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I have some maps that I have been making for a Dragonstar campaign. Mapping Sci Fi is alot of fun, but also challenging without the proper additions from Profantasy's CC2...I should by their little sci fi supplement I suppose.

If any want to browse the maps, let me know and I'll email a CC2 format map to peek at...

I have a spaceport, and a ship to share.
 

Shivamuffin>Send them to me tim@brood-d20.com

You know, I think I might have read one of those books a long time ago. It kinda rings a bell.

Anyway, I'll get back to maps ASAP, along with some of the other stuff. I found my notes to the Artificial Systems, and particular one? Biological or Digital?

Let me know, I'll post more later.
 

I suffered a slight setback, but I'm kind of at work again.

All the stuff I have posted, created by myself, is to be considered OGC, for those of you who have asked. Feel free to use it in your campaigns, in your magazine articles, in your products, whatever. Just contact me for what to put in a publication for credit. ;-)

I posted some on the Terran System. I'll probably go back through and do some more work, and also twink/fix/finish the unfinished material in this thread and the Future Fun thread.
 


OK, I'll go ahead and post what I can. Mutations aren't really an issue in the Terran Confederacy, even though psionics and weapon grade (IE: Eye lasers) mutations must be registered.

The registration is to actually offer up better employment.
 
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MUTANTS IN THE
TERRAN CONFEDERACY

Genetic mutations come in several forms, and are recognised by the Terran Confederacy as both medical condition, and adapatation to environments. Mutations are classified according to the following:

Severe Disability: These are handled through retroviral gene therapy and nano-tech cell adjustment. In many cases, they are handled from birth, or prenatal. For those mutations that occur later in life, the Confederacy offers free gene therapy.

Minor Disability: If these do not affect a persons life, then TC will not pay for it

Harmless/Moderately Useful: Not even registration is required for this. Psionic talents are the only exception.

Extremely Useful: By allowing Confederate Scientists to examine the mutation, including the genetic sequence that caused the mutation, a citizen can get it removed, or earn a sizeable amount of credits.

Psionic mutations/Psionics: The PsiCorp is always interested in psionically gifted people or psionic mutants. Contrary to many civilizations, the Terran Confederacy does not fear or ostracize psi-active citizens, but rather, they embrace them. In a war that the Terrans are convinced that is coming, any edge is good. Psionics are only "suggested" to be registered, so as to not affect employment offers (Not stating the possession of psionically active abilities is grounds for dismissal under supsicion of corporate espionage) and to prevent a reaction to the "soup" that exists in many TC cities.

Mutations can also be purchased, most often from "Downtown" clinics, but for each mutation purchased, 1d4-1 bad mutations will crop up.
(See forthcoming mutations and gene-tweaking post in d20 Future Fun thread)
 

Ok. I have a couple of questions:
1. What are the aging effects& age categories of the Terra Homo Sapiens?
2. Is that your intention that the M-242 MAW does 10d10 points of damage? Or is that because since you do this for fun there is no "powergaming option" as one hit from this baby (or from tanks) could fry anybody no matter how powerful he is?
3. Is the Confederacy interested in archiving the culture of the G'Tak races? Or is it just interested in exterminating them (and deep freezing them for 65 million years)
4. AAARGH I forgot... :D
 
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Petya said:
Ok. I have a couple of questions:
1. What are the aging effects& age categories of the Terra Homo Sapiens?
2. Is that your intention that the M-242 MAW does 10d10 points of damage? Or is that because since you do this for fun there is no "powergaming option" as one hit from this baby (or from tanks) could fry anybody no matter how powerful he is?
3. Is the Confederacy interested in archiving the culture of the G'Tak races? Or is it just interested in exterminating them (and deep freezing them for 65 million years)
4. AAARGH I forgot... :D


1: Aging of a Terran Homo Sapeins, Nova Wars Era is as followed:

With genetic engineering technology allowing DNA strand manipulation, the Terrans want from a single helix to triple interlocked helix in order to reduce aging effects as well as chromosonal and genetic damage.

