Welcome to Ralts Arms Dealership

Warlord Ralts said:
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.

This is well done.
 

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Warlord Ralts said:
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.

Thanks...I'll consider this.
BTW - How do you think I could handle so much dicerolling in an offline game? Should I use average damage...or just roll d10 and multiply it with 10?
What do you think?

PS And I'll have a whole lot of more questions to go...I just need to write them down as soon as I get a hold on one :D
I hope it isn't a problem if I have a *huge* amount of questions :)
 
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Ralts took another drag off his cigar, dropping the ash on the hot tarmac, then blew out the smoke, looking at the customers who stood waiting, credsticks in hand. He smiled to himself. Thier credit ratings were all superb, and all of them had plenty of materials to sieze in case they defaulted on thier loans.

"All right, gentlebeings, you were interested in faster than light craft? I have some in stock that I can show you, unless you would prefer holograms or virtual simulation of the craft." he said, waving his right hand at the craft that sat on the flightline in neat rows.

"I have in stock two different one man ultralight fighters, simple enough, but unlike my competitors, mine have limited faster than light capability. I also possess four scout craft variants, a light frigate , a frieghter, a small passenger liner, and an agroship." He stated, pointing at each in turn, then he looked up, his cerasteel eyes reflecting the reddish hued sky, "I have 3 ships in orbit, gentlebeings, as well as three different types of space stations."

The buyers began looking quite excited at the prospect of the lethal ships that sat upon the deck of the small starport, and Ralts smiled.

Business was good.


Several types of ships on the drawing board, and will be posted on the Future Fun thread.

Two jump capable fighters, if the drives in the Future Fun thread are used (Some drive types double as STL/FTL drives) and several other things will have to be detailed. The scouts are slightly different stat-wise, but they do show great difference in the deckplans, and I will detail some of the interior. Each of the craft larger than the ultra-light fighters contain emergency equipment (such as cryostasis beds, emergency launches, ect) as well as weapon lockers, science bays, etc.

Check the thread after awhile. I'll probably post a deckplan today.
 

How do you handle purchaseing expensive equipement as a Marine?
What kinds of starting equpipements do you provide for the Marines?
What does the class of a given starport mean?
Will you post the maps and/or descriptions for these starports (or should I say Star Fortresses :)...And the same question for Space Stations
I'm interested in the (average) build time of your 'special' space vessels.
No more question at this time. :)
 
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Speaking of questions. Looks like we'll be having a Q&A chat session with Ralts regarding the Nova Wars setting on Wednesday October 13, 2004 in the #D20Future channel on the psionics.net IRC server (that's the same server where the ENWorld chatroom is found).
If you don't know IRC, and would like to attend, download an IRC client such as mIRC (www.mirc.com) connect to chat.psionics.net and join the channel by typing /join #D20Future.
Time will be announced when that detail is hashed out with Ralts.
Hope to see you, there.
 



C. Baize said:
Looks like it'll be Wednesday, Oct. 13, at 1:00 P.M. PST.

Thruster Dust! Looks like I'm going to miss that chat as well.

Mr. Baize, sir, if you would be so kind to answer, will there be a log for the poor, unfortunate souls like myself that are unable to attend?

Peterson
 



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