OFRPG Statement of Technology
For me to accurately predict the
advancements, discoveries, inventions, etc, for hundreds of years... and which
advancements lead to which device, weapon, etc... would be unfeasible. Doing
thus would be akin to someone in the 11th century attempting to predict and explain
the concept and function of a computer, or describe the medical advancements
leading up to modern genetic science. It's extremely improbable. Suffice it to
say that the technology of the OFRPG Universe works... but nobody in our
century can fully describe how it works. The tech that is common in OFRPG is
much beyond current advancements and concepts. While I try to stick to hardcore
physics as much as possible, some may consider the technology in this Universe
so-called “Handwavium”, as in “pay no attention to the
man behind the curtain...” and I’m fine with that.
As Gene Roddenberry noted, in a police TV
show, a policeman does not explain to the viewers how the primer of the bullet
ignites the main charge propelling the lead slug down the barrel every time he
shoots his handgun.
OFRPG should be character driven. The
technology is mostly a roleplay prop. Don't dissect and overanalyze the
technology described in OFRPG too much. In a sci-fi fantasy game like OFRPG,
technology is an important part of roleplay, but over-scrutinizing it can bog
down the story.
Thank you.
~JB Claussen
Specific Technology
*
Aerodyne Deflection: (ADF) Shaped fields that
artificially create a nearly 100% aerodynamic profile for vehicles. Allows a
ship to whip through an atmosphere at phenomenal velocity without friction
damage.
*
Artificial Gravity: Gravmatrices set into the hulls of ships,
starbases, etc, mimic the effects of gravity in a localized area while in the
zero G environment of space.
*
Artificial Intelligence: Computers that think like a living
being have been around for a long time. The debate over actual sentience and
any rights due still rages.
*
Capital ships: Generally, a ship is designated
"Capital Scale" when it is too massive to be able to safely enter an
atmosphere. This is usually considered to be vessels around a million tons or
more in net displacement.
*
Cloaking Devices: Due to the energy required to operate a
cloaking system, most ships cannot fire energy weapons, use energy shielding,
or go to translight while cloaked. (Vessels traveling at translight are nigh
impossible to detect directly anyway. The ‘bow shock’ of a vessel passing by at
translight is very detectable, however.) Smaller vessel are unlikely to be able
to use a cloak.
*
Comm: Nearly everyone has a "comm"(commwatch,
wristcom, etc) that acts as a personal computer w/ omniweb link, satellite
linked tachcom, trivid (TV), and Universal Credit ()
transactor.
*
Computers: Computers are considerably more advanced
& sophisticated than modern ones. In the 20th or 21st Centuries, computers
used binary language to perform all of their operations. This was based on the
presence of, or absence of a positive charge to billions of little individual
bits. In OFRPG, computers use a similar principle, but rather than electrons,
stabilized quarks are the basis. Rather than 2 states, a charge or no charge,
quarks have 12 states. This is called 'dodecanery language' or 'Quantum code'
(Q-code) and provides for a level of sophisticated operation far beyond what
was possible with binary. Q-Coded computers are the most common, but not the
only type in usage.
*
Countergravitics: Simply put... floating stuff; defying
gravity. Used in gravcars, gravcycles, gravboards, grav etc... Countergrav tech
is very common. "Skimmer" tech is a variance on countergrav. The
difference being, there is a set float height on skimmers, and less power
usage. Skimmers are not truly anti-gravitic, but repel a surface in a similar
manner to magnetic levitation. Faster speed is possible with skimmers than with
comparable wheeled vehicles. (Wheeled vehicles are still around, as well.)
*
Defensive Shielding: Most larger vessels have shields of
some kind. These protect against most forms of attack. Some are better at
defending against one type of attack over another. It is uncommon to find
shields on anything smaller than a starship. The smaller the vessel, the less
likely it is and more expensive it is (by ratio) to have shielding.
*
Electronic Warfare: Jamming/counter jamming/counter-counter
jamming etc. etc. ad nauseum have pretty much negated each other into oblivion,
but the vehicle without it is easy prey to those vehicles that do. Most
vehicle-to-vehicle combat comes down to pilot skill.
