The Last Bastion: Bunker Chicago The Last Bastion: Technology.

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Nilum

The Wanderer Returned
Benefactor
Seeing as how the setting of The Last Bastion: Bunker Chicago is both post apocalyptic and science fiction, there has been some measurable improvement in the level of overall technology that exists in the universe. As a caveat to better understand, the primary thing holding back the deployment of incredible Clarke-esque advanced technologies, is the infrastructure of the world. Essentially, while factories do exist, they are few in number, and their assembly lines rarely run 24/7 due to a lack of resources. Bunker Chicago is unique in that it runs machine shops several hours a day, every day, manufacturing every conceivable component by hand. In the case of vehicles, this means producing them in multiple pieces for later weld-assembly, and for infantry equipment, this means anywhere between a few minutes to several hours of pain staking inch-by-inch work to turn pieces of scrap into weapons of war.

As a result, technology can be divided into the following categories, based on how expensive and/or difficult it is to produce.
  • Common: These technologies are the de-facto standard for the majority of NPC's that you will find in the world. It can generally be assumed that if your character can't produce them, others can--and relatively cheaply, as well. Players can start with any of these technologies.
  • Uncommon: These technologies are generally only used by elite NPC's and important NPC's--like special ops teams, and Jenive Rousseau. While they are more expensive to acquire, they aren't prohibitively so, and as such, most can be started with by players, but may require more than one point investment to be rendered seriously effective.
  • Rare: These technologies are used only by the most elite of NPC's, and can only be accessed by players who utilize requisition (relationships) with the proper factions.
  • Legendary: These technologies are, for all tense and purposes, beyond the cutting edge. No faction will give them away, and individual NPC's which possess them usually find themselves dealing with errors and instability as a result of the technology not being fully understood, or manufactured quite properly. These are basically dangerous technologies, and the only way a player would get their hands on them is essentially by murdering highly trained NPC's and stealing them.

Final Note: The following are only examples, and I doubt I will manage to cover every potential technology players can think of. If you want to know whether or not you can use a technology not listed here, simply run it by me in the FAQ thread, in your character submission, or ask me over chat when I'm around.

Common Technologies
  • Ammo Mods (Basic): Armour Piercing, Hollow Point, Incendiary-tipped, and other ammo types of this nature.
  • Armour Types
    • Light Armour: Light is akin to a ballistics vest and light padding. Maybe a helmet, maybe not. It may save you from small arms fire, and lessen the total damage of penetrations from low to mid range calibre firearms at a long distance.
    • Medium Armour: Medium is akin to a full set of ceramic plates, the kind of stuff you find on a fully armed and armoured US Soldier. It will stop a few rounds from an M16AR2 or an AK47 equivalent rifle--ie, most NATO rounds. Though it still hurts (the bullets won't penetrate but the sheer force can bruise flesh and fracture bones), and taking repeated shots in the same areas/being hit at point blank will penetrate.
    • Heavy Armour: Heavy is akin to futuristic plate armour. This is a person wearing over 60 pounds of armour spread across their body. Every square inch of a person's body is covered in armour, with the torso, legs, and arms often having multiple layers of plates outside of joints. These types of armours can sustain several rounds of bullets and survive, and a select few can even stop a single shot from a high powered laser rifle (albeit the armour will be badly damaged from the shot). On the flip side, these armour types often constrain vision, make the idea of stealth a total joke, and slow the user down in both the sense of reactions and in the sense of total running speed--you're a wall with legs.
  • Ballistics Weapons (Basic): Semi-Automatic Rifles, Shotguns, Pistols, Snipers, and numerous other old world weapons in all of their terrible glory remain in this world. Anything and everything ranging from the P90, to the M16AR2, to the .44 Revolver, to the Barrett M82, are easily accessible firearms. There are also more modern variations, often taking similar aesthetic looks to their old world counterparts, but which are simply cheaper and easier to maintain.
  • Basic SST: SST is an acronym for "Survival Suit Tech." It covers everything from infrared goggles, to built in communications devices, to motion trackers, to grappling cables, and so on. These are typically built into a person's uniform, or as attachments added onto a person's pre-existing set of armour.
  • Combat Drugs: Reflex or strength enhancing drugs, which have sharply negative effects on a person's health and psyche, but which provide them with bursts of power that can mean life or death for a few minutes.
  • Communications Packs: Wrist-based communicators that are capable of radio communications, and silent messaging via text on a small display.
  • Flamethrowers: Fwoosh!

