Considered the first of the new age technologies of the mid 22nd century. Modern pneumatics are a cheap and clean alternative to the disappearing fuels of later earth periods. Created by Omnitech, pneumatics were adapted to a varieties of technologies. Guns and vehicles in particular were early developers. It also lead to jump packs, armored suits, and expansions in robotics.


Throughout the 20th and 21st century computers jumped in leaps and bounds. It was early in the 22nd century that the first artificial brain was created. The artificial brain’s computing power has never been surpassed or completely used, though advancements in miniaturization have occurred. Currently, these computers are roughly the size of an actual brain.


Due to advancements in both pneumatics and computers the first robots began to emerge during the mid 21st century. The first Cognitive Automatons however did not come about until the late 22nd century. These first generation cogs were basically metal skeletons who could preform most human skills and tasks. The 1st gens where quickly replaced by the 2nd generation cogs who had full chases and a variety of add on equipment the preform more complex and specialized work. Also notably they second generation cogs had digitized faces that allowed for a full range of looks. The third generation of cogs grew out of the new form of cybernetic technology that was become more common place in the late 25th century. These 3g cogs had increased emotional and learning capabilities combined with cybernetic synthetic flesh. Eventually this model surpassed expectations and would become the first Echoes. Echoes are cogs who have gained the emotional growth to mimic humans completely, they became increasingly aggressive towards humans in an attempt to become free. These events lead to the purge of the 3g cogs and the creation of the still current 4g cogs. 4g cogs have the mental advancements of the previous generation but with an additional emotional inhibitor. The 4g cogs are more modular like the previous 2g and can be used in a variety of situations from space mining to companionship.


Genetics and Bioweapons were the primary focus of the late 21st and 22nd centuries. These creations laid the foundation of the Biocraft megacorp. Due to religious mindsets, however, most genetics research was limited to simple cloning of organs, animals, and antiviral genetics. Other genetic research beyond medicine such as those used by splicer is outlawed as heresy.


Pneumatics and Rail technology became the most common forms of weaponry. Pneumatics were applied to all personal weaponry, including assault rifles and launchers. Rail technology were advanced considerably during the final years of earth (Early 23rd century), and applied to most spacecraft as primary weapons beyond conventional rockets. Most currently Rail gun technology is used for long range sniper rifles although the energy requirements require a battery backpack. Other more specialized weaponry includes electro plasma weaponry, and next generation dispersal systems used to spray all kinds of chemicals.

Armors have become increasingly useful not only for the harsh condition of space and colonization, but also to help protect again conventional pneumatic firearms and wildlife. Most armors have modular systems to allow for a variety of locations and situations.


Most modern scientists work on either space travel or terraforming. The form has seen increases in a variety of technologies. These technologies include multilayered armors, a variety of generator systems for Normal Space Drives, sleeper chambers, and most importantly the use of Dark Matter Technologies.

All spaceships are set with multilayered armors which help deflect not only railgun fire, but also radiation, atmospheric re-entry, and all manner of space anomalies.

The importance of different energy sources for Normal Space Drives was of great important during the early expansion before the knowledge of Dark Matter Technologies. This lead to a variety of energy sources including Pneumatic which allows travel of 6400 km per hour (12 months M-E). Nuclear which allows travel of 11000 km per hour (7 months M-E). Plasma which allows travel of 22000 km per hour (3.5 months M-E). Antimatter which allows travel of 51000 km per h (45 Days M-E).

Most spaceships use sleeper chambers which cause artificial hibernation to lessen the strain of supplies on ships. Sleeper chamber are also used to lessen the effects of Darkspace on the human psyche.

Dark Matter Technology was created in the late 25th century out of the Universal theory that the known universe is actually the outer shell of a dark matter globe. Which means that the dark matter and energy that makes up the majority of normal space is interconnected. This connection allows special Dark Drives to allow spaceships to pass into Dark Matter which itself is a form of subspace commonly refereed to as Darkspace. This form of travel currently take 1 week between any Darkgate or Buoy. Darkspace is a light less void with allows for faster than light travel to other parts of Dark Matter. There are several problems with Darkspace travel though. The first is that it is not navigable, and the second is that prolonged exposure to Darkspace degrade a persons psyche leading to space madness. Sleeper chambers were already common by this time to lessen resources so all passengers are expected to enter hybernation during Darkspace travel. The first problem lead to the use of Space Buoys in normal space, which ship computers could lock onto in Darkspace to navigate. This limitation however means that any location in normal space must first be visited in normal space and a buoy activated before Darkspace travel is possible. Dark Drives are uncommon in all but the largest of Spaceships, instead Darkgates are used which work as both Dark Drive and Buoy.


Colonization come in two distinct forms, colony stations and terraforming. Over the last few centuries both technologies have come a long way. Colony stations can be put virtually anywhere in space, as long as basic materials can be gathered or shipped in. This makes them useful for mining inhabitable planets. Some of the more specialized stations include Floating Station Beta on Venus and the Underwater Station on Callisto.

Terraforming however is much harder, but allows a previously inhabitable planet become habitable. The Human crowning achievement in this area has been Mars, which has had its magnetosphere and atmosphere created, giving it a Earth like appearance. This however currently takes hundreds of years to complete and is dependent on the raw resources available at the source.


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