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Nebula's Dawn: Lance of Liberty

Nebula's Dawn Technology

a part of “Nebula's Dawn: Lance of Liberty”, a fictional universe by VindicatedPurpose.

Nebula's Dawn Series Part II: The Arcturus System is the very fringe of colonized space, here rests many mysteries to be discovered, alongside many conflicts to be fought. [Paused]

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This conversation is an Out Of Character (OOC) part of the roleplay, “Nebula's Dawn: Lance of Liberty”.
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Nebula's Dawn Technology

Tips: 0.00 INK Postby Uncertainly on Thu Nov 22, 2012 4:54 pm

This tab will house the accepted technology for the universe.
Reference this often! We will expand as necessary and expect that you conform to the limitations.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby Uncertainly on Thu Nov 22, 2012 4:57 pm

Available Technology


Original list credit to Oborosen, who generously put forth the work to provide this information for us back in Chapter One.

++Weapon Technology++

*Ballistic Weaponry*
Since the early 1800s the staple of ballistic fire weapons has shaped the field of combat by sheer definition of firepower. Weapons ranging from light easily hidden handguns to massive cannons with miles of firing range where both built and fielded in every major conflict since. However with the advent of higher tech available during the mid 2020s weapons that use such principles have been reduced to personal defense weaponry and small range ship to ship combat capacity.
Missiles are among the more fervent type of this weapon, finding use from shoulder mounted units to larger ship inserted models that fire large pods of missiles to overwhelm enemy ships and expose weaknesses in armor.
Ammo ranges from different types spanning from multiple origins.
Lead, Steel, Depleted Uranium, and so on

*Rail Weaponry*
Rail technology has grown in leaps and bounds since the original days of the early 20th century.
But in retrospect what once took several dozen meters of piping and webbing along with massive amounts of energy to fire, now has been reduced to a more easily handled infantry transported device. Still used to conduct ship to ship combat these forms of rail weapons can be fired with immense power and more sustainable repetitions. Smaller forms require high yield packs of energy or an attached power source.
These weapons where first used to fire on a magnetic principle, running the round through a highly magnetized corridor and pushing it out of the barrel at momentous speeds with an equal amount of force. (The first recorded test firing was in the Salt Flats of Utah, Using a 32meter barrel and siphoning power from Salt Lake City at a power range measuring of 45.12 gigawatts. Causing a power feedback that destroyed the device but yielded impact 2 1/2 times the Hiroshima bomb on an area roughly four time the size of a bowling ball. The slug fired was a 30 pound cylindrical steel rod 4 inches in diameter.)
Ammo consist of any magnetic responsive metal.
Infantry clips carry at most 4 rounds at a time. Ships can fire such rounds as long as they can be fabricated.

*Ion & Pulse Weaponry*
Ion and & Pulse weaponry follows two simple laws.
A charge of energy and a certain type of charge, namely along the polar graph.A Pulse weapon in general fires a thick charge of energy down the barrel of the weapon and as it travels the charge is passed between several capacitors before exiting the barrel. The barrels muzzle is very important to this process as its form will allow focused projection of the shot fired. If there is any malformation in this section of the weapon the fire Pulse will most likely rupture the barrel and severely damage the weapon as well as the person firing it.
Ionized weapons work closely in the same fashion but with one exception, upon firing the weapon pulls in a small amount particles either from the surrounding air or a specifically loaded cartridge. The particles are bombarded with a sharp positive charge condensing them into a compressed ionized gas in solid form.
The most notable characteristic about these weapons is the lack of impact from the fired rounds, since the round hyper-acts electrically with what it makes contact with. Effectively ripping off small pieces of the target with each successive hit.
The rounds for these weapons depend entirely on the battery cell cartridges used to sustain firing capacity, once the charge is gone the cell becomes inert and unusable until it is recharged.

