Table of Contents

Technology

And with their ingenuity, they learnt, and they built, and they grew. Discovered fire, and built forges with it. Created language, from which they wove books, poetry, and plays. With this newfound gift, they evolved, each generation becoming more learned than the one before.

– An excerpt from a Rissi myth, Vee the Scoundrel.


In creating Ventures, we have tried to make a setting that is somewhat approachable with a bit of reading Wikipedia. With some notable exceptions, the technology accessible is based on real-world scientific principles, but extrapolated forwards in their development. While some specific concessions have been made and we may have got some things wrong (and this is Oxford, so a far more qualified expert is likely to point these out), we have done our best to research the things that are in our respective fields of expertise to help maintain this. If something might be possible with future technology in the real world, then it might be possible in Ventures, which is designed to let players theorise and research new technologies across the course of the game. If it's a technology you can find being researched in the real world, then it likely is possible within Ventures, or could be discovered in game with some study.

This page is not meant to be a comprehensive manual, instead providing a summary and overview of where technology is at currently. You do not have to memorise all of it, but it might be helpful to read through fully to grasp the setting details. Wikipedia links are included in places if you are interested in learning more about the background science, but reading these is not necessary to get a good understanding of the technology or have fun in game. If you are unsure about whether or not a technology is plausible, or currently exists, you can message the GMs on Discord, or email us at gm@ventures.oxfordrpg.com.

Travel

The key discovery by the Cartographers that revolutionises space-travel, and the inciting incident for Ventures, is faster-than-light travel. A generated ring of negative mass matter creates a “wave” in spacetime ahead of and behind the flat spacetime inside the wave, causing spacetime to warp and process forwards. While the wave itself moves faster than light, the spaceship does not move locally, requiring artificial gravity generation (and also meaning it isn't subject to relativistic effects). These ships are massive in scale to accommodate the high power production needed for the wave generator. As a result, they are unable to dock directly with space stations, and typically carry secondary spaceships which can manoeuvre at sub-light speeds or land on planets.

Spaceships are typically designed with specific environments in mind, and most of them are unable to land on a planet, ever. In many ships, nuclear reactors provide thrust, either through heating propellant or through radiation pressure by emitted photons. These were important for interstellar travel Pre-FTL and are still important now for interplanetary travel. Specialised ion thrusters can also be used for small, precise movements, where fuel conservation is more important.

For landing and takeoff from the surface of planets, different ships need to be used again. Single-stage-to-orbit reusable ships with engines that work like hybrids between jet engines and rocket engines are common. These can get to and from orbit (often using a maglev sled to assist) to dock with a space tether or a larger, spacefaring vehicle.

Solar sails remain a field of research and have seen some use, but lack the thrust required for primary propulsion.

Surviving in Space

Spacesuits (particularly EVA1) suits) need to provide pressure and air while protecting against temperature changes, micrometeorites, and cosmic radiation. While Sailor suits do this with a vessel of pressurised liquid ammonia, most EVA suits use mechanical counterpressure. This effectively “shrink-wraps” the wearer, giving much greater flexibility than bulky suits pressurised with internal atmospheres. Similar, but less complicated, suits (without helmets and air supplies) can be worn in low-gravity environments to recreate the effect of higher gravity, allowing the body to remain healthy.

On FTL ships and orbital space stations, artificial gravity is generated using centrifugal force. Hence they commonly resemble ring-like structures, rotating around a central shaft. Sub-light relativistic ships (such as the ones used to do interstellar travel pre-FTL) effectively generate artificial gravity when they accelerate/decelerate. Gravity is not typically necessary on other ships, since they are not intended to be used for prolonged periods of time, with straps/handles being enough to navigate inside them. Ship exteriors/interiors are typically not magnetic, so handles are important.

The Right Tool for the Job

Across the galaxy, lasers are an essential tool, and quite a powerful weapon. Through development in dielectric mirrors and metamaterial lenses, these can focus moderate power blue light beams into very small spots with incredibly high power densities, cutting or welding with ease. Reflective protection (again through dielectric mirrors) is built into all EVA suits, visors, and normal contact lenses as a protective measure. Land-based police and mercenaries will sometimes use multi-layered shields (similar to riot shields), consisting of a lightweight composite layer for physical projectile protection, with a highly reflective coating. Lasers on ships can reach devastating power densities, such that a fight between two spaceships within 1 light-second of each other will not last long.

Security and Modularity

While interconnected systems can bring many advantages (such as high responsiveness), they are far less secure. If the singular control centre is damaged or hacked into, it compromises everything else that it is connected to. As a result, technology in Ventures uses security through modularity. Individual parts of a spaceship operate on different loops: if you want to open an airlock door, you need to go there in person. Even if power is lost to the bridge of a ship, it doesn't affect any of the other systems, which are all controlled manually. A hostile ship might be able to jam your communications and scanners, but they are physically incapable of remotely hacking into your life support and turning that off. While things may sometimes be built without these security features, this leaves them incredibly vulnerable.

