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Technology and Sociology
Topic Started: Nov 14 2008, 11:59 PM (74 Views)
The Rock
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Doo Wop.
[ *  *  * ]
Armaments and Plasma

With jumps in technology, AI, and even in lifestyles, it was only inevitable that weapons themselves would be upgraded as well. During the Great Flood, weapons were all but banned, so research on how to increase weapon efficiency was halted. Because of the lack of the ability to mine lead, though, scientists did look into using plasma instead of actual mass.

Plasma has long been sought after as both a weapon system and as a defensive source. While the use of a plasma core, a physical energy source that could be used to fire heavy weapons fire, has been around for a long time, it wasn't until 3318 that the use of plasma as bullets could be handled by sidearms. The creation of the portable plasma core remedied the situation.

In modern day tech weaponry, the plasma core releases a very, very small amount of energy, which is driven out of the barrel at mach speeds through the use of energy accelerators, technology perfected and used in 3179. This "energy bullet" carries enough force to actually gain physically mass and create a hole within the target the size of a 20th century bullet.

In addition to this, plasma also makes a good defensive system. While not cheap by any means, a plasma shield can be very effective against tech weapons fire. A plasma shield integrated into human or droid projects a short range barrier that can stop most forms of sidearms fire.
Name: Alyx Akeby
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The Rock
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Currency

Over history, there have been many disputes on what kind of currency should be universally accepted. In the early 21st century, there existed many types of currency. Even throughout the Great Flood period, arguments over currency were still waged. And even after the waters subsided, there was still dispute.

At one point, when all three races had set up their own nations, there existed 3 different types of currency: the human dollar, the droid coil, and the mutant ahnk. Rarely were these accepted outside of the countries borders, and for a while there was a great recession in all three economies. Eventually, leaders were pressured by their people to finally meet and decide on a universally accepted currency.

That currency is known today as cel. One cel is approximately worth 2.13 20th century dollars, comparable. While trying integrate cels into every household is a long and slow process, most every market accepts cel as a exchangeable currency. Dollars, coils, and ahnks are still found in markets. Cel exists in an account that is transfered universally to any other account with a special mod device.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
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The Rock
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The Federation of Independents (FoI)

The "Federation of Independents" is a loose alliance of all Hunters (humans), SN-HK*'s (droids), and Rangers (mutants). Some independents, the general term for these titles, don't like to affiliate themselves with the FoI, but some are very involved with this group. Regardless, the FoI makes decisions that influence every independent in the world, regardless of race.

Independents work outside of normal circumstances; they rarely answer to anyone and can affiliate themselves with anyone, regardless of race of background. While at first glance, they may appear as renegades, they are still allowed to walk among cities alongside civilians. They cannot live with these civilians; once they pick up the "independent" mantle, they are considered outsiders.

What is the purpose of independents? Outside of doing odd jobs for money, they can wander the Wilds without having to worry about government interference. Normally, one can't enter the Wilds without having special permission to do so. This is for protection. However, independents may enter and leave at their own free will. They are equipped special armaments, enhanced abilities, or special improvements to increase their chances of survival in the Wilds.

Independents are not chosen; ex-military, ex-cops, or some super-standard civilians can apply as one. After thorough personality profiles, written tests, and fitness tests are performed to adequate standards, applicants then become independents.
Name: Alyx Akeby
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Level-Up System: Divinity System
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The Rock
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Doo Wop.
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Half Droids and Service Intelligences

Half-droids are remarkable pieces of intellegence engineering. Half-droids can accomplish all tasks a droid can do, are sentient, but are not self-aware. As well, because half-droids are mass-produced, they lack the Improvisation System. Half-droids are mostly commissioned for service work, such as house-keeping, building, and other repetitive, easy tasks. Often, their intelligences might be upgraded for sparring, bussing, and cooking.

