Technology in the Hub Universe
- Aircars
- It's "The Jetsons," or Back to the Future II.
Using antigravity technology, aircars make it easy to quickly
travel around a planet. Aircars aren't usually equipped to
enter space, although some more expensive models can handle
underwater. There are sometimes limits on aircar activity:
parks and nature preserves on some planets impose speed limits
on aircar traffic above their borders. Over cities there are
well-defined aircar corridors, with safety fields to keep cars
in line and to catch people who might accidentally fall from an
aircar.
- Anti-Espionage
- Bug detectors, distorters and scramblers are mentioned. A
distorter is a device which makes sounds indistinct beyond a
certain distance, and a scrambler does a similar task with
visual impressions.
- Books
- Technology levels vary greatly among the myriad planets of
the Hub; paper books are still common on some, and unknown on
others. Electronic reading is done either with a handheld
device not unlike a large-screened PDA with the material stored
in internal storage or in insertable chips, or by calling up the
material on a ComWeb terminal.
- Computers
- There are many devices with computers in them, but it is
rare to see a personal computer per se in the Hub, at least for
average citizens. They would be used by scientists to crunch
numbers, of course, or there might be a security computer
controlling access on a spaceship, space station or
installation. People might carry portable ComWeb devices or
calculators. Keyboards are rather rare, since computers in the
Hub universe can understand and produce speech with great
accuracy.
- ComWeb
- Remarkably like the Internet, the ComWeb is used to call up
information and to communicate with others. Live face-to-face
two-dimensional video communication is the norm and is quite
possible on the ComWeb when the parties are both on the same
planet (or on ships in orbit). Between planets, though,
communication becomes expensive. Instantaneous subspace
messages can be sent but are quite costly. The most common way
to send a message between planets is to record a video message
and have it sent by the next ship. If you really want an
instantaneous message sent by subspace, it is usually recorded,
compressed (as well as encrypted) and sent in a burst, rather
than being made a live two-way connection, which only the very
wealthy can afford to do often. A plain text message (again,
compressed and encrypted) is even more reasonable. Most ComWeb
terminals support encryption, for situations where wiretapping
is a concern. There are information servers on the ComWeb that
can be used to look up just about any subject.
- Espionage
- For those who don't wish to have cosmetic surgery (see Medicine), "life masks" are available and
can totally conceal one's true face while moving with one's
features in a natural way, concealing even the fact that the
mask is there.
- Implants
- Technological body implants are almost always taboo in the
Federation. Extensive implantation of devices to augment brain
function or physical prowess is considered forbidden technology
of the sort that fueled the Cluster Wars and is not permitted by
Federation law.
- Medicine
- Diseases and injuries are usually easily dealt with. Even a
horribly mangled limb can be restructured, and if a limb is
totally lost a new one can be grown from a tissue sample.
Plastic and cosmetic surgery technology is extensive; a citizen
with enough money can go to Fermilaur and be completely
made over, looking totally different, even to the point of
adding a movable tail and/or animal-like ears.
- Portals
- A portal is basically a teleportation device; it consists of
two identical plane figures in space (two imaginary circular or
rectangular surfaces, for example) that have been "clamped"
together so that matter may continuously pass through in both
directions. A portal, however, takes energy to maintain and may
be switched off. Light and other forms of electromagnetic
radiation do not pass through portals, and neither do psi
impulses. Portals can be disguised as walls and in that case
would not be recognizable for what they were without attempting
to tap on them with a hand or an object. Most portals have a
safety circuit built in that will not allow a portal to switch
off or close while a solid object is intersecting it. It is
possible, though, for one side of a portal to be vertically
oriented while the other side is horizontal; attention would
have to be paid to the direction of gravity on either side.
- Portals can be locked; in this case it is impossible to pass
through a portal unless that portal's key is in the immediate
vicinity, defined as close enough that a person would have to be
carrying or wearing the key device in order to use the
portal.
- Some planets in the Federation use portals extensively, such
as Tinokti; others use them
moderately or not at all. A series of portals that are related
in some way (e.g. owned by the same company, and/or operated by
the same key or set of keys) is called a portal circuit.
Portals can only link points that are not approaching or
receding from each other, and their range is about the average
diameter of an Earthlike planet; hence, they could be used to
link together two points on a planet or spacecraft in
geosynchronous orbit, but other types of orbits would forbid
portal use. Portal machinery has to be in place on both ends;
they cannot be used to board an enemy spacecraft unless one has
an undercover confederate with portal equipment.
