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Created page with 'You have 1000 SP To buy everything from this point <br> There are 5 tech and 5 magic categories. Each runs from 0 to 1000 <br> From 0 to 100 each point costs 1 RP at game start…'
 
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Each SP gives 50 RP at game start.
Each SP gives 50 RP at game start.


===Tech Categories===
==genres==
===Material===
====Level 1====
Wood and stone buildings, ceramics, metal armour, muscle powered weapons of one form or another and simple moving parts such as cogs, water wheels and the like. Castles and forts may be constructed.


====Level 2====
===Ancient===
Improved casting techniques make possible the casting of good cannons, rifling, concrete,  the construction of large wooden ships, the construction of heavy fortifications capable of resisting attack from cannons.


====Level 3====
===Medieval===
Iron Clad Warships, mass production techniques, machine tools, liberation of all natural materials (rubber, aluminium), railway tunnels, suspension bridges, air balloons, skyscrapers, basic aerodynamics, armoured vehicles, automatic weapons.


Requires at least forces 2
===High Fantasy===


====Level 4====
===Age of Steam===
Precision engineering, synthetic substances, composites, armoured vehicles,  very tall skyscrapers, space stations, ICBMs, advanced aerodynamics.


Requires at least forces 3
===Modern===


====Level 5====
===Post Modern===
Nanomachines,  micromachines, smart materials, combat space vehicles,  transorbital craft, robotic bodies, exoskeletons, vacuum balloons.


Requires at least forces 4
===Space Opera===


====Level 6====
===Biotech===
Synthetic elements, nanofabrication, prefxiums (Insidium, duranium), huge space facilities (super capital ships and stations), mantle bunkers, room temperature super conductors, orbital elevators.


Requires at least forces 5
==Modifiers==
1 Free, the rest cost 10 SP unless otherwise noted.


====Level 7====
===Wunder Waffens===
Exotic/smart matter, living/liquid/shape shifting metal, Leviathans, cheap thermal super conductors, orbital towers.  
Allows you to build weird units like mobile suits, mobile armors, mobile gunforts, land ships and hangerized ships etc. more cheaply.
Requires at least forces 6


====Level  8====
===X-Punk===
Direct matter assembly, advanced prefixium (admantum), undying metal, behemoths, transmutation.  
Allows you to build selected items from above your own tech level.  Initially cheap but grows in cost as you buy more technologies.


Requires Forces 8
===Halo Star 5===
Prevents you from building selected items from your own tech level in exchange for a substantial cost reduction on the items you can build.


===Forces===
===Technomagic===
====Level 1====
Combines technology and magic, allows high technology to be enchanted
Muscle power. At levels 1.4 and above, water wheels and windmills. Mirrors, charcoal fire, forges, boiling oil.


====Level 2====
===Transhumanize!===
Gunpowder, advanced blast furnaces, coal burning,  explosives, enhanced sails.
Makes augmentation cheaper/allows for augmented population


====Level 3====
==Tech Categories==
Steam engines, high explosives, internal combustion engines (at 3.5 and above), automatic weapons, powered flight, electrification (at 3.5 and above), early jet engines (at 3.8 and above), telegraphs, early radio.
=Material <br>
Forces<br>
Biology<br>
Mind<br>
Cosmology<br>


====Level 4====
Level 1: Medieval and bellow<br>
Atomic power,  geothermal power, jet engines, light automatic weapons, long range rockets, television and cheap radio communications, lasers. 
Level 2: Gunpowder<br>
Level 3: Industrial <br>
Level 4: Mechanised<br>
Level 5: Miniaturization<br>
Level 6: Electromagnetism<br>
Level 7: Fusion<br>
Level 8: Minor Metric Alteration<br>
Level 9: Anti-gravity<br>
Level 10:Major Metric Alteration<br>


====Level 5====
Fusion power, electromagnetic  propulsion (maglift rails, rail guns), laser weapons, advanced batteries, particle beams.


====Level 6====
Material level 1<br>
Boosted Fusion power (gravity, forced), basic metric alteration, gravity control systems, energy matrixes, force shields, virtual matter generators, plasma guns.  
Forged Steel, worked stone, castles, plate mail armour, wooden ship, master worked enchantable objects.  


Requires cosmology 4 <br>
Materials level 2<br>
Requires material 4 <br>
Full Plate, cannon proof fortifications, large wooden ships, expensive enchantable objects.


====Level 7====
Materials Level 3<br>
Wireless power, spun singularity generators, antimatter generators, exotic beam weapons (phasers, kinetic lances), exotic particle physics, reactionless engines.  
Mass Production, Iron Clad Warships, bunkers, trench lines, concrete, mass production enchantable objects.  


