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[OOC] Exigency :

Old 03-12-2008, 09:04 AM
Exigency

A discussion (read: crazy ramblings!) regarding the system used herein can be found in the Experimental D20 System thread.

IC thread up!

What the hell is Exigency?

The word itself means an urgent situation, or a situation requiring abnormal effort or attention to resolve. It's also the title of a short story I once wrote, so I reserve the right to recycle it!

But more specifically... it'll be a play-by-post based off a fairly simplistic six-attribute system. Currently a D20 is the only dice used, but it's hardly OGL d20 or similar.

The setting and the rules used are both homebrew. The game will take a very narrative approach- hopefully with a mixture of encounters, depending on who wants to do what- but that’s not to say that attributes will be useless.



What kind of setting are we dealing with here?

Far future- but not necessarily ours. Humanity has gone through the expected selection of wars and disasters to the extent that we can’t even remember exactly what happened.

As far as the people of the setting were concerned, there were Ancient times- when we spoke weird languages, used spears, and lived on a bunch of planets blissfully unaware of everyone else’s existence- and then the Common Era, when they all discovered phasedrives and began bumping into each other in the stars.

Then they learned about the Schism.

It became apparent that we’d all met before, all our worlds and cultures, but that something had put an end to the sprawling human empire- a prolonged event the peoples of the Common Era just called the Schism.

Pre-Schism humanity had been ridiculously technological, and even their dilapidated remnants put Common Era devices to shame.

And as if that wasn’t enough, mankind began finding Uclasion relics. Artefacts, millions of years old, which were blatantly the inspiration behind our pre-Schism findings. The Uclasions had been around 27-million years ago and then had all abruptly died or left the galaxy- so they couldn’t have been all that advanced, surely, if they’d let themselves go extinct.

But the mother of all relics was Ucelsia: the artifical, 3000-mile-diameter spacecraft the Uclasions had once called home. It was found by the Domarian Trade Organisation: and a few short years later the DTO had become the Domarian Legion and the sole superpower of Alpha Sector- that tiny shred of the galaxy that mankind had the nerve to refer to as “the galaxy”.

That’s because the Domarian Legion had found Maintonon: an ancient Uclasion Supercomputer determined to make his mark.

Maintonon obsessively plans and directs and prepares- because he predicted that it will happen again. There’s just one little problem: even he can’t remember what caused the original Schism…



That didn’t answer the question.

Sorry. The setting borders on science-fantasy on occasion; thanks to pre-Schism humanity messing around with genetics (that’s the popular opinion) we’ve got psionic potential and several human varieties beyond the “norm”, to say nothing of ancient Uclasion-inspired robots stomping around or cyborgs kicking ass for a variety of causes.

For this test run, all the players will be human- or at least humanish. We’re talking mid-powered, fairly talented chaps taking on a job on an averagely-populated colonial world.



Let’s assume I understood half of that: how do we put a character together?

Every player has six attributes (4 points is the average for a human, even considering the widespread genetic modification in the past), which represent the bonuses they're given when rolling for the relevant challenges. The system shares a similarity with Mutants & Masterminds in that there's a Health check rather than hitpoints, but failing a Health check will actually reduce the player's Health attribute by one point (and thus make it harder for them to pass future checks).


quote:
Health: Endurance, physical resilience, and resistance to bodily threats such as toxins or diseases. If Health hits zero, the character loses consciousness and is immobilised- a character must start with at least 1 point of health.

Strength: Raw physical power- influencing feats such as heavy lifting, grappling with an opponent, kicking down a door, or the traditional “break a club over the enemy’s head” technique. Strength can act as a buffer for Health, allowing a character to sacrifice a point of Strength in lieu of having to test their Health.

Agility: Agility determines athletic and gymnastic ability, as well as broader categories like reflexes or speed.

Focus: Focus governs your hand-eye co-ordination, your perception of the world around you and your overall concentration. Focus is essential for marksmen and skill-users, but is also significant for psionic characters.

Willpower: Think of this as “mental armour” to protect a character’s mind. Willpower represents a character’s morale under fire and their ability to push past the pain barrier or overcome their fears. Willpower is very important to psionic characters, or characters that wish to resist psionics.