- Psionic Machines
- Psi-blocks and mind shields are covered in the psi chapter.
- Psi recorders are wristwatch-like devices that are capable
of detecting psi impulses. However, as they are usually
constructed by non-psis outside the Psychology Service who
don't know all that much about psi energy, they cannot record
very subtle psi signals, or impulses generated by a very
skillful psi.
- Health and Customs scanners are in operation at spaceports
on many Hub worlds. They continuously scan all incoming
travelers for contraband and illegal substances, as well as
foreign contagious diseases. Those detected are whisked away by
police or hospital robots. What is not known by anyone outside
the Psychology
Service is that these machines, provided and operated by
Service personnel, scan for much more than advertised. They can
detect a psi mind unless psi skills are employed to fool them;
they appear also to be able to scan for illicit intentions and
invade one's privacy in a thousand unpleasant and undetectable
ways. The Service keeps files on everyone, and all scanners are
connected to the Service's central correlating computers. But
remember that the Service will only act if someone is actually a
threat to civilization, and that action is usually taken by the
scanner itself, which also has the ability to install
compulsions (equivalent to the 3rd level Telehypnosis effect).
Scanners may have other abilities as well.
- Verifiers are similar devices, used in Federation
courtrooms. They have the ability to scan a witness's mind and
pronounce with authority whether a given statement made by the
witness is true or false. The also have the ability to read a
witness's memory while the witness relates a sequence of past
events and project a reconstructed visual account on a screen
for all in the courtroom to see. Of course, Verifiers are
provided by the Psychology Service and scan for much more than
advertised, and can probably install compulsions as well.
- Spacecraft
- In the Hub there exist spacecraft ranging from tiny, fast
ships the size of a Learjet of today to enormous behemoths the
size of small moons. ("That's no moon. That's a space
station.") The key to any multiplanetary civilization is the
ability to travel faster than light, and in the Hub universe
this is accomplished by "diving" into subspace, "resurfacing"
once you're near where you need to be. Subspace can be
disconcerting to some people, but even those who are greatly
disturbed at first get used to it in time. Subspace is an
alternate dimension contiguous to normspace at every point which
contains its own hazards, often but not always related to
objects and phenomena in normspace: where there is a black hole
or a neutron star in normspace, there may be destructive
disturbances in subspace that spacecraft will want to avoid.
Sometimes a supernova remnant will contain lingering subspace
anomalies that make navigation difficult or impossible, and
sometimes a distant supernova will send waves of disturbance
roaring across subspace, causing a ship to "surface" until the
"storm" has passed. Planets, especially heavily populated and
highly technological ones, usually have defensive subspace webs
around them that will utterly destroy any ship that approaches
them while still in subspace, so ships will surface a good
distance away and make the final approach in normspace.
- Weapons
- Melee weapons are rarely in the Hub, although of course this
depends on the society and technological level of the planet.
In Federation culture the handheld weapons of choice tend to be
energy or projectile firearms of one kind or another. Energy
weapons will be either beam, single-pulse or repeating-pulse
weapons, and the type of energy they emit can vary from stunning
to deadly to explosively destructive. Projectile weapons will
throw damaging slugs of metal like the guns of today, some
possibly loaded with explosive charges, or instead throw needles
injecting chemicals or charged with energy; the rate of fire can
range from single-shot to continuously repeating. Obviously I
have my work cut out for me in terms of making weapon tables,
but I would like to mention Trigger Argee's Denton ("the
twin-barrelled sporting Denton which gunwise citizens of the Hub
rated as a weapon for the precisionist and expert only"): not
made absolutely clear in the stories, I'm going to say that,
being quite small and concealable, it can fire single shots
consisting of silent, invisible energy-charged needles and is
loaded with two types: one type destructive and one type with
adjustable stunning force. Despite its size the Denton pistol
is quite accurate, and it is possible to become quite a marksman
with one. Get yours today. Other weapons mentioned in the
stories are the Yool (a larger pistol used for hunting; it has
no stun setting) and Heslet Quillan's Miam Devil Special, a
largish pistol also lacking a stun setting, though it is unclear
whether it is a projectile or energy weapon. It's likely that
the Denton, Yool and Miam companies produce more than one model
of weapon in case you'd like to borrow their names for your
gun.