*Laser Weaponry*
Laser weaponry is the most simplistic of the advanced technologies to date, several focused lenses aligned with the weapons barrel to fire a tight spread beam of light directly into a target. The beam is able to cut and burn through multiple surfaces save for highly reflective ones causing the beam to refract, scattering into hundreds of harmless smaller beams.
The only drawbacks to such a weapon is that the principle is sound but the design of the weapon itself could never hold out with continuous fire. Either the weapon would overheat and crack the lenses rendering the weapon useless or more horrible a bomb that tares the wielder apart with a pull of the trigger. Battery packs loose charge quickly with the amount of power used for each shot and are so heat intensive should be allowed time to cool after each round fired.
Larger forms of the weapon are the most successful type seeing as they have more mechanics for cooling and power management.
Weapon discharge is supported via a high output halon liquid gel battery. Each shot builds large amounts of heat and stress on the casing limiting the succession of faster methods of firing.

*Blade Weaponry*
Around since the stone age the blade is one weapon that will always exist as a tool in mediation always bridging as something meant to kill, build, or even heal if the situation so calls for it.
While the most basic knife to date consist of a simple carbon blade more advanced types exist, such as the former soviets ballistic knife which still survives as a special forces staple today. The more advance the thought that goes in the more passable the type of effect the blade can have. Many newer weapons don't even have conventional blades at all using a lithium ionized strip of metal to both burn and cut with electric heat. But the newest type is a titanium blade which contains a charge pack at the base connected with a fiber mesh that runs the length of the blade. A micro computer manages power by calculating a pulse on time with contact exiting the blade with a vibrational charge.
With this ability the blade cuts the surface in a less conventional means of roughly spreading nearer the molecular level.
In many cases the weapon is limited by shape and size not to mention cost of production, highly dense material can still shrug off the best of these weapons

++Armor Technology++

Around since the late 1400s even before the advance of black powder in most countries, personal armor has help to keep a soldier one step ahead of his less equipped adversary. But not until the early 1800s did any real armor be created to stop or deflect an incoming ballistic round.
This advancement lead to the first thick mesh weaving's too the invention of the now still used Kevlar. Which in turn lead to the creation of newer and greater sets of half chest vest all the way to full body suits that boast astonishing protection to conventional and even advanced types of weaponry.

Current armors are set but not limited to:

Poly Carbon plating By far the cheapest and most widely used type of armor known throughout most of inhabited space. It possesses a unique quality that on impact with hard rounds the armor fractures and absorbs impact, then reforms sealing the impact area after several seconds.

Hydro Weave Is manufactured within large pressurized liquid vats that give the finished product a high tinsel strength allowing it to withstand intense impact without deforming or showing noticeable ware. However this requires the armor to have sufficient padding laid underneath to support impact without harming the wearer.

Refractive Crystal Plating Has been only in wide distribution in the last three decades with the advent of laser and similar types of weaponry. The armor only offers relative protection slightly matching poly carbon but where its strength lies is the ability to shrug of attacks from such weapons. The surface catches the fired beam and safely redirects it into harmless smaller beams.

Sirinum & Polycrystaline Both are vastly expensive compared to their weight and almost as difficult to manufacture, seeing as the two types require specially build labs to grow and treat the compounds safely.

Sirinum is extremely strong and and only weighs in at a 1/3 of its density, but the process of manufacturing creates a volatile byproduct that is expensive in its own right to dispose of and even the finished product still possesses violent chemical properties when untreated.

Polycrystaline technology has only been around for the last twenty years and can cost most people their whole life's worth to purchase. It is so strong that technicians had to invent new methods to testing its tension strength, the product itself still able to surprise many after the fact was proven. Manufacturing and molding can take upwards of two whole years to complete and its form is perfectly fitted to whatever its being fitted too, if only to ensure perfection.
The only downside is that Polycrystaline components are heavy weighing almost 2-1/2 times the norm of any other type of material.