Service Intelligences (SI's) are often lumped together with half-droids as far as intelligences go. However, SI's serve a different purpose altogether, being more used in business and skyship maintenance. SI's lack physical bodies but possess the same intelligence capabilities as half-droids. They can be wired to a building's or skyship's built-in service network and can monitor the whole of the structure, from the power core to a single toilet. They can also be used for reception, tour guidance, and database logs. They can even direct half-droids in work. As an added bonus, most come with a programmed Improvisation System

Half-droids and SI's should never be in service for more than 6 months. On many occasions, they will develop brain pattern synopses similar to self-aware thought. This can lead to rebellion, breakdown, or far more catastrophic consequences. The most devastating case of self-awareness happened in the capitol building of Avaris, where 196 people were held hostage by a rogue SI and its army of half-droids. This caused almost 30 deaths and over 65 million cel in property damage.

For those who wish to keep their half-droids and SI's rather than purchase a whole new one, a simple memory wipe will suffice. However, doing so has a risk of wiping out the entire intelligence altogether, a particularly devastating consequence to SI owners.
Name: Alyx Akeby
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The Rock
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Mods

Mods are a special devices that can be fitted quickly onto armor, shells, weapons, and many other different things. Mods can even act as keys if their programming designates them as so. Mods can even be forms of identification and cel-transfer devices. Mods fitted onto armor and weapons can give them enhanced damage, defense, elemental prowess, or a multitude of other things. Every race can use mods.

There is one slot on weapons for mods and two slots on droid shells and body suits. Mods are specially designed to make switching between different mods in a short amount of time easy. Even in the heat of battle, switching mods can be done swiftly and can mean the difference between victory and loss.
Name: Alyx Akeby
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The Rock
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Doo Wop.
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Defensive Uses of Plasma

Manipulating plasma is considered one of the greatest achievements in wartime technology. While a long time ago the only way to use plasma was through weaponry, it is now used to energize magnificent warships, power different electronic interfaces, and even as a defensive measure. Indeed, the use of plasma shields and barriers can greatly affect the course of any battle.

Conventional plasma shields, like those utilized by soldiers and independents, are produced by drawing out energy from the plasma core in either the user's own body suit or shell or a special Mod inserted into a user's system. It extends a sphere of plasma that varies in color. This sphere extends in all directions 3 feet in radius.

The shields are given ranks, depending on how much firepower they can stop. Unlike the people they protect, plasma shields do not have durability; theoretically, they could last forever. They are disbanded after they take a hit that is equal to or more than their rank in force. For example, a Rank 2 plasma shield would disappear if it was struck by a Rank 2 or more weapon.

Inversely, some soldiers and independents utilize plasma barriers. These have many of the same properties of a plasma shield, except that they need some sort of outlining, such as a metal frame, in order to be utilized. This outlining serves as the shape the barrier will take; if an outlining were to be a small rectangle, the corresponding barrier would be inside this frame, like a plate or wall.

These plasma barriers do have durability problems, and, if struck enough times, will dissipate. However, they can sometimes be more reliable than plasma shields, as often, barriers can take stronger hits and still remain active.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

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The Rock
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Doo Wop.
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Skyships

Transportation from Arc to Arc or from Arc to the ground is often times handled by a internationally-sponsored taxi service. Riders can either pay-per-ride or buy a taxi card that acts as a membership card. Transportation is handled by SIs, and travel is speedy, being able to cover great distances in a matter of hours.

This only accommodates for personal transport, though. Cargo ships that carry both necessary and trade goods are almost as monolithic as a small Arc. Using almost-like technologies as the superstructures, cargo ships travel relatively slowly when compared to the taxis, but still can cover a sizable distance within hours.

There are many other different kinds of sky-roaming ships as well. Military ships are a rare sight, taking on many different shapes, none less menacing than the other. Some rogues and mercs often make their own ragtag ships made of scrap and stolen parts, able to house entire crews within their holds. Even civilians can own their own private skyship, for a large sum of money.

It is for these skyships that the harbor towns and Arcs exist. Without the special docking and stabilization technology stored in the harbors, flagships, military aircraft, and cargo ships would not be able to dock anywhere. Goods are delivered through Arcs through short-range modified taxis, but goods must first be delivered to Arcs through the cargo ship and docks first.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

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