Alternate Star Wars Tech Level

garrowolf

First Post
This is mostly just for fun but I thought someone else might find it interesting. I've got a slightly different tech level progression for my game and I decided to use it to create a different style Star Wars. Some of the notes wont make sense. Don;t worry about them.
Tell me what you think!

Alternate Star Wars Tech Level
TL 19 Hyperspace Age

This is the age that results from the invention of the Hyperdrive. Hyperdrives open up space for humanity. High hyperspace level allows trips to other solar systems to be the same as going to another city.

Late FTL: Medium Scale; HS 4; Top Shunt 40

Armor
Vehicle Armor (x7/x14/x16)

Character Scale 160


Clothes
More alien materials and styles are showcased with more utilitarian lifesuits underneath. Clothes are self cleaning and self repairing. They have personal area network nodes to communicate with the rest of your PAN. Some have military or survival functions and others have more fashion or social functions.

Computers
Computers switch to crystal technology. The processing and storage and power control are on one crystal. They are about the size of a short pencil.


Available Interfaces
Dedicated Controls (+0 T) – You have a standard set of controls for a certain system.
Touchscreen GUI (+2 B) – You can a touchscreen based GUI.
AR GUI (+2 B) – Information is displayed on a view screen, window, or glasses.
Gesture Based GUI (+3 B) – You can control the system with gestures.
VR based GUI (+4 B) – You can control the windows and systems with touch and gestures in Virtual Reality.
Basic Neural Interface (+4 B) – You can control the windows and systems by thinking of pressing buttons.
Advanced Neural Interface (+8 B) – You can control your system with a thought. There are no real controls. Information is just poured into your mind.


Artificial Intelligence
AIs are usually tied to a logic crystal the size of a thumb drive. You can pull them out of one robot and put it into another or have it run a ship. Most vehicles have an interface for an AI and it will provide the AI with all the information that it needs to run that vehicle safely. However the AI will have to actually have it's own skill with that vehicle to do anything unsafely and override the default autopilot. These logic crystals can also communicate with a nearby PAN and act as your companion as well.
Parts of the AI are hard-coded. This means that they can't change their operating parameters and they can't be hacked or reprogrammed. However you can create a new one with different hard coding. A military AI would have different hard coding than a servant AI. Smugglers often get one coded to help them break the law but a standard unit will not do that.

Dependent AI (+12 F/8/0) – They can operate with a supervisor.
Subordinate AI (+14 F/9/0) - You can leave some jobs up to them and they will do just fine with it. They are not that great with unexpected situations but they can stop and call a human to find out what to do in this case.
Autonomous AI (+16 M/9/0) – They can deal with issues based on principles and can operate without any supervision.
Independent AI (+18 M/10/9) – They lead their own lives. These are very rare and must be hard-coded to do this.


Cyberware
Cyberware is based on nanite swarms at this point. They modify the body of the person and give them abilities. They are controlled and are stored in a bracelet.
There is also anthroform drone bodies as well. You can put a cyberbrain or an AI in one.



Genetic Enhancements
Genetic upgrades are fairly common at this point. They are used as ways of dealing with harsh atmospheres and toxins in certain planets. These are often a legacy of colonization on a harsh planet.

Adonis Upgrade (LA +3)
Str +2, Dex +4, Con +4, Int +2, Pre +4 (+2 LA)
Immunities to normal illnesses (+1 LA)

Mentat Upgrade (LA +2)
Int +8, +2 Wit, +2 Pre (6mp)
Photographic Memory (2mp)

Health Upgrade (LA +2)
Str +1, Dex +1, Con + 6 (+1 LA)
Immunities to normal illnesses (+1 LA)

Heavy Gravity (LA +2)
Str +6, Con +4, Pre +2 (6mp)
Resistance to Acceleration Illness +10 DR (2mp) – Immune to effects of gravity up to 4gs.

Psionisist (LA +1)
Choose up to two powers that is available in the campaign, each one costs +1 LA. You can't combine this with a cyberbrain, discuss this with your GM before taking this.