++Ship Technology++

At the forefront of many company research programs are advances in space fairing technology, and in order to stay ahead in the field the highest rated competitors pull no punches. Ships can range from multiple sizes and makes that dwarf one another in several areas of operation.
The list of ship classes is pending and may receive edits later
_command vessels_
Neptune, Poseidon- Battle Cruiser
Nermoi, Hermina- Cruiser
Aries, Farris, Moise- Frigate
Sobek, Gehenna- Carrier
_strike craft_
Rapier- fast attack
Cutlas- medium strike craft
Saber- heavy strike craft

Standing at the head of the combat of known space, the Federation boast the largest compilation of service ready war vessels. As well its access to higher rated technology is what really keeps it ahead in the industry making sure to always capitalize where it see's a benefit.
The Salient being last of the Neptune class will house the newest of many weapons and defense tech within Federation ranks, including a prototype armor system, The Deflection Redirection Pulse or otherwise referred too as the DRP system currently requires A.I assistance to fully function. This shielding runs on a specially designed tile system that allows the ships shield to quickly and accurately responded to incoming attacks and deal with the impact accordingly.
Last edited by Uncertainly on Wed Dec 12, 2012 8:14 pm, edited 1 time in total.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby Uncertainly on Thu Nov 22, 2012 5:22 pm

Artificial Intelligence


Artificial Intelligence plays an important role in the Nebula's Dawn universe, and as such important details will be logged here.
Subject to massive amounts of addition.

A.I. Creation:
Matrix Method:
A complex and very time consuming method in which an A.I. is fully contrived through a very large matrix of codes.
Cognitive Impression Method: An A.I. is directly modeled after a human brain, belonging to a live or deceased person. The A.I. will then acquire the characteristics of that brain.
Sealed Method: AI are written with a strict set of laws that they are physically unable to defy. These cannot be changed, and lack of ability to adapt is potentially dangerous, but it is not necessary to worry about providing excessive processing powers. After the sealings are written, other methods are used to create the rest of the AI.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby VindicatedPurpose on Sat Nov 24, 2012 7:12 pm

Vehicles


To be developed

Federation Vehicles-


Aspen A-26X Armored Personnel Carrier:

The Aspen runs on tracks allowing it to transport Federation personnel through all types of ground terrain on a planet. The Aspen is operated by a driver, and has a turret with a single rail gun to provide cover fire for Marines exiting the vehicle's egress hatches. The rail gun requires a gunner to operate the system. The vehicle has medium armor, enough to withstand most light arms fire thereby protecting the troops inside. Previously, the layer of armor was thinner, allowing armor piercing rounds to hit the APC and wound the Marines in the cargo bay. After an upgrade from the previous model, the A-26G, the new Aspen is capable of deflecting armor piercing rounds as well as other explosives and grenades, however, it still remains vulnerable to the firepower of another armored vehicle such as a tank. As a result of this, many believe that the Federation may discard the A-26X in favor of sturdier and quicker transport systems such as gunships and dropships due to the shift in planetary warfare tactics.

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Wolverine M-146 Light Recon Vehicle:

The Wolverine LRV represents a step up from the United States Armed Forces' Humvee of the early 21st century. The Wolverine is actually a variant of the GR-53, which was a rover vehicle on unexplored worlds, serving as a means of quick ground transportation for small parties of three to five explorers. However, the vehicle was later modified to incorporate a defense system on its roof, either missile pods or a machine gun turret for a gunner for military purposes. This vehicle quickly evolved to become a staple in the Federation's mobility doctrine, as small teams of Marines could quickly insert themselves and put a dagger through enemy lines. It's usage as a ground recon vehicle was vital in regions where air reconnaissance proved ineffectual. The Wolverine proved its usefulness in urban areas, where the roads added to its advantage. Unfortunately, due to its light plating, it remains vulnerable to heavy weapons.

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Sting Ray A-71G Gunship:

The Sting Ray is the standard issue Federation gunship, and as its namesake suggests, it looks quite like a sting ray, albeit a metallic one. The Sting Ray is always armed with twin chain machine guns or rotary cannons on its wings and nose. However, Federation pilots often deviate from the standard weaponry, modifications can include a rail gun, ion cannons in the place of the machine gun, depleted uranium missiles, and etc. The ship has a cargo bay capable up to sixteen personnel excluding the pilot in the cockpit, as well as extra cargo such as weapons and other supplies. The Sting Ray relies on a vertical take off system via the nacelles underneath each of its wings, and is fully capable of atmospheric and\or limited spaceflight and can land almost anywhere without difficulty.