Requires cosmology 5 <br>
Material level 4<br>
Requires material 5 <br>
Armoured vehicles, all metal ships, concrete forts, aluminium.


====Level  8====
Material level 5<br>
ZPE generators, conversion plants, bendy beams, disintegrators, molecular bonding reinforcement, energy manipulators.
Composite Materials, advanced alloys, stealth materials


Requires cosmology 7 <br>
Material Level 6<br>
Requires material 7<br>
Room temperature super conductors, carbon nanotubes, Iridium armour


===Biology===
Materials Level 7<br>
====Level 1====
Thermal superconductor, BPC, electroshifting armour, nanofacturing
Domesticated animals, sanitation (roman baths), primitive herbalism, selective breeding.


====Level 2====
Materials Level 8<br>
Domesticated monsters, advance  herbal medicine, anatomy .  
Phase shift armour, omnifabricators, smart matter, nanoswarms.  


====Level 3====
Materials level 9 <br>
Surgical anaesthesia, anticeptics, antibiotics (at high levels) germ theory, nerve agent, biological warfare, heredity, evolution and eugenics
Structural Bonding Generators, Admantium


====Level 4====
Materials level 10<br>
Pharmacology, basic genetic engineering, anti-viral drugs, prosthetic limbs, tailored viruses.  
Virtual matter, Oricalcum, multi-phase materials.  


====Level 5====
Forces Level 1<br>
Cybernetic and genetic augmentation, transgenics, domesticate space monsters
Fire, Water Power, Muscle power, Charcoal burning


====Level 6====
Forces level 2 <br>
Cybernetic and genetic replacement, new species, domesticate huge space monsters
Gunpowder


====Level 7====
Forces Level 3 <br>
Custom species, flash cloning, biogadgets, living leviathans
Dynamite, Steam Engines, Smokeless powder


====Level 8====
Forces Level 4 <br>
Proteus virus, Living Behemoths, Sculpting.
High Explosives, internal combustion engines, radio, nuclear weapons, nuclear reactors, electrify


Science of Mind: affects minds <br>
Forces Level 5 <br>
Spacial Science: navigates/affects space <br>
Solar Generators, renewable energy, practical rocketry, superior batteries, thermoelectrics, lasers


===Magic Categories===  
Forces Level 6 <br>
Basic fusion generators, enhanced nuclear generators, railguns, magnetic levitation,
 
Forces Level 7 <br>
Practical fusion generators, energy weapons, Duodecaplylatomate, electromatrixes
 
Forces Level 8 <br>
Anti-matter creation, metric alteration fusion generators, coherent particle weapons. 
 
Forces Level 9 <br>
Anti-gravity, antimatter reactors, force fields, beamed power, shear beams
 
Forces level 10 <br>
Riptide Cores, Vector Cannons, disintegrators.
 
Biology level 1: <br>
Basic sanitation, animal domestication, a lot of stuff that doesn't actually work
 
Biology level 2: <br>
Good herbal Medicine, Monster domestication
 
Biology level 3: <br>
Anesthesia, effective surgery, anatomy
 
Biology level 4: <br>
Microbiology, Germ Warfare, Antibiotics
 
Biology level 5: <br>
Anti-Virals, Chemotherapy, very good surgery.
 
Biology level 6: <br>
Cybernetics, genetic augmentation
 
Biology level 7: <br>
Living Machines, domesticated space monsters, radical transhumanism
 
Biology level 8: <br>
Living starships, biotech society, domesticate huge space monsters
 
Biology level 9: <br>
Domesticated leviathan space monsters, instant clones, species construction
 
Biology level 10: <br>
Proteus Viruses, Exalted transhumans
 
==Magic Categories==
Alteration: changing things <br>
Alteration: changing things <br>
Movement: Moving things <br>
Movement: Moving things <br>
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===Magic Categories===
Alteration 1: Minor self-upgrades
Alteration: changing things <br>
 
Movement: Moving things <br>
Alteration 2: Simple enchantments, minor curses
Conjuring: creating things <br>
 
Destruction: destroying things <br>
Alteration 3: Boosted attributes, weakened attributes
Mentalism: affecting minds <br>
 
Alteration 4: Alter materials, moderate enchantment, alter self
 
Alteration 5: Shapechanging, strong enchantment, fabricate common items in abundance
 
Alteration 6: Shapechange into inorganic stuff, create complex itesm and magical materials.
 
