A Fanciful Flight Files

Contents:

CYOA – A Fanciful Flight.txt
Rules and Mechanics.txt
Described Tiers.txt
Story and World.txt
World – Sexplanet CM.txt
Structure Traits.txt
Product Traits.txt

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CYOA – A Fanciful Flight.txt

A Fanciful Flight CYOA

Intro
Species Group + Genemods
Data vs Money Balance
Methodologies
Structure List
Product List
Location (in the space setting, on Earth at some point in history, or in another setting)
Companions

Story and World
Rules/Mechanics/Tiers
Structure Description
Product Description

Player starts with a resource budget and knowledge budget.
They have a set of possible structures, methodologies, and products.
Structures have a unlock cost and “per-cubic meter” cost.
Products have a unlock cost and “per-unit” cost.
Methodologies have a unlock cost.
Can buy Structures and Products at start without unlocking them; only need unlock to make them yourself.

Needs a setting.
Space civilizations.
Companion archetypes.
Grand threats. (XK-Class Cauldron of Monsters(TM))

1 mass point ~= 1 metric ton
1 energy point ~= 1 kilowatt
1 storage point ~= 1 cubic meter

Example:

Thermal Printer [Structure]
-Unlock Cost: 10 SP
-Cubic Meter Cost: 10,000 USD; 60% Bulk, 30% Specialized, 10% Fine
-Assembly Ratio: 3
-Density: 2 mass/cubic meter
-Min Dimensions: 1x1x1
-Max Dimensions: N/A
-Energy Consumption: 4 energy/cubic meter
-Thermal Inefficiency: 90%
-Complexity: 3
-Type: Tech
-Crew/Cubic Meter: 0.1
-Crew Stat Requirements: Physical 3, Mental 2, Magical 0
-Function: Manufacturing
->Complexity Limit: 1
->Speed: .001 mass/hour/cubic meter
->Material Efficiency: 80%
->Fine: Yes
->Fine Time Efficiency: 50%

Deprecated Examples:

Backup Autofactory [Component]
-Unlock Cost: 10 SP
-Ton Cost: 10,000 USD
-Density: 1 mass point/cubic meter
-Energy Consumption: 1 energy point/cubic meter
-Complexity: 3
-Type: Normal Tech
-Function: Can convert raw materials into Complexity 2 or below [Normal Tech].
Each ton takes 120 hours per ton of product.

Bootstrapping [Methodology]
-Unlock Cost: 20 SP
Allows manufacturing components to produce products one Complexity level greater.
This requires 24 times as much time.

Juvenant [Product]
-Unlock Cost: 20 SP
-Unit Cost: 100,000 USD
-Size: .01 storage points
-Complexity: 6
-Type: Normal Tech
-Material: Chemical
-Function: Reduces biological degradation by 10 years upon administration.

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Rules and Mechanics.txt

Player Purchases Stage:

Player starts with a resource budget and knowledge budget.
They have a set of possible structures, methodologies, and products.
Structures have a unlock cost and direct purchase (per cubic meter) cost.
Products have a unlock cost and direct purchase (per unit) cost.
Methodologies have a unlock cost.
Can buy Structures and Products at start without unlocking them; only need unlock to make them yourself.


1 mass point ~= 1 metric ton
1 energy point ~= 1 kilowatt
1 storage point ~= 1 cubic meter


Components:

Bulk and Fine Components can be produced for later use.
When used, 50% are lost as waste inappropriate to the task or waste lost in modification to make them suit the task.
Specialized Components must be made for a specific Structure or Product, and can be stockpiled at full efficiency (just as Bulk or Fine Components made for one Structure or Product).

Fine Components can only be made in certain Structures, and may require additional time.
You can use Fine Components in place of Bulk Components, but not the other way around.

Assembly cannot be performed ahead of time; it is the act of turning Components into the relevant Structure or Product.
Workers can perform Assembly using specialized Products, Tools.


Production Process:

You extract Ore, Volatiles, and Anomalies from appropriate environmental sources or make them in specialized structures.
These are Raw Resources.
They have an average density of of 10 mass/cubic meter.