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Charon D-90HI Heavy Transport Dropship:

The Charon is the fleet-wide bulk transport for the Federation and is usually piloted by a pilot and co-pilot. It has a payload capacity of forty personnel and two or three ground vehicles as well as magnetic clamps in the rear for transporting extra vehicles or supply canisters. The ship has six thruster pylons located on its wings for forward propulsion, and two vertical nacelles used for vertical take off and landing. The ship may also be modified with a tail-mounted gun turret to protect its rear from fighters and gunships. The Charon became widely used due to its payload capacity and extreme maneuverability which supplemented the Federation rapid response tactics, and where it lacked in terms of armaments, it made up in capacity.

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Spectre A-72FH Air Superiority Fighter:

The Spectre is the standard and generic Federation fighter that is utilized en masse by the Federation Navy in space, and inter-atmospheric engagements. The Spectre may be operated by a single pilot, but there is space for a co-pilot in a rear seat. This air superiority fighter holds six engines powering two tail thrusters, as well as vertical nacelles allowing it to take off and land vertically like most other Federation light craft. Standard armaments range from a pair of rotary cannons, and 70mm chain guns, with missile pods to ion blasters on the nose and wing, twin rail guns on the wings, as well as non-nuclear tactical warheads. The Spectre became the standard fighter after proving its worth in the Titan Conflicts.

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Federation Warships-

Vigilance-Class Stealth Frigate:

The Vigilance-Class frigate is the Federation Navy’s new standard for frigate design and operation and represents a major paradigm shift in the way in which Federation frigates are used. Until the development of the Vigilance, Federation frigates had been – much like their destroyer cousins – space bound vessels. But unlike destroyers, frigates can not deploy marines and orbital airborne troops via drop pods or dropships but could enter the atmosphere of a celestial body. With the development of the new Rork CMD-90-L Low-Grade counter-mass drive, the bureau of ships had a powerful enough drive system to allow a frigate sized ship to operate safely within a planet’s atmosphere. Out of this convergence of events, the Vigilance was born.

The Vigilance is a whole new breed of frigate. The hull is clearly designed for atmospheric efficiency, with the give-nothing boxiness of a dedicated starship replaced with a smooth hull form that resembles turn of the millennium air superiority fighters. Consequently, the Vigilance is a "frontal assault" design. Her axially fixed dual-mass drivers (firing 120 rounds per minute) provide a hefty forward facing armament that, when coupled with her maneuverability, make the vessel and effective anti-corvette platform as well as a deadly anti-pirate/anti-privateer vessel. In addition, her racked missiles launchers provide a ranged engagement capability that improves the vessels intercept capacity.

Favored among special operations and the Joint Special Operations Command, the Vigilance benefits from hull and engine upgrades that, when used in parallel, provide a "silent running" mode that effectively masks the ship from even the most modern sensor systems. Consequently, the Vigilance has become the go to ship for investigative missions and covert operations in which subtlety, as well as strong offensive and defensive capabilities, are desired.

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Last edited by VindicatedPurpose on Wed Dec 05, 2012 8:20 pm, edited 2 times in total.
Like a stranger on a grate, or a skylark, or a taper, flying ever upward and knowing of love's satiety. Our dreams beyond the Sun and into the expanse of Night doth sound a quiet hymn.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby Colonel_Masters on Wed Dec 05, 2012 9:03 am

Luna 7 Heavy Industries (L7) Mk IV "Armada" Class

The Armada was produced at the peek of Federation expansion into the cosmos as a simple, cheep and reliable all purpose vessel mainly in the service of colonial governments and independent organizations. The Armada was soon adopted by the Federation Colonial authority and the Trade Federation as a standard freighter for the ever growing colonies however the design did not meet Federation military expectations and was never seriously considered for military use.

The Armada remains one of the most mass produced craft of the space age and has seen many long years of service allover federation space however the design was soon outclassed and replaced by superior models. Production ended in 2076, only half a decade since its introduction however due in large to the simplicity of the design the production of replacement parts and even the reconstruction of entire ships is still available by private companies working under licence... or not as the case may be.

