General Technology of Shattered Universe

As Sci-Fi Fantasy, the technology in Shattered Universe can vary greatly depending on various factors, such as the faction, location, circumstances and so forth. On the low end of things, knights may be found riding on chargers while being protected by strange energy fields, with fire support being given robed men waving sticks. Sticks that happen to project fireballs and lightning. In such a context, much of the food would come from manually tended fields being tilled by animals, while medicine would either be exceedingly crude, or rely on incantations and glowing stones that heal wounds and illness through some inexplicable interaction. Meanwhile, somewhere towards the high end, there may be urban cities with cars, tanks and combat walkers in the fields with VTOL air-space combat vehicles flying into a battle where kilometer long dreadnoughts are slugging it out. In this case, slaughter houses would process cattle mass-produced in cloning vats, while hospitals are likely to stimulate the regrowth of limbs or replaced them with cybernetics entirely.

In general, the technological level can range from medieval fantasy to near-future, where the blasters versus slug-thrower debate hasn't ended. Despite this seemingly large gap, each technological aptitude has their unique strengths and weaknesses, with both being viable under the correct circumstances.

From the symbolic sword, all the way to the latest plasma rifle, weapons of all sorts and types exist on the setting, and all are viable within the proper context.


A wide selection of firearms and other ranged weapons are available, with the two most popular being kinetic projectile weapons and directed energy weapons. Common kinetic projectile weapons use burning chemical propellants inside of metallic cartridges, while high end versions may utilize magnetic accelerators. In comparison, energy weapons fire lasers, pulsed particle beams or plasma in most instances, drawing off of batteries, capacitors and gas cells as needed. Though more primitive ones are bigger and more bulky, the most common models are portable and are most often concerned with overheating along with gas and energy consumption. The best however, are usually only concerned with waste heat, and can be fired for long periods of time without overheat or requiring gas refills provided the fire rate is properly managed.

Despite their drastically differing operating principles, both weapons are completely viable, and have distinct advantages and disadvantages compared to one another. Like them, even primitive weapons such as the simple bow and arrow are capable in this setting. Appropriate weapons can not only give the bow itself mechanical assistance, but add on enhanced tips to the arrows and even navigation technology, turning the arrows into a form of guided missiles. This comes at higher cost however, as do various types of more traditional missiles mounted on vehicles. Though most used by fighters are a meter or longer, breadstick and 8-oz energy shot sized mini and micro-missiles also exist, sacrificing firepower and receiving increased cost in exchange for portability.


Much like the weapons available, protection also varies with many factors within the setting.

  • Hyperspace
  • Fold is near instantaneous arrival at the new location, but requires huge amounts of energy; days to weeks to charge up, ships usually dedicated
  • Battle capable fold ships are considered archaic, old
  • Usually either regenerating lost limbs or cybernetics
  • Certain factions are advanced enough to change a person's genetics for cosmetic or practical reasons
  • Not everything is curable, or cures not easily available/cost lots of money
  • Exists in various forms
  • Highly Situational; minimum is often the head intact
  • Must be agreed/approved on by staff and GM
  • Highly uncommon, highly expensive, exceedingly rare
  • Imperfect; resurrected individual may have physical or mental defects
  • Certain types that use external data storage can be stolen/hacked
  • wip/gen_tech_guide_ver_1.txt
  • Last modified: 2018/02/15 06:24
  • by cadetnewb