Resistances
Resistance to Vacuum [+5 DR for 2 mp; +10 DR for +1 LA]
Resistance to Radiation [+5 DR for 2 mp; +10 DR for +1 LA]
Resistance to Metal Toxins [+5 DR for 2 mp; +10 DR for +1 LA]
Resistance to Alternate Atmospheres [+5 DR for 2 mp; +10 DR for +1 LA]

Regeneration
You have to define the regeneration rate and the maximum healing. If you don't take anything in the maximum healing then your regeneration can only handle up to moderate damage. Obviously you can't regenerate damage to cyberware.

Regeneration Rate
+4) Recover over night
+6) Recover after an hour of out of combat

Maximum Healing
+2) Serious – damage of serious or higher requires that you heal over night
+4) Heavy/Loss of Limb – damage of heavy or the loss of a limb requires over night


Entertainment
There is a mixture of VR fantasy and televised sports events. All the different kind of entertainment become popular again and extremely diverse. Personality exploration becomes popular. Holograms are semi-physical using force-fields. Holodecks are invented and become extremely popular.

Food
Food from many different planets gets traded around.

Force Fields
Force Fields become more of a wall then a gradual effect. It becomes possible to set up force fields around sections of a ship or a doorway. They can block energy as well as physical objects while still allowing the ship to see through them.
You can use force fields to create feedback for holographic controls or even create force field melee weapons.

Gravity Control
Artificial gravity can be controlled much more precisely at this point. You can have a section of floor have a higher or lower gravity. The gravitic field doesn't expend energy directly against the deflectors anymore since deflectors have been mostly replaced with Shields. It is possible now to have small vehicles with repulsors such as speederbikes, hover boards, and even floating scaffolding.

Holograms
Most of the time holograms are not solid but it is now possible to make solid objects from force fields. They will look a little odd but they could create tables and chairs and normal larger items and these can be commanded to disappear and change traits at a command. AI personalities can also be given a body this way. These solid holograms require a holodeck in order to do this.

Jump gates
Jump gates are static constructs floating in space near a planet or space station that can generate a jump point inside of itself so that commercial traffic without a hyper drive jump point generator can travel into hyperspace and out again. They are often put together by exploration ships as they discover solar systems.

Life Expectancy 450 years

Lifestyle Levels
Luxury – Megacorp CEO - You have true opulence (100MCr/month)
Wealthy – Celebrity, CEO – You have the best of everything. (20MCr/month)
High - Successful Businessman, Investor, Engineer, Doctor - You have it good. You have a nice apartment and a personal vehicle. (5MCr/month)
Medium – Manager, Professional, Technician – You have your own apartment on Earth, Mars, or a space station. (2MCr/month)
Low - Worker – You may work in space as a laborer. You have a small compartment to yourself. (500Cr/month)
Street – Things really suck. You live underground on Earth. (100Cr/month) (-4 to social rolls)

Nanotechnology
Nanotech starts being used in home uses. You can put a nanite swarm into your house and it will keep it clean, kill any vermin, and even keep your pet shaved for you. Nanite swarms become a normal background feature in most everything.

Medical (error -3)
Hyperdrive Age medical uses more healing baths with nanites in them that are able to handle any damage they find.

Money
Money is measured in Credits. 1 Cr = $1. 1,000 Credits is a Megacredit (MCr). A Credit is set as a ratio of cost of living to GDP so it becomes mostly inflation neutral.

Personal Weapons
Weapons still include lasers of various kinds but blaster develop as the weapon of choice since they take much less energy for the same punch. Blasters fire bolts of plasma at their target. They don't have the ability to adjust their power levels as easily as a laser but they are much cheaper so most people don't care about the trade off. Some have a non-lethal mode.

Repulsors
Repulsors are a miniaturization of gravitic technology. They are built into these suits allow them to fly like jet fighters. They are extremely maneuverable in an atmosphere as well as in space. Spacesuits move like Peter Pan instead of like radio controlled bricks. Neural induction control allows them to move at the speed of thought. It has a jump system that makes it easy to move around a battlefield. Basically they are like the power armors from Iron Man.
Other forms of repulsor gear are common like Grav Globes, Floating Droids and Cybershells, etc.


Robots
Robots are mostly bodies for AIs. You can swap out one AI for another. There are many different kinds of robot bodies. They can be servants, soldiers, vehicles, city control, or whatever you can think of.
Robots at this tech level tend to be floating spheres with hologram generators on them. They will often house their own nanite swarm for them to use as tools.


