Artifice Enhancements

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Space

Space is much like a fabric brought to 3-D. A bit of twisting can create gravity without mass or negative mass.

Level 1

All powers of the GLS have access to basic inertial dampeners.

Level 2

Displacer Drive

Basic Inertialess Displacement Drives become available. While only sized for large ships, they allow acceleration without normal limits. These generally grant artificial gravity.

Countergrav

Hover devices for land units, greatly increasing mobility.

Level 3

Spatial Shields

Shields that block a certain percentage of weapons firepower, but not all of it. This can still reduce an attack down to a unnoticeable level, however

Matter Accelerators

Incredible effective analogs to railguns.

Advanced Displacer Drives

A more compact version of the IDD designed for strike craft.

Tractor beams and gravitic sensors become standard here.

Level 4

Spatial Distortion Field

By altering the nearby structure of space, ships are protected from harm and propelled without inertia. This functions as both a spatial shield and a displacer drive.

Lesser Wormhole

You can teleport a ship via wormholes within a solar system wide range.

Level 5

Wormhole Drive

You can travel off the star ways on your own path.

Black/White Hole weaponry

Unbelievable destructive power. While these weapons have a short duration, they are easily capable of destroying a planet or damaging a star.


Energy

From accelerator cannons to zero-point manipulation, this is the art of making energy do things it shouldn't.

Level 1

All powers of the GLS have access to basic particle cannons and efficient power sources.

Level 2

Accelerator Cannons

Heavy beams capable doing massive damage. Only seen on cruisers and battleships, but very powerful. Usually mounted spinally.

Energy Shield

Useful against all forms of realspace attack. Slowly degraded by weapons fire, but it can recharge off of a power source.

Level 3

Beam Rifles

Fires a visible bolt of energy, and is small enough to see use in strike craft and as weapons on tanks.

Personal Energy Weapons

Whether a rifle or a wand, this grants powerful energy weaponry to individual people.

Electromagnetic sensors and communications are basically near perfection at this level.

Level 4

Advanced Beams

These are beam weapons that are clearly not physically possible, bending to seek targets and being capable of crossing dimensional boundaries.

Personal Shields

Shields for all units, even down to individual footsoldiers.

Superreactors

Your reactors directly convert matter to energy, and highly efficiently to boot.

Level 5

Megacannons - Spinal mount monstrosities that unleash mass destruction along a path. Sufficiently well power versions can devastate entire planets.

Zero-Point Tap - Power is easily available via directly tapping into vacuum fluctuations. Quite simply, the ambient environment can provide all the energy you could need on a short term basis.

Dimension

Hyperspace. Subspace.

Level 1

All powers of the GLS have access to standard FTL or jump drives that operate along pre-determined star ways.

Level 2

Level 3

Level 4

Level 5

Life

Genetic or cybernetic enhancement taken to a new level.

Level 1

All powers of the GLS have access to amazing medical treatment for diseases and a basic immunity to genetic defects

Level 2

Basic Military Enhancements

Whether cyborgs or genetically enhanced humans, your military is well beyond normal humans in strength and durability. Your medical technology can save a person from disease o

Cosmetic Modifications

All of your people can look different from a baseline human. This covers most of the human spectrum, and includes things like elves.

Level 3

Enhanced Nervous System

Your military is lightning quick in combat, thanks to enhanced reflexes and superb control. As a side effect, you can play a mean of pool.

Extensive Body Mods

Your people can transcend the human form - from growing cat ears and fur to having wings.

Level 4

Final Sanction

You can terminate another being's life directly. This awe-inspiring ability pierces normal armor, and does not directly cause sickness.

Level 5

Matter

Matter acts differently from Energy in Artificer arts.

Level 1

All powers of the GLS have access to basically any material familiar to pre-Artifice Earth.

Level 2

Transform!

Your material artifice is capable of giving your units multiple forms.

Weakpoint Analysis

Your military is skilled at finding the chink in a suit of armor, whether it is their enemies or their own. Against an enemy with a lower level of Matter artifice, this gives a damage bonus. This ability also helps your military reduce the effects of the enemy's weakpoint analysis by putting a grate on that damn exhaust port...

Level 3

Combine!

You can dock multiple units together to form a new whole. The resulting unit is equal to a basic unit of the new type.

Basic Artifice Materials

You can make basic artifice materials like Adamantium.

Level 4

Advanced Self-Repair

Your units can be damaged, but you keep on coming back from the brink. On the high end, this is self-repair on the order of a day to go from a blazing wreck to fully functional. This also gives every unit basic self repair.

Ultimate Combination

Most of you units are combinable with each other, ala Vandread. This plug an play gives you a lot of variability.

Level 5

Nanolathes

Your citizens have the construction abilities of entire 21st century countries. Most of your automated units can be built in the field quickly.

Omnisynthesis

There is little that you cannot build, normal materials or exotics.

Psyche

Soul. Spirit. Mind. The very essence of a being, whether a construct, an AI ship, or a person.

Level 1

All powers of the GLS have access to basic defenses against Oblivion attacks. These were distributed widely by GLS defense planners to reduce the capability of Demons to wreck havoc.

Level 2

Mental Focus

A fraction of your population is capable of utilizing artifice without a device to channel the essence or energy

Level 3

Level 4

Level 5