Equipment Listing |
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::Equipment:: ::Listing:: |
Airships
consist of gas-filled plants, and even large creatures capable of transporting cargo or passengers. Androgynesis is the process by which organisms (called Thrall) are grown that resemble humans, but have, in fact a neural ganglion rather than a brain; they are sent into war as soldiers or shipped to Europe where they are trained in etiquette and sex service. They are, for all intensive purposes, the equivalent of flora. Thrall have limited conciousness. Their capacity for performing different tasks is limited to one simple routine (combat, sex, labor), and fewer than one hundred sub-routines within their main specifications (the limit varies from Thrall to Thrall, but none have ever exceeded 100, the average being around 35). Their lifespans have been limited due to profit concerns on the part of their creators, and they tend to give out after ten years of service (hard labor and combat reduces this limit drastically). Antiplasmics are gels, spores, and pollens that will kill plastics, in either a targetter fashion, or indiscriminately. cover such things as breathing sacs and diving spheres. Armor is made of various materials. There are all of the usual items, though not all are available in all material types (an example of what is not available being gauntlets made of Ferrocalc -- getting something to produce a Ferrocalc gauntlet with five digets has been thus far impossible). Bionetics is the process of integrating other organisms onto a human body to amplify that bodies abilities. The slang for the Plastics used in Bionetics is either Symbiotes or Leeches. Powered Armor and Mind Enhancers (both mentioned below) are examples of this technology. Neural Riders are not, as these are only used to reprogram other Plastics. Combustible gas is processed through a large creature that is able to produce more energy than it consumes, and is then piped through a network of hollow roots into cities to heat and light them. Combustible Gas was made possible when The Banner State adapted the Plasms and Paradigms necessary for creating Pueblos. The basic principles remained the same, but waste storage and consumption was modified and improved upon, creating possibly the only creature capable of producing more energy than it consumes. The output is about ten times that of the input, and the gas can then be pumped up to one mile from the source. Engines perform repetitive tasks without fatigue (i.e. robots). are large, brainless creatures that are used for heavy destruction, excavation and combat. Each requires a human driver, usually wearing a NID. transport people and cargo on land. Hive minds are colonies of molds that have been introduced to human hosts, and are constantly evolving towards more complex forms of intercommunication. Longevity agents have increased the human life-span by thirty to fifty years, though the body continues to degenerate. Luminescence is provided by the internal fluids of plasmed organisms. Mana distillers harvest mana from dead shashi, but also from the hair and dead skin cells of live shashi; after the mana is extracted and distilled it is stored in bottles, and sold on the open market as a slightly addictive narcotic (similar to caffeine or nicotene). It has does not give power to access the Mandala. Mandala surrogates are plastics whose function is to access the mandala, to perform simple tasks there, and then to report back to the user (i.e. computers). are mollusk-type creatures that amplify cognitive, perceptual, and memory functions. Miniaturization techniques allow the creation of fully functional organisms that are about the size of a finger nail. Music comes from organisms specifically plasmed to create a wide-range of complex and creative sounds. Neural Input Device (NID) allows a direct connection between humans and platics, for more versatility and control. Neural riders are slug-sized parasites that control the nerves of a particular organism, forcing it to perform certain, basic tasks. Plasm is the plastic of plastics. It is the base element that allows for the manipulation and creation of new plastics. There are several varieties of Plasms (Quicksilver being one notable Plasm, since it is the one responsible for transforming and mutating humans). The use of all Plasms is restricted, the level to which it is restricted is dependent upon the rules and regulations of your particular Nation and Bioculture. At the very least, registration is required for use. Powered armor is a suit comprised from a number of different organisms, most being light-weight and possessing a thin shell of ferrocalc; muscles within the armor respond to the movements of the wearer and respond to augment the force behind these movements. Such suits are permanent, becoming a part of the host once worn. are vast stretches of organic material that spread throughout the land like giant blackberry bushes; the Indian Nations use these self-regulating, amenity-providing structures as dwellings. Super-intelligence techniques imbue Shashi with the ability to calculate and cogetate beyond any human ability. will bind wounds, and some will even enter a wounded body, mitigate trauma, and restore flesh, bone, and organs. Terraformation uses protozoa to bring life to areas where there was previously little or no life, or -more commonly- to replace current lifeforms with new, more productive and profitable, lifeforms. This is closely related to the Antiplasmics, and can be just as devastating. are items created for the purpose of harming, damaging, or deconstructing. |