  and Augmentation

   Surgical augmentation has advanced in the 24nd century. It is now common place for one to undergo elective surgeries for a myriad of human upgrades, including Cybernetic, Biometric, Chemical / Nanotech Therapy, colloquially known as CheNanTh
(Kee-nanth), and gene therapy to augment the human body or make it function in new or useful ways. BodyWare is the catch-all name for these human upgrades. A character may undergo a number of these elective surgeries to increase their performance.
Implant Quality
  Every implant has a quality of manufacture from 1 to 5. This affects its cost, its performance, its size and how prone it is to failure under stress. Cybernetics and CheNanTh implants may be bought in qualities ranging from 1 to 5 , though some implants may only be available in a certain quality level. Biometric implants are organic upgrades grown in a lab from the characters own DNA to insure compatibility and can only be purchased at quality 5; these implants are more costly but cause less stress on the characters system. Cybernetic enhancements of quality level 1 are easily detectable as they are the largest and most surgery intensive .Quality level 5 implants are nearly undetectable without a medical exam. Levels 2 through 4 may be bought as a low profile implant at +50% their original cost.    





Cybernetics
These are metal and plastic implants designed to upgrade the body of an organism to work at peak efficiency or in new ways all together.

Skull Jack     This device is implanted into a characters skull and acts as a translator from machine language to neural impulses , allowing the user to establish a direct neural interface with any device he is plugged into . A skull jack grants a +1/quality bonus to use any device the user is plugged into.  Cost:500CRxquality      Bio: .5/quality

Logistics Processor   This processor is wired into the brains calculating centers allows faster computations of large number groups .This implant grants a +1/quality bonus to any math based skill check.     Cost:1200CRxquality        Bio: .2/quality

Balancer   This small device is added to the inner ear to stabilize the small bones and fluids which establish the bodies up-down reference, rendering the user immune to the effects of zero-g disorientation .Only quality 1 available.        Cost:1500CR            Bio: .2

Cranial Hard Drive    A character equipped with this device may store an amount of raw data. If also equipped with a skull jack or astral modem, the data may be altered or new data uploaded. A character may store a number of documents equal to 10 times the quality of the device , or half that if the electronic documents are encrypted. A user may also store reference data in a Cranial HD, a character may store up to the devices quality rating in skill points to a particular skill or several skills, though the type of data and the skill it would give the bonus to must be determined when the data is uploaded into the users device       Cost: 3000CRxquality       Bio: 1/quality

Pituitary Regulator   This device is implanted on the users pituitary gland and regulated hormone levels, when activated this device gives shorts bursts of speed and strength  as the bodies adrenalin levels peak. This implant may be activated 3x per day and grants the user +3str and x7 base speed for 1d6 rounds. If the regulator is used more than 3 times in a 24 hour period there is a cumulative 10% chance the device will fail and the character will lose 1d6 con points for 10 turns. Only quality 3 available.   Cost:4000CR     Bio: .6

Sense Editor   This implant is hardwired into the pain and tactile centers of the brain allowing the user to effectively edit his sense of pain, heat, cold, etc. allowing him to continue after his body has suffered immense damage and preventing shock. The sense editor doesn’t prevent damage but will negate any penalties and continue to function until he is actually dead (normally -10). Only quality 3 available.     Cost:4200CR   Bio: .5

Cranial Modem   This implant acts as a wireless skull jack with a range of 3 meters x its quality rating    Cost:1000xquality        Bio:1/quality


Tactical Processor    This implant when implanted in the visual cortex improves balance and hand-eye coordination improving aimed fire with hand held weapons against targets within line-of-sight. User equipped with this implant gain a +1 to their ranged to-hit per quality level of the implant.     Cost:4000CRxquality    Bio:2/quality

Lymphatic Plasma Filter    A small filter attached to the lymph system along the thoracic duct filters the flow of lymphocytes through low temperature plasma removing foreign particles and bacteria and allowing the body to better fight infection and disease. A character equipped with a lymphatic filter gains a +1xquality fortitude save bonus against disease, bacteria, and poisons. Cost:1200CRxquality   Bio: .5/quality



Cyber Eyes   These replacement eyes, available in a range of colors, work at more than optimal level of human eyes and are available with a number of options. Cyber eyes may be equipped with its quality rating in options. Cyber eyes give the user a +1xquality bonus to their spot check.    Cost:1000CRxquality      Bio:all qualities  .4
           
IR vision    this option allows the user to see in the infrared spectrum, allowing him to see through smoke and fog . This option grants the user IR vision.   Cost:800CR

Enhanced Nightvision   this option allows the user to see in near total darkness. This option grants the user Darkvision.       Cost:700CR    

Flare Compensation    this option dilates the eye during burst of strong light protecting the user from being stunned or temporarily blinded. This option makes the user immune to blindness or stun effects from attacks involving light.     Cost:600CR

Parabolic Lenses    This option allows the user to see at a range up to 5x that of an average human. Lenses effectively double the range increment of a personal weapon. Weapons equipped with their own telescopic sight do not gain this bonus as it renders both ineffective.       Cost:500CR

HUD      The HUD option, or heads up display, allows the user to display information directly on his retinas, so that he doesn’t require a monitor to review pictures or data.


Cyber Hearing     this option replaces the ear drum and fine auditory bones of the inner ear with a miniature microphone, allowing the recipient to more clearly distinguish minute levels of  tone and pitch. This implant also increases the hearing range of the recipient by 2x the average human. Cyber hearing may be equipped with its quality rating in options. Cyber hearing gives the user a +1xquality bonus to their listen check.    Cost:1000CR     Bio: all qualities  .5

Noise Compensation     This option dampens possibly damaging high decibel sounds. This option makes the user immune to high frequency sound based attacks or damage.
Cost:500CR

Noise Filter    This option allows the recipient to filter out all background noise except the tone and pitch desired, allowing them to, for instance, hear a single voice in a crowded room. This option negates any listen check penalties due to ambient noise.
Cost:400CR

Broadcast receiver   This option adds a miniature receiver to the cyber ear, enabling its user to receive broadcasts over a wide frequency of wavelengths.     Cost:300CR



Spinal Interface      Artificial nerve bundles, implanted between Cervical Nerves C1 and C2 in the spinal cord simulate an interneural ascending and descending axon allowing the brain to send messages through this implant into a linked device. These implants are commonly used to interface with powered suits to allow the wearer to use the suit and its attached devices as if they were natural appendages. A character equipped with a spinal interface may use powered armor attachments without penalty. Characters without a spinal interface may only take advantage of the suits closed environment and armor protection.Only quality 3 available.    Cost:7000CR       Bio:2.5