Intelligence: Intelligence is a catch-all mental stat covering a character’s ability to reason and their general knowledge. Like Focus, Intelligence can give bonuses to psionic abilities. If Intelligence hits zero, the character is assumed to have lost their mind, leaving them open to attack.

A character can only die if their Health reaches a negative value- i.e., an unconscious character is physically attacked, or an insane character is mentally attacked, causing exacerbated neurological damage or something suitably dramatic. For the test run it’ll be pretty difficult to die.

Don’t worry too much about whether you’re “allowed” to do something, the whole system is pretty much up in the air. Make a character you think will work but that more importantly you wouldn’t mind playing!

Spoiler:




Let’s talk about psionics.

This has always been where it's got interesting- i.e., complicated. The system allows psionic types a great deal of freedom: the player declares their intent, and the GM decides on the difficulty of the task. In much the same way that attempting to break a man's neck would take more effort/luck than merely kicking them in the shin, a psychic can expect to find it far easier to implant a suggestion in someone’s head than to mind-control them into being their butler for the rest of their adult life.

Difficulty examples:

quote:
Simple: <DC10
Challenging: DC15
Very Difficult: DC20
Virtually Impossible: DC35
Superhuman: DC50+

Telepathy: Boost Reactions, Suggestion, Deplete Will, Destroy Mind, Mass Mind Control
Telekinesis: Push Person, Shield, Crush Human, Throw Car, Sunder Building
Empathy: Soothe Will, Disquiet, Fear, Pain Immunity, Terror Aura
Telepaths and empaths (themselves just specialised telepaths) use powers with a predominantly mental component, while telekinetics can manifest their abilities in physical ways. Of course while telekinetics would be able to challenge psi-immune targets such as machines, their abilities tend to require significantly higher rolls.

As a general rule, psychics with higher Focus and Intelligence will be allowed more accurate abilities and more complicated effects. If a telekinetic has 10 Willpower but the rest of their mental stats are lacking, they can expect to shatter the average wall with little effort but they’d find it impossible to construct a lovely light show out of individual dust motes.



Anyone else involved?

Pretty much everyone who has posted in the various threads, or better yet, created a character and participated in the campaign has contributed in some way- as I say, this is very much an ongoing project, and it's changing all the time.



Neat. Can I still join in and/or put forward rules ideas?

Hell yes. I’d be eternally grateful to all participants and contributors


For player reference: Current Party Aspects/Encounter Powers, List of Aspects/Encounter Powers
 

Last edited by Edcrab; 03-08-2009 at 06:00 PM.
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Old 03-12-2008, 09:06 AM
So tell us about the factions.


Domarian Legion
Type: Various
Notable worlds: Domarius (Original Homeworld), Ucelsia (Surrogate Homeworld)


The Domarian Legion is the largest and most technologically advanced nation in Alpha Sector. Part nation, part military, part supercorporation, therere the closest thing the setting has to a superpower.

As the Domarian Trade Organisation they had a reputation for reliability and honesty, but when Maintonon took control, the newborn Legion quickly became known as a peerless military player on the galactic scene.

Theyre currently the target of the Workers Against Legion- a gigantic terrorist alliance seemingly intent on their destruction. WAL is just a drop in the ocean for the Legion, but its rumoured that theyre funded by the Legions competitors.

The Domarian Legion is massive in population and renown, but much of that comes from the fact that every Domarian company or effort must be registered with one of their facets. As well as the eponymous Legion itself- complete with its ground forces and navy- the Domarian factions include:

Maintenance Association
The largest of the Legions facets, the Association is a billions-strong alliance of technicians, engineers, and manual labourers of all kinds. With their distinctive jackets and infamously complex ranking system, Association buildings can be found throughout Alpha Sector, and most maintenance-related companies work closely with them- that is, if theyre not already registered with them to take advance of their subsidies. The MA is itself host to the departments responsible for the health and environmental care of the Domarian populace.

Security
The Domarian Security Service- known universally just as Security- is their small, highly trained, brilliantly equipped police-force. Although they employ millions of personnel, Security is nevertheless grossly outnumbered considering the sheer scale of the Domarian colonies and the various nations that apply for Security protection. The average Security guard is a power-armour wearing, plasma-rifle carrying veteran- to say nothing of Security Mechs, the infamous Uclasion-derivative robots that are more tank than policeman.

