Chapter 1.2: Tech Limitations (Season 3)

*From: The Navalpunk Bible*

# Tech Limitations (Season 3)

## Tech Limitations (Season 3)

The first section of the Navalpunk Bible, the **tech limitations** (in **Season 3**) are needed in order to maintain a balance and or some challenge in order to demonstrate a sense of competency and or dedication to writing in the Navalpunk canon. These technologies being limited are needed for any article to be canonised, and will recieve a fair explanation in-lore.

## Phases

Navalpunk Seasons are all divided into multiple **Phases**. A gradual period in the timeline which will be characterised by their individual tech limit. The current Phase Plan (PP) of Season 3 will be as follows:

* **Phase 1**: 1965 — 1971
* **Phase 2**: 1971 — 1975
* **Phase 3**: 1975 — 1980
* **Phase 4**: 1980 — 1987
* **Phase 5**: 1987 — 1990
* **Phase 6**: 1990 — 1995

These phases will have explicit expressions of how eras in Navalpunk history will occur. The centuries following the start of Season 3 will not see an abrupt introduction of advanced technology, rather a slow, gradual occurrence of new tech will be done over the span of decades, or centuries in the canon.

#### [I.] Phase 1: 1965 — 1971

**Phase 1** starts over the course of the first major rebound of civilisation in the 11th century where the first established formal nation states saw the ascension of a new flourishing of astronomy, chemistry, mathematics and technology. Countries such as Kestroiva and Jävastu worked to replace archaic technologies and measures borrowed from (Season 2) pre-war era ruin. Marking the transition from the Dark Ages to modernity with the efforts to surpass the pre-war world.

Technologies of this era as determined by the chronology in the Navalpunk universe will be the starting date of the Navalpunk **Season 3** and the end of **Season 2P2** tech limitations. This also means any technology, entity or concept that fill in the requirements of being before the year 1979 in applications (in their real life equivalents or similar) will be allowed. However a difficult topic can be discussed with Estates Generals to rectify any allowances not part of the article.

**Any technology in development before 1979 but entered service afterwards is not counted**. However this can be discussed with Estates Generals for further adjustment for acceptance into canonicity. Any latest known date of any technology or other entity that has not entered service (I.E. a prototype) will be counted, and the Rule of +3 will be applied (such date will be added three years, if it goes over tech limit it will be vetoed.)

Any technology some years (1 - 3 preferably) over the technology limit remains flexible as long as it satisfies the Staff's judgement regarding accepting said technology. Setbacks or punishments for deploying such a technology is subject to Staff scrutiny.

#### [II.] Phase 2: 1971 — 1975

The early period of **Phase 2** Navalpunk is a period of slow, yet gradual intellectual and cultural revival in most parts of the World. Supported by partial globalisation, regions within the Eurodonics and Absithnia saw most of these developments first.

#### [III.] Phase 3: 1975 — 1980

A continuation of the preceding Phases, **Phase 3** continues the efforts of developmental progress globally.

#### [IV.] Phase 4: 1980 — 1987

No notable historical occurrences are recorded in **Phase 4**.

#### [V.] Phase 5: 1987 — 1990

No notable historical occurrences are recorded in **Phase 5**.

#### [VI.] Phase 6: 1990 — 1995

**Phase 6** was the final Phase of Navalpunk Season 3, described as a period of many changes at the outset of the late modernity eras. Strong revitalisation since the Dark Ages, for historians these changes have been considered the natural conclusion to the surpassing of the pre-war world.

This scenario continued on during Season 3, Phase 6 with another technological stagnation in this era which has left the current world in a state of reduced motivation in means of progression of overall technological growth. And a drive towards the focus of "periodical perfectionism"; the conservative development of most economic sectors such as the means of production, innovation towards improving what existed finding itself the main impetus for innovation.

## Definitions

The definitions for NVP S3 will serve as both a reference listing for both roleplayers, writers and staff alike.

### Power Armour / Mech Suit

*Main article: Powered Exoskeletons*

The term **mech suit or power armour** refers to the (primarily) science-fiction term of the subject. Described as a human-sized armour, suit or other forms of wearable automata capable of withstanding small arms fire (rifle and machine gun fire) and or carry greater weight loads and weaponry. This alters from **exoskeletons or exosuits** which leans toward a mobile or utilitarian motive.

The **exoskeleton or exosuit** is a wearable mobile machine that is powered by a system of electric motors, pneumatics, levers, hydraulics or a combination of technologies that allow for limb movement for a variety of purposes, primarily increased strength and endurance. This can be also considered powered which lacked the electric components that need to operate the suit. This suit is typically only externally worn onto the body however this can be joined towards the body directly either via bones or spinal cord. (This is considered cybernetics and is not allowed for canon in S3.)

