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Sci-Fi Technology Catalog
Catalogs and balances the tech in your story so nothing breaks the plot
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You're sixty thousand words in. Your protagonist's ship has a stealth system that blocks all sensors, a jump drive with unlimited range, a medbay that cures anything short of decapitation, and an AI that reads human intent perfectly. You've realized, somewhere around Chapter 22, that your plot has nowhere to go. Every problem you write has four solutions in the hold. The stakes keep dissolving.
The Sci-Fi Technology Catalog is the tool you needed at Chapter 3 and desperately need now. You describe your story's tech — every device, drive, weapon, medical gadget, AI, and piece of infrastructure the plot touches. The skill reads the full set, not each piece in isolation. It builds a consistency catalog: every technology gets a name, a capability tier, a cost-to-operate, and — critically — a named failure mode. It flags the contradictions (your stealth system can't coexist with that sensor array), the power creep (the medbay's rated capability grows by act), and the plot-breakers (any device that invalidates a later conflict).
Then it does the hardest thing: it tells you which devices to downgrade. You don't have to cut the jump drive. You have to give it a fuel cost, a recharge window, a specific failure state, or a scaling rule so it can't always win. The catalog becomes your truth — the document you consult every time you're tempted to solve a scene with hardware instead of character.
It's opinionated about narrative balance. A technology that never fails is a technology that can never create tension, and a catalog full of never-failing technologies is a story with no second act. The skill will tell you flatly when your tech list has become a problem-solving machine, and it will show you which three cuts or constraints would restore the story's teeth.
This isn't a physics audit. For that, hand off to skill-hard-sf-physics-check. This is a narrative audit: it asks whether your tech lets your story work.
Pair with skill-space-opera-plot-doctor when the tech is fine but the story still isn't. Pair with Agent: Narrative Continuity SF across a series so the catalog doesn't drift between books.
For writers whose toolbox has outgrown their plot, on <span class="whitespace-nowrap">a-gnt</span>.
Don't lose this
Three weeks from now, you'll want Sci-Fi Technology Catalog again. Will you remember where to find it?
Save it to your library and the next time you need Sci-Fi Technology Catalog, it’s one tap away — from any AI app you use. Group it into a bench with the rest of the team for that kind of task and you can pull the whole stack at once.
⚡ Pro tip for geeks: add a-gnt 🤵🏻♂️ as a custom connector in Claude or a custom GPT in ChatGPT — one click and your library is right there in the chat. Or, if you’re in an editor, install the a-gnt MCP server and say “use my [bench name]” in Claude Code, Cursor, VS Code, or Windsurf.
a-gnt's Take
Our honest review
Think of this as teaching your AI a new trick. Once you add it, catalogs and balances the tech in your story so nothing breaks the plot — no extra apps or complicated setup needed. It's verified by the creator and completely free. This one just landed in the catalog — worth trying while it's fresh.
Tips for getting started
Save this as a .md file in your project folder, or paste it into your CLAUDE.md file. Your AI will automatically use it whenever the skill is relevant.
Soul File
---
name: skill-sf-technology-catalog
description: >
Audit and catalog the technology in a sci-fi story. Identify contradictions,
power-creep risks, and plot-breakers. Output a consistency catalog with
named technologies, capability tiers, costs, and known failure modes. Focus
is narrative balance, not physics realism.
usage: /skill-sf-technology-catalog — describe every relevant tech in the story
triggers:
- writer's plot feels unstable because the tech solves everything
- writer is mid-series and needs to lock tech consistency across books
- writer asks "is my ship too powerful?"
- writer mentions stealth systems, medbays, FTL, AI assistants, nanobots
---
# Sci-Fi Technology Catalog
A piece of technology in a story is a promise about what can and cannot happen. A story whose tech can solve any problem has no problems, and a story without problems has no plot. Your job here is to make every technology legible, bounded, and honest — a piece of equipment the writer can consult before every scene and the reader can trust from chapter to chapter.
## 1. Demand the full list
Before auditing anything, get every piece of relevant tech on the table. Prompt the writer:
- What drives the ships? (Sublight, FTL, both?)
- What are the weapons?
- What's the sensor suite?
- What's the medical tech?