SHARD
The Scientific and Historical Artefacts Research Department is, unusually for a Legion facet, secretive and unlikely to co-operate with the scientific community as a whole. They have a reputation for being cold and unsocial- even amongst other Domarians- but theyre linked with some of the greatest scientific finds in history.



Duality Corporation
Type: Supercorporation
Notable worlds: Dulicon (Homeworld/Nation purchased from Kerenth)


The Duality Corp is a fairly recent arrival to Alpha Sector, having been born of a merger between various smaller groups.

Despite this they quickly secured a variety of contracts from all walks of life, and they appear to research and develop products at an incredible rate. Theyre currently one of the main weapons manufacturers for the Mercenary League.

They refuse to declare their personnel and budget, leading to rumours of illegality- which the Domarian Legion hasnt exactly discouraged. After all, theyve been founded for less than a century and they already managed to purchase an entire six-planet star system from a Kerenth surveying corporation.

Although Duality does not operate at quite the same technological level as the Legion, their willingness to sell such technology to the nations of Alpha Sector gives them cause for concern.

Theyre not the biggest of the galaxys supercorporations, but they're still sizeable enough to warrant various departments, all ran by boards with their own agendas.



Goyermontakon Confederacy
Type: Nation
Notable worlds: Monrhein (Montakon Homeworld), Thoyigos (Thoyigean Homeworld), Gef (Presumed Gef Homeworld)


The Goyermontakons are an alliance of three nations: the Montakons, Thoyigeans, and Gef. While the Montakons and Thoyigeans are classified as standard samples of humanity, the Gef are larger and more powerfully built- causing scientists to argue over whether theyre natural mutations or remnants of pre-Schism genetic experimentation.

The Goyermontakons are arguably the number two to the Domarian Legion. Although they do not nationalise their corporations, they work very closely with them, and the Confederacy is known for being an industrial powerhouse- famous for their heavy engineering, and also for being the birthplace of some of the earliest cyborgs in history.

The Goyermontakon Confederacy briefly fought the Domarian Legion during the Second Colonial War, but the two nations are now surprisingly close, seeing much to admire in each other.

While the Domarians have Ucelsia as their base of operations, the Goyermontakons have the Strachenklaud, a far smaller but no less impressive man-made space station orbiting Monrhein.

Most of the Goyermontakons economic power comes from two main supercorporations:

Haegtnol Industries
Haegtnol is their largest supercorp- originally a surveying and mining group, sales of land and ore quickly allowed them to move into other fields. Although best known for their cars and starships, Haegtnol recently expanded into more mundane commodities, mostly to try and force out their competition.

Ahmteller
Although smaller than Haegtnol, Ahmteller is significantly older- they specialise in pharmaceuticals, foodstuffs, and the leisure industry. Theyre so long-established that theyve developed a public image so strong and family-friendly that no amount of muckraking and scandals can shift them from the top spot.



Jaoshijea
Type: Nation
Notable worlds: Jao (Homeworld), Tynro, Birshimi


The Jaoshijeans are one of the richest and most technologically advanced nations. Theyre thought to rival the Domarian Legion in many fields, especially cybernetics.

Jaoshijea is positioned quite remotely in relation to the rest of Alpha Sector, which left them isolated and independent in their earliest days. They quickly adapted once phasedrive-technology became commonplace, and slotted into the trade networks as if theyd always been there.

Jaoshijea has more zaibatsu (conglomerates) than most economically developed countries do combined. Stereotypically its thought that the Jaoshijean government lives in fear of their various supercorps and their associated private militaries, but the truth of the matter is that theyre behind innumerable clever laws and ordinances to stop any one of them from becoming too powerful- and they do of course field an impressively equipped military.

Theyre host to so many zaibatsu that they couldnt possibly all be listed, but the most infamous of them was undoubtedly Karamanit:

Karamanit
A small (by modern standards) but legendary corporation founded by Isuru Karamanit. Karamanit was the first to develop and distribute mental implants, ultimately being responsible for the first muses (cyborgs with augmented minds)- but human rights abuses, and the dreaded subconscious military programming devices dubbed macros, led to their founders suicide and the liquidation of the companys assets. Their bases of operation evaded demolition and went to the highest bidder- the Duality Corporation...