Synaptic Bridge    This implant is a small unit which emits a synthetic fluid; this fluid is absorbed into the brain material and fills the synaptic clefts between neurons. There it acts as a high efficiency conductor for neurotransmitters, greatly increasing the synaptic response time, thus increasing the recipient’s reaction time. A synaptic bridge gives the character a +1xquality to initiative.   Cost:12000xquality      Bio:3/quality

Cranial Networking      This implant allows functionality between the different cranial appliances implanted in the recipient’s head, without this device the implants cannot be used together. This implant allows the character to use the bonus of all applicable cranial implants for a skill check. Without this implant the character may only use the bonus of one applicable implant for any skill check. Only quality 3 available.   Cost:1500CR    Bio:.8

Engineered Reflexes   This procedure entails replacing the Arachnoid sheath of the Spinal cord with a mesh of highly conductive filaments. These filaments serve as secondary conductors for neural impulses traveling the length of the interneural axons , increasing the response time of the motor functions and improving message quality between dendrites by up to 50%. This implant increases the characters Dexterity by +1xquality.Only qualities 1 through 3 available.     Cost:9000xquality     Bio:4/quality



Neural Relay      This procedure implants a volume of synthetic nerve bundles to supplement the corpus colosum , inducing greater functionality between left and right hemispheres of the brain, increasing the recipient’s perception allowing both logical and spatial relationship to be analyzed while communicating greater use of creative centers in the prefrontal lobe. This implant gives the character a Wisdom bonus of +1xquality. Only qualities 1 through 3 available.      Cost:8500xquality         Bio:3/quality

Dedicated Silicate        By replacing the analytical portions of brain matter with a synthetic computer processor the recipient is able to analyzed larger portions of Datum per volume. This implant gives the character an Intelligence bonus of +1xquality. Only qualities 1 through 3 available.  Cost:12000xquality        Bio:4/quality



Synaptic Archive     This storage device when wired into the sensory and motor function portion of the brain allows the user to act out skill and feat programs loaded into the archive , giving the user a skillset they would not normally have. When a Skillsoft or Featware program is uploaded into a synaptic archive, any skill the character had in that skill is not used until the skillsoft is erased. Skillsofts levels may not be raised through experience and can only be raised through erasing the old software and uploading a higher rank version. Featware may only be used with other uploaded feats. If an uploaded feat has a prerequisite for use, the prerequisite feat must also be up loaded as a featware program. If featware or skillsofts are erased any info the character had learned before the software was installed will be remembered at its former rating. A synaptic archive may hold 3x its quality in skills and feats regardless of the skills ranks.      Cost:13000xquality        Bio:3/quality

Featware    these programs, when uploaded into a synaptic archive,  allow a character to perform the feat as if it were learned and second nature.        Cost:10000CR

Skillsoft     These programs, when uploaded into a synaptic archive, allow a character to perform a skill at a level equal to the programs rating.           Cost:2000CRxskill rank



Cyber Prosthetics      Any limb or organ that has been damaged or lost can be replaced with a cybernetic version that is equal to, or in some cases better than the original. These replacements, because of the absence of the original, do not put as much of a strain on the body as other cybernetic enhancements do. Prosthetics still have a quality rating to determine their spot DC.     Cost:3000CRxquality     Bio:all qualities .1

“PLUSâ€? Organs       Plus organs are a family of super efficiency replacement organs designed to work together for optimal efficiency and performance. This system includes heart, lungs, spleen, kidneys, liver, and pancreas. These organs are built with multiple redundancies and will continue to function under intense stress and damage. Characters equipped with plus organs become immune to critical hits and only take regular damage from such hits. Only quality 5 available.      Cost:80000CR        Bio:2


Dermal Weave     This procedure implants sheets of a ballistic weave under the skin of the user creating the effect of a sub dermal armor. Dermal weave gives the user a damage reduction of 1xquality against slashing and puncturing weapons.       Cost:10000CRxquality   Bio:all qualities 2

Enhanced Musculature      This upgrade consists of augmentation of the users voluntary muscle system with bundles of an artificial myomer which respond to nerve impulses from the brain to contract or rest just as if it were regular muscle tissue, these artificial muscles and connective tissue are less subject to tearing and fatigue. Characters equipped with enhanced musculature gain +1xquality to their Strength. Only qualities 1 through 3 available.   Cost:12000CRxquality     Bio:4/quality

Dedicated Telemetry Processor      This implant when, wired into the visual cortex, allows for tracking of multiple targets and their probable paths. This compiled information gives the user critical telemetry data, allowing him to avoid collision with these targets. This implant gives a +1xquality to the users defense by allowing him to avoid the path of a potentially damaging object. This bonus acts as a dexterity bonus to defense, and is lost if caught flat-footed    Cost:4000CRxquality     Bio:1/quality

Fluid Articulation     By rebuilding the cartilage and connective tissues of the skeletal structure with self-lubricating and zero friction polymers the body is able to act with extremely fluid and agile movement. Characters with a fluid articulation rebuild gain  a +1xquality bonus to their reflex save.     Cost:2000CRxquality          Bio:1/quality

Bone Fortification    By means of this process, the users skeletal system is augmented with various interwoven fibers at stress points to add lateral strength and density to bones. Characters with bone lacing gain 5xquality hit points. Also users add their bone fortification quality to an unarmed damage. This implant increases a characters body weight by 10xquality %.     Cost:9000CRxquality           Bio:All qualities 2

Retinal Datafilm    This implant consists of a small piece of datasheet added to the retina of the eye giving the user the same qualities as the cyber eyes option HUD. This implant is not compatible with Cyber eyes. Only quality 2 available     Cost:900CR     Bio: .1

Enhanced Pheromones    This implant adds a regulator to the pheromone glands increasing output. These increased hormone levels are undetectable to all but the lower animal mind, having the effect of making the user more likable to people around him. This implant adds +1xquality to the users charisma. Only qualities 1 through 3 available.  Cost:11000CRxquality       Bio:2/quality    







Biometrics
Biometric upgrades are organic living implants grown from a sample of the end users tissue. This is done to insure complete compatibility. Because of the high quality of manufacture inherent in the construction of these designer organs all biometric implants are only available in quality 5. Thus biometric implants are considerably more expensive than other types of bodyware, but because of their genetic makeup they are considerably less stressful to the host organism and therefore have lower bio costs.

