Knowledge

From Sphere
Jump to navigation Jump to search

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