### Mechas / Robotics

*Main article: Mechas*

Entities considered **Mechas** (Japanese: メカ) or **Robots** are machines, especially able to be operated by a computer is an entity capable of carrying out a complex series of actions automatically or manually, or a mixture of both through external / internal control devices. These robots are of varying size and shape distinct by their limbs (but can be wheeled or tracked to some extent). But are distinguished by their multitude of roles and sub-classifications. The following subclasses applies to Navalpunk:

* **Anime Style Mechas** — are classical forms of Mechas, these are often associated with anime and manga and can vary in size and form but is often distinct for evoking the humanoid form and large size, and is controlled by a humanoid crew / pilot, or AI controlled. These robots are often built with conventional technology or futuristic weapons and power sources.
* **Walkers** — the smaller of the type, walkers are armoured fighting vehicles that traverse the landscape on mechanical legs. Often used for all types of roles. These vehicles have many forms and can also vary in size.

**Cybernetics** are relative to robotics; a wide-ranging field concerned with regulatory and purposive systems. The core concept of which are the use of artificial devices that replaces a body part and by extension restore the normal functions in the stead of said missing body part. This may also be devices to aid in the replacement of healthy parts of the body to improve it's intended function. These modifications which are using external or internal biomechatronics which aims to integrate into the biology of a living entity are often robotic in nature.

**Miniaturised robots** also refer to humanoid robots or other artifiical being often made from a flesh-like material and, partiularly made to have a humanoid appearance frequently seen in science-fiction. These miniaturised robots can come in both gynoid and android forms and often are automatons in nature. This may also refer to smaller, (microbotics) being the particular field that consists of mobile robots with characteristic dimensions less than 1 mm. The term can also be used for robots capable of handling micrometer size components. This can be employed for biological or technological purposes.

### Close-in Weapon System (CIWS)

*See further: Close-in Weapon System*

The **close-in weapons system** (CIWS for short) is a point-defense weapon system for detecting and destroying short-range incoming missiles and enemy aircraft which have penetrated the outer defenses, typically mounted shipboard in a naval capacity. Nearly all classes of modern warships are equipped with some kind of CIWS device.

### Gijinkas

*Main article: Navalpunk Gijinkas*

A unique sort of entity in the Navalpunk universe, the **gijinka** is a form of anthropomorphism typically involving an android (doll) or humanoid (also typically female) equipped with miniaturised weapons systems and equipment that are representative of existing vehicles or weapons. In essence, a gijinka is a personification of an existing thing or entity.

## Minimums for Navalpunk Canon (Season 3)

#### [I.] Regulations for Power Armour

* At minimum the size of power armour would be equivalent to 190 cm (1.9 m or 6.2 ft) in height.
* They are to be described as large, cumbersome and heavy by default, if powered it reduces 60% of it's mobility and speed or completely immobile if energy is exhausted or powered off.
* At speed, the standard speed of power armour or mech suit speed is at jogging pace (7 km/h or 4.3 mph), maximum allows for slightly faster (12 km/h or 7.4 mph) for lightweight power armour.
* Minimum weight for power armour is 168 kg (370 lbs).

#### [III.] Regulations for Guns

##### Tank and Walker Armaments

* Gun calibres for tanks and walkers in Navalpunk will be limited to around 180 mm (7 in).

#### [IV.] Regulations for Missiles

##### Walker Tank / Mecha-launched Missiles

* The missiles carried by a mecha or walker tank can only be as heavy as 6,000 kg (13,220 lbs).

##### Ballistic Missiles

* Ballistic missiles will have a maximum flight altitude of 20 km (65,600 ft).

#### [V.] Regulations for Aircraft

##### Airships and Aircraft

* Aircraft speeds especially at high atmosphere should have a maximum attainable speed of Mach 3 (3,675km/h). Anything faster requires in-lore significance or discussion with Estates Generals.
* Aircraft altitude limits are limited to 157,000m (157 kilometers).

#### [VI.] Regulations for Energy

##### Nuclear Reactors

* Compact nuclear reactors are allowed, minimum size being 22 m in width / diameter, 16 m in length / height (7744 m3 in volume) and power output of 10 megawatts (10,000 kilowatts). Must use era appropriate technology and designs. Anything different to this specification requires in-lore significance or discussion with Estates Generals.

##### Nuclear Weapons

* Nuclear warhead size is limited to 3 kt. Anything larger requires in-lore significance or discussion with Estates Generals.

##### Anti-gravitational Devices

* Anti-gravitational devices, or any other function that allows an airship's flight are allowed to be compact, minimum size being around 840 mm (33 in) in length / diameter, 350 mm (14 in) in width / height (0.103m3 or 3.6m3 in volume) and a lifting capacity of 94 tonnes (103.6 long tons) at an endurance of under 2 hours (120 minutes). And must use era appropriate technology and designs. Anything different to this specification requires in-lore significance or discussion with Estates Generals.

#### [VII.] Regulations for Special Cases

##### Gijinkas

* Any gijinka character representing or using equipment or vehicle that they represent must use a full-sized version of said equipment or vehicle. Miniaturised equipment is off the table, they may use other available equipment or vehicles that are also full-sized.

##### Magic Powers

* Magic powers on a personal level (using own body or other energy mediums) are unable to exert magic that is capable of simulating WMDs (Weapons of Mass Destruction).
* Magic power levels on a personal level (using own body or other energy mediums) are not allowed to project energy past 8 - 9 megajoules (equivalent of a 5-inch or 127mm naval gun's muzzle energy). Any high energy power projection can lead to permanent long-term medical conditions or a shortened lifespan.