*
EMP: I've had a few people ask me about using
electromagnetic pulse against some of the mechanical systems or robots or
vehicles in OFRPG. Let me clarify; EMP is an annoyance, but not as debilitating
in the current time as it had been in the past. A strong EMP might make simpler
systems like someone's comm or a child's electronic toy wink out momentarily,
but then they usually come right back online with all data & systems
intact. Larger, more sophisticated systems will barely register that an EMP has
occurred. Systems’ UPR conversion actually benefit from EMP. A dodecanery
computer barely notices an EMP occurrence.
*
Faster-Than-Light Propulsion (FTL): Also called
'translight drive' (TLD). Through various methods (Space warp,
grav-displacement, hyperspace, dimension fold, stargates, etc) ships are
propelled at superluminal velocities or otherwise cross vast spatial distances
in a relatively short time. The commonly seen relativistic speed of a
human-built superluminal capable starship is typically around 1 LPH (Light-Year
per Hour). Other races are faster or slower than this. More advanced races
(Artek, Kafori, etc) are known to have FTL drives that can be twice (or more)
as fast as a Human ship. The enigmatic so-called 'grandfather' races are known
to have FTL systems that make the 'normal' races, even the Artek and Kafori,
look primitive and slow by comparison. Some of these mysterious races are rumored
to be using tachyon drives for propelling their starships at unbelievable
velocities. The Phantiaden, for example, are said to be able to make the
100,000 light-year trans-galactic trip in a week. The inscrutable Reeshi
(Sometimes referred to as ‘Grays’) are said to be capable of doing it in eight
hours.
Gravitic Displacement is commonly called
Gravity drive or Grav drive. This is the most commonly used form of Translight
propulsion in the Galaxy. As a general rule of physics, the faster you go, the
more your mass increases. As you approach the speed of light, your mass begins
to increase so much that virtually infinite levels of energy would be required
to keep you accelerating. Without getting around this fact, the fastest a
vehicle can safely and realistically get up to is about 0.6c (c = Light Speed)
before mass begins to increase and power requirements begin to skyrocket to
impossible levels. While bound by normal physics, an object with physical mass
cannot go faster than the speed of light.
When the graviton (sometimes called the
higgs boson or ‘god particle’) was finally isolated, measured and eventually manipulated,
a new world opened. Grav drive involves an apparent altering of the mass of the
matter that makes up the ship, through manipulation of gravitons. You are not
changing the vessel's actual mass, but you alter the way universal physics
"sees" the mass. You can take the "apparent mass" to zero
or even negative values. A field surrounding the craft redirects external
gravitons and begins to alter the ship’s perceptible mass. As you alter the
apparent mass to close to zero, you can approach the speed of light. Once the
vessel apparently weighs a negative mass number you can travel at faster than
light speed. The more negative a value you can achieve for your apparent mass,
the faster you go.
Going faster-than-light is common, but not
to be undertaken casually:
·
Translight
requires tremendous amounts of power, more than is produced by standard BASE
power converters. Generally, antimatter or more exotic power sources are
required for translight.
·
Normal
communications, sensors and energy weapons are virtually impossible at
translight.
·
You
cannot change course once you enter translight. You’d need to drop to sublight
speeds before making any course corrections.
·
The
launching of smaller ships, torpedoes or missiles is impossible at translight,
as the launched vessel or object is instantly atomized as it crosses the
threshold into normal space if it has no translight propulsion of its own. Even
if the launched vessel has its own translight, it's a risky proposition at
best.
·
Depending
on the distance desired, it can take several minutes to several hours of
calculation, preparation and acceleration before a ship jumps to superluminal
velocity. “Going to light speed ain’t like dusting crops, boy!” (Time is
dependent on the ship’s navigation programs and the skill of the navigator.)
·
It
is practically unheard of for smaller ships and vehicles (grav-cars, fighters,
shuttles, etc.) to even have FTL capability.
·
There
is a visible effect of blurring and other sensory disassociation as a ship
jumps to and decelerates out of superluminal. This can cause disorientation,
hallucinations or nausea among those unused to it. In some cases, subjects have
been known to have heart attacks, go insane, fall comatose, or fall into
epileptic fits.
·
It
is practically impossible to detect a vessel traveling at superluminal
velocity. When it passes you, your sensors will detect its “translight
bowshock”, giving an indication of general direction and general tonnage of the
vessel. When you drop out of translight, your bowshock keeps going ahead of you.