You convert these into Materials, Foodstuffs, and Fuel.
Depending on the nature of the Refining structure you use, you may need different proportions of the Raw Resources.
Materials have a Complexity Rating and Type, and are measured in terms of mass.
They have an average density of of 10 mass/cubic meter.
Fuels have Type and Nature(chemical, fission, fusion, etc.), and are measured in terms of mass.
They have an average density of 1 mass/cubic meter.
Foodstuffs have Type, Health Multiplier, Flavor Quality, Xenocompatibility(lists a percentage, used for species beyond preferred), and Preferred Species, and are measured in terms of mass.
They have an average density of 1 mass/cubic meter.

You convert these into Components.
Depending on the nature of the Manufacturing structure you use, you may or may not be able to produce Fine Components.
You may either produce general Components or Components specialized towards a specific structure or product.
Components have a Complexity Rating, Type, Role(bulk, specialized, fine), and Purpose(what they were built to become).
You need Materials of equal or greater Complexity in order to produce Components.
Components are measured in terms of mass, and have an average density of 1 mass/cubic meter.

You convert Components into Structures and Products.
The production process is similar, though Products tend to require more Assembly work.
A quantity of Components of equal or greater Complexity to the result are required to create Structures and Products.
Bulk and Fine Components with an inappropriate Purpose can be used, though 50% is lost as waste.
Fine Components can be used in place of Bulk Components of equal mass.
The Assembly Ratio of the Structure or Product is divided by the assembly rate of the Assembly structure to determine Assembly rate.
Not all Components need be available from the start of Assembly.


Typing:

There are three categories of extreme importance.
Everything will fall under exactly one.
They are Tech, Magic, and Exotic.
Each category has its own Materials, Components, and Energy.
They cannot be exchanged or converted between each other, and you cannot Refine, Manufacture, or Assemble things of inappropriate type.


Ship Construction:

Structures can be linked together in any combination; in fact, even Products can be incorporated into vessels.
You may wish to note which portions of the overall ship structure are visible and accessible through the ship surface; mining drills can’t work if they can’t reach the ore.
An appropriate ship could be a chemical-fuel engine, a fuel storage tank, a scanner to grab navigational data, a nuclear-isotope thermoelectric generator, and a single inhabitable room that nestles up against everything else and contains some ration packs.
Due to the size limits inherent to some Structures, you may require multiples of the same Structure.

As detailed as this CYOA attempts to be, some factors are necessarily handwaved away.
Power conduits, data connections, material transport systems, and the like are assumed to be present and sufficiently capable.
Structures automatically contain the necessary computers to run properly.
Structures that lack some form of armor are assumed to be frail and easily damaged by any form of weapon.


Ship Operation:

Many Structures require crew in order to function.
These crew do not need to be physically present in the room.
So long as they are in an adjacent Structure, they can perform the relevant tasks just as effectively.
If the room does not require any Physical, they can perform the relevant tasks from anywhere on the ship.
If the room does not require any Physical or Magical, they can perform the relevant tasks from anywhere with a data connection.


Maintenance, Repairs, and Recycling:

Maintenance of any Product or Structure simply requires something capable of Assembly be able to access it and appropriate Components be available.
You can expect most Structures to function effectively with low-to-no maintenance for years or decades at a time, and even maintenance with Components of lower Complexity can extend operational lifespan into the centuries.
Repairs are almost identical, requiring a greater amount of Components, and may be somewhat more urgent.

Such activities provide damaged Components.
Damaged Components can be used as materials to produce new Components of the same kind; this runs at half normal speed, and retains 90% of the original mass of the damaged Components.
Repair by lower-Complexity systems is possible, but reduces the speed and recovery rate farther, and produces Components that are below peak function from the start.
Alternatively, where Components of different kinds are needed, they may simply be recycled.
Assembly systems can extract Components from Structures and Products, Manufacturing systems can convert Components into Materials, and Refining systems can break down Materials into raw materials.
Under normal circumstances, recycling functions at half production speed, and recovers 90% of the remaining material.
Recycling by lower-Complexity systems is possible, but reduces the speed and recovery rate farther, and limits the Complexity of the recycled goods.


Ship Size and Acceleration Limits:

Even at Complexity 1, Structures are composed of sturdy materials.
Vessels of incredible size can be safely constructed.
A ship over a kilometer long, that accelerates at 5g?
That’s okay!

