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tower:worlds:granitecity2155:miscellaneous

Miscellaneous Information

Television

Genetic Gladiators

Genetic Gladiators is a trivid series developed by Morpheum Entertainments that pits bioroids against each other in gladiatorial combat in a three-dimensional maze in singles and team competitions. The contests are held in arenas throughout the world as well as on one of Morpheum's orbital satellites, and are to knockout, death, or submission. Genetic Gladiators is reviled by the Artificial Rights Movement, which frequently protests the 'modern Caligulan bloodsport' at Morpheum arenas, as well as protesting Morpheum Entertainments and the participating bioengineering companies in general.

Corporations

See the Corporation List.

Special Interest Groups

Artificial Rights Movement

The Artificial Rights Movement has as its goal the acceptance of bioroids, artificial intelligences, and other 'created' forms of life as equal to normal humanity; it has gained some ground in various first-world nations through peaceful means, but the number of less peaceful groups with similar goals tends to make its goals harder to reach. It takes a strong interest in acting as patron and protector for 'rogue' lifeforms.

Weapon Technology

Ballistic and energy weaponry work side by side for a number of purposes; while ballistics are defined by limited ammunition, they are still inexpensive and require less problematic electronics components. Energy weapons fire as long as there is sufficient power available and can often be varied in beam intensity and focus to make weapons that are deadly only at the intended range, but energy blasts can be defended against and disrupted by methods that don't stop traditional projectile weaponry.

Propellant Types

Liquid Propellant (-LP) uses external tanks of propellant to fire the round, allowing the user to vary their projectile's velocity by changing the propellant mix used. This is very popular amongst do-it-yourselfers and snipers. LP rounds are obviously lighter and thus more of them fit in a single magazine, but the propellant 'magazines' or 'cells' must be purchased separately, and ignition of propellant typically requires a small electrical charge (typically using the power cell that also runs the weapon's electronics.)

Compressed Gas (-CG) doesn't actually use different ammunition than LP; the only difference is that the gases used to project the bullet are released from a compressed gas canister instead of from an explosion of propellant. It also can be machined to operate without electronics if desired, as the gas release can be a strictly mechanical operation as opposed to an electronically controlled discharge. CG weapons are typically considered 'less lethal' stealth weapons, though the same technology that enables paintball combat can also be applied readily to hunting or assassinations under the right circumstances.

Caseless Propellant (-CP) uses bullets encased in their propellant, typically resembling a small crayon with a bullet as the point and a protective outer coating. They are in common usage and are relatively easy to manufacture with the right equipment.

Hard-Case Propellant (-HCP) uses bullets with a metal casing to contain the propellant; this ensures that the round retains full velocity (as the propellant doesn't have any risk of being scraped away), is viable for longer periods of time, and is harder to detect (as the propellant doesn't 'leak' out of the casing, providing traces to chemsniffers, as readily as Caseless rounds.)

Each caliber of standard bullet (not magnetic or gyroc) is available in these three round types. Gyrocs have self-contained propellant (they are basically Hard-Case), and magnetic flechette rounds use magnets (and power) instead of propellant.

Ammunition Types

Most ammunition is available in several standardized calibers.

Handgun Rounds

Technically, these aren't always used in handguns - some rifles and submachine guns also make good use of them, but the 'handgun round' is a short round no more than 2.5 times as long as it is wide.

5mmHG: This is a small, short round that is meant for low-noise operation and commonly used in suppressed firearms. It is typically not very useful against armored targets. (Roughly .20 caliber.)

6mmHG: Also known as .25 caliber, commonly used in kit guns.

9mmHG: An old standard caliber that is still in common use. (Roughly .35 caliber.)

10mmHG: A bigger handgun for those who actually want to hurt somebody. (Roughly .39 caliber.)

12mmHG: A large handgun round, like the classic .45 caliber, for people who want to cause serious damage.

15mmHG: A much bigger handgun round for those who want to rip large holes in people nearby. (Roughly .60 caliber, not recommended as a handgun.)

Rifle Rounds

Rifle rounds are very occasionally used in stupidly powerful handguns, but usually reserved for the various forms of long-arms and machine guns used in ballistic warfare.

5mmRR: The plinker round known most commonly as .22LR, this rifle round has existed for literally hundreds of years.

6mmRR: The standard low-caliber rifle round, this relies on high-powered propellant to launch its payload at damaging velocities.

12mmRR: A large round for putting bigger holes in people from a longer distance away.

18mmRR: The most powerful long-range round in existence that doesn't use magnetic velocity.

25mmRR: These are usually payload-based rifle rounds used at very low rates of fire (read: sniper rifles), but some machine guns use them for annihilating anything in front of them… as do a few odd handguns used by crazy people.