The ship still sees service mainly in the outer regions of Federation space both as a freighter, Colony vessel and science vessels. Many pirate ships are converted Armada class vessels and these form the bases of the pirate cruiser arsenal. The Pirate adaptations are considered far superior to the original design in terms of speed and offensive armament however no single Armada Class can challenge a federation warship largely due to the designs technological inferiority, lack of maneuverability and power supply. In the early days Titan civil war after the federation navy retreated temporally from the system converted Armada Class vessels where used by both the Rebels and the Loyalists as supply ships, cruisers and carriers proving their adaptability to many other future insurgents seeking a cheap and hastily produced fleet in their fight against the federation.


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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby VindicatedPurpose on Mon Dec 17, 2012 8:53 pm

Weapons List


[To be developed]

Assault Rifles
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Pulse Rifles
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Pulse Carbines
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Handguns
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Sniper Rifles
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Personal Railguns
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Submachine Guns
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Machine Guns
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Improvised Explosive Devices (Insurgents Only)
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Last edited by VindicatedPurpose on Wed Dec 19, 2012 8:29 pm, edited 1 time in total.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby VindicatedPurpose on Mon Dec 17, 2012 8:59 pm

Armor List


[To be developed]

Federation Armor

Standard Issue Marine Armor Suits:

M-119 Standard Issue Marine Combat Suit: Developed by Ezo Corporation, the M-119 represents the stablest design in the Federation Marine Corps armory. The M-119 consists of two parts, the helmet and the body. The helmet consists of a visor made of a transparent and refractive alloy, covering above the lip all the way to the forehead, and extending to the ears to allow for peripheral vision. The helmet contains a Tactical-HUD system and target-acquisition systems that allow Marines to pin-point and neutralize hostiles. The helmet also has communication systems situated inside the helm that is linked to the gauntlet communicator.

The body covers everything else besides the head, from the arms to the legs, to the core. The shoulder pauldrons tend to entrench the head and protect the neck from incoming projectiles. The body is classified as ablative armor, a type of armor that is suited for impact-rich environments. The left gauntlet (or right gauntlet for left-handers) contains a communication system with a mini-holographic projector. The armor, like most standard issue suits of armor, contains LED light strips running along the torso.

Though the M-119 is the standard issue, Marines often utilize military upgrades and modifications to improve the suits in the manner they deem necessary. Such modifications include Bio-Gel injectors, which according to a voice command or a key on the gauntlet system will activate.

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Special Operations Suits:

ALX Class Suits: The ALX class suits, also developed by Ezo Corporation, represent an upgrade from the M-119. Though not as bulky as the M-119, the point of the ALX classes is not to absorb hits, unlike the M-119. However, it can do that job fairly well. The ALX classes compose of a variety of specialist suits, whether they be heavy weapons, infiltration/stealth, reconnaissance, or close quarters combat, for special operatives to utilize. Each class is modified from the core ALX armor to suit the needs of a specialization. For example, a heavy weapons specialist ALX armor would have an extra layer of alloy added to the suit, as well as kinetic boosters for increased movement speed. These suits come with enhancements such as neuro-stimulant and Bio-Gel injectors. Unlike the standard issue Marine suits, these suits contain a thin layer of liquid Crelium crystals that serves to establish an interface network in order to contain an A.I. or two.

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Last edited by VindicatedPurpose on Sat Jan 05, 2013 4:27 pm, edited 2 times in total.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby VindicatedPurpose on Thu Dec 20, 2012 5:44 pm

Major Arms Manufacturers:



Wyngard Defense Systems
Tactical Rifles:
WCL-09B Advanced Tactical Rifle

Handguns/Pistols:
WR160L "Hammer" Pistol

H&K (Hraablekar and Keals) Armories
Assault Rifles:
H&K M38-K Assault Rifle

Carbines:
H&K M67-F Pulse Carbine

Handguns/Pistols:
H&K M19A7 Handgun
H&K M24A Handgun

Beyner Arms Incorporated
Automatic Rifles:
M-212 Infantry Automatic Rifle
TAR-36 "Tavor Assault Rifle"