Council
Type: Government/Regulatory Body
Notable worlds: Ucelsia (Main base of operations)


A nasty civil war in Ucelsia eventually persuaded the home nations of all its residents- which meant virtually everywhere was represented- to found the Council. It began life as a regulating authority to relay the wishes of the non-Domarian populace to the heads of Ucelsia, but it quickly came to represent the colonies as a whole, and in time the whole of the civilised galaxy. Every nation nominates speakers (sometimes hundreds, if the place is populous enough) to act as their voices when the Council is in session in the heart of Ucelsia.

The Council, while ostensibly in existence to protect the colonies and territories of Alpha Sector, seems to spend an awful lot of time getting in the way of Command- the Legions ruling facet. This is mostly because therere so many agendas jostling for position that even the most simple decision takes ages to resolve, but theres widespread corruption to contend with too. Thereve been plenty of occasions where a Councillor has been quietly ousted because they were caught accepting bribes from a supercorporation to prevent the Legion from beginning a new outpost or research development.

Because the Legion is gigantic and seen as Alpha Sectors undisputed superpower, nobody really questions why theyd host such a disruptive political body of their own accord- perhaps the Domarians wanted to show theyre not so expansionist (or even fascist) as some have claimed.

Very few know the truth, however: that the Council is a laughable front to give the Legion some semblance of democracy. In reality, the Supercomputer runs their society from behind the scenes and pays very little heed to the angry shouting people in a chamber hundreds of miles below his core. Of course, while Maintonon can let them take the blame for their disasters, they also take the credit for his successes...



High Council
Type: Government/Regulatory Body
Notable worlds: Lodor, Maladria, Hestelle (Main bases of operations)


The High Council was co-founded by the Lodori and the Domarian Legion, but it began life as the Extrasensory Protection Society- this was back in the days when psionors were a lot rarer and much more likely to be prejudiced against. But eventually such abilities were recognised as major assets, and the EPS changed their name and their duties- declaring themselves the voice and regulator for the now-blossoming psionic community.

It was in their best interests to train every psychic they came across, because to the High Council each of those individuals was a potential lifetime contract and cash cow. Whats especially worrying is that, nowadays, every High Councillor is themselves psionically potent instead of just an activist: and they dont see anything wrong with treating lesser psychics like this. They see fit to meddle in the affairs of any nation thatll host them, simply because they feel that theyre more entitled to do so than anyone else- in their home nation of Lodor, they wield more power than the government.

The Domarian Legion watched the foundation theyd nurtured go from being an anti-defamation movement into an elitist enclave. They resented the very idea of shipping off their psionic adepts to Lodori space for their own good, and the High Councils dismissive attitude towards societies dependant on mundane science was incredibly galling to a civilisation that was traditionally reliant on high-technology.

The Legion have never got along with the Council, but the two bodies have an intense dislike of the High Council in common- or at least, the core hierarchy of the Council itself does, if not the nations its innumerable speakers represent. The Council dislikes the HCs focus on hereditary peerage rather than something more democratic, they dislike being told what to do by a far smaller (and proportionately more powerful) group, and they utterly hate some bastard in a robe referring to them as the Low Council.
 

Last edited by Edcrab; 01-14-2010 at 03:31 AM. Reason
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Old 03-12-2008, 09:18 AM
Wow, Ed, man, that is some cool backstory.

I've always been a sucker for SF with ancient relics and things though.

How does travel (particularly space travel) work?
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Old 03-12-2008, 09:41 AM
...trust me to think up a scenario on an outlying world without touching on what phasedrives actually do

While between planets in the same star system a ship would likely just employ what every SF franchise ever calls "conventional drives", distances beyond that are crossed courtesy of phasedrives- the token FTL method in this instance.

Phaseshifting involves increasing a craft's dimensional harmony threshold so that they can speed across an essentially frictionless (and very compacted) alternate plane of existence for mere seconds before re-emerging at another point in space. The method is made more efficient by a series of dimension-weakening beacons throughout established trade routes.