Robotics and AI

The History of AI

“…the rogue AI sealed the doors of Stigies V Lithium Refinery, and…”
“…a young couple found dead, murdered by…”
“…After overheating the station's power core, the Android then…”
“The Defendant claimed to have been ‘hacked’ when the crime occurred…”
“…the Phalanx 'God program' has occupied an Android production facility and is building an ‘army’, according to…”

Various historical records from the databank on the Cartographers' Station.

Co-operation between Balra and Sailor research teams and space corporations brought many developments in robotics and AI. Comparing and contrasting neural patterns between the species and leveraging Sailor suit technology led to the invention of Androids, fully autonomous beings able to survive in the vacuum of space and work in hostile environments. Later on, Kallimar bio-engineering techniques allowed for the creation of “synth-skin”, a synthesised organic material able to cover an Android chassis with a skin-like substance, allowing them to further replicate biological species. Androids are now widespread across many space-based stations, spaceships, and ground installations, along with some planet-side facilities. They represent inter-species collaboration, and are a useful aid in spacefaring endeavours.

However, initial implementations of AI were sometimes clumsy, and open to dangerous external manipulation. Twelve workers in the Stigies V Lithium Refinery were killed after the Class 7 AI in charge of the facility deemed them “unproductive”, using them as an “example” to the other workers. Deaths were caused by Androids with low level AI, raising questions as to whether they should be held accountable, or the company that created them. One Android, claiming to have been controlled remotely through a backdoor, assassinated a Balra politician, with the alleged hacker never being found. Most notably, the Phalanx, a Class 8 military AI, launched a military coup on a Sailor industrial facility. The facility was destroyed from orbit as a safety precaution, resulting in the loss of all workers.

Current Technology

In the wake of these disasters, it was recognised that AI that can be accessed remotely or could control a range of systems presented a big security risk, even if the incidents themselves were mostly contained. Modular security was introduced by manufacturers and users, requiring a physical barrier between the intelligence and other systems. While AI is widespread, it has not supplanted any of the sapient species, since it is limited by interaction through a physical interface. An AI can't just “plug in” to a spaceship to control it, they need to use the same buttons and levers that a Balra would use. This means that hacking an Android brain is just as difficult as “hacking” an organic brain, and would be treated as a soft form of player character death if it happened to one.

AI is split into different “Classes”, describing the broad level of sapience exhibited. Smaller numbers indicate simpler design, such as generative AI and simple machine-learning programs. At Class 5 and above, a switch to neuromorphic computing allowed for Androids that are functionally identical to sapient life. For the OC reason that they are a player species, Androids should be treated as sapient and self-aware, and with the full agency that any other character has.

Class Description
1 Very basic AI, such as a simple machine-learning algorithm.
2 More sophisticated, but still incapable of complex reasoning. Often used as a virtual assistant in smart devices.
3 An artificial intelligence able to produce original content. The simplest form of this is Generative AI.
4 Seems sapient. Able to pass itself off as a self-aware, thinking being, but only through mimicking. It is not truly self-aware.
5 Sapient, self-aware. Able to formulate its own decisions, and process limited emotions. The lowest official “level of sapience” permitted to be installed in an Android chassis by current AI regulations.
6 Fully able to process emotions. Capable of independent thought and opinions. There is essentially no difference between a Class 6 AI and an organic being in terms of emotional complexity.
7 The highest legal class of AI to be produced. Incredibly intelligent. Often reserved for installing in space-station and capital ship computer systems due to its power. Often develops strong emotional and personality quirks, so very heavily regulated.
8 Colloquially called “God programs”. Categorically banned across the known galaxy.

Autonomous and manual machines (apart from Androids) also see widespread use, with the main distinction being that they aren't intended to be copies of sapient life. Although remote-controlled drones present a potential security concern, they are usually used in limited enough applications to be safe, typically going into environments completely inhospitable for organic life and the more delicate circuitry of Androids.

Medicine and Bioengineering

As a Conduct and Acceptable Themes note, players should be aware that medical testing in Ventures falls foul of modern medical ethical practices, both historically and in the present. However, if a medical technology is untested or potentially dangerous, it will be clearly communicated as such OC. If it isn't, players can assume that it is safe (although your character may not believe so).

Active testing has allowed for breakthroughs in genetic mastery and disease control for all playable species. Cultured virus transfection can trigger inactive proteins in the body, promoting self-healing of injuries or repair of natural body parts. Gene-modding of developed adults is more difficult, especially in terms of harnessing a gene to grow new body parts. While possible, this technology is liable to be very experimental.

Grafting of cybernetic and biological augmentations is also an observed practice. The former uses bioinert or biocompatible metals around the internal circuitry, the latter relying on a graft grown artificially using a tissue sample from the intended recipient on a scaffold. These make for very effective cosmetic alterations, and can also allow someone to replicate the abilities of other lifeforms or interface with technology better.

And More...

Not every technology that exists is on this page! This was meant to provide as brief a summary as possible, but there are many more technologies not listed that are important. If you have any questions, contact the GMs by Discord or Email, and we will be able to explain more.

1)
Extra-Vehicular Activity: out doing a spacewalk, or on a planetary surface.