• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Drift💫A Space Odyssey
  2. Lore

Technology Baseline

Ships

  • Types.

  • Small haulers. Short runs, small holds and crews of 3 to 8. They can land on rough ground but have short range. Most freelance crews fly one.

  • Mid bulk carriers. The standard long-haul freighter, with crews of 10 to 40. They stop often for fuel, water and repairs.

  • Heavy carriers. Big, slow and costly to run, with crews of 50 to 200. Big companies and Authority fleets use them on the main lanes and stay off unstable routes.

  • Upkeep. Most ships are decades old. Parts come from scrapyards, salvage or black-market shops, and no two ships are the same inside. Plenty fly on tape, luck and a ship's cat that keeps the pests down.

  • Navigation. Ships use Keth lane charts. Charts need updates because the lanes shift. Old charts cause a lot of wrecks.

  • Defense. Normal hull plate stops debris and small arms fire. Shields and countermeasures exist, but they are rare because they cost so much and eat power.

  • * *

Power

  • Station reactors. Big fusion or fission plants. Core stations use Forge-made Talarq parts. Mid stations run older models with planned shutdowns. Rim stations run patched reactors nobody has checked in years.

  • Local grids. Core grids have backups and rarely fail. Mid grids work but have regional blackouts. Rim grids go down often, sometimes for weeks.

  • Fuel.

  • Hydrogen fuel. Standard for stations and big ships.

  • Brine batteries. A Vellari design, used in water-rich systems.

  • Kelp fuel. A cheap Rim fuel from Deepmere vats. It is unstable.

  • * *

Weapons

  • Guns. Slug guns are everywhere. They are cheap and they work, but ammo is heavy and costly outside the Core. Revolvers and carbines are crew favorites.

  • Energy weapons. They exist but need a lot of power. Mostly Authority patrols and rich Free Companies carry them. Parts and coolant are expensive.

  • Ship weapons.

  • Point defense. Small turrets against boarding craft and debris.

  • Rail launchers. Heavy hitters that are slow to reload.

  • Energy lances. Accurate and costly to fire. Only high-end ships carry them.

  • How fights go. Most fights are short. Crews shoot at engines, cargo holds or life support to force a surrender. Ammo costs too much for long battles.

  • * *

Cybernetics and Gene Edits

  • Cybernetics.

  • Core. Licensed clinics do clean installs. Artificial limbs, data ports and brain boosters are common among office workers and officers.

  • Mid. Available, but the quality varies. Some parts are outdated or do not fit.

  • Rim. Mostly black-market installs. Many fail early or need constant repair.

  • Gene edits.

  • Core. Licensed edits for better lungs, stronger bones or sharper senses.

  • Mid. Farm and factory edits are common, often tied to company contracts.

  • Rim. Cheap splices are crude and risky. Some cause deformities or health problems.

  • Status. Expensive implants show off money. On the Rim, a working replacement arm is about survival, not style.

  • * *

Everyday Gear

  • Cheap gear. Most people own cheap, tough tools. Standard comms, ration heaters and work lamps survive drops and dirt.

  • High-end gear. Encrypted comms, fine instruments and fast computers have license locks. Makers and company security can track them.

  • Black-market mods. On the Rim, people crack the license locks. The gear works until it does not, because the updates stop.

  • Medical kits. Core kits have nanite injectors and targeted healers. Rim kits may be bandages and disinfectant.

  • Entertainment. Core citizens have full holo rooms. Mid citizens use pirated copies. Rim citizens share cheap projectors, old recordings and a radio that picks up jazz from somewhere far away.

  • * *

Summary

Tech in the Drift works, but not evenly.

  • In the Core, it is standard, licensed and reliable.

  • In the Mid, it is practical and available, but hit or miss.

  • On the Rim, it is patched, smuggled and often unsafe.

Survival depends less on owning the best gear and more on keeping what you have running.