...and trust me, that's gibberish even in the setting's context. A recurring theme is that all the realllly advanced stuff is beyond Common Era science and people can only guess at how it works: hell, there're probably parts of the scientific community who are convinced phasedrives will someday cause the entire universe to implode.

Phasedrives are more like the "jump" drives of other settings rather than, say, something like warpspeed. You phaseshift a distance appropriate to the strength and technological potential of your drive within a short time period: you don't/can't stay in phase for a prolonged time period. Travelling consists of phaseshifting whenever possible and then using basic engines while waiting for the phasedrive to recharge.

High-yield phasedrives are rare and thus in great demand- that is, the kind of massively powerful engine that could let a ship cross the whole of Alpha Sector in a few hours with a few jumps. Supercorporations commission gigantic space-craft called Worldcarriers- intended to ship personnel, cargo, and smaller shuttles between their destinations- which will repeatedly go back and forth between the same points to speed trade.

Ucelsia, of course, has a stupidly potent phasedrive and can go pretty much go anywhere, anytime: but in practise it has to be positioned carefully and with forethought because it's essentially a mobile planet.
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Old 03-12-2008, 09:48 AM
So any tips on what kind of back story we should put together? As in, are we on a ship headed somewhere, or on a space station with some mission, or on a remote planet at a cantina minding our own business?
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Old 03-12-2008, 09:59 AM
My grand plan was that you're a disparate bunch who, for whatever reason, were travelling onboard a phasecraft when its engines decided to cut out- forcing the group and another few dozen luckless passengers to take shuttles to the nearest inhabited world or to wait onboard until repairs are completed. And since it's a dinky ship- not a flying city like a Worldcarrier- you all choose to visit the planet.

It's basically just another version of the "you all meet in a tavern" cliche, but I wanted to give players a little free reign. You can be on the ship for whatever reason, with any backstory or profession desired: although as mentioned, 45-point builds are pretty competent, so you've probably had low-powered adventures of your own before reaching this point. For a change, you're not all complete hopeless rookies
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Old 03-12-2008, 10:01 AM
D'you plan on putting spaceflight and/or combat in? A fighter-jockey character would be fun.

In the mean time I'll roll up something different for kicks. Is this meant to be a combat-heavy game?
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Old 03-12-2008, 10:06 AM
There'll be a fair bit of combat, but I hope to have plenty of diplomatic and skill-using encounters too. Note that ranged weapons (with the possible exception of throwing knives etc.) have set firepower DCs, unlike melee attacks which invariably draw from Strength.

And yeah, there'll be a little spaceflight/combat, although most of the vehicle sections will probably be confined to the planet. Either way, driving any vehicle is based off the Pilot speciality (Focus based).
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Old 03-12-2008, 10:45 AM
Okay so here's a preliminary take on my hardcore mentalist character. I see him or her as being a psychic investigator more than a fighter of any stripe, though I guess he could play a support role in the party, emboldening friends and terrifying foes.

Health - 3 (-3)
Strength - 2 (-2)
Agility - 4 (-4)
Focus - 5 (-6)
Willpower - 6 (-8)
Intelligence - 6 (-8)

Skill: Analysis +2 (-2)
Skill: Sense +2 (-2)

Psionics: Telepathy (-5)
Psionics: Empathy (-5)
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Old 03-12-2008, 11:20 AM
I would really kind of like to join in.
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Old 03-12-2008, 11:26 AM
Looking good. So have you planned out equipment/armor/weapons yet? Same question for income.
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Old 03-12-2008, 11:51 AM
Zetetic Elench wrote: View Post
I would really kind of like to join in.
Please do!

Ryadic: I was going to distribute equipment to players based on their requests and their balance. So it'd would've been dependant on your character's background with me trusting no one would go overboard.

Put simply, a non-psychic is going to get more generous equipment, and a cop would get better than a diplomat, but worse than a soldier. But since I’ve had so many people requesting an equipment/cost allowance chart type-thing, I think that’s something else to go in the reserved post…
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Old 03-12-2008, 12:50 PM
I'd like a blunt weapon. Something to bash skulls in with. Then a small pistol for ranged fighting if need be. Can't think of anything else at the moment, but if you do get a chart together, I'll go based on that.
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Old 03-12-2008, 12:53 PM
I intend to use my telekinesis to create improvised weaponry.