There is currently no way of masking translight bowshock.
·
Translight
is sensitive to external gravitic resistance. Your potential velocity is
affected by your current proximity to a stellar body. The further you get from
a planet or star, the faster your potential velocity. Only rarely does a ship
drop out of translight exactly where it wishes. The faster you have been going,
the less accurate your intended arrival coordinates. Generally, ships try to
egress from translight far from a stellar body’s gravity well, and then go in
at sublight velocity.
*
Holovid: A 3 dimensional non-tactile interactive
holograph. Provides an infinitely portable screen for images or computer
input/output. Often built into a comm.
*
Medical: Tissue menders that use shaped micro-fields
to knit together flesh, sinew and bone are common in most first aid kits. These
are no good for regenerating lost limbs or complex organs, however, so
selective cloning of damaged parts is done for those not desiring cybernetic
replacement. Its common for someone to have a temporary cybernetic replacement
while a cloned part can be grown. Depending on the race, and the part needed,
it can take several weeks or even months to grow.
*
Megathium: A synthetic quasimetallic alloy, engineered
at the atomic level to be stronger than titanium and harder than diamond yet
lighter than beryllium, as well as a poor conductor of heat and electricity.
*
Money: The Free Trade Consortium's Universal Credit ()
is the most accepted form of currency in advanced areas of the Galaxy. There is
no "hard" form to the ;
no coins, no paper bills; it's all kept track of in the Consortium's vast money
exchange computer network called the "Galactic Bank". The does not exchange 100% accurately into modern
21st century forms of currency. Centuries of changes in the values people put
on things makes it difficult to gauge accurately what the 'dollar value' of is. Many races have their own 'real cash' as
it's called, in the form of bills, coin, polished stones, cut gems, etc...
There is an unsecured storage disc called a 'cred chit' that allows
for storage of outside of the tracking of the Consortium's
bank. A cred chit is about the diameter of a poker chip, and thinner than a
credit card. It is constructed of crysteel, so it is very light, flexible and
sturdy. It is a translucent disk, with a holovid window in the center for
checking the amount held within. The chit can store any amount of creds as
transacted from a comm. It cannot transact without a comm, however, and
remember, the chit is unsecured and hard to trace, unlike a comm. Before being
allowed a account, applicants must submit a DNA sample
and a full body scan to WroGrath record keeping. The capital system is all electronic, being kept
track of in local systems on a person’s comm which links to powerful Consortium
operated supercomputers, that update constantly with the mainframe back on the WroGrath homeworld near
the Galactic core. Due to this, it is nigh impossible to rob someone directly
of their creds. Creds can be downloaded to ‘chits’ however, for untracable
transfer. These chits can easily be pilfered. Yearly, there are thousands of
purported attepts by hackers to breach the WroGrath Galactic Bank. None have
ever been successful. The WroGrath comonly send enforcers to deal with those
identified in such attempts, but often, they do not bother wasting resources.
Fear of having one’s accounts wiped and bannning from future use of the system is usually deterrent enough.
*
Omninet: Like the modern internet on steroids.
Searching information from computers on other worlds is still subject to the
speed of the information carrier wave. (See Tachyon tranception)
*
Power systems: Broad -source power reception is the norm.
This means that no internal power source is necessary to run most minor
machines and devices. Once catalyzed at the factory, the converters in devices
react to and use power from whatever natural sources are the most plentiful,
usually neutrinos, natural radio waves or muonic activity. Even the magnetic
field of a planetary body can be used. The best thing about these systems is
that, just like windmills and water wheels, as long as there is some kind of
source, they are self perpetuating, and 100% pollution free. Storage batteries,
solar, and several other methods, including fusion and antimatter power
production, are also present. High powered systems like faster-than-light
drives, cloaking and high powered weapons require fusion or antimatter power
plants.