Thyroid Nodes    This organ is implanted over the thyroid gland. Once implanted the nodes increase and regulate the thyroids production of the hormone calcitonin, which regulates the uptake of calcium into bones. This increases the users bone density and hardness. A character with Thyroid nodes has a denser skeletal structure with interlacing ribs and bony growth around vital areas. This upgrade gives a character a damage resistance of 10 to blunt trauma and falls. Thyroid nodes are not compatible with bone fortification.        Cost:70000CR        Bio: .2

Omnicell Factory    This organ implanted close to the heart produces a blank cell , much like a stem cell , which can be configured to function as any cell it is associated with. As the users body takes damage, these omnicells are diverted through the bloodstream to the damage site, where they are imbedded in the wound and programmed for their new role ,accelerating the healing process. A character with an omnicell factory regenerates hit points at a rate of 1 per hour.     Cost:85000CR        Bio: .4

Dedicated Greymatter    This implant entails the addition of brain material which has had its neural pathways already configured to perform a certain skill. Unlike the cybernetic implanted skillsofts, a character with a dedicated greymatter skill may add points to that skill through experience. Dedicated greymatter is treated as a naturally learned skill if the character later has a synaptic archive implanted.       Cost:12000CR per skill point         Bio: .3

Sensory Nerves    By means of this procedure an additional mass of carrier material added to the optic or auditory nerves, heightening their performance. The character may only add to either the optic or auditory nerves with one surgery. User of this implant gain  a +4 to their listen checks or spot checks depending on the surgery they select.       Cost:22000CR       Bio: .1

Chitin   This implant adds a hard fibrous organic material under the skin of the user increasing his resistance to damage. These plates grow in an overlapping manner, permitting free movement while offering the most protection. Characters implanted with chitin gain a defense bonus of +4.      Cost:90000CR      Bio: .7

Heat Exchanger   This implant consists of a variation of an organ which naturally occurs in some animals and predatory fish. By implanting a bed of interwoven venous and arterial vessels, the warmth carried in the arteries traveling away from the heart is transferred to the incoming veins. This process makes more efficient use of body heat, with less heat lost in the extremities. In hot climates the organ acts in reverse, transferring excess heat to be lost at the extremities before it can overload the body’s natural cooling system. A character implanted with a heat exchanger can survive comfortably in temperatures ranging from 0 degrees F to 150degrees F with no adverse effects.         Cost:50000CR           Bio: .4

Blood Reservoir    This organ consists of several fluid sacks situated around the arterial trunk. These sacks slowly fill by leeching blood from this trunk. When a wound is suffered which causes severe blood lose, these sacks rupture , adding their volume to the arterial vessels, gaining the user more time before death occurs to staunch the wound .A character implanted with a blood reservoir doesn’t suffer death until his HP reach -20 instead of -10.          Cost:55000CR        Bio: .4

Adrenal Reserve   This organ , implanted over the adrenal glad, causes the excess production of and stores the “fight or flightâ€? hormone Adrenalin, Epinephrine, and Cortisol and releases them more freely into the users bloodstream. A character implanted with an adrenal regulator may increase his strength by 1d6 points and speed by 1d6x base for 6 rounds 3 times per day. This organ is not compatible with a pituitary regulator.   Cost:68000CR     Bio: .3

Active Melanin    By means of this implant, the users skin can rapidly alter its melanin level to fight high doses of radiation, this implant also regulates the pituitary glands uptake of irradiated iodine, helping to control the damage of exposure. Characters with active melanin who are exposed to radiation , treat the exposure as if it were two levels lower than it was (using table 4.2 radiation sickness, on page 81 of the D20 future book) when determining radiation sickness.    Cost:68000CR      Bio: .4

Prefrontal Dendrites    This implant adds a mass of dendrites , fibrous nerves which transmit brain signals, to the prefrontal cortex effecting greater connectivity in the creative and problem solving centers of the brain. A character equipped with prefrontal dendrites  adds +4 to all skills based on intelligence and wisdom.    Cost:72000CR      Bio: .3

Digestive Symbiotes    This implant entails the addition of a symbiotic organism, assembled from the users own DNA, into the digestive track. These organisms are capable of breaking down and rendering nutrients from any cellulose or organic material, including but not limited to wood, grass, bark, and other organic materials. Though the symbiotes are highly efficient the users waste products are not always completely broken down before being expelled. This can be extremely painful and so most people implanted with symbiotes only used them when absolutely necessary. A character implanted with symbiotes can extract water and nutrition from any organic material.    Cost:60000CR   Bio: .1

Rods/Cones Upgrade   By means of this surgery the eyes of the user are upgraded with an additional mass of rods and cones quadrupling their natural volume. This gives the user the ability to see in very low light and distinguish more shades of color. Characters with Rods/Cones gain the darkvision ability.     Cost:40000CR      Bio: .1

CheNanTh
    Many groups have been experimenting with cheaper alternatives to bodyware, in order for their soldiers to keep up with the growing trend in military technology. One of these cheaper technologies is Chemical/Nanotech Therapy or CheNanTh for short. The process of Chemical /nanotech therapy is to augment the body with chemicals and nanites rather than implants. Though CheNanTh augmentation offers more power over conventional bodyware, the drawbacks are equally as bad. The bad effects come when the warrior can no longer receive his supply of chemicals for whatever reason. The depending on how long the warrior has been chemically dependent the detox effects could be permanently debilitating or even fatal.
    The process of a CheNanTh upgrade entails the implantation of a small disk near the users heart, the disk contains a doubly redundant computer controlled monitoring system, as well as a dispenser for the chemical compounds , and a nanite hive. The disk, called a Chemical/Nanotech Therapy Manager, has a tube that comes to the surface of the skin where a fresh supply of chemicals can be injected . The Chemical regimens the user may select from are predesigned to work together for optimal efficiency. Though the CNT manager is implanted just like a cybernetic implant, when a user selects a Regimen and receives his first injection he gains the full effects of that regimen in 1 turn. Along with the chemical compounds the CNTM will dispense the CNTM is also encoded with a basic programmed defining how the chemicals are to be dispensed. If the character changes his regimen, his CNTM must be flushed of all their remaining compounds, and its programming erased, then the new compounds are implanted and the manager encoded for the new therapy. Again the benefits of the new regimen take effect in 1 turn. A user may only have 1 chemical regimen present in his body at a time.
    A Character Using CheNanTh requires a higher uptake of nutrition. This extra base of materials is reconstituted by the user’s nanite population for various tasks, as well as to fuel the users heightened metabolism. A Character using Chemical/Nanotech Therapy requires a 100% increase in their dietary intake.
   CheNanTh implants are not compatible with any other implants except prosthetics.