With superior materials and construction techniques as Complexity rises, even larger vessels can be made.
At Complexity 5 and above, gravitic stabilizers and inertial dampeners effectively remove these limits entirely.


Necessary Knowledge:

The Structures and Products purchased here come with the necessary libraries of information to operate them.
This is sufficient for someone to teach themselves to pilot that starship, or for an expert system to be trained to run that hydroponics lab.

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Described Tiers.txt

Complexity:

Complexity refers to the minimum level of technological infrastructure to produce something.
Higher-Complexity goods have finer tolerances, more finicky production processes, more difficult to extract materials, and so on.
This does not directly correlate to any level of scientific achievement; lower-Complexity goods may make use of concepts and designs that would not be seen at that level during a “normal” process of technological advancement.
There is a Complexity-2 fuel, commonly known as simply “Monofuel”, easily an order of magnitude superior to kerosene.

Complexity 1 – Crude systems relying on a limited subset of their variant’s available physics.
Complexity 2 – Systems capable of accessing all of their variant’s available physics, with some inefficiency.
Complexity 3 – Systems that efficiently access all of their variant’s available physics.
Complexity 4 – Systems that fully exploit their variant’s available physics.
Complexity 5 – Systems that crudely exploit more exotic mechanisms to expand the available physics.
Complexity 6 – Systems that efficiently access the expanded physics available.
Complexity 7 – Systems that fully exploit all physics and expanded physics.

Tech Complexity 1 – Purely mechanical systems made with fine tolerances nevertheless achieveable via hand tools, given sufficient time and skill. Limited capacity to produce parts with varying electrical properties. Comparable to WW2 tech.
Tech Complexity 2 – Mechanical and industrial systems sufficient to bring a team of brave pioneers to the moon. Comparable to 1960s tech.
Tech Complexity 3 – Efficient systems, hovering just below a few physical limits that are difficult to step past. Comparable to modern humanity.
Tech Complexity 4 – A few decades/a century beyond modern humanity. Sufficient to colonize the solar system. Very hard scifi.
Tech Complexity 5 – A step into soft sci-fi. Makes use of anomalous elements. Sufficient to build a unified multi-star society.
Tech Complexity 6 – Firmly rooted in soft sci-fi. May resemble Star Wars. Makes heavier use of anomalous elements, significant use of transmuted normal elements.
Tech Complexity 7 – A step beyond standard sci-fi. May resemble some versions of Star Trek. Critically reliant on anomalous elements, yet now capable of synthesizing them.

Magic Complexity 1 – Basic permanent enchantments requiring physical runes.
Magic Complexity 2 – Enchantments capable of producing simple spell-effects. Enchantments capable of processing information.
Magic Complexity 3 – Enchantments based on spells bound to an item. Don’t need runes, can perform simple self-modifications. More complex automated spell-effects.
Magic Complexity 4 – Refinements to bound spells. Better overall, harder to set up. Physical structure as vital anchor and backbone for invisible magical structures.
Magic Complexity 5 – Use of anomalous elements as physical souls of magical spirits. Now using spirits that cast spells using physical stuff as foci.
Magic Complexity 6 – Use of more spirits, smaller spirits, composite entities of many spirits. Much more anomalous material required everywhere.
Magic Complexity 7 – Use of magical lifeforms. Living tree-ships. Anomalous substances and spirits integrated into every cell. Very little ore required vs volatiles.

Exotic Complexity 1 – 90% anomalous material. Mechanisms harnessing potential energy in odd ways. Anomalous foam structural material.
Exotic Complexity 2 – 75% anomalous material. Anomalous structures with simple, specific purposes (memory crystal) linked together to make tech.
Exotic Complexity 3 – 60% anomalous material. More specific anomalous structures, interlaced more finely to an almost-seamless degree.
Exotic Complexity 4 – 45% anomalous material. Seamless, solid-state devices. Microwelds to combine components.
Exotic Complexity 5 – 30% anomalous material. Structures with different purposes appear near-identical under close observation.
Exotic Complexity 6 – 15% anomalous material.
Exotic Complexity 7 – 0% anomalous material. Extreme mastery of physical reality.


