Augmented Reality – AR

September 10, 2013

Augmented Reality, comonly known as AR, is when a Neural Connection chip is used to overlay information and images ontop of real-world senses.

The most common uses are audio and visual.  Sounds will play in the user’s head and computer-generated graphics will appear as translucent images, icons, or text in the user’s field of vision. Icons, windows and other interaction prompts can be layered, stacked, toggled, hidden, or shifted out of the way if necessary to interact with the physical world. Information viewed like this is known as an AR display.

The NC can also work in conjuncture with SimSpace programs to simulate other sensory information such as touch, taste, and smell, creating full immersion. This can not be done over WiFi, the user’s NC chip would need to be physically linked up to specialized machines to accomplish this.

Firefly Bot

July 6, 2013

Firefly bot, a small baseball-sized hovering drone, covered in an illuminated surface. Controlled via the user’s Nersert, the Firefly floats behind them acting as a hands-free lantern. The firefly can vary it’s brightness, or illuminate a single side like a flashlight.

Firefly bot

Firefly bot concept art


Droc Combat Armor

June 27, 2013

Reptilia Droc combat armor light weight and incredibly strong, made from an alloy manipulated on the molecular level for the best possible attributes. The armor is highly decorated to celebrate the glory and status of the warrior caste. marking can vary based on the soldier’s rank, unit, and family. There are three variations to accommodate the strengths of each of the warrior cast species, the chameleon, sprinters, and harriers.

The Chameleon armor, comes equipped with a shield generator and plasma weapon inside of each forearm piece. These devices are controlled mentally by the Droc via their Netsert implants. A pair of vibrating scyph blades which can be holstered on the upper leg plating, using magnetic grips. Bicep armor can used to display rank colors as well as holster explosive throwing knives. while compartments above the shoulders can store rations, medical supplies, and grenades. The back piece has component for regulating body temperature, and important for the cold blooded Droc. Additional storage units can be attached to the back plating as well for longer field missions.

chameleon G2 Armor Design - Reptilia Droc
Above: Chameleon in G2 Armor design

 Armor for the sprinters and harriers vary slightly. The sprinter armor is built to accommodate their mostly four-legged gait. The spinter’s plasma weapon and shield generator are built into the back plating as to be hands free. Where as their syphe blade is built into their forearm plating and designed to be retractable.


Aspris arm unit – the forearm plating equipped
with a shield generator and plasma weapons

The harriers armor on the other hand is designed to aid in fighter piloting and vacuum protection in the event ejection or haul breach.


Scyph blade magnetically holstered to thigh armor plating.


Above: chameleon with G1 armor

Net Counter Measures

June 14, 2013


Creates a blackout zone that blocks communications and HyperNet access. Cheaper models are capable of shrouding a single room. Where as factions like the Reptilia Droc have the capability to jam an entire planet. Though short range transmissions are still possible on certain frequencies.



A device that can be placed on the back of a person’s neck, to prevent a user from being able to record with their NC chip what they see and hear by degrading the feed into static. This device is used to prevent blackmailing a sensitive conversations, and enforcing none disclosure agreements. In cases of prisoners and hostages, high end versions of these devices and can also be used to block Net access in general. Such devices can also be password encoded so that if the device is forcibly removed it can fry the person’s Netsert.

Neural Connection (NC) Chip

June 11, 2013


Neural Connection or NC chips, are a basic model of brain implant that allows users to wirelessly send and receive information off the HyperNet and directly into their brains. Allowing people to use their minds to interface with the Net.

Private Net

June 10, 2013

A small-scale wireless network, generated to be independent of the HyperNet. There are several reasons for users to create a local net. A corporation may want to keep files secure from hackers by not putting them on the greater Net and having to rely on a firewall, but still let authorized personnel wirelessly access the information within the building. Or a ship will generally have an internal network so if they pass outside of HyperNet range, the crew will still have access to ship files and systems.

Individuals wishing to exchange secure information, or cut off from both the HyperNet and their ship can create a network between their companions by linking their NC chips.

Neural Connection – NC

June 5, 2013

Most communication and interface systems in the conglomerate states are based off of neural connection technology, commonly known as the NC. When combined with a minimally invasive brain implant called an NC chip, the user can communicate and interact with computers and other users directly via thought.

Net ID

June 2, 2013

The unique signature attached to a user’s Net activity, and proof of identification. Net ID’s can be used to restrict access to secured networks. If an outside party obtain’s a user’s Net ID they would be able to track the user’s Net activity and location.

If someone with the necessary skills replicates a user’s Net ID, they would be able to impersonate the individual and have access to all of their data.


May 9, 2013

SimSpace is a Full-immersion virtual reality environments which overrides the mind’s perception of the physical world. SimSpace enviroments can range from cartoonish, to surreal, to photo-realistic.

SimSpaces generated by NC sensory output capable of simulating all five senses: sight, hearing, smell, touch, and taste. It’s artificiality is only given away only by the designers limitations, or intentional exclusions like pain. These are standard safety protocols to protect user’s from psychological stress.

Incases of hyper-real Simspace design, the user relies on their OnBoard to confirm whether they are in reality or still in the simulation. In cases where users become completely engrossed in the simulation, the user’s OnBoard will automatically disconnect the user when the body requires maintenance, such as food or water.

The sensory levels of SimSpace can also be adjusted to accommodate the users situation and surrounding. If a user engages in Simspace in a public place, they generally set the sensory levels low so that can remain partially aware of their real-world surrounding. This usually represented by an AR display in their field of vision showing what their physical eyes are seeing. This way they can be aware if someone if the world is trying to try to get their attention or cause them harm. This is consequently distracting and lowers the overall SimSpace experience.

If users are engaging in SimSpace from home or other secure location, they are able to maximize the sensory information and be fully immersed in their virtual surroundings, free from interruption. In these cases the user’s OnBoard AI is used to monitor their body and warn the user of any external threats.

SimSpace can be a personal escape, it also be shared experience between user’s over the HyperNet as an online meeting place. Users separated by light years can meet face to face in real time, and in any setting of their choosing.


SimSpace can provide a virtual getaway 

Simspace also can be abused, used to create a prison for the mind, a virtual world the user can’t awake from. The captive’s OnBoard can be hacked, removing any means for the user know they are in a simulation, short of imperfections in the design. Such high sensory can also allow for pain and discomfort, and while the user can not be physically harmed by this, it can cause severe mental trauma. This makes for a potent tool for interrogation, as the user can “die” over and over again.

HyperNet Satellites

May 3, 2013

The HyperNet is formed by countless servers spread across the galaxy on planets, ships, and space stations a like, which are then strung together by a dense series of satellites spanning the Conglomerate States. These satellites use special hyperspace transmitters to send data outside of normal space and create an instantaneous connection between the developed worlds.

HyperNet satellites have also been launched into the surrounding Outer Territories to create a lifeline out to citizens working beyond the boundaries of Conglomerate civilization. Colonies usually have a satellite positions in orbit, and ships can travel to connecting satellite hubs to achieve faster connections.