Certificate of Irrefutability: Difference between revisions
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I hope so |
I hope so |
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Otherwise, it would be pretty awkward.. |
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==[[Bleed|The Bleed (Space Magic)]]== |
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'''Powers''' |
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The Bleed consists of the following fields: |
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#Anti/Meta-Magic - Magic that interfaces with other magic. Investigate, interfere, enhance. |
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#Telekinesis - Manipulate objects remotely through applications of force. |
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#Gravity Manipulation - Create and manipulate sources of gravity. |
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#Biomancy - Interface with biological processes. Healing. Body Augmentation. |
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#Decay - Accelerate natural wear and tear, degrade the quality of a thing. |
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#Technomancy - An alternate means to interface with technology and computers that use will and magical acumen instead of technical or mechanical skills. |
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'''Anti/Meta-Magic''' |
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#Anti-Magic Zones can be created but the attempted use of magic weakens them until they fall |
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#Magic users have a Metamagic identifiable Bleed ‘Fingerprint’ |
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'''Telekinesis''' |
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#Telekinesis is able to perform fine motor control of small objects |
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#Users of Telekinesis must maintain visual contact with the objects they manipulate |
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#Telekinesis cannot be used to lift yourself. It’s like trying to lift yourself up by your shoes |
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'''Gravity Manipulation''' |
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#Gravity Manipulation operates primarily on large fields of “Pull” and cannot accurately control small objects |
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#Gravity Manipulation is particularly effective in zero gravity environments |
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'''Biomancy''' |
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#Biomancy can enhance what someone already has but not grant them entirely new abilities |
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#Biomancy is significantly harder to perform without the consent of the target |
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#Cybernetics exist, Biomantic regrowing exists, but the most effective limb replacements combine both |
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'''Technomancy''' |
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#Technomancy requires physical contact |
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#There exists hardware that may only be accessed by Technomancy |
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'''Origins''' |
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#The source of magic does not originate from this dimension. |
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#Space Magic has no direct bearing or relation to FTL |
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#Sensitivity to the Bleed can be hereditary. This is rare for most species |
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'''Cost''' |
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#Space Magic is exhaustive to the user |
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#Repeated minor uses of Space Magic are just as dangerous for the user as single major use. |
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#Use of Space Magic is addictive. |
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#Space Magic is confusing and inherently mysterious even to its users, requiring experimentation to figure out how to produce a consistent result. |
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#Those who overuse Space Magic run the risk of attracting improbable and sometimes dangerous events. |
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'''Magical Energy''' |
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#Magic users can act in concert to share the strain of powerful magic |
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#Magic users can combine their powers but at a certain point the increase in ability is incredibly small or negligible |
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#Magic users are able to store their energy in magic “batteries” although this is very inefficient and drains the magic-user entirely until they eat and rest |
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'''Magical Mastery''' |
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#Most magic users master no more than two disciplines in their lifetime, but there are those that dabble in all disciplines |
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#Magicians can have the ability to use one, some, or all fields of magic. However, the more that are available to the user the weaker they are in each individually |
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'''Magical Limits''' |
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#Space Magic requires esoteric rituals, strange incantations, and materials. |
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#Space Magic requires intensive training |
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#Magic users have a slight inherent resistance to their discipline |
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#Magic requires focus, it’s not something you will accidentally do, even or especially under great stress |
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#Magic in motion remains in motion as long as there is energy to continue the effect. Only a metamage or equally powerful mage of the same school acting against it can cancel it prematurely, though it’s not easy. |
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#Some domestic animals have varying minor effects on magic. Familiars are common |
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'''Misc''' |
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#Matter transmutation is a sign of an area where the ambient magic is concentrated enough to be dangerous for organic life. |
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#Space Magic cannot heal you beyond what a triage center could do. |
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#Technology and Magic can achieve the same effects through differing methods |
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#Cybernetics have no direct bearing on the ability to manipulate the Bleed |
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#Physical prowess makes you more resistant to the ill effects of the bleed |
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#The signs of overusing magic to the point of addiction are physically recognizable |
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#There are materials that react strongly to magic in an energetic way, though they are rare and hard to mine |
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==Technology== |
==Technology== |
Revision as of 06:50, 28 August 2023
I wonder if this works
Do yall have everything backed up?