CNT Manager      This is the core of the CheNanTh system. This small unit, about the size of a pack of playing cards, is implanted near the heart, and contains all the command and control hardware to operate the system. A CNT Manager may carry encoding for 1 regimen and enough compounds for 10 days. The CNT Manager is implanted like any other cybernetic appliance, and afterwards the chemicals may be installed with a hypodermic syringe or spray.                 Cost:30000         Bio:3.5


“Blazeâ€? Regimen      This regimen is designed for athletes or professionals requiring speed and agility. Various compounds are used to accelerate the metabolism , increasing the digestive systems use of carbohydrates and amino acids, as well as introducing a synthetic adrenalin, which dilates the vascular system increasing blood flow and nutrient uptake to cells. The Regimen also features a suite of amphetamines to accelerate the transmission of brain signals down the spinal nerves. A host of nanites repair any damaged or stressed connective tissue , and form barriers around overloaded cellular walls preventing cellular decay from the higher mineral uptake. When at rest the manager releases a sedative to induce sleep. A character on Blaze regimen gains the following bonuses:Dex+6, Spd 6xbase, Con+2, Reflex save+6, Fort save+3, regenerate 1hp/hour, gain feats-Athletic, Alertness, Acrobatic,+4defense bonus, user cannot be caught flatfooted.
Cost:2000CR 10 Day supply

“Rampartâ€? Regimen      This regimen is designed for athletes and professionals who require stamina and resilience. Various compounds are used to increase disease and toxin resistance. Other compounds increase growth hormones to promote muscle and bone density. This regimen also incorporates a suite of painkillers and sedatives to negate the effects of overexertion. Amphetamines are used to allow the user to continue operating at full efficiency for days at a stretch without sleep or rest. Nanites incorporated into the regimen repair damaged and overstressed muscles. Characters using the Rampart regimen gains the following bonuses:Con+6, Str+2, Fort save+6, Will save+3, regenerate 3hp/hour, dam reduction 10, +30hp, users can continue for their con bonus days without rest ,users can act without penalty until they reach -20, gain feat-Endurance    Cost:2000CR 10 Day supply

“Syllabusâ€? Regimen     This regimen is designed for scholars and technicians who require heightened learning and increased information processing abilities. Multiple chemicals include a synthetic hemoglobin which carried more oxygen to the brain , synthetic high efficiency neurotransmitters, and hormones which promote higher connectivity in the prefrontal and frontal cortex. This regimen also uses a suit of brain wave altering narcotics which synchronize thought patterns and allow the user to better focus. Nanites attach themselves to the long nerves of the spinal cord and help to better translate brain signals into fine motor function. A character on Syllabus regimen gain the following bonuses:Int+6, Wis+4, Will save+6, +5 to wis and int based skills, users gain 5 bonus skill points per level, gain feats-Focused, Attentive, Builder, Creative, Educated, Meticulous, Studious
Cost:2000CR  10 Day supply

“Epicâ€? Regimen    This regimen is designed for athletes and professionals who require strength and raw physical power. The core of this regimen is designed around a variant of human growth hormone, along with various steroids, and adrenalin derivatives. A suite of amphetamines and painkillers negate the effects of muscle stress and push the body to peak performance. Nanites are used to shred muscle fiber during sleep to promote muscle growth, as well as to repair damaged connective tissue and torn cellular membranes. Other compounds act to flood the body with epinephrine and cortisol to dilate the blood vessels allowing for a higher volume of blood flow to tissue. A character on Epic regimen gains the following bonuses: Str+6, Con+2, Fortitude save+6, Reflex save+2, regenerate 1hp/hour, user does +6 dam unarmed, user feels no pain and can act without penalty until they reach -10, gain feats-Frightful Presence, Athletic, Power Attack
Cost:2000CR  10 Day supply

“Warlordâ€? Regimen    This regimen was developed for military personnel in an effort to produce a more combat effective soldier. This regimen includes many chemical compounds geared towards increasing a soldier’s aggressive quality. Other compounds affect brain chemistry to improve hand-eye coordination, as well as various mind altering narcotics which improve perception and heighten awareness. Various painkiller suits negate the effects of pain and fatigue and allow the soldier to continue to advance under the worst wounds. Nanites are employed to repair minor wounds and mend cracked bones and to staunch blood flow to prevent shock. Characters using Warlord regimen gain the following bonuses: Str+2, Dex+2, Con+1, Init+4, Will save+3, Fortitude save+3, Reflex save+3, BAB +4, Defense+3, Dam reduction 5, regenerate 1hp/hour, gain feats-Focused, Heroic Surge, Combat Reflexes
Cost:4500CR 10 Day supply
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Offline Phoren

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2320 Hard Sci-fi
« Reply #16 on: February 08, 2005, 09:43:59 PM »
Thanks, friend, but I already have it. Nice of you to offer though, and when I get some spare time, I might jump aboard this bandwagon and see if I can figure any of it out properly, and then maybe try and help contribute new ideas.

Offline macaroni

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« Reply #17 on: February 08, 2005, 09:53:27 PM »
actually i was talking about my astrosysthensis file for my game, since you are the only other person i know who has the program, you could see my version of the universe.
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Offline macaroni

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« Reply #18 on: February 12, 2005, 09:25:31 PM »
The Holy Sun Empire and the Nishu System


 


   
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 "Heaven covers us: Earth upbears us: the Imperial way is one and only one way. But in this last degenerate age, the order of Lord and Vassal was destroyed until Supreme Heaven by Our hands put to death the traitors. Now, from this time forward, both parties shedding their heart's blood, the Lord will not tolerate double methods of government, and the Vassal will avoid duplicity in his service of the sovereign! On him who breaks this oath, Heaven will send a curse and earth a plague, demons will slay them, and men will kill them. This is as manifest as the sun and moon."

           -Emperor Kotoku's Vow, First of the Taika Reform Edicts, 19th day (645 A.D.).
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History