Magnetic Acceleration

Magnetically accelerated rounds are specifically designed to be launched at high velocity from railgun-based weapons, making them intensely lethal and usable in environments where normal propulsion methods are invalid or ineffective. The lack of chemical propulsion systems makes them receive more consideration as a 'safe' form of lethal round that can be stored for longer periods.

2mmMA: These 2mm magnetic-accelerated flechettes are designed to shred through targets. They are commonly used in 'needlers' and other personal defense weapons.

7mmMA: These larger magnetic-accelerated flechettes are designed to create larger holes in targets; military and police magnetic weapons tend to be this caliber or higher.

20mmMA: These thumb-sized rounds usually deliver explosive payloads at high velocity over long distances - often at high rates of fire. However, even basic kinetic rounds travel fast enough to smash through obstacles with devastating force.

44mmMA: These are your classic grenades delivered in a not-so-classic magnetically accelerated package - typically these are designed to self-guide after the initial launch, allowing for on the fly adjustment of aim or evasion of defensive countermeasures.

Gyroscopic Rocket Rounds

Gyroc rounds use spin-stabilized rockets to propel bullet-sized projectiles at high speeds with minimal recoil. They have a long, flat trajectory compared to traditional ballistic ordnance, take time to reach their maximum velocity which limits their use in close-quarters combat, and thus civilian or police use typically is limited to specialized ammunition. Military variants frequently use homing technology and high rates of fire to make up for initial accuracy.

9mmGY: These are the smallest gyroc rounds in common use, capable of fairly flat trajectories and moderate self-guidance to target. Generally used as antipersonnel weapons or occasionally for point-defense.

16mmGY: These large gyroc rounds are designed to put humanoid targets down or punch through vehicles; they are commonly used with payloads to deliver non-lethal takedowns in situations where stunners or electrolasers are ineffective or impractical. This is considered the 'standard' size for most civilian applications.

27mmGY: These are considered high-end and usually fired from single-shot pistols or heavy rifles, and usually contain a payload and advanced guidance features.

60mmGY: These are the modern equivalent of rocket launchers, and hit just as hard. As such, they are generally large enough to contain self-guidance methods, countermeasures, or other options in addition to a powerful payload.

Shotgun Shells

Although other ballistics are available in shot versions, the shotgun shell is one of the oldest and most popular forms of ammunition, and variants are often found in hunting and law enforcement applications, as well as for personal defense. The shell is roughly five times as long as it is wide, and usually still sold in Hard-Case Propellant format. Some handloaders have developed Compressed Gas or Liquid Propellant variants, and Caseless Propellant versions are commonly found in flare guns and other emergency survival versions.

10mmSH: A small shotgun shell designed for sport hunting, based on the .410 shotgun round.

15mmSH: A fairly small shotgun shell used for hunting and basic defense, based on the 20-gauge hunting round.

18mmSH: A medium-sized shotgun shell designed for crowd suppression, based on the common twelve-gauge combat round.

20mmSH: This is a large shotgun shell designed to rip apart unarmored targets, based on the popular ten-gauge combat round.

Power Cell Types

As anyone who has bought batteries can tell you, not all batteries are manufactured equally. Cells used in energy weapons typically require high-power cells or even max-discharge cells to enable them to 'empty' at sufficient rates to power the weapon's shots. Some examples of battery types are visible below. Note that devices sold with their power cells often include budget cells to reduce the final cost.

Standard (-STD): These standard power cells are designed to discharge and charge at a 'standard' rate. They have a maximum discharge rate of 10% of the battery power per second, charge at up to 1% of battery power per second if available, and hold power based on their size (a C battery is standard, roughly the size of a pistol magazine, and a B holds 10% as much, a D 10x as much.)

Budget (-BDG): These cheap 'dollar store' grade cells tend to hold less power, recharge more slowly, and/or suffer memory effects over time/are generally less reusable. Cost is 50% if they hold half as much power or are nonrechargeable, 25% if both.

High-Capacity (-HIC): These cells hold more power in the same space, but have no adjustments to charge/discharge rate. Add 50% to cost and energy capacity.

High-Power (-HIP): These cells are capable of higher recharge rates and can be used in devices that require higher discharge rates, but do not have a higher capacity. Add 50% to cost and recharge rates.

Heavy Duty (-HVY): These cells hold more power and can be used in High-Power discharge applications; however they recharge more slowly. These cost the same as normal batteries; they discharge up to 25% per second and hold twice as much power, but recharge half as fast.

Max Discharge (-MAX): These cells are designed to be capable of discharging completely in a very low timeframe without affecting the battery's ability to be recharged, but have only 'standard' storage and recharge capacity. These cost twice as much as normal batteries.