Sniper Rifles:
M-291A High Precision Sniper Rifle
Last edited by VindicatedPurpose on Sun Jan 13, 2013 5:41 pm, edited 1 time in total.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby Uncertainly on Wed Dec 26, 2012 1:17 pm

Image

Venom

Venom is a foul, toxic mixture of radioactive wastes, industrial wastes, the waste from Sirinium processing, and a few top secret chemicals for extra potency. For what it is, Venom is a surprisingly stable compound. It is highly volatile, but it does not burn. There have been many tests, but studies have not yet found a substance that is completely resistant to the corrosive effects of Venom. Because no container can hold Venom, it is produced inside its ammo cartridge by the injection of the final chemicals needed for its mixture, and then sealed. If the ammo cartridge is not used, then it must be disposed of before it leaks and causes damage. Venom reacts particularly strongly with water, heating up and corroding faster than with other substances, expending all of its potency as quickly as it can. Because of this, it is extremely dangerous to all life forms. Whenever Venom touches a living thing, it eats away until the living thing is gone, or until it loses potency. One ML of liquid Venom has been shown to kill a human sized organism before it loses potency. Even after it no longer corrodes, Venom is still highly toxic. It can easily pollute large water supplies.

Symptoms of Venom poisoning include but are not limited to:
blindness, deafness, dementia, organ failure, necrosis, excretion of blood, discoloring of blood or other body fluids, discoloring or loss of skin, vomiting, high fever, heart attack, stroke, death, symptoms of leprosy, mad cow disease, and liquification of any body part.

Use in Battle
Shells containing Venom are launched from canon-like guns nicknamed Scorpions. It has been shown that of all tested substances, processed Sirinium stands the corrosion of Venom best. Because of its resistance, Sirinium is the chosen armor for its wielders and the metal that makes up the Scorpion.
After the shell is launched, the pressurized Venom in the container leaks out and leaves a trail of thick dark clouds behind it. When the shell strikes an object, it pierces and either penetrades or lodges in its target. Venom continues to leak from the shell. Within thirty seconds from launch, the shell has been destroyed by the Venom. If the clouds of Venom touch a living thing, it will appear to boil. It is possible to survive this stage if the chemical burns begin in the extremities, but the limb will require amputation. If a living thing is pierced by the shell, it is as good as dead. The high concentrations of the substance will surge through the victim and they will be lost shortly after.
If the shell strikes an inorganic object, the Venom in the shell will rapidly eat away at the object. A shell fired at optimum range into a tank has been shown to kill all pilots, ignite all ammunition, and render the tank inoperable. A shell usually remains. Clouds of Venom that corrode solid objects show the effects of acid rain drastically accelerated.
The clouds of Venom expand outwards and react with the air and whatever the heavy gas lands on. Corrosion usually stops after two to three hours. Higher humidity will decrease the time. After corrosion stops, the chemical is still highly toxic, and requires special disposal.

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Re: Nebula's Dawn Technology

Tips: 0.00 INK Postby Uncertainly on Tue Jan 08, 2013 10:42 pm

Image

Ripfields

Much like guns have recoil, mass field generators have ripfields. Recoil lasts only an instant because guns fire only once, but fields are constantly generated, so ripfields are generated as long as the gravity field is in place. A ripfield is the universe's way of compensating for the great change being forced upon it by rewriting the force of gravity. It is usually close to the source of the disturbance and consists of a chaotic distortion of gravity roughly proportional in size and strength to the field of gravity generated. A ripfield has the effect of causing every particle and every piece of every particle inside it to be pulled in rapidly shifting directions. As such, it will rip any known substance. It has been determined that eventually ripfields become strong enough to be seen. It is at this point that nothing can survive the distortion. Before that, it is a bending, but the material can be salvaged. Due to the destructive nature of ripfields, scientists cannot study them without ruining their equipment. Research in the area of ripfields was declared unprofitable and technology was built such that they would just be ignored whenever possible. Much of the size in gravity generators mounted inside space ships is empty space to keep the ripfields from destroying the machine.

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