Services

Cheap Services (Low Lifestyle) – Available Everywhere
Housing – Dorm room 15-20Cr, Coffin Hotel 5-10Cr
Dorm rooms have become common again. Space is still a premium.
Food – Food 1Cr, Drinks 1Cr
Fast Food restaurants have disappeared since any food minifac can produce nearly any kind of food that you might want. There are lounges with minifacs around that serve as cafeterias and some that serve as drink lounges.
Travel – Tram – free
Entertainment – VR - free

Standard Services (Medium Lifestyles) – Available Everywhere
Housing – Hotel room 150-250Cr , Suite 300-500Cr
Hotel rooms are fairly automated at this point. They have a food minifac. Different kinds of utilities are folded into the walls.
Food - 10Cr , Drinks 10Cr
Food preparation is automated but there are waiters.
Travel – Taxi 10-30Cr , Local Space Flight 150Cr , Interplanetary 300Cr /AU, Interstellar 1MCr /parsec
Entertainment - Nightclub 15-50kg

Deluxe Services (Wealthy and Luxury Lifestyles) – Available in major stations or cities
Housing - Luxury Hotel Suite 5-65 MCr
Food – 150-300Cr, Drinks 80-300Cr
Travel – Executive Taxi 50-100Cr, Local Space Flight (First Class) 200Cr, Interplanetary (First Class) 500Cr/AU, Interstellar (First Class) 1.5MCr /parsec
Entertainment – Music Concert, Ballet, or other Live Performance 500-4000Cr, Sports Events 2MCr , Expensive Nightclub 200-600Cr, State Dinner 100-500 MCr
Live performances are rare and expensive now.

Transportation

Inertial Compensators
100gs of acceleration

Ground/Air Vehicles (Civilian)
Contragrav vehicles have replaced ground vehicles altogether. Land Speeders and Speederbikes are very common now.

Ground/Air Vehicles (Military)
Shuttles and spacecraft can land and take off from the surface easily.

Aquatic Vehicles (Civilian)
Shuttles with good shields can go underwater if they want to. Specialized submersibles are also used by some cultures.

Aquatic Vehicles (Military)
Specialized aquatic vehicles are almost never built by the military. Most craft have shields that will protect them underwater.

Spacecraft (Civilian)
Similar to Star Wars

Spacecraft (Military)
Similar to Star Wars. More advanced mechs are used as in Macross Frontier (9C). Personal fighters make a come back since the inertial compensators are smaller now.
Some living spacecraft are developed.

Vehicle Weapons
Gravitic cannons also function as the jump point generator.

Weapons
Grasers and xray lasers become common heavy weapons.

Starships

Gravitic Shunts (Inertial Compensators)
Gravitic Shunts take the inertial energy from the gravitic fields around the ship and store them. Early versions didn't have this feature and it caused electrical arcing all over the place when the field was used. The shunts take a gravitic charge that compensates for the acceleration of the craft. The shunts can only handle so much. This is in relation to the total inertia that the ship gains which is measured by the percentage of the speed of light that the shunts can allow the ship to accelerate up to.
One of the advantages of the shunt is that it prevents the ship from loosing inertia whenever it hits something grounded. It can also make it easier to control acceleration and especially deceleration. The energy from the shunt can be drained out or dumped altogether and bring the ship to an instant stop without hurting the crew or requiring the long decelerations of Fusion Age vessels.
Early Hyperdrive Age vessels have shunts with a rating of up to 55 but later on they get up to 65.

Gravitic Sensors - These sensors can scan for mass shadows and for ships entering and exiting Hyperspace.
Scanners (Short) 1kkm
Targeting - 1 light minute
Long Range - .5 light year (High Resolution)
Extreme Range - 4 light years (Low Resolution)
Base Stealth 47 Short/Visual, Radar, EM

Common Ship Types
Small Capitol Ship 19C
Medium Capitol Ship 20C
Large Capitol Ship 21C
Huge Capitol Ship 24C


Armor Levels
Armored x 6
Heavily x 7
Spacecraft x 5

Shields
Shields get start to work against lasers now. They are no longer visible except when something hits them. They are x8 against all attacks. They actually block air movement now.