In eutero: Before birth, nanite surgery is used to correct severe birth defects, the occassional recessive gene that pops up, any fetal damage, as well as make any adjustments requested by the parents. By law, any adjustments done to enhance or degrade a fetus' eventual abilities, mental or physical, immediately places the child in the "gene-jack" category, and the mother/father and physician will be sentenced to no less than 4 life sentences upon a Hellworld.

0-9: Childhood

9-12: Age or Reason. Recongised as able to make thier own decisions and use reasoning, as well as basic logic techniques. While not considered a child, they are responsible for deciding what they are interested in as far as career paths.

12-21: Age of Education. This is where cybernetic, nanite, and cerebral transfer education takes place, as well as socialization skills are refined.

21-250: Adulthood. Advances in medical sciences as well as genetic therapy and nanotechnological has allowed maturity to be extended nearly 200 years beyond normal.

250-350: Late Adulthood: Far past where ancient Terrans die, late adulthood is where replication errors in the DNA strands appear. Only cosmetic surgery can stave off the apparent effects of aging, but without expensive and highly invasive genetic therapy, they still suffer the effects of aging. Many Confederate citizens choose to undergo digital conversion, clinical immortality or full bionic conversion later in this stage of life. This is retirement age for most Terran Humans.

350-375: Old Age: Progressive damage to the DNA replication instructions begins resulting in cancer, while brain cells are no longer as effective as they once were. Advanced eugenic therapy and cybernetics are all that can stave off the physical and mental effects of aging at this point. Most Confederacy citizens choose clinical immortality or digital conversion. Rich and powerful or highly influential citizens may choose clone bodies, but with this advanced age, roughly 25% of the individuals memories, knowlegde is lost in the transfer due to overlapping memories and memory damage. Cloning to a younger body requires expensive and difficult to aquire liscenses.

375-400: Advanced Old Age: Gene therapy, nanite repair and DNA reconstruction no longer cuts the cake. Cybernetic conversion, Digital Conversion and "Clinical Immortality" are all that remain, as the body rapidly succumbs to age effects.

400: Age of Transition: At this age, a citizen is legally required to undergo either full cybernetic conversion, clinical immortality, or digital conversion. Even with clones, transmission to a new body is illegal. All stored clones are freed, but exhiled to the Biological Artificial Systems for 50 years, so that they may gain thier own experiences.

2. Is that your intention that the M-242 MAW does 10d10 points of damage? Or is that because since you do this for fun there is no "powergaming option" as one hit from this baby (or from tanks) could fry anybody no matter how powerful he is?
Let's face it. Through advanced in weapon systems, if you are outside of power armor or a vehicle, ANY hit from a weapon designed for the battlefield will probably turn it's victim into free floating vapor or at least some kind of grotesque cellular slurry. A MAW round is moving at roughly 0.25 C and is roughly the size and weight of a 10mm round.

The weapon is designed for battlefield use, and is not only an APERS weapon, but also is used for light anti-vehicle work.

"Powergaming Option" actually depends on equipment that is being used. While the MAW is a powerful weapon, when you have personal forcefields that can take up to 250 hp in damage per round, it is not that powerful. WHile I do write this thread for fun, I'm also pretty serious about game design. Powergaming is more than just high powered characters able to take the damage, but it also has to do with high powered PC's and NPC's being able to dish out the damage too.

When technology puts the equivelant firepower of tactical nuclear weapon into a nice, compact, rifle-sized format, defensive technology makes armor and shielding capable of taking a direct hit from a thermonuclear warhead without even concussing the pilot.

Taking a direct hit from a 2000's tank gun is LETHAL! By ANY standards. That's a 120mm armor piercing, discarding sabot, fin stabalized, depleted uranium round moving at several multiples of the speed of sound. If that hits an unarmored person, or even another tank, it is catastrophic damage.

3. Is the Confederacy interested in archiving the culture of the G'Tak races? Or is it just interested in exterminating them (and deep freezing them for 65 million years)
The Confederacy archives EVERYTHING. Sure, they want to punish them, and keep them from ever coming back to cause humans trouble, the most they will do is take them down to 1%. The Shivak were an exception to the rule.

Relics from the Extinction War are often purchased by the Confederate government, the Navy, or a massive SuperCorps, if nothing else for just data on history.
 
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