  The history of the Holy Sun Empire and the Nishu system goes back before the rise of the WHC and its dominance of the Sol system. The people of the Sun Empire are descended from the broken-earth peoples of the Japanese Islands. Early in the 21st century, Japan was an economic powerhouse, second only to the United States in technology. In the early part of the 21st century, the Japanese people suffered a series of crippling natural disasters which irrevocable changed their countries way of life and have been recognized as key factors to the present state of the Nishu system.
   The first of these disasters came in the form of an Earth Quake. On June 25th 2009, the ground began to shake violently, as the inhabitants awaited the end of the quake, it became obvious that it was not subsiding but actually getting stronger. The quake lasted 12 minutes and was measured at a magnitude approaching 9.2. The devastation was widespread and complete. Major urban centers from Akita to Fukuoka were all but leveled. Just as the first death tolls were trickling in from the overworked search teams, the next wave of disaster struck.
   The many analysis’ by top experts in the field, report that the Tsunami was produced by the far-reaching after shocks from the Quake. As the inhabitants of the southern coastal areas of Japan were beginning their cleanup, a 30 foot high tidal wave surged inland, claiming the lives of tens of thousands more. All told, some 250,000 lost their lives in the ’07 Disaster. In terms of economic lose; the Disaster took Japan from one of the strongest economies on the globe to the state of a third world country.
   The years that followed saw the Japanese people beginning to rebuild their devastated island. By 2014 many of the cities which were utterly destroyed in 07 had begun to resemble the pristine skyline of the Tokyo and Osaka of yesteryear, if only from a distance. Japans shattered economy wasn’t as easily fixed. The destruction of the nation’s infrastructure required the leveraging of many of the countries assets in order to rebuild, and by 2016 most of Japans major industries had either gone bankrupt or sold out to foreign interests, Japan was left destitute. The welfare lines sometimes stretched for blocks as the countries worst depression since the Second World War, left large portions of the countries 130 million citizen homeless and jobless. Inflation ran rampant and waves of violence surged through the cities as the once-urbanite population clamored for government intervention.
   The following decade marks a low point in Japanese history. Japanese industry, which had taken nearly a century of industrialization to build, could clearly not be rebuilt without the help of natural resources the county did not possess.
    In 2024, as the world witnessed the formation of the western hemisphere compact, the stage was set for Japan to make a comeback. Always a staunch ally of the US, Japan sided with the WHC in the short war against the UN powers. After the declaration was signed which ended the Third World War, Japan pleaded to the US for the resources necessary to rebuild their failing infrastructure. In a controversial move, the areas around Formosa, Hong Kong, and Manchuria were assigned to be administered by the Japanese government. Japan wasted no time in exploiting these areas for their natural resources. Along with this the US began construction of several PF reactor plants within the borders of Japan.
   During this time a growing movement within Japan, known as the Nippon Uyoku Minzokushugi (literally “Japanese Right-Wing Nationalistâ€?), began to amass power among those most affected by the depression. The Nationalist asserted that Japan’s current state was the direct result of dependence on western culture and the “growing American Hegemonyâ€?  begun after WWII. In the interim years between the 2024 and 2029 the growing Nationalist movement became increasingly violent in their rebellion of US rule. As a result the Japanese overseers asked the now dominant US for military aid in putting down this rising tide of violence. The US peacekeeping forces, already spread thin around the globe, responded brutally to the Uyoku’s actions, which in turn swelled the ranks of the Nationalist movement by those who were caught in the middle.
   The anti-American violence reached a crescendo in 2028, when the then Japanese Emperor Matsuhito, was officially removed and the imperial throne of Japan dissolved. The Imperial Throne had been the lynchpin of the Nationalist Doctrine, and this lone act solidified the stranglehold of the Nationalist Party on the minds of the people. Riots broke out all over the island. In Tokyo, rioters stormed the US provincial advisors office and after fiercely beating him, ritually beheaded him as camera crews recorded the act from the safety of a nearby office building.
  In Osaka, dissidents broke into the newly completed PF reactor facility, and in an act later described as “releasing the gods wrath to rid Japan of the Gaijinâ€? by Nishu Historians, the rioters started a fire which disrupted the plants plasma containment field.
   This disaster was the final death-kneel for the country of Japan. By 2032 as the first waves of the Exodus were embarking to their destined planets, nearly 1 million people of Japanese birth were banished.
   The majority of these ended up in the binary star system the inhabitants called the Nishu system (Meaning “two provincesâ€?), though the original name of the system recorded by the survey team is a matter relegated to academia.  
   The Early Years of the Nishu colony were hard times, punctuated by strife, civil war, poverty, and hunger. In the first years of its existence, the Nationalist Party asserted itself as the dominant party of the colony, within 10 years the party had executed a reordering of the colony, in order to establish some semblance of a rule of Law. This Bakufu, or “tent governmentâ€?, effectively reestablished the Japanese people, now the Nishu people, in a feudal system. The ideas of a return to a Traditional Japanese Culture, were still fresh on the minds of the people, and thousands of citizens styled themselves Shogun, Diamyo, Samurai and even Emperor.
   The colony quickly Balkanized and within the space of two years, the 1 million citizen of the Nishu colony degenerated into clusters of warring fiefdoms, where those who were strongest gave protection to those willing to work. The next twenty years, now known as the “Nishu Warring States Periodâ€?, saw the gross expenditure of the colonies few resources to construct large fortresses where clans waged war with swords and bows over the few pieces of machinery and technology brought with the colonist in the flight from Sol. By 2054, the many clans had coalesced into 4 provinces of some 200,000 citizens, each attempting to impose its will on the other three. The largest and most powerful of the clans was the Karu Clan in the Higashi Province, ruled by the extremely charismatic Shogun Horigashi Matsumana. Matsumana was a man of intense personal magnitude, and a skilled tactician and administrator. Under his rule the Karu clan had completed many projects for his people including an aqueduct for crop irrigation which had more than tripled the output of rice crops in his region. Also while the other clan leaders sought only dominance, even at the price of the death of the entire colony, Matsumana had been secretly gathering any skilled technician and expert in any science field he could in order to save the little knowledge and technology which could be spared from,what he saw as, the cusp of the dark age approaching the soon to be extinct colony, if action wasn’t taken to stem the tide.
   Matsumana set an envoy to meet with the Akida Kurisawa, Shogun of the Minami Province in early 2055. When the two met Kurisawa was instantly taken by Matsumana’s vision for a unified Nishu, and immediately formed an alliance. Within 4 years the last of the 4 provinces were under the control of the Karu clan and Matsumana was unequivocally named Emperor of the first Tenno Dynasty of the new Holy Sun Empire, Kurisawa was named Shogun of the militaries and the ex-leaders were named Diamyo of their provinces with the powers of noble lords. The first act of the newly crowned Emperor was to reinstitute the Taika Reform Edicts, which had founded the Japanese imperial system of government in 645AD Japan. By this time the feudal system was firmly in place in Nishu .
   By 2066 the colony had made a complete turnaround, the Pax Imperial reigned supreme, and the cache of competent scientists and technicians, along with the help of the feudal labor pool, had created a self-sufficient colony. Immigration to the colony was, if not massive, at least steady. By way of the few merchant ships operating in sapient space and the Colonial Trade Commission, Nishu had begun trading with several other colonies and even had started shipping and receiving materials with Earth. In late 2066 rumors were finally confirmed that the Whitcross colony had officially declared its independence from the Terran Compact.
   After months of discussion with his supreme council, Matsumana sent official notice to the TC colonial commission that Nishu were among those who would no longer be bound by the laws of the Terran Compact.
   When word reached Nishu of the coming war, the entire world went into industrial overdrive, nearly over night creating a weapons industry to arms the many soldiers of the Imperial Sun Army.
   By 2073, nearly 3 million soldiers lay in wait as the landing boats of the TC 3rd Expeditionary Force dropped to the planets surface. Coordinated surgical strikes at the onset of the battle captured many of the TC landing boats, preventing a retreat.
   The next several months the armies of the Emperor used hit and run skirmishes with the TC forces, drawing them deeper into the unknown lands of the planet Kyoyatsumi orbiting the star Junzen. Even as the TC fought tooth and nail for every inch of ground, Imperial Kamikazes strapped with explosives would hurl themselves at their enemies in the name of the Emperor.
   In June of 2074 the last of the TC forces were dusting off, for the safety of their ships, many of which had loitered too long in orbit and had to be abandoned to fuel the remaining ships long journey back to Sol. These ships, recovered by the Imperial Forces, became the core of the new Imperial Navy. The autonomy of the Nishu system had been established once and for all.  
   