Interior Spaces
Interior spaces depend on the kind of ship it is. Some are more artistic and others are more utilitarian. Emergency gear is hidden in the walls and only appears when there has been damage.

Damage Control
Shield grids are placed throughout the hull so that any hull breeches are blocked by force-fields. This makes it much easier to repair damage. Nanites are built into the ship as a self repair system.

Power Systems
Power systems are easily portable fusion engines. Most power systems are decentralized on a ship. Sections of life support have their own power, doors and lights have batteries that charge off sectional generators. Computer systems have either batteries or generators depending on their size. Other Major systems have at least twice the generators that they need to do their job. The idea of one generator going down and the whole ship loosing power is silly.


[FONT=Verdana, sans-serif]Alternate Jedi[/FONT]​



[FONT=Verdana, sans-serif]The Jedi [/FONT]
[FONT=Verdana, sans-serif] Instead of one Jedi Order there are several, with differing traditions. The Corrusant Jedi Order act as Marshals for the Republic. Their tradition is mostly as described. Some Jedi are more Monastic. They are closer to the Shaolin. Others focus on different abilities at different times. Not all Jedi are Guardians. Some are not that good at combat. Several star systems have their own traditions. The Corellien Jedi function as Peace Keepers. Some are more the Vulcan Monks at Pajem. Some don't use lightsabers at all. Some use ordinary objects to deflect energy. It has to do with the style and traditions behind an Order. Think of them as different Martial Arts Schools. [/FONT]
[FONT=Verdana, sans-serif] A Jedi Master is someone with great knowledge and power in the Force. It is not just someone who has taught a Padawan. You have to take on a Padawan in order to become a Jedi Knight. [/FONT]


[FONT=Verdana, sans-serif]Padawan [/FONT]
[FONT=Verdana, sans-serif]Jedi[/FONT]
[FONT=Verdana, sans-serif]Jedi Knight, Sentinel, Consular, etc. [/FONT]
[FONT=Verdana, sans-serif]Jedi Master[/FONT]


[FONT=Verdana, sans-serif]Powers[/FONT]
[FONT=Verdana, sans-serif] There are several kinds of powers available in different Jedi and non Jedi traditions. This can be Sith Alchemy or Witchcraft or whatever. A lot of possibilities exist. Some people may only have one special ability. The Force ability is available to Jedi. They also have Telekinesis. [/FONT]



[FONT=Verdana, sans-serif]The Clone Wars[/FONT]
[FONT=Verdana, sans-serif] The Republic is at war with the Separatists. The Corussant Jedi Order is leading men into combat. The older ones are acting as Generals. Most Jedi will only command a squad or so. They don't automatically control the whole army at once. They are more like Warrant Officers. [/FONT]
[FONT=Verdana, sans-serif] Not all of the Jedi are working for the Republic. Some work for the Separatists. They are not Dark Siders. They just have a different point of view. [/FONT]


[FONT=Verdana, sans-serif]Sith [/FONT]
[FONT=Verdana, sans-serif] The Sith are a particular order of Dark Sider. They have their own traditions. [/FONT]


[FONT=Verdana, sans-serif]Beliefs[/FONT]
[FONT=Verdana, sans-serif] [/FONT]
[FONT=Verdana, sans-serif]Love – They don't believe that love is a bad thing. They don't prevent Jedi from getting married or having children. Though there are some more monastic orders that do not allow this but most are not like this.[/FONT]






[FONT=Verdana, sans-serif]Orders of Force Users[/FONT]


[FONT=Verdana, sans-serif]Republic Jedi Order [/FONT]
[FONT=Verdana, sans-serif] The Corrusant Jedi Order act as Marshals for the Republic. They are called Guardians and Consulars. The Guardians act as Secret Service for high government officials. Consulars act as representatives for the Republic. The Guardians focus on Lightsaber Combat and Piloting. Consulars focus on Diplomacy and Persuasion. [/FONT]


[FONT=Verdana, sans-serif]Corellian Jedi Order[/FONT]
[FONT=Verdana, sans-serif] The Corellien Jedi function as Peace Keepers. They focus on Streetwise and Lightsaber Combat. [/FONT]




[FONT=Verdana, sans-serif]Keetael [/FONT]
[FONT=Verdana, sans-serif] These are an order of hunters that use the Force to help them hunt. [/FONT]
 

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