Alteration 7: Massive physical alteration to living things, mass enchantment, fabricate large and complex items quickly
 
Alteration 8: Minor changes to landscape and climate, build cities out of materials, create i
 
Alteration 9: make major planetary changes, immensely increate or decrease physical power, mass fabrication of complex items
 
Alteration 10: Completely change planetary climates, universal transmutation
 
[[Lands]]

Latest revision as of 10:33, 1 October 2010

You have 1000 SP To buy everything from this point
There are 5 tech and 5 magic categories. Each runs from 0 to 1000
From 0 to 100 each point costs 1 RP at game start. From 101-200 it costs 2 RP, from 201-300 3 RP and so on.
Each SP gives 50 RP at game start.

genres

Ancient

Medieval

High Fantasy

Age of Steam

Modern

Post Modern

Space Opera

Biotech

Modifiers

1 Free, the rest cost 10 SP unless otherwise noted.

Wunder Waffens

Allows you to build weird units like mobile suits, mobile armors, mobile gunforts, land ships and hangerized ships etc. more cheaply.

X-Punk

Allows you to build selected items from above your own tech level. Initially cheap but grows in cost as you buy more technologies.

Halo Star 5

Prevents you from building selected items from your own tech level in exchange for a substantial cost reduction on the items you can build.

Technomagic

Combines technology and magic, allows high technology to be enchanted

Transhumanize!

Makes augmentation cheaper/allows for augmented population

Tech Categories

=Material
Forces
Biology
Mind
Cosmology

Level 1: Medieval and bellow
Level 2: Gunpowder
Level 3: Industrial
Level 4: Mechanised
Level 5: Miniaturization
Level 6: Electromagnetism
Level 7: Fusion
Level 8: Minor Metric Alteration
Level 9: Anti-gravity
Level 10:Major Metric Alteration


Material level 1
Forged Steel, worked stone, castles, plate mail armour, wooden ship, master worked enchantable objects.

Materials level 2
Full Plate, cannon proof fortifications, large wooden ships, expensive enchantable objects.

Materials Level 3
Mass Production, Iron Clad Warships, bunkers, trench lines, concrete, mass production enchantable objects.

Material level 4
Armoured vehicles, all metal ships, concrete forts, aluminium.

Material level 5
Composite Materials, advanced alloys, stealth materials

Material Level 6
Room temperature super conductors, carbon nanotubes, Iridium armour

Materials Level 7
Thermal superconductor, BPC, electroshifting armour, nanofacturing

Materials Level 8
Phase shift armour, omnifabricators, smart matter, nanoswarms.

Materials level 9
Structural Bonding Generators, Admantium

Materials level 10
Virtual matter, Oricalcum, multi-phase materials.

Forces Level 1
Fire, Water Power, Muscle power, Charcoal burning

Forces level 2
Gunpowder

Forces Level 3
Dynamite, Steam Engines, Smokeless powder

Forces Level 4
High Explosives, internal combustion engines, radio, nuclear weapons, nuclear reactors, electrify

Forces Level 5
Solar Generators, renewable energy, practical rocketry, superior batteries, thermoelectrics, lasers

Forces Level 6
Basic fusion generators, enhanced nuclear generators, railguns, magnetic levitation,

Forces Level 7
Practical fusion generators, energy weapons, Duodecaplylatomate, electromatrixes

Forces Level 8
Anti-matter creation, metric alteration fusion generators, coherent particle weapons.

Forces Level 9
Anti-gravity, antimatter reactors, force fields, beamed power, shear beams

Forces level 10
Riptide Cores, Vector Cannons, disintegrators.

Biology level 1:
Basic sanitation, animal domestication, a lot of stuff that doesn't actually work

Biology level 2:
Good herbal Medicine, Monster domestication

Biology level 3:
Anesthesia, effective surgery, anatomy

Biology level 4:
Microbiology, Germ Warfare, Antibiotics

Biology level 5:
Anti-Virals, Chemotherapy, very good surgery.

Biology level 6:
Cybernetics, genetic augmentation

Biology level 7:
Living Machines, domesticated space monsters, radical transhumanism

Biology level 8:
Living starships, biotech society, domesticate huge space monsters

Biology level 9:
Domesticated leviathan space monsters, instant clones, species construction

Biology level 10:
Proteus Viruses, Exalted transhumans

Magic Categories

Alteration: changing things
Movement: Moving things
Conjuring: creating things
Destruction: destroying things
Mentalism: affecting minds


Alteration 1: Minor self-upgrades

Alteration 2: Simple enchantments, minor curses

Alteration 3: Boosted attributes, weakened attributes

Alteration 4: Alter materials, moderate enchantment, alter self

Alteration 5: Shapechanging, strong enchantment, fabricate common items in abundance

Alteration 6: Shapechange into inorganic stuff, create complex itesm and magical materials.

Alteration 7: Massive physical alteration to living things, mass enchantment, fabricate large and complex items quickly

Alteration 8: Minor changes to landscape and climate, build cities out of materials, create i

Alteration 9: make major planetary changes, immensely increate or decrease physical power, mass fabrication of complex items

Alteration 10: Completely change planetary climates, universal transmutation

Lands