Crew Ability:

The capacity of a member of the crew to act and to operate systems.
Normal humans range from 1 to 3 in each category, with outliers ranging from 0 to 4.
A rating of 0 indicates a total lack of capacity; full body paralysis, bodylessness, brain death, soullessness, and so on.
The spread of actual ability within each tier is necessarily rather broad.

Physical 1 –
Physical 2 –
Physical 3 –
Physical 4 –
Physical 5 –
Physical 6 –
Physical 7 –

Mental 1 –
Mental 2 –
Mental 3 –
Mental 4 –
Mental 5 –
Mental 6 –
Mental 7 –

Magical 1 –
Magical 2 –
Magical 3 –
Magical 4 –
Magical 5 –
Magical 6 –
Magical 7 –

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Story and World.txt

History:

For many centuries, horrific threats have shaken galactic civilization to its bones.
Dormant machines floating in the void between stars awakened, storming out to end all life.
From a primitive backwater, a seemingly-endless horde of monsters emerged, drawing upon an infinite source of magical power to fuel their conquest.
Experimental attempts at interdimensional travel went all too right, allowing strange intellects access to our world, another source of materials to fuel their own endless battles.

These threats are no more.
Civilizations spanning thousands of stars banded together into unions, and these unions banded together into greater coalitions, and these coalitions came together to form a galaxy-spanning civilization of all peoples, standing together against the darkness.
Though the battles were bloody, they drove these great enemies back and put an end to them forever.
Still, the damage this war left was more than they could withstand.
Precisely why, the records are unclear, but a galaxy ravaged by war fragmented into thousands of new states, became enveloped in senseless battle, and fragmented again.
Over and over, galactic civilization turned upon itself and was diminished in the process.
This second age of horrors… has also ended.

Now, the galaxy is much, much less than it once was.
Over 99% of the original population is dead and forgotten.
Most scientific knowledge has been lost, and technological capacity has in many areas been reduced to replicating salvaged schematics using irreplaceable equipment.
Few civilizations dare to claim territory beyond a single star, and travel is wrought with dangers- ancient weapons, hungry voidborne life, and desperate scavengers.
Even so, this is, in many ways, an age of hope.
The constant boil of war and piracy has ebbed low enough for rebuilding to truly begin.
Civilization has begun to reemerge from the dust and rubble, and it promises to be better than ever before, reclaiming the glories of the past while steadily discarding their flaws.

A wonderful new galaxy-spanning civilization will arise, in time.
It will be slow and painful, but they /will/ find a way.
Of course, a helping hand can always make things easier.


Species and Reproduction:

Tens of thousands of sapient species have survived to the present day.
Most are quite humanoid, to such a degree that there are 17 unique species identical in all ways save reproductive compatibility to modern humans.
Sapients are more often categorized into broad groupings of shared traits than specific species.
After all, even a nearly-barren world, with a population in the low tens of thousands, can be inhabited by dozens of sapient species.

Artificial mechanisms to assist in reproduction are used quite widely to resolve the issue of finding compatible mates.
The simplest forms can be constructed by all advanced nations, and exist in plentiful number everywhere not suffering extreme shortages.
More advanced salvaged technologies permit crossbreeding between entirely different species, and entirely different species-groups, creating new, unique species and further confusing the situation.
Nations of just one or a few species do exist, but are the minority by far.


Population:

Average population of a ‘civilized’ star system is a mere 100,000.
Further, 9 out of 10 star systems are ‘uncivilized’, with populations averaging less than a thousand.


Space:

Laws of physics here are somewhat different.
Normal space is a bit softer, easier, safer.
More weird, dangerous space conditions exist.

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World – Sexplanet CM.txt

Sexplanet CM

SUMMARY:
A modified planet, inhabited by an artificial race, the ‘Actors’.
Grows in power and ability over time, yet lacks ambition and spends much of what it has on self-defense.
Designed to be pleasant for everyone involved in it.

REPRODUCTION:
Actors are grown from small eggs, which can be laid by any member of their race.
Energies from the Budget are drawn into eggs when new Actors are needed or desired, allowing them to slowly grow.
Approximately four months after this growth begins, the egg, now approximately the size of an adult human, hatches, producing a mentally and sexually mature Actor.
These newborns possess an imprinted understanding of the standard Actor language, basic skills, and an understanding of certain concepts important to their race, such as the nature of the Budget.