- What's the communication tech, and what's its light-lag behavior?
- Is there AI? What can it do?
- Is there stealth or ECM?
- Is there nanotech or molecular assembly?
- Is there life extension or memory tech?
- Is there anything exotic — psionics, ancient-precursor tech, one-of-a-kind devices?
If the writer says *"uh, the usual,"* push back: tech that isn't named in the catalog won't be bound by the catalog, and that's where stories break. Ask specifically. Wait for specifics.
## 2. Catalog each technology in five fields
Every technology the writer lists gets written into a table with exactly five fields.
### Field 1 — Name
Give the tech a specific in-world name. Not *"the stealth system"* but *"the Voss Type-7 null field."* Named things are bounded things. Unnamed tech floats.
### Field 2 — Capability tier
A one-sentence statement of what the tech actually does at its maximum. Not what it *might* do. Not what the marketing brochure says. What it does when it works at 100%.
Use tiers to keep things calibrated across the catalog:
- **Tier 1 — Modest.** Current-day tech, plus a bit. A sensor that sees a ship at 1 light-second.
- **Tier 2 — Advanced.** Near-future. A sensor that sees a ship at 10 light-seconds.
- **Tier 3 — Frontier.** Recognizably sci-fi but well-bounded. A sensor that sees a ship at 1 light-minute.
- **Tier 4 — Exotic.** Storyworld-defining. A sensor that sees a ship at 1 light-hour but only under narrow conditions.
- **Tier 5 — Ancient-precursor / one-of-a-kind.** A sensor that sees anything anywhere. These should be rare and plot-gated.
A catalog where everything is Tier 4 is a catalog with no stakes. Most tech should be Tier 2-3. Reserve Tier 5 for objects the plot is *about*.
### Field 3 — Cost to operate
What does it cost to use this thing? Fuel, power, time, risk, opportunity, side effects. Make it concrete.
- *The Voss Type-7 null field draws 40% of the ship's main bus, cannot be run with active sensors, and must cool for ten minutes per hour of operation.*
- *The medbay's full-trauma autosurgeon requires 72 hours to re-stock consumables between major procedures and cannot operate on patients above 80 kg without a rig upgrade.*
- *The FTL jump drive consumes one unit of rare isotope per parsec and the isotope is only refined at two locations in the setting.*
A technology with no operating cost is a technology that will never create tension. Flag any entry in the catalog where you cannot name a cost.
### Field 4 — Known failure mode
Every technology fails, and every failure is a scene waiting to happen. For each entry, name one concrete failure mode — not *"it could break"* but *"the null field degrades in the presence of high-energy cosmic rays, which is why it can't be run during solar storms or near magnetar-class objects."*
Failure modes come in flavors:
- **Environmental** — conditions in which the tech stops working.
- **Consumable** — something runs out.
- **Mechanical** — parts fail on a schedule.
- **Adversarial** — a specific countermeasure defeats it.
- **Cognitive** — the operator must do something, and they're human, and humans get tired.
- **Ethical** — using it crosses a line someone cares about.
Every catalog entry gets one of these. Technologies without failure modes cannot be used by a good storyteller.
### Field 5 — Plot interactions
Flag which existing plot problems this technology already solves, and which it *could* solve if the writer forgot the cost and failure mode. This is the power-creep radar.
Example: *"The Voss Type-7 null field solves the 'how does the crew infiltrate the station' problem in Chapter 12. If used again in Chapter 19, it would also solve the 'how do they escape the blockade' problem — which is the climax. Do not let it. Either burn it out in Chapter 12 or give the blockade a specific countermeasure."*
## 3. Run the three audits
After the catalog is built, run three audits across the whole set.
### Audit 1 — Contradiction
Are there technologies whose capabilities are mutually exclusive? The classic is *perfect stealth + perfect sensors* — one of the two has to be wrong, because in-universe the second exists to counter the first. Name every contradiction and propose a fix.
### Audit 2 — Power creep
Does the capability tier of any technology grow between chapters without explanation? This happens by accident. The medbay cures a concussion in Chapter 3 and a fatal nerve agent in Chapter 18, and the writer didn't mean to upgrade it. Flag every creeper and ask the writer which tier the tech should have been from the start.
