From owner-jorune-l@lists.io.com Sun Oct 20 22:51 MST 1996 To: jorune-l@io.com Subject: Essay #3 - Earth-tec Content-Type: text Content-Length: 9119 COPYRIGHT 1986, SKYREALMS PUBLISHING This essay is a collection on design notes intended for inquiring garners. This material is not in its final form, and may appear significantly altered if and when eventually published. We provide these essays to give interested parties an opportunity to see what goes on behind the scenes at SkyRealms publishing and to get a look ahead upon our coming releases. TEC.ORG BY: David Ackerman FOR: Andrew Leker ABSTRACT: Notes on Earth-tec on Jorune The caches of Earth-tec found by the Burdothian has proven to be an invaluable resource and is largely responsible for Burdoth's current high status on Jorune. They have also influenced the society itself to some extent, but, while there have been some changes, the basic structure of the culture remains the same. The Drenn, Kesht and Toth system was strengthened by the influx of technology since it made becoming Drenn far more desirable. Since the weapons have not been turned against the toth, and some tauthers are allowed to use them, the public is not cowed by the devices. There are an insufficient number of devices to change and upgrade everything in Burdoth; the average person's life is much the same as it was before the discoveries. Yet the presence of these artifacts gives all Burdothians a feeling of pride and a connection with the grandeur which is now past. There are many places where people come in contact with technology fairly often, as in the mid-range of the Gauss valley -- where several robot harvesters now work a huge section of land in a special development by the Dharsage. These large, plodding machines are semi-sentient combine harvesters and are controlled by a select group of Iscin, and guarded by the Ardoth Guard. The sonic aerator and durlig puller are used on these lands. Khodre Dhardrenn has had his Iscin learn the secrets of the Tech-gens (fusion generators) and, while they don't fully comprehend them (quite an understatement), the Iscins can operate them reliably. Thus a series of generators have been set up across the country in the various dharsage bases. Several major cities (Sychill, Lelligire, Gauss, Mierdrinth, Sobay, Glounda and Ardoth) have Tech-gen stations where power and function cells may be recharged and devices inspected by the trained Iscin, for a price. It is said several generators are posted at a few military outposts in the wilderness, but the locations are secret. Almost certainly there are examples of all technology in the Shendarri Skyrealm. Devices do filter into the public domain, especially in Ardis. Here, toth may be found with viewers, high tech bits of clothing or jewelry (which may have hidden purpose) and other sundry (non-violent) artifacts. Iscin can be seen traveling into the more secluded regions of the realm with medi-kits and supplies to help the people there. Not all the earth-tec is of recent introduction. The colonists brought many gene-tailored organisms with them from Earth. When the colony fell, many of these were released into the Jorune environment. Most died in the harsh conditions, but some survived in small ecological niches. Amongst these was a bacterium which breaks down most basic refuse (garbage) such as plant fiber, animal fats, wood, paper, etc. and produce useful fertilizer and methane as a byproduct. In the cities where used, once every few months the pools are drained and the fertilizer is harvested and shipped to fields. The methane is usually vented and burned off, but recently, Cosahmi has set up a system for using methane-burning water heaters and citadel lights. The project is proving successful and may be implemented elsewhere. A similar system has developed around another bacteria, one which was originally designed to produce plastic. This form was found to survive in small quantity in the Cushindell Marshes, in about 3352 P.C., where stagnate backwaters form an adequate medium for the culture to grow (it is also rumored to exist in the East Trinnu Jungle Lands). Layers of plastic grow across the top of pools. The longer it grows, the thicker the plastic gets (to a maximum of about 7mm). The thin plastic is used for clothing (ponchos, rain gear), tarpaulins, etc., while thicker plastic can be used for windows and sacks (it's not clear, but can be translucent, and is not strong enough to be its own structure). The military in particular have benefited from the infusion of earth-tec. Energy weapons have made the elite infantrymen or warrior far more potent and the shields increase their chances of leaving the field alive. A small scout group of the Ardoth Guard, while using repulpeds, drove back a large raiding party of cleash in the East Trinnu Jungle Lands. They could swarm and strike at the group and then withdraw into the forest faster than the cleash could follow. Exactly why the Guard were in the ETJL was never fully explained. Hover car scouts were the first to spot the Ramian Fleet in 3472 and warn the Burdothian fleet. In the ensuing battle, they helped harry the enemy ships and claimed 2 galleys sunk. These are only a few examples of how the weapons are shaping the forces of Burdoth; there are many more. The Sholari may see his own ways of using them. Keep in mind the Burdothians do not fully understand the technology which they are using and do not always grasp its full potential. ABSTRACT: Information about Earth-Tec used in the Burdothian military. Earth Tech and the Military These are some additional technological devices which the Burdothian army often utilize. They have the same restrictions as stated in the Sholari Guide, unless noted otherwise. Power Harness: X: l2gc This is a strength enhancing framework designed to fit a normal human (size 1). It increases the character's strength to 17 (or the character's own strength, whichever is greater) and adds 3 to the character's size for strength and offensive purposes (lifting, damage, penetration). It does not effect defense and since it is an open framework, does not act as armor. It also subtracts 2 from advantage since it is somewhat cumbersome. One power cell will energize this device for 12 hours of operation. If worn unpowered, the character can barely move (-10 advantage, -7 speed) and has no increase in strength. Although this device does not require a human handprint, it will only fit normal sized humans. Battle Harness This is powered combat armor. It acts as per the Power Harness, but it only subtracts 1 from advantage and is equipped with the equivalent of B.E.D. and E.R.P. armor. It also includes a set of viewers and a comlink. Only 10 of these are known to be found and are rumored to be in the hands of the Ardoth Guard. One power cell works for 10 hours in this device. Hover Car These vehicles use a form of electro-magnetic repulsion to suspend themselves over the terrain. Each can carry 6 passengers and driver. Since the controls are computer assisted, the craft is not difficult to operate. The car has a maximum speed of 250 kilometers per hour and has a built in fusion power plant which requires fueling with water after one week of operation. The nature of the support field causes a loud hum and occasional appearances of sheet lighting under the craft. Maximum altitude is 10 meters. The structure of the car has a force shield with 60 points and the car itself can take 20 points before penetration and damage occur. Anyone under this vehicle when the field is on will suffer damage as per a field ram -2. If the field is deactivated, the car settles to the ground slowly and automatically. The car has a built in locator. Only 6 of these cars are known: 4 with khodre and 2 with the council. Repulpeds: X: 4gs These are small, one-man platforms which move using the same principles as the Hover Car. Speed is 60 KPH with a range of 1 hour on a power cell. It has a bank of 3 power cells from which it can run. Since it is an open, pedestal style vehicle, about 1 meter across, it provides no protection, but its force field will act as a field ram (-3 injury) to those underneath. 30 - 40 of these vehicles are known to exist and while many are used by the military, some can be issued to others. Sonic Blades: X: l2gc These are high tech tools shaped like single-edged knives and swords. The leading edge of this tool projects a sonic field which disrupts the molecules of the struck object allowing the blade to cleave deeply and cleanly (+2 to penetration, +2 to injury). Intended as tools, these objects have been put to somewhat less constructive use. A power cell will power one of these devices for 1 hour of operation. They come in knife and sword form. Scan Grid: X: 1gs This is a small (20 cm x 30 cm) device which when activated can detect, and differentiate electromagnetic fields. This allows the operator to detect energy sources and even the subtle biological electrical activity of living beings. It takes an Iscin with Earth Tech skill of level 3 to operate and it has a range of approximately 244 meters. It can be jammed with heavy dysha activity. A function cell will power the device for 24 hours.