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Notes on Earth-tec on Jorune

COPYRIGHT 1986, SKYREALMS PUBLISHING
This essay is a collection on design notes intended for inquiring garners.
This material is not in its final form, and may appear significantly altered
if and when eventually published. We provide these essays to give interested
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BY: David Ackerman
FOR: Andrew Leker


ABSTRACT: Notes on Earth-tec on Jorune


The caches of Earth-tec found by the Burdothian has proven to be an
invaluable resource and is largely responsible for Burdoth's current high
status on Jorune. They have also influenced the society itself to some
extent, but, while there have been some changes, the basic structure of the
culture remains the same. The Drenn, Kesht and Toth system was strengthened
by the influx of technology since it made becoming Drenn far more desirable.
Since the weapons have not been turned against the toth, and some tauthers
are allowed to use them, the public is not cowed by the devices. There are an
insufficient number of devices to change and upgrade everything in Burdoth;
the average person's life is much the same as it was before the discoveries.
Yet the presence of these artifacts gives all Burdothians a feeling of pride
and a connection with the grandeur which is now past.

There are many places where people come in contact with technology fairly
often, as in the mid-range of the Gauss valley -- where several robot
harvesters now work a huge section of land in a special development by the
Dharsage. These large, plodding machines are semi-sentient combine harvesters
and are controlled by a select group of Iscin, and guarded by the Ardoth
Guard. The sonic aerator and durlig puller are used on these lands. Khodre
Dhardrenn has had his Iscin learn the secrets of the Tech-gens (fusion
generators) and, while they don't fully comprehend them (quite an
understatement), the Iscins can operate them reliably. Thus a series of
generators have been set up across the country in the various dharsage bases.
Several major cities (Sychill, Lelligire, Gauss, Mierdrinth, Sobay, Glounda
and Ardoth) have Tech-gen stations where power and function cells may be
recharged and devices inspected by the trained Iscin, for a price. It is said
several generators are posted at a few military outposts in the wilderness,
but the locations are secret. Almost certainly there are examples of all
technology in the Shendarri Skyrealm. Devices do filter into the public
domain, especially in Ardis. Here, toth may be found with viewers, high tech
bits of clothing or jewelry (which may have hidden purpose) and other sundry
(non-violent) artifacts. Iscin can be seen traveling into the more secluded
regions of the realm with medi-kits and supplies to help the people there.

Not all the earth-tec is of recent introduction. The colonists brought many
gene-tailored organisms with them from Earth. When the colony fell, many of
these were released into the Jorune environment. Most died in the harsh
conditions, but some survived in small ecological niches. Amongst these was a
bacterium which breaks down most basic refuse (garbage) such as plant fiber,
animal fats, wood, paper, etc. and produce useful fertilizer and methane as a
byproduct. In the cities where used, once every few months the pools are
drained and the fertilizer is harvested and shipped to fields. The methane is
usually vented and burned off, but recently, Cosahmi has set up a system for
using methane-burning water heaters and citadel lights. The project is
proving successful and may be implemented elsewhere.

A similar system has developed around another bacteria, one which was
originally designed to produce plastic. This form was found to survive in
small quantity in the Cushindell Marshes, in about 3352 P.C., where stagnate
backwaters form an adequate medium for the culture to grow (it is also
rumored to exist in the East Trinnu Jungle Lands). Layers of plastic grow
across the top of pools. The longer it grows, the thicker the plastic gets
(to a maximum of about 7mm). The thin plastic is used for clothing (ponchos,
rain gear), tarpaulins, etc., while thicker plastic can be used for windows
and sacks (it's not clear, but can be translucent, and is not strong enough
to be its own structure).