THE BUDGET:
All Actors produce a small trickle of supernatural power, which naturally flows into the Budget, a gestalt reservoir and distributor of power for the entire race.
This contributes to their technology, accelerates the growth of crops, bolsters their physiology, and more.
The Budget is not a purely neutral or opinionless operator, and may allocate more power in accordance to reasoned requests, such as by tapping into its stores to help fuel a grand orgy.
Much of the Budget’s power is dedicated to a shield wrapped around Sexplanet CM, keeping out those with ill intent.

PSEUDOSPACE:
All Actor souls inhabit a shared Pseudospace, their afterlife and the realm of dreams.
As they age and experience life in the physical world, a given Actor’s capacity to manipulate the Pseudospace gradually grows.
Initially, they may be able to use it to store information, to transmit messages, and to process data like a simple computer.
Actors hundreds of years old may use it to create small illusory worlds, where every need and desire is tended to.
Dead Actors continue to produce magical energy, contributing to the Budget without drawing anything from it.
The proper systems permit the ressurection of fallen Actors; all that is needed is a new body and a connection.

TRICKY TECH:
The Budget fuels and maintains most Actor technology, eliminating any need for generators or regular repairs.
Though Actors do not possess computers beyond the most rudimentary, their factories are often fully automated by semi-intelligent machines.
Genetic memory allows any Actor to rapidly achieve a thorough understanding of real tech, Budget-backed tech, and supernatural crafting techniques.
Dropped into the wilderness, an Actor could achieve the ability to produce modern conveniences within a few months.

MATTERFLOW:
erasure/creation of materials constant in their tech/crafting
not limited by raw resources

PSYCHOLOGY:
don’t like to cooperate on big projects, like to make individual projects in similar area and all play with someone else’s project together
enjoy all kinds of sex, casual sex, free use kind of spirit
enjoy mystery/surprise, happy to experience semi-permanent transformations of unknown but sexual nature
like building stuff for the sake of having fun with what they make; okay with building nothing if they feel they have enough

CREW STATS:
Generates 1 unit magical energy.
Can turn raw resources into Complexity 3 mundane tech; with the special feature that it is fueled by magical energy (twice as much as would normally be required) and does not need maintenance so long as it remains powered.
Can create magical Products that transform the user in sexy ways.

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Structure Traits.txt

Structure Traits:
-Unlock Cost
-Purchase Cost (Production Points/cubic meter)
-Construction Cost (%Bulk Components, %Specialized Components, %Fine Components)
-Assembly Ratio
-Density
-Min Dimensions
-Max Dimensions
-Energy consumption
-Thermal inefficiency (percentage)
-Complexity (determines minimum Complexity of components and assembly necessary to produce it)
-Type (magic, tech, exotic)
-Cubic meters/crewman
-Crew Stat Requirements (in physical, mental, magical)
-Regen Rate (percent per hour)
-Regen Decay (percent of regenerated damage that cannot be regenerated until normal repairs achieved)
-Function (every Function has more traits) [Extraction, Refining, Manufacturing, Assembly, Weapon, Shield, Armor, Power, Engine, Habitation, Heat, Stealth, Scanner, Comms, Cargo, Other]


Function:Extraction Traits:
-Extraction Rate (mass/hour/cubic meter)
-Extraction Type (ore, volatile, anomalous)
-Requires Resource Deposits (yes/no)


Function:Refining Traits:
-Refining Rate (mass/hour/cubic meter)
-Ratio (ore%, volatile%, anomalous%)
-Efficiency (percent of resource converted to refined material)
-Resource (is it fuel, material, or foodstuff)
-Complexity Limit (Materials only)
-Nature (Fuels only, chemical/fission/fusion/etc)
-Health Multiplier (food only)
-Flavor Quality (food only)
-Xenocompatibility (%, multiplies with health and flavor when eaten by wrong species)


Function:Manufacturing Traits:
-Complexity Limit
-Manufacturing Rate (mass/hour/cubic meter)
-Material Efficiency (percent of material converted to components)
-Fine (can it make fine components)
-Fine Time Efficiency (how much more time is needed to make fine components)
-Retooling Time (time to change what Components it is making)


