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by Anno Domini on Fri Jul 23, 2010 6:58 am
There are some advances or tweaks in technology which are present in Dieselpunk Devolution and differ from that of the original 1930s. The following are some noteworthy ones. Feel free to use this to suggest technology or ask about any of the existing tech. *You can get away with nearly anything as long as you provide a good enough description and details...
Time Travel β Time travel was invented by Albert Einstein in 1911. The device used to travel is capable of transferring matter into high amounts of energy, then sending that energy through itself to any other time in its existence, then reforming it into matter again. Because it is limited to transferring energy through itself, one can only travel to 1911 and forward, since traveling to a time before its invention would mean it wouldn't be there to transfer you. The component which buffers the traveling energy is the only piece that needs to be intact between transfers. If it is destroyed, then no energy will have been transferred through it and the time travel will not succeed- thus, a paradox.
Automobiles β Your typical car. The only major improvements here is enhancements to strength, speed, durability, and the most efficient fuel consumption imaginable. These enhancements come at the single cost of size, with most cars having larger engine compartments then their historic counterparts. The size does offer a large amount of room for storage, however, and all the more plowing room. Expect them to withstand a hail of bullets and damage before stalling out or even beginning to slow.
Walkers β Also referred to as the Ashi series, walkers are large bipedal vehicles that seat their drivers above them at a set of controls. Extremely powerful and traversable in, the main draw back of walkers is their slow speed. Beyond that, they have the strength to mount weaponry and the maneuverability to clamber up mountain tops with ease. They typically aren't designed to seat more then one or two people. Some more expensive models also feature arms to improve functionality, though the price surpasses the use.
Robots β The 1930s equivalent of the home computer. Most are given a humanoid form and basic figure, lacking complex facial designs as to emphasize their lack of emotions. Capable of managing menial tasks and services, there are many laws regarding the use of such machines, primarily in workforces and warfare. It is currently illegal to employ a robot in place of a humans job, though this isn't much of a problem, given that the fragile design of an automaton is less desirable in labor work anyways. Most robots are voice commanded and operate for a single specified user.
The Network β A potential predecessor to the Internet. The Network is a constant flow of information between robots that keeps them in tune with both their environments and the people around them. The Network can be accessed manually by users for communications purposes or to browse databases, although your robot must be directly linked to the respective feed to access most information.
Androids and Gynoids β Some robots are made with synthetic body parts and designed to replicate humans in both mind and body. Though the technology is imperfect, many are capable of feigning humanity, through the help of advanced AI and artificial organs, to the point of fooling themselves. Their bodies are, however, weaker counterfeits to real flesh and blood, and they are often subject to illness and disease at a much faster rate. Their minds are also very unstable and operate better when under the illusion that they truly are humans. The process of designing false humans is illegal, though EinsTech and select other groups carry out experiments with them anyways. *If your character is an android, then use the following sheet in place of the standard one. There are no benefits of using an android instead of a human, save for perhaps an interesting character twist.
Android/Gynoid Character Sheet
Name:
Model:
Appearance:
Apparel:
Manufacturer:
Employment:
Personality/Psyche:
History:
Weaponry β The majority of weapons here are identical to those of our 1930s. Some modifications or additions may be present, but don't expect anything modern or highly advanced in the fashion of guns. High frequency blades are a noteworthy addition, which multiply the cutting power of a sword tenfold. Neurological stimulants, produced through an electric current in the handle, also enhance the users ability, making the weapon a formidable opponent to guns. Other additions include prosthetic weaponry and a wide assortment of vehicular arms. Chemical weapons have not seen development in this setting.
Aircraft β This is another section that hasn't seen drastic new advancements. The majority of airplanes present in the 30s-40s will be accessible, in addition to massive dirigibles. There have been developments in fuel efficiency that carry over to aircraft, meaning frequent refueling won't be a necessity for players who choose this option of transportation. Compact or advanced models are available to players who are willing to design them in detail on their character sheets.
Exoskeletons β A form of battle armor available in Dieselpunk Devolution. Powered exoskeletons essentially act as an enhancement to a soldiers' strength, speed, and endurance. They act just as much as a weapon as they do a shield, giving immense power to the wearer. Different types and forms are present- some are as simple as leg braces, while others cover every inch of the body. Make sure to be descriptive when designing a model of this utility, given that a wide variety of possibilities are available.
Anagnorisis for Antagonists!
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