The Holy Sun Empire Today    

  Today the Nishu system is once again a technological powerhouse. In the more than 2 centuries since the Succession War, the people and society of Nishu have prospered. The strong group oriented mindset of its citizen, coupled with the untapped resources of an entire world, has created a technical base on Nishu, undreamed of on other planets. The Nishu system is the undisputed leader in the field of robotics and AI, and their industries are routinely top performers in ICASE IT listings.
    This new super technical base has allowed the Holy Sun Empire to expand its control of the entire Nishu star system, with an astronomical yearly industrial growth.
   The citizens of the Empire enjoy lifetime employment, as employers see their employees as members of their family group, and treat them as such. The Japanese ideals of Bushido and loyalty to ones lord, pervades every level of the Empires corporations and citizens, and cooperation between the government and the Corporations of Nishu is complete. It is common practice, that before fighting a skirmish with another nation, the businesses of Nishu use economic leverage to bankrupt the opposing nation as the first wave of the Imperial assault.
 
Organization  

   The Holy Sun Empire is a Royal Monarchy ruled by a Heriditary Emperor. The Emperor rules for life and is the supreme authority within the borders of the Empire, though over the past years, along with the rise of Nishu’s industrial and technical might, the Emperor has ruled more as a CEO with his council of Diamyos acting as his Board of Directors. This isn’t unusual if one understands that the Nishu people see business as a continuation of war by other means.
   The Empire is ruled at the provincial and municipal level by noble lords called a Diamyo. These lords pay fealty to the Emperor through a Shogun or “Supreme Generalâ€?.
Nishu culture is a “verticalâ€? society, in that every citizen has a place which is either higher or lower than every other citizen. At the bottom are the unemployed, next come the menial labors, street vendors, and the like. The next in line are the farmers, fishermen, and semi-skilled factory workers. Next are the specialist, scientist, bureaucrats, etc. Next are the warrior class, consisting of soldiers, and the samurai who make up the officer caste. At the top are the nobility.  

Industry

Nishu industries produce every manner of consumer good, though most of the nation’s arms are purchased from the AVL through the tenants of the New Shambala Accord. The nation’s chief export is agricultural products and electronics, specifically robotics and microprocessors. Nishu is unparalleled in the advancement of AI and robotics technology. Many immigrants flock to Nishu for the elective surgeries routinely performed in its clinics for biometric enhancement, and cybernetic implants are becoming the rage among the social elite of the Empire. Nishu is the home of such mega-corporations as Hirogashi-Shinmen Unlimited, United Thinking Machines, and DXL microwares, just to name a few.

Military Assets

The Military Forces of the Holy Sun Empire include some 12 million soldiers organized into 115 divisions. Fleet assets include 4 independent fleet commands, as well as 2 STL system defense force fleets. The Empire’s advances in robotics have circulated rumors that the Empire has at their disposal another 5 million robotic soldiers, though these reports are unconfirmed.

Diplomatic Relations

  Relations between the Nishu system and the other systems of Sapient Space have been cordial since the TC officially recognized Nishu’s independence. The Empire regularly trades with other governments, and many foreign corporations have offices in the Nishu system, eager to be near the hub of technological development.
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Offline macaroni

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« Reply #19 on: February 12, 2005, 09:28:14 PM »
added Holy Sun Empire document, finished out the ICA document, changed some references in other documents for continuity sake.
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Offline macaroni

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« Reply #20 on: March 09, 2005, 02:33:24 PM »
INN Newswire, connection established

News Wire, INN    14.08.2321  21:16ST    
(Location: White Dwarf 0552-041[white dwarf star, solar coordinates 0.443265, 20.993515, -1.405231]> WD 0552-041 B[planetoid/.03AU)
  More Artifacts found on planetoid B orbiting around the White Dwarf 0552-041. Though no substantial items have been discovered the particles found in the system are concurrent with traces of civilization such as evidence of heavy bombardment of the bodies by neutron radiation recognizable as a fusion reactor. Researchers in the 041 system say substantial finds could take years to uncover but they will carry on , hoping to gain some glimpse into an ancient alien civilization.

News Wire, INN    16.08.2321 08:53ST  
(Location: GJ 570[multiple star system, solar coordinates -12.853, -12.572, -6.752]>GJ 570 A[K5V star]>Benghal Bay[Terresterial/.78AU] )
  Fighting continues in the Edgeworld system GJ570 on the planet Benghel Bay. This newest round of conflict was started 21 standard days ago when Bay Genn separatists attacked an urban center with canisters of nerve gas, killing some 7000 and critically injuring hundreds more. The Bay Genn movement consists of the mountain dwelling peoples descended from the original population of the Benghel Bay colony, displaced by offworld corporations to make way for the current residents. It is believed by Randel Quichek, the corporate director of Benghel Bay, that the terrorists are being funded by some offworld governments, though he refused to comment on which governments may be involved.

News Wire, INN   22.08.2321  10:22ST
 (Location: Tau Ceti[G8V star, solar coordinates 10.334022, 5.058, -2.890632]> Vujesti Kho [Terresterial/.21AU] )
  Recent research into a smaller more economical processor created in an artificial gravity architecture, by the Mega-Corporation Gravinetics may yield some 4th quarter turnarounds for the largely foundering company. ICASE reports Gravinetics stock up by 3points at the close of trading today in light of this news.

News Wire, INN   26.08.2321  11:17ST  
 (Location: Procyon[multiple star system, solar coordinates -4.767961, 10.306803, 1.038493]>Procyon A[F5V star])
  Tensions grow in the uninhabited Procyon system as AVL and TC forces amass. The system, which has been in dispute for a number of years, has been a hotbed of border clashes over the course of the last 15 months. Sources in the Procyon system report massive buildups along that border region, which , if ignited, could spill over into neighboring systems. Most commerce has been avoiding this system since the tensions began.  