I hope so
Otherwise, it would be pretty awkward..
Technology
Artificial Intelligence
- True AI is allowed but is limited by effective hard blocks on their behaviors
- True AI-controlled shells (or ancillaries) have personalities of their own, as extensions of the AI
- True AI Exists with restrictions in the sector core, but these grow lax towards the frontier.
- Some artificial life are recognized as sentient, not subservient to other species.
- AI are capable of choosing their own physical form.
- Legal AIs are virtual recreations of organic minds.
Cybernetics
- Cybernetics are available and allowed
- The body can only take a limited amount of augmentation before there are serious consequences.
- Cyborgs with completely mechanical bodies, only biological brains, can be created at great cost to the individual.
FTL Communications
- Interstellar communications are slow by default, constrained by lightspeed and the use of the gates to transmit information between systems. High priority information is delivered by FTL capable ships.
- Instant interstellar communications exist but are not cheap.
- If instantaneous communication exists, then high strength data encryption is not compatible with that form of transmission.
FTL Drives
- FTL Fuel is currently scarce in the sector.
- FTL Fuel is unstable until it is refined, a process which requires remote refineries.
- Interstellar travel takes time. Space is big
- Starships are capable of interstellar travel by their own means
- FTL drives are expensive to maintain.
- Personal use spacecraft are small and expensive.
- Space travel is dangerous, ships can be worn down over time and become rickety old things
FTL Gates
- Interstellar gates exist that allow travel between planetary systems (hexes)
- Each FTL Gate is limited to connecting to one other FTL Gate.
- FTL Gate travel is limited by a ship's size.
- Ferry ships exist that carry smaller ships through the FTL Gates.
- FTL Gates require no external power or fuel source to function.
- FTL Gates are overcrowded.
- FTL Gate travel is quick and cheap once you clear the line.
- There are unstable but valuable materials that cannot be transported via the FTL Gates.
- FTL Gates can only operate in space, at a distance from significant gravity wells.
- The materials needed to construct new FTL gates are rare, chiefly scavenged from existing defunct gates.
- FTL Gates are ancient relics and the few we have are connecting the "core".
- Control of the FTL Gates is highly contested due to control of the trade routes and tolls.
- No one entity currently controls all of the FTL Gates.
- Passengers must be safely enclosed within a vessel in order to travel through an FTL Gate.
Genetics
- Human life can be extended but only to a finite limit
- Genetic engineering is available and allowed
- Animals can be genetically uplifted.
Robots & Mecha
- Robots and Automation are not human in form
- Drones and/or Robots are prevalent in military and industrial roles
- Mecha are used in both military and non-military roles.
Teleportation
- Teleportation is possible but is a very advanced technology.
- Teleportation is possible but only on the same planet.
Terraforming
- Terraforming is possible but takes decades to complete
- The cost and benefits of finding new worlds and interstellar travel often come into conflict with the prospect of terraforming, due to costs and shared material requirements.
Warfare
- Missiles are viable weapons in stellar warfare (there is no perfect counter)
- Fighter and Bomber craft are used in space combat
- Ground to Space and Space to Ground weapons exist
- Railguns are limited to large installations (vehicles, spaceships, ect.)
- Mecha exist and are a staple of armed conflict
- Handheld weaponry is more often physical projectiles over energy projectiles however Hyper-Advanced weaponry are rare and bulky at the personal scale.
- There is no single weapons manufacturer, and as a result weapons and ammo requirements are diverse and sometimes confusing.
Misc
- Artificial Gravity Exists but is powered by Exotic Energy
- Energy generation is limited, by resources or by cost
- Society is incapable of celestial manipulation
- Nanites exist but they can not self-replicate endlessly
- Hacking is possible, but there's no one single 'catch all' solution
- The difficulties of interstellar travel mandate that most systems be self-sufficient
General
- "Space Truckers" are an essential part of interstellar trade
- There is no single unified currency
- Space nomads exist that were driven from their homeworld and/or prevented from settling upon a new one.
- Human groups have migrated to the sector at various points throughout history.
- There is no single universal time zone standard for the sector.
- Friction due to culture, faction and nationality is more common than due to looks, species and sexuality.