*
Robotics & Cybernetics: Very advanced,
nearly organic looking systems are the norm. The meshing of organic and
inorganic is commonplace. The common person who loses a limb will get a
cybernetic prosthesis only until he can get a cloned replacement grown. Cyborgs
are an oddity, but are not uncommon. Cyborgs are mainly found in bounty hunting
circles, law enforcement, and in gladiatorial fighting circles. Robots are
everywhere you turn. They handle most of the menial or dangerous tasks that
would be undesirable to organic beings. The robots listed here are of the
non-sentient variety, doing only what their programming dictates. They may seem
to have personality or to even think like a living being, but for most robots,
it's only sophisticated algorithms and driver programs.
*
Sensors: multifaceted, multi-source imaging is
common. More advanced sensors use manipulated bosons and neutrinos to get
detailed images of the internals of objects and people scanned. Hand-held
sensors are expensive, but not uncommon. Potent standard, neutrino, and long
range tachyon sensors on starships are required for planetary surveys, star
mapping, weapons targeting and navigation.
*
Sensory Simulation: Provides believable simulated sensory
stimulus for training or entertainment purposes. Renting a "Sim
Chamber" for a few hours is a popular pastime. This is also a preference
in power armor and some vehicle control interfaces. ("I am the ship!")
This has had many condemning reports that it can be addictive, and may have
lead to psychotic breakdown in rare cases.
*
Space Fold: instantaneously "jumping" of a
starship from one place to another, often dozens or even hundreds of
light-years is rare in the OFRPG Universe.
Some "grandfather races” and the Hytroch utilize this.
*
Sublight Propulsion: Many methods of pushing or pulling
oneself from point 'A' to point 'B' are present. Gravimpellers can redirect
gravity around the vehicle, shunting the natural graviton flow to cause you to
'fall forward'. This means, on a planet with the same gravity and atmosphere as
Earth, you would travel at 32 feet per sec². A non aerodynamic gravimpelled
vehicle would hit terminal velocity, and do roughly 120mph maximum. Once you
start factoring in aerodynamics and ADF, you can move much quicker. For better
acceleration than what a gravimpeller provides, standard UPR powered wind
turbines are common for gravimpelled vehicles. Various types of UPR impellers,
ion propulsion and fusion drives are common for space. Gravity drives are the
least detectable forms of sublight propulsion.
*
Synthesis: Synthesizing of materials has been around
for centuries, but synthesizing on a quantum level is a newer technology than
some, and is growing in popularity. "Synthed" foods and drink are
virtually indistinguishable in taste from the real thing in the better
synthesizers, though the texture is often considered "not quite
right".
*
Tachyon tranception: This is the only technological means
of communicating over long spatial distances. Remember, radio wave and laser
communication still only occurs at the speed of light. Trying to send a message
to your mama on Earth, from Keta, would take 575 years, one way, by laser or
radio. Used primarily in sensor and communication tech. Provides rapid contact
over vast spacial distances. A tachyon travels at somewhere between 1200 LPH.
This means that a communication from Keta to Earth still takes about a half
hour one way. A large amount of energy is needed to generate a tachyon wave,
pulse, or beam. Sending a message via tachcom is not cheap. The going rate for
a single, brief message or data packet to be sent is 50.
*
Temporal Displacement: “Make your calculations for a time
jump...” intentional technological time travel is virtually non-existent in the
OFRPG universe. In the past, during the infancy of FTL travel, accidental time
jumps were not uncommon. During the Human/R’Jiri War, it was a very real
concern every time a ship accelerated to superluminal velocity.
*
Transmatter: “Beam me up...” technological teleportation
from one place to another is virtually non-existent in the OFRPG universe
except for some "grandfather races".
*
Transparisteel: (Also called “Crysteel”) Normal metal
alloys molecularly engineered to retain their strength, but be as clear as
glass. Transparent megathium has not yet been developed.
*
Weaponry: Gauss acceleration, energy weapons, and
enhanced melee weapons are the norm. The concepts listed here are advanced
beyond 21st century concepts. Comparing an OFRPG laser to a modern laser is
like comparing a high tech semiautomatic firearm to a late 14th century
harquebus, or comparing a cruise missile to an early siege cannon. You can
still commonly find gunpowder or other chemically accelerated weapons, and
these are generally cheaper than gauss or energy weapons. The efficiency of a
gauss weapon vs. a chemical propellant weapon comes to issue with a firearm
that has a barrel of around 6 to 8 inches in length. Short barreled gauss guns are
less effective than a chemical propellant weapon with the same barrel length.