The foundational energies include concussive (blast) and electro (shock) energies. These are popular and in significant use. Blast energy is cheap, easily produced, and is the simplest energy to control, although it is the least malleable. It is produced from blast fields, which are naturally-occurring cosmic phenomena appearing as clouds in space filled with this energy. Larger clouds often become the centers of space stations that contain the cloud, and the planet Banquo II has a dense blast cloud at its core. Blast is the go-to energy choice for weapons and engine systems. Electro (shock) energy is cheap and easy to produce, but has fewer military applications than blast energy. While it is popular for civilian purposes, it has limited use in powering vehicles and weapons. While blast energy has found most of its uses in ranged weapons and engine systems, shock energy still drives most basic systems, communications, and many melee weapons, where its energy is easier to control. Despite many attempts to master them, shock ranged weapons have proven inconsistent and difficult to use. Recent advances have been able to create shock energy from blast energy with zero energy loss, which has been instrumental to the growth of Banquo II.
The phase energies include cryo and thermo. Cryo (frost) energy is difficult to produce and expensive. Thermo energy is easier to produce than cryo energy, but can be costly to contain and transport. Because both energies use phase technology, devices using them bring added expense and power to the design.Phase weapons deal +1 die shift damage compared to blast weapons, but cost 10x as much, and require INT 9+ to tinker. Phase engines are typically 25% more powerful than blast engines, but with the 10x additional cost to purchase, and a +1 die shift to all maintenance costs.
The pulse energies include radiation and void. Radiation (light) moves along a variety of wavelengths, while void (dark) energy moves directly across those wavelengths, shattering them. Pulse weapons deal +2 die shifts damage compared to blast weapons, but cost 25x as much, and require INT 13+ to tinker. Pulse engines are typically 50% more powerful than blast engines, but at 25x the cost and a +2 die shift to the maintenance costs, few can afford the upgrade. Void energy is inherently destructive, and generally only the messari are corrupt enough to wield it.
Because of your title I can't get the song "What's on Your Mind" by Information Society out of my head.
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