Uncommon Technologies
  • Artificial Intelligence (AI): AI in this universe is rudimentary and not truly self-aware, but it is capable of grasping basic concepts--like friend or foe identification. Primarily used in tanks and helicopters to allow their pilots to operate these vehicles without a crew--which allows them to decrease the amount of space used on persons, and increase the amount of space used on ammo, weapons, and armour.
  • Drones: Usually autonomous or semi-autonomous, serving to increase the overall vision radius of pilots in their tanks, scout for danger in unknown areas, or accomplish useful utilitarian tasks. Like blinding enemies, or planting highly dangerous explosives.
  • Hacking/Electronic Deception Tools: Drone hijacking software, communications tapping, tank AI shutdown, motion tracker interference, et cetera.
  • Jetpacks: Short burst high speed movement devices that allow for three dimensional movement. Have limited fuel.
  • Laser Weapons: A laser is an acronym for "light amplification by stimulated emission of radiation" and can be produced through a number of methods. (For Sci-Fi enthusiasts: The primary methods used to produce a laser output in weapons are chemical and solid-state, though others exist.) Their primary benefits are rather simple: They produce no noise or recoil when fired, and have some of the highest penetration potential out of any weapon type that exists--rivaling and often exceeding that of high powered sniper rifles within an equivalent weight range via heat generation. Lasers are also, quite literally, made of light. This means that they're also significantly faster than their ballistics counterparts. Their primary weaknesses however are that they produce a great deal of light---marking one's location when fired pretty well instantly. They also produce a lot of heat when fired, forcing a cooldown period--making them one shot weapons that require a few seconds to cool off. They also have no stopping power to speak of. This makes them a niche weapon, but effective when given the right circumstances.
  • Tanks/Attack Helicopters: Exclusively used by Pilots.

Rare
  • Advanced SST: Self-repairing armour, active electronic camouflage (near invisibility), hydraulics enhancement (increased strength/speed), et cetera.
  • Ammo Mods (Advanced): Explosive-tipped, nanobot-loaded, target-seeking, et cetera.
  • Ballistics Weapons (Advanced): Railguns, Gauss Rifles, Rifles larger than the M82 Barrett, et cetera.
  • Cybernetics: A cutting edge technology that has been recently innovated to the point that it can be effectively used with most people. They remain relatively simple, merely copying the functions of their human counterparts. They do give their users increased strength and speed, but lower reaction times slightly due to slight input lag translating commands from the brain through the nervous system into something the cybernetic limb can understand. As well, too many cybernetics can have adverse mental effects on the user--usually leaving those who do possess them, to only replace one or two limbs with them, or an organ, rather than half of their body.
  • Lightning Rifles: Rifles which fire concentrated bursts of electricity at targets. A very rare technology, that for most people, is sufficiently advanced to be like magic to them. The rifle uses advanced batteries as magazines to fire, though each magazine has only between 3-5 shots in them, making ammo a serious concern with these weapons.
  • Nanobots: Tiny machines that can be used for a variety of purposes--from construction, to murder, to healing the wounded and mending broken bones.

Legendary
  • Self-Aware AI: While still not truly sentient in the same sense as a human being, they possess all the prerequisites necessary to grow to that point. Left to learn long enough, they'll become persons outright through information assimilation, at which point, they become highly dangerous to contend with.
  • Machine Implants: Having hardware directly implanted into a person to allow them to interface with any machines that possess some form of connecting serial, network, or USB port. The machines interfaced become perfectly translated by the implants to allow a person to navigate them, use them, and rewrite them with ease.
 
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