The military in particular have benefited from the infusion of earth-tec.
Energy weapons have made the elite infantrymen or warrior far more potent and
the shields increase their chances of leaving the field alive. A small scout
group of the Ardoth Guard, while using repulpeds, drove back a large raiding
party of cleash in the East Trinnu Jungle Lands. They could swarm and strike
at the group and then withdraw into the forest faster than the cleash could
follow. Exactly why the Guard were in the ETJL was never fully explained.
Hover car scouts were the first to spot the Ramian
Fleet in 3472 and warn the Burdothian fleet. In the ensuing battle, they
helped harry the enemy ships and claimed 2 galleys sunk. These are only a few
examples of how the weapons are shaping the forces of Burdoth; there are many
more. The Sholari may see his own ways of using them. Keep in mind the
Burdothians do not fully understand the technology which they are using and
do not always grasp its full potential.

ABSTRACT: Information about Earth-Tec used in the Burdothian military.

Earth Tech and the Military
These are some additional technological devices which the Burdothian army
often utilize. They have the same restrictions as stated in the Sholari
Guide, unless noted otherwise.

Power Harness: X: l2gc
This is a strength enhancing framework designed to fit a normal human (size
1). It increases the character's strength to 17 (or the character's own
strength, whichever is greater) and adds 3 to the character's size for
strength and offensive purposes (lifting, damage, penetration). It does not
effect defense and since it is an open framework, does not act as armor. It
also subtracts 2 from advantage since it is somewhat cumbersome. One power
cell will energize this device for 12 hours of operation. If worn unpowered,
the character can barely move (-10 advantage, -7 speed) and has no increase
in strength. Although this device does not require a human handprint, it will
only fit normal sized humans.

Battle Harness
This is powered combat armor. It acts as per the Power Harness, but it only
subtracts 1 from advantage and is equipped with the equivalent of B.E.D. and
E.R.P. armor. It also includes a set of viewers and a comlink. Only 10 of
these are known to be found and are rumored to be in the hands of the Ardoth
Guard. One power cell works for 10 hours in this device.

Hover Car
These vehicles use a form of electro-magnetic repulsion to suspend themselves
over the terrain. Each can carry 6 passengers and driver. Since the controls
are computer assisted, the craft is not difficult to operate. The car has a
maximum speed of 250 kilometers per hour and has a built in fusion power
plant which requires fueling with water after one week of operation. The
nature of the support field causes a loud hum and occasional appearances of
sheet lighting under the craft. Maximum altitude is 10 meters. The structure
of the car has a force shield with 60 points and the car itself can take 20
points before penetration and damage occur. Anyone under this vehicle when
the field is on will suffer damage as per a field ram -2. If the field is
deactivated, the car settles to the ground slowly and automatically. The car
has a built in locator. Only 6 of these cars are known: 4 with khodre and 2
with the council.

Repulpeds: X: 4gs
These are small, one-man platforms which move using the same principles as
the Hover Car. Speed is 60 KPH with a range of 1 hour on a power cell. It has
a bank of 3 power cells from which it can run. Since it is an open, pedestal
style vehicle, about 1 meter across, it provides no protection, but its force
field will act as a field ram (-3 injury) to those underneath. 30 - 40 of
these vehicles are known to exist and while many are used by the military,
some can be issued to others.

Sonic Blades: X: l2gc
These are high tech tools shaped like single-edged knives and swords. The
leading edge of this tool projects a sonic field which disrupts the molecules
of the struck object allowing the blade to cleave deeply and cleanly (+2 to
penetration, +2 to injury). Intended as tools, these objects have been put to
somewhat less constructive use. A power cell will power one of these devices
for 1 hour of operation. They come in knife and sword form.

Scan Grid: X: 1gs
This is a small (20 cm x 30 cm) device which when activated can detect, and
differentiate electromagnetic fields. This allows the operator to detect
energy sources and even the subtle biological electrical activity of living
beings. It takes an Iscin with Earth Tech skill of level 3 to operate and it
has a range of approximately 244 meters. It can be jammed with heavy dysha
activity. A function cell will power the device for 24 hours.