News Wire, INN   12.09.2321  18:02ST  
(Location: Bernard’s Star[M4.0 V star, solar coordinates -0.057, -5.943, 0.488]> Ture [Terresterial/.03AU] )
  A ceasefire was declared today between the Blue Socialist, and the Federal Democrats on the planet Ture, where 3 years of civil war have turned the once beautiful planet into a ceaseless killing ground. Death tolls for the past 12 months have reached a crescendo, at just over 12 million. Humanitarian groups have pleaded with the ruling Blue Party Socialists to stop the ongoing genocide of the Federalists civilians, threatening economic sanctions. General Controller Harold Johnston, chief executive officer of the Blue Party could not be reached for comment.
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Offline macaroni

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« Reply #21 on: March 10, 2005, 09:32:28 PM »
The beginning of my armoury document                                

Weapons
  Weapons development over the past three centuries is starkly similar to the advancement of sapient space. While new technology dominates the battlefield, all that was old is made new again. The individual soldier of 2320 is remarkably similar in his role to his counterpart of old earth. While his weapons have new names and he is enhanced by many new technologies to increase his individual survivability, he still sleeps in the mud and bleeds on the battlefield.
  Weapons development is a highly lucrative field in 2320, generating hundreds of trillions of credits annually, and though trillions are poured into small arms research and development, the “ancientâ€? technology of chemical-combustion powered projectile weapons is still the pinnacle of man-kinds small arms technology, albeit built with the science and materials of the age.
  Over the last three centuries the search for a man-portable zero-flight-time weapon has occupied millions of man-hours of research and design. Alas it has been without success. The naval energy weapons used aboard space-craft require an amount of power still unavailable in a man-portable package. Though the laser pistol and UV rifle are still out of reach, the projectile weapon of today has been developed into a masterful device, whose effectiveness has been proven on battlefields from “Castle-Heightsâ€? to “New Coronadoâ€?.
  Thousands of arms arsenals throughout sapient space produce literally trillions of weapons per year. The major corporations and nations of sapient space represent some 80% of this sum, with the other 20% is produced by the many small companies and specialty markets. The AVL alone produces some 15% of all small arms produced in sapient space through their Kroneheim Waffen Fabrik Nationale, the arms division of their national industry.
  What follows are a sample of some of the most popular military and sporting civilian arms produced in sapient space by the top manufacturers. The listed price is the fair market value for a firearm in new, unused condition, in an unrestricted nation. These prices should be adjusted by market factors such as illegality and supply lines.

 Kroneheim Waffen Fabrik Nationale
  KWFN produces a myriad of different weapon systems, as well as many knockoffs and clones of other popular weapon systems (some under license and some without trademark approval). KWFN also produces all the small arms for the AVL government and military.

P18 Pistol
  The P18 was adopted in 2318 as the new standard pistol of the AVL, issued to NCOs, officers, and other combatants and non-combatants whose job required a weapon for close quarters battle. The P18 fires a 10mm caseless projectile from an electric powered internal bolt. Unlike other weapons, which utilize the recoil of the fired round to work a slide, the P18 has no such slide or other moving external pieces other than the trigger, safety and a small cocking lever activated by the thumb. Also firing caseless rounds the weapon’s action is completely encased which keeps debris from fouling the firing mechanism. Many criminals appreciate these features, as it allows them to fire the weapon from a pocket or through a coat without worry of the guns becoming jammed in a fold of clothing. The electric bolt is powered by a small Bismouth-Antimony battery located under the grip, which has a half-life of approximately 12 years.
Range:100ft   Weight:.8lbs   Magazine:18box  Action:Semi   Cost:150CR

  The G94 rifle has been in military service with the AVL since 2294, when it replaced the G56 as the standard service weapon. The weapon fires the 7.5Kurz caseless round and is a bull-pup configuration rifle (meaning the action and magazine are located behind the grip). This allows for a longer barrel length which aids in accuracy while reducing the overall length of the weapon to that of a carbine. The weapon is constructed almost entirely from polymers. Only the barrel and bolt are metallic. During the production process the metal used to produce the barrels are impregnated with ceramic at extremely high temperatures, giving them excellent heat-dissipation qualities and friction reduction. The electric bolt functions the same as in the P18 pistol, eliminating the need to tap barrel gasses to work the action, thus drastically reducing the felt recoil of the weapon, even in automatic fire. The weapon uses the same Bismouth-Antimony battery cell as the P18 pistol. Other version of the rifle currently being produced (G94R) add a small processor with networking capability, and a visual aiming device, capable of being used in conjunction with HUDs and other such devices.
Range:1200ft  Weight:8lbs  Magazine:30box  Action:S,B,FA   Cost:500CR


MP64 Submachinegun
  Relying on the same action a the G94 rifle, the MP64 is very similar to its larger counterpart. Though the weapon bears a more traditional configuration with the magazine in front of the trigger assembly, the shortened action required to fire the pistol caliber cartridge keeps the overall length of the weapon to a manageable size. The MP64KM version of the weapon is fitted with a slightly shorter barrel and a folding stock and is used as a boarding weapon by the AVL Kriegs Marines. Other variants include a version fitted with a gas reducer and a low noise bolt closing device for use with a suppressor. The weapon is constructed almost entirely from polymers, like the G94, and fires the same 10mm caseless round as the P18.
Range:200ft   Weight:6lbs   Magazine:30box  Action:S,B,FA Cost:400CR


G85M Designated Marksman Rifle
  The G85 was the predecessor to the G94 rifle, firing the full sized 7.5Hesse round which is also used in the PMG12 general purpose machinegun. It was determined that the smaller Kurz round was more effective in the intermediate ranges of the modern battle field and thus the G85 was relegated to an auxiliary weapon when the G94 was officially adopted for service. The G85 still serves, though with a match precision barrel and advanced optics and the “Mâ€? designation, as the issue sniper weapon of the AVL. The weapon bears a traditional layout with the magazine forward of the trigger and grip. The electric bolt assembly serves to reduce the recoil of the weapon for faster follow up shots.
Range:4800ft   Weight:7lbs   Magazine:20box  Action:Semi   Cost:1200CR


PMG12 General Purpose Machinegun
  The PMG12 machinegun was officially adopted in its current for in 2312 as the standard infantry support weapon for all branches of the AVL military. Firing the large 7.5Hesse round from a hermetically sealed 100 round cassette, the weapon is capable of firing over 1200 rounds per minute. The excellent design of the weapon allows the magazine to be fed from either side, as the electronic bolt detects which magazine has rounds remaining, allowing the weapon to be fired continuously as the dry cassette is replaced while the other cassette is fired. The PMG12 is a solidly built light-weight weapon which will undoubtedly be employed for years to come.
Range:3000ft   Weight:13lbs   Magazine:100cassette  Action:FA   Cost:1500CR