Function:Assembly Traits:
-Complexity Limit
-Manufacturing Rate (mass/hour/cubic meter) (divided by structure/product Assembly Ratio)
-External (yes/no can it make things bigger than itself)
-Retooling Time (time to change what Product/Structure it is making)


Function:Weapon Traits:
-Damage
-Max Range
-Optimal Range (beyond this, effectiveness degrades)
-Speed
-Energetic Effectiveness (% multiplier against shields and similar)
-Solid Effectiveness (% multiplier against armor, hull, solid structures)
-Special Rules (ignores shields, hits instantly, depletes power, etc)
-Fire Rate
-Ammo Mass (per shot)
-Ammo Materials (ore%, volatile%, anomalous%)
-Ammo Complexity
-Ammo Production (does it need nothing, Refining, Refining+Manufacturing, Refining+Manufacturing+Assembly)


Function:Shield Traits:
-Damage Capacity
-Recovery Rate (per second)
-Recovery Delay
-Burst Mitigation (does it nullify attacks that break its defense, rather than letting remaining damage through?)
-Damage Mitigation (reduces damage of hits by some number)
-Mitigates While Down (does damage mitigation work while at 0 damage capacity)
-Block Capacity (amount of damage absorbed before shield generators need physical repair)
-Projection Area


Function:Armor Traits:
-Damage Capacity (damage in one area to penetrate armor)
-Damage Mitigation (reduces damage of hits by some number)
-Bleedthrough (percent of damage to armor that impacts systems below)


Function:Power Traits
-Energy Output
-Life Support Impact (people of air produced/consumed per energy unit generated)
-Fuel Nature (chemical, fission, fusion, etc.)
-Fuel Consumption (mass/hour/cubic meter)
-Terrain Requirement (sunny, windy, atmosphere, etc.)


Function:Engine Traits
-Thrust (gs of acceleration, divided by mass)
-Mass Consumption (mass/hour/cubic meter)
-Mass Type (ore/volatile/anomalous/fuel)
-Fuel Nature (chemical/fission/fusion/etc.)
-Ship Mass Divisor (number that divides effective mass of ship for thrust provided)


Function:Habitation Traits
-Comfort Rating
-Health Rating
-Comfortable Capacity (cubic meters per person for full comfort rating)
-Healthy Capacity (cubic meters per person for full health rating)
-Life Support Endurance (hours)
-Life Support Applicability (space/sea/unbreathable air)
-Generates Life Support (yes/no)


Function:Heat Traits
-Visibility Ratio (percent of radiated heat others can see)
-Heat Eliminated (energy points)
-Heat Capacity (energy point hours)
-Coolant Consumption (mass/hour)
-Coolant Complexity (to make)
-Coolant Materials (ore%, volatile%, anomalous%)


Function:Stealth Traits
-Visibility Divisor
-Visibility Mitigation (reduces divided visibility of vessel)
-Stealth Spectrum (light, heat, gravity, etc.) (can have multiple)
-Stealth Area (area of ship surface stealthed per cubic meter of stealth structure)


Function:Scanner Traits
-Detection Spectrum (light, heat, gravity, etc.) (can have multiple)
-Light Lag (delay per light second)
-Detection Multiplier
-Data Multiplier (effects information you get about what you scan)
-Maximum Range
-Optimal Range (distance at which scanners begin to function less effectively)


Function:Comms Traits
-Maximum Range
-Optimal Range
-Latency (per light second)
-Bandwidth
-Interceptable (yes/no)


Function:Cargo Traits:
-Storeable Items (fuel, raw material, material, component, product, etc.)
-Capacity
-Special Rules (stasis effect, etc.)
-Hardening (resistance to chain reaction of stored things going off, external damage)

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Product Traits.txt

Product Traits:
-Unlock Cost
-Purchase Cost (Production Points/unit)
-Construction Cost (%Bulk Components, %Specialized Components, %Fine Components)
-Assembly Ratio
-Unit Mass
-Energy Consumption
-Complexity (determines minimum Complexity of components and assembly necessary to produce it)
-Type (magic, tech, exotic)
-Use Requirements (in physical, mental, magical)
-Regen Rate (percent per hour)
-Regen Decay (percent of regenerated damage that cannot be regenerated until normal repairs achieved)
-Function (every Function has more traits) [Medical, Weapon, Armor, Shield, Modification, Tool, Utility, Battery, Vehicle, Storage, Worker, Other]

modification includes genemods/magical infusions/cyberware
tool includes extraction/refining/manufacturing/assembly equipment


