Slots:
- Spacesuit
- Armor
- Ranged Weapon
- Melee Weapon
- Helmet
- Backpack
- Boots
- Chest?
- Drone
Pick an ascension path:
- Cybernetics
- Genetic Enhancement
- Psionics
Each has various buff slots, built onto an upgradeable foundation. Higher-ranked buffs require a higher-ranked foundation.
Examples:
- Cybernetics 1 has no prereqs
- Cybernetics 2 requires a skeletal augmentation and a spine-mounted neural interface
- Cybernetics 3 basically requires total integration
- Genetics 1 has no prereqs
- Genetics 2 requires stem cell modifications throughout the body with an expanded genome
- Genetics 3 requires a nucleus swap in all cells
- Psionics 1 has no prereqs
- Psionics 2 essentially requires Mind Over Matter
- Psionics 3 requires irreversible Shroud exposure
Tech ideas:
- Robotech
- Hypertech
- Voidtech
- Nanotech
- Psitech
- Cybertech
- Genetech
Synthweaving = clothes, spacesuits, carbon nanotube stuff. Nanowire, nets, grappling lines, etc. Light armor.
Biotech = stims, drugs, "potions"
Each item has a level, restriction, and corresponding market value. Most items have 3-5 ranks striped across the levels.
To fill out the gear ranks, consider the custom power seeds and the traditional power categories (e.g. assault, debilitation, mobility, etc). Imagine there's a company that specializes in that one crafting type, and they're trying to think of every product they can to appeal to space adventurers.
For weapons, each damage type has its own weapon type, multiplied by small (1h), large (2h), and assault (3+h). Explosive, kinetic, thermal, EM, etc.
Restriction levels:
- 0: free to all
- 1: licensed
- 2: restricted (adv license, LEO, etc)
- 3: military
- 4: special ops, secret weapons
- 5: alien tech, exotic, unknown
Multipliers: 0=0, 1=2.5, 3=10, 4=25, 5=100
Psitech uses latent psionic power to enhance physical capability (in addition to enhancing psionics, natch)