NP71 “Pin Gun�
  The NP71 is a weapon evolved from the rare necessity of combat in zero-G and/or hard vacuum. Though not originally invented by the AVL, most every major small arms manufacturer in sapient space offers at least one model of weapon for use in vacuum. The Pin Gun is a pneumatic powered weapon firing a short yet heavy metal rod at high velocities, in order to rupture the suit of an enemy, exposing him to vacuum. The NP71 much resembles the KWFN made MP64 submachinegun, though with an elongated receiver to accept the wide magazines which hold the weapons ammunition and compressed air supply. The weapon utilizes a special muzzle-break which propels as much gas rearward of the weapon as forward, thereby negating the propulsion effect the weapon would have on the user in zero-G otherwise. This allows the shooter to fire the weapon and remain in a neutral position, even in the full-auto mode of fire.
Range:60ft(in atmosphere)   Weight:6lbs   Magazine:40box  Action:S,B,FA   Cost:300CR
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Offline Rob Lang

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« Reply #22 on: March 21, 2005, 08:07:26 AM »
A fabulous  wodge of information to read. I can't congratulate you enough. A few comments for you to mull over:

The biggest stumbling block in AI is intentionality. How do you know the AI actually wants to do something itself or has been programmed to copy that behaviour. Most AI arguments come down to this.

When naming Cyberware and drugs, be careful not to choose names used by other games. Google can help in spotting these problems. One or two seem familiar from Cyberpunk / Shadowrun / SLA Industries.

A good way of pinning down your technology is to create a document of physical laws that you might give to a 15 year old physics student. Explain how everything works and where all the tech fits in. Another method is to playtest the tech you've made for 10 or so years. One of the big issues in writing a Sci Fi RPG is the combination of seemingly harmless technologies to create something that destroys the fabric of the system. As soon as this happens, it's very difficult to recreate the suspension of dibelief.

Might be worth noting if reproduction is harmed by augmenting the human body. This might be a deciding factor for many characters. Repro is one of the first things to go when someone gets a big illness. Also, how are augmented humans treated by the populace as a whole?

Finally, don't get hung up on the idea of Hard Sci Fi. In the Sci Fi community, you'll find that the people who only read 'hard' read near-future stories that aren't very imaginative. Some of the hard Sci Fi greats don't acknowledge Quantum Computing, for example. Your game strikes a line towards Asimov, Gibson and Stephenson, which is great and I'd stay that way. True Hard Sci Fi should only be played by University Physicists during tea break!

Great work, well done!

Offline CaptainPenguin

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« Reply #23 on: March 21, 2005, 11:24:32 AM »
True hard sci-fi, for the most part, is incredibly boring.
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Offline Rob Lang

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« Reply #24 on: March 21, 2005, 11:34:07 AM »
I agree, Captain Penguin but that opinion is extremely unfashionable. I think the biggest issue with Hard Science fiction is that it dates very quickly. People also expect more from Hard Sci Fi and are quicker to pick holes in the work. They expect an academic-like treatise of the subject matter, rather than interesting and involved technology and science (as given here).

I've managed to read a bit more of the system and it seems that the weapon technology has lagged a little behind all the other technology areas. Have you not considered rail guns, energy rifles or AI rocket technology? Weapons always attract people to a game system and making them as varied as possible helps cement the future tone of the game.

Offline macaroni

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« Reply #25 on: March 22, 2005, 09:38:34 PM »
Thanks a buch for the comments and the critique guys, it really helps when someone other than the friends i play with can can me an opinion.

About the small arms in the game, i think that came about because i am an avid shooter in real life and i have quite a large knowledge base about 20th century firearms to apply to a this setting. Energy weapons to me would give the setting a cartoony feel, while using 20th century weapons (albeit a super high-tech version) seems to give the setting a more gritty feel. I have a hard time imagining the noise and effect of a laser pistol, but i cant easily imagine the loud report of an automatic rifle.

As to the question of AI, not to get metaphysical, but every human is programmed from conception both through genetics and life experiences to become the person they are currently, so that same argument could be applied to humans as well, for the purposes of the game i dont think that is a major concern, as someone playing a thinking machine would play their character as they see fit, but it is something to think about

The idea about a concepts document is also a very good idea. I had been trying to explain each technology in the document it was presented in, but having all the basic concepts in a single document would probably wrok alot better.

Thanks again
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« Reply #26 on: March 22, 2005, 10:10:22 PM »
I agree with macaroni on the small arms issue. Energy weapons do indeed smack of cartoons. That is why Aliens will always rank before Star Wars in my opinion; they have a much cooler ambient with "adult" weapons, among other things.
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Offline Kinslayer

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« Reply #27 on: March 22, 2005, 11:34:32 PM »
It's all in the compression of energy. Beam weapons are impractical in a hard-science setting, not because they cannot be configured to do large amounts of damage quickly, but because the energy involved isn't readily available.  Either very large batteries or an equally large generator are needed, even for a hand-held weapon.  Standard firearms have a very real advantage in that the energy required to kill someone can be stored chemically in a rather small space.

Of course, something can be hard-science and still have a very "fantasy" feel.  The best example of this is probably the x-ray laser.  It's a very powerful beam weapon powered by a nuclear explosion.
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Offline Rob Lang

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« Reply #28 on: March 23, 2005, 07:38:58 AM »
Ah, the power source issue. That would not be a wise route to follow to explain why there are no energy weapons. There are plenty of other things in the game that require very high density power sources and so they certainly must exist. From an active prostethics point of view, the only reason there aren't people walking around on fully powered prosthetic legs is because of the huge amount of power required to perform the rather delicate control.

Not wanting the technology for feel/desire/design reasons is perfectly valid I just feel the power source issue is not the right way to resolve the in-game reasons behind omitting them.

Perhaps another reason for not having laser/energy weapons is the ease of creating armour that reflects it. You could argue that any weapon based on photon energy is easily bounced off super-reflective materials. Shine up your tank and your laser proof. You could also state that the laser is poor in bad weather, as light tends to scatter when going through moisture. Scattering might also explain why laser's aren't used because of damage attenuation at long range.

These sorts of reasons (and others like them) will serve you better in the long term because your restrictions are laws of nature, which can be bent but not broken. If you decide to cap the yield of power sources, you're restricting the technology and thus tying your hands. I had similar problems in the 'olden days of Icar', which lead me to create the Technology description.

As for magnetically accelerated weapons, these might serve your purpose well, as they are industrial, fire slugs and might offer something a bit more high-tech.

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« Reply #29 on: March 23, 2005, 08:25:36 AM »
By that same token Rob, would a laser weapon work in the void of space farther from a light source as abundant as stars?

The further out you go from a system, the less light available in order for the laser to theoretically work. Am I correct or is my ideas and knowledge on how lasers work?

Which if the latter is the case, I am not versed in science of technology very fluently.
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