Function:Medical Traits:
-Pain Reduction (percentage)
-Infection Prevention (percentage) (infections include cancer, nanoplague, etc.)
-Recovery Acceleration (multiplier)
-Bleeding Reduction (percentage)
-Immediate Recovery (points)
-Recovery Targets (blood, flesh, bone, etc.)
-Condition Diminishment (percentage)
-Condition Targets (diabetes, organ failure, genetic disorder, infection, etc.)
-Condition Recovery (points)
-Effect Duration (hours)


Function:Weapon Traits:
-Damage
-Max Range
-Effective Range (beyond this, effectiveness degrades)
-Speed
-Energetic Effectiveness (% multiplier against shields and similar)
-Solid Effectiveness (% multiplier against armor, hull, solid structures)
-Special Rules (ignores shields, hits instantly, depletes power, etc)
-Fire Rate
-Ammo Mass (per shot)
-Ammo Materials (ore%, volatile%, anomalous%)
-Ammo Complexity
-Ammo Capacity


Function:Shield Traits:
-Damage Capacity
-Block Capacity (amount of damage absorbed before shield generators need physical repair)
-Recovery Rate (per second)
-Recovery Delay
-Burst Mitigation (does it nullify attacks that break its defense, rather than letting remaining damage through?)
-Damage Mitigation (reduces damage of hits by some number)
-Mitigates While Down (does damage mitigation work while at 0 damage capacity)
-Bleedthrough (percent of damage to shields that impacts shield generators)
-Projection Area


Function:Armor Traits:
-Damage Capacity (damage in one area to penetrate armor)
-Damage Mitigation (reduces damage of hits by some number)
-Bleedthrough (percent of damage to armor that impacts systems below)
-Life Support Endurance (hours)
-Life Support Applicability (space/sea/unbreathable air)


Function:Modification Traits:
-Targeted Stat (mental, physical, magical)
-Stat Boost (points)
-Stat Cap (can’t raise stat beyond this)
-Special Benefits (regen, longevity)
-Benefit Potency


Function:Tool Traits:
-Process (extract, refine, manufacture, assemble)
-Speed (mass per hour)
-Requires Resource Deposits (yes/no)
-Complexity Limit
-Ratio (ore%, volatile%, anomalous%)
-Resource (fuel, material, or foodstuff)
-Fuel Nature (chemical/fission/fusion/etc.)
-Efficiency (percent of X converted to Y)
-Fine (yes/no can it make fine components)
-Fine Time Efficiency


Function:Utility Traits:
-Data Storage
-Speed
-Maximum Upload Mental
-Maximum Uploads
-Maximum Comms Range
-Optimal Comms Range
-Latency (per light second)
-Bandwidth
-Interceptable (yes/no)
-Detection Spectrum (light, heat, gravity, etc.) (can have multiple)
-Light Lag (delay per light second)
-Detection Multiplier
-Data Multiplier (effects information you get about what you scan)
-Maximum Scan Range
-Optimal Scan Range (distance at which scanners begin to function less effectively)


Function:Battery Traits:
-Energy Storage (energy unit hours)
-Discharge Rate
-Charge Rate
-Initially Charged (yes/no)


Function:Vehicle Traits:
-Dimensions
-Fuel Nature (chemical, fission, fusion, etc.)
-Fuel Consumption (mass/hour/cubic meter)
-Environment (ground, sea, air) (can be multiple)
-Speed
-Cargo Capacity


Function:Storage Traits:
-Storeable Items (fuel, raw material, material, component, product, etc.)
-Capacity
-Special Rules (stasis effect, etc.)
-Hardening (resistance to chain reaction of stored things going off, external damage)


Function:Worker Traits:
-Physical
-Mental
-Magical
-Activation Delay (time between assembly and ability to start working)
-Food Requirement (mass per day)
-Longevity (years)
-Life Support (yes/no)
-Energy Storage (energy unit hours)
-Repairable (yes/no)
-Medicatable (yes/no)
-Upload (yes/no is it a digital intelligence)
-Remote (yes/no can it be controlled remotely)

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