Fast Charge (-FST): These cells have a high recharge rate, but standard capacity and discharge rates. These recharge at 5x the normal rate, and cost twice as much.

Premium (-PRM): These cells combine high capacity and high recharge into an optimum performance package, but maintain 'standard' discharge rates. Double cost, add 50% to capacity and recharge speed.

Hotshot (-HOT): These cells are the budget equivalent of Max Discharge cells; they can empty rapidly, and capacity is normal, but their recharge rate is slow and they tend to suffer from memory effects. Cost is 150% of normal batteries.

Bulk Capacity (-BLK): These cells are the budget equivalent of high-capacity cells; they hold more power, but charge more slowly and may suffer from memory effects. Cost is equal to normal batteries, holds 50% more power, 1 in 6 chance of failure on recharge.

Zapper (-ZAP): These cells are the budget equivalent of fast-charge cells; they can recharge quickly but tend to break down faster. Cost is equal to normal batteries; recharges twice as fast as normal, 1 in 6 chance of failure on recharge.

Advancements in SCIENCE

Gravitics

Technically this has a longer title, but the colloquial reference is 'gravitics' - the science of manipulating the force of gravity through sufficient expenditure of energy to create gravity waves. The first level of understanding allows one to increase gravity in order to pull a target closer; this is used for tractor beams and creating artificial gravity. The second level of understanding allows one to decrease or even reverse the pull of gravity from a specific object; this is generally used to levitate the gravitic generator (and in turn, anything properly attached to the generator.) The third level of understanding allows for manipulating artificial gravity wells around a target area, thus resulting in being able to finely manipulate targets, while the fourth level of understanding is full mastery of gravitics and gravity wells, making possible such effects such as inertialess flight, force screens and weaponry, and implosion bombs.

Gravitics technology is still under development in Granite City 2155's world, but is expected to revolutionize many industries when it can be used outside of a laboratory setting.

Hard-Light Technology

Hard-Light technology, at its core, is a combination of holographics and gravitics, with the gravitics creating forcefields to temporarily solidify air while the holographics provide the overlay. In most cases, they aren't truly solid, but depending on the intensity of the gravitic generator they can push back against anything that intersects their field area; a sufficiently powered generator could manufacture a hard-light creation with ironlike solidity. Problems with the technology include the fact that the sensations provided aren't terribly realistic - touching a hard-light figure is much like touching a bubble of intense wind. However, hard-light technology can be used with augmented-reality neural setups to better simulate the experience.

Hard-Light technology is predicted to be available for mass production in 2185, while experimental versions are still in testing.

Armor

Armor protects from a variety of damage types. Most armors protect best against a specific type of damage, while some 'general' armors protect equally against most attacks. For example, a metal breastplate might protect against normal attacks equally well, but electric shocks would at least ignore much of its resistance, if not make things worse; fire would be less effective but not ineffective; some forms of psi and magic would ignore it.

Armor Carrier

An armor carrier is designed to carry heavy armor plates in a reasonably comfortable and flexible package. The armor carrier also provides a certain amount of protection on its own, even without the plates.

Nanoweave Materials

Materials with interweaving at the molecular level, giving enhanced protection over fabrics assembled via traditional methods while retaining the qualities that made those materials great. Most 'concealed' protective fabrics make use of nanoweave materials to increase their protective qualities.

Dispersive Fabric

This fabric is silky soft to the touch, and is made of a special polymer that dissipates and reflects energy from beam weaponry. Notably, this tends to be reflected as light and heat, which is why there is an internal layer of null-conduction material to protect the wearer from the heat (and provide a bit of extra protection in the process.) Also notably, dispersive fabrics are not immune to very high energy levels, so taunting soldiers with military laser cannons is still highly unwise.

Gravitic Deflection Screen

Utilizing the principles of gravitics to defensive purposes, a GDS creates a gravitic pulse to attempt to redirect inbound attacks by physical and energy weapons. Unfortunately, this is mostly only effective against physical attacks (which have mass, which gravitics can work with to create interesting effects); energy weapons can also be diverted, but the power required means that it's usually more cost-efficient to divert the wearer away from the beam's path. This is one of the current experiments being performed in gravitics manipulation - if it works, it may replace the current sonic screening technology used for deflecting physical weaponry.

Gravitic Transition Boots

These unassuming boots contain gravitic plating that allows them to lower or increase the effective mass of the wearer, specifically to reduce or enhance the effects of gravity on them. These require power to operate, and higher changes in effective gravity have greater impact on the power supply. This has obvious applications in the aerospace industry, but current experiments are too unstable to walk with.

tower/worlds/granitecity2155/miscellaneous.txt · Last modified: 2020/10/17 15:55 by wizardofaus_doku

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