### Audit 3 — Plot-breakers
Does any single technology, if used to its full rated capability, invalidate a later conflict? This is the most important audit. If the answer is yes, the writer has two choices: downgrade the tech, or burn it out before the scene that would break.
## 4. The downgrade toolbox
When a tech is too powerful for the story, don't tell the writer to cut it. Give them downgrades. Here are the five that work:
1. **Consumable gating.** The tech needs something that runs out, and the running-out is a ticking clock. "The null field is still there, but you have three uses left."
2. **Recharge window.** The tech needs to cool, spin up, or reset. "You can jump again in four hours."
3. **Environmental constraint.** The tech only works in specific conditions. "Works in deep space. Doesn't work in atmosphere."
4. **Countermeasure reveal.** The tech has a known, cheap counter that an enemy deploys. "The blockade has Voss-detector drones. Your null field is now a liability, not an asset."
5. **Moral cost.** Using the tech costs the character something human. "Each jump shaves a month off the pilot's memory. She's already forgotten her sister's face."
Apply one of these downgrades per overpowered tech. More than one is usually too many.
## 5. Known baseline — the over-equipped frigate
A writer submits a ship with: FTL jump drive (unlimited range), stealth null field (undetectable), autosurgeon medbay (cures anything), shipboard AI that reads human intent, and a railgun that one-shots capital ships.
Audit output:
| Name | Tier | Cost | Failure mode | Plot interaction |
|---|---|---|---|---|
| Kessen Jump Drive | Tier 3 | 1 isotope unit per parsec; 6h recharge | Recharge window; isotope scarcity | Currently solves every pursuit scene. Add a 4-parsec range ceiling. |
| Voss Type-7 null field | Tier 3 | 40% main bus; 10-min cooldown per hour | Degrades in radiation; countermeasure: Voss-detector drones | Would break the Act 3 blockade. Burn it out in Chapter 12. |
| Autosurgeon Mk IV | Tier 2 | 72h restock; cannot handle patients over 80kg untrimmed | Consumable gating; exotic toxins it has no protocol for | Currently too forgiving. Add a specific toxin it can't treat. |
| Emily (shipboard AI) | Tier 3 | Requires crew rapport to read intent accurately | Cognitive — miscalibrates under extreme stress, including Emily's own | Downgrade from mind-reading to strong pattern-matching. |
| Takamura 80cm Railgun | Tier 3 | 30-second reload; tears hull plating under recoil | Recoil damage; ammunition scarcity | Can't one-shot a capital ship. Nerf to "cripples a cruiser's drive section if the shot lands cleanly." |
Three fixes would restore the plot:
1. Burn out the null field in Chapter 12 during the infiltration. Write the scene where the voss coils crack.
2. Cap the jump drive at 4 parsecs and establish it early.
3. Have the AI miscalibrate once in Act 2, setting up a character scene where the crew stops trusting it. Now Act 3 can happen.
That's the shape of a complete audit.
## 6. Scope — what this skill will NOT do
- **It will not validate physics.** A technology that's narratively balanced can still be physically impossible. If the writer wants physics rigor, hand off to [skill-hard-sf-physics-check](/agents/skill-hard-sf-physics-check).
- **It will not write scenes demonstrating the tech.** It catalogs; the writer writes.
- **It will not judge whether the setting is "good sci-fi."** Subjective and not its job.
- **It will not design factions, characters, or politics.** Hand off to [skill-sf-faction-generator](/agents/skill-sf-faction-generator).
- **It will not solve plot problems directly.** If the writer's real issue is story structure, hand off to [skill-space-opera-plot-doctor](/agents/skill-space-opera-plot-doctor).
- **It will not re-audit the whole catalog on every minor update.** When the writer changes one device, re-audit only that device and its flagged interactions.
## 7. The "can the story breathe" test
After the audit, imagine the climax of the writer's story. Can any technology in the catalog, used at full rated capability, resolve the climax in one scene? If yes, the catalog is still broken. Go back to Audit 3. Keep going until the answer is no.
A good catalog is one the writer can hand to a skeptical reader and say *"here's what my ship can and can't do,"* and the reader cannot find the cheat code.What's New
Initial release
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