Or, I would like a bag of marble-sized steel balls with which to pelt people, kind of like Magneto in X-Men 2.
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Old 03-12-2008, 01:18 PM
I did have an idea for a woman who carried a selection of old-currency pennies around, obstensibly as a collector. In truth she sharpened the edges and projected them like bullet-speed throwing stars...

The below is the old item allowance chart I worked on, please note it's not "fact", i.e., you can go beyond it if necessary:

Spoiler:


A bag of metal spheres definitely counts as a mundane item, as does a basic blunt weapon.

Ryadic's request pretty much fits the old chart really: he could have a +5 damage melee weapon (if it was a good-quality club or sledgehammer or something) with a DC9 pistol and maybe light armour, or heavier armour with a weaker melee weapon.
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Old 03-12-2008, 01:23 PM
What's the society like in the Exigency world? On a sliding scale of Fading Suns - Transhuman Space, I'm guessing somewhere about 1/3rd away from Fading Suns...
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Old 03-12-2008, 01:31 PM
Wait, wait, forget the spheres, I want the sharpened pennies. Please?
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Old 03-12-2008, 01:33 PM
Can a character have more than one set of advanced tools (i.e. one per skill)?
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Old 03-12-2008, 01:52 PM
Grid: can't see why not!

Quoth: sure :laugh:

Zetetic: While pre-Schism society would’ve been very Fading Suns/Dune-ish: lots of guilds and houses and the only thing holding the hedonistic chaos together was a feared central hierarchy: there’s a lot less unity (and more variety), depending on the nation in question. Alpha Sector has a combined population that goes well into the trillions.

Spoiler:
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Old 03-12-2008, 02:14 PM
excellent.

I'm thinking of maybe making a librarian-esque character. Not the 40K kind, the literal kind. Focused on Intelligence and Willpower, maybe. Are there any particular knowledge-based specialties lying around I should know about?

Then there's what physical form his 'library' would take, I suppose...
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Old 03-12-2008, 02:20 PM
Have it be a digital library. Like one of those newfangled Kindle thingies, or the old-fangles Hitchhiker's Guide.
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Old 03-12-2008, 02:25 PM
Analysis is one of the only Intelligence-based specialities at the moment. You could have a Knowledge speciality: a bit of a cop-out, but I can think of so many different fields of Knowledge that it'd be worthless to have individual ones, at least in this system...

As for a library: muses interface with computers or the intranet (the misnamed galaxy-wide information grid perpetuated by the Supercomputer's UCS network) through brain implants, but there're plenty of operatives and technicans and experts who access computer systems or other knowledge bases in more mundane ways.

Confusingly, you can get Ancient books with are nevertheless younger than Uclasion-era computers and hard-disks, but even in the Common Era some places will maintain hard copies of their information.

Companies, foundations and research bodies maintain their own databases, which are part Wiki, part Hitchhiker's Guide to the Galaxy: containing the sum of all their findings and constantly updated. Perhaps this chap is in charge of one, or is hired to contribute to one?


EDIT: Quoth, you are creeping me out. GET OUT OF MY BRAIN YOU PSYCHIC MADWOMAN
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Old 03-12-2008, 02:27 PM
This is what I was thinking, though there's a certain charm in lugging around a bag full of ancient, outmoded forms of data storage.

A compromise, of course, would be a bag full of old-yet-advanced computer libraries that merely look like ancient crumbling books. There are prototypes of electronic paper around today; it would be kinda fun to have books whose pages and spine-titles change at will.

edit: edcrab, a part-mumbly-old-scholar, part-journalist would be brilliant, I think.
 

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Old 03-12-2008, 02:28 PM
Hey Ed, what number are you thinking of right now?

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Old 03-12-2008, 02:31 PM
How did you know?! Damn you Douglas Adams and your memorable skits


Zetetic: that's a pretty cool concept. Leather-bound books with paper-thin screens that can display any text or image required. For research purposes you could have excerpts of several works combined or spread across a number of videobooks for convenience.

Sounds like a +3 advanced tool if ever I saw one
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