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Science

Scientists Doing Science tends to be a prominent theme in sci-fi, and Scientist characters in Orion Sphere are a key part of the game. Characters with scientific skills are able to make use of devices and technology that other characters cannot, and can apply their skills between events to unlock the secrets of the universe. To access these parts of the game, a character must purchase some character skills - starting with the Scientist skill. This allows them to the specialise in one of the three main “scientific fields” - Etheric Science, Corporeal Science and Life Science.

At events, scientists can make use of Science Devices - specialised technology that allows them to learn more about their surroundings and take samples for later research. The three basic Science Devices are the Scanner, Extractor and Analyser - every Faction's scientists have access to some variant of these devices. Science devices can have Mods applied by engineers to add additional abilities. Using these devices allows scientists to find hidden resources or investigate strange phenomena on missions.

Scientists can make and use exotic substances - consumables that can improve weapons, equipment, medicaments and have many other applications, perhaps being needed to cure certain illnesses and conditions. Many of these rare substances are particularly coveted by certain factions and megacorps who are willing to pay handsomely for them.

Between events, scientists can Research certain things that they have placed in their inventory. Scientists can research Artefacts they have found and samples that they have taken at events. Research allows a scientist to learn more about the phenomenon sampled, or to unlock new knowledge and powers of an artefact. Researchers who have made a discovery can also pass on their knowledge to their associates.

Finally, a scientist's research is critical in understanding how to use powerful Artefacts. These strange objects may be the results of advanced science we do not yet understand, or the remnants of ancient and dead interplanetary civilisations. In the hands of a scientist who has unlocked its secrets, an Artefact can unleash terrible energies, heal the most lethal illnesses or perform remarkable feats.

Core Science Topics

Quereus and Aeleath crouched in a shadow of the cave, lit only by the faint glow of fluorescent minerals in the rock around them. A thick blueish mist obscured the floor of the cave, seeming to absorb the ambient light and make the walls glisten organically. Both were bruised and battered, and the the stocky Borean's thick, sap-like blood oozed from a half-dozen cuts. Quereus checked his rifle.

“I'm nearly out of charge.“ His brow furrowed with worry. “There’s no way we can get back to the rest of the crew with those razor bugs between us, and the ship won't be able to get a lock on us in these caves. How about you? Got any tricks we could use?”

“Their hive mind is too diffuse for me to connect with, and I've only got one full charge pack left”, replied Aeleath, “My pistol can't hold enough power to stun more than a couple of them at a time.” The graceful Elysian rummaged in her pack. “Let’s see if there is anything around here that we can use.” Aeleath took out her scanner and lightly pressed the activation node. It emitted a barely audible hum as it swept their surroundings. After a few seconds, the scanner’s viewscreen pinged softly with a single blue dot.

And then another. And another, until the panel was illuminated by in solid blue. Aeleath’s eyes widened. “This mist! It’s a sea of Quark Plasma. All the energy we need is right here.”

Querus’ eyes narrowed. “Collect as much of it as you can. We may have a chance to get out of here after all.”

Science Devices

One of the core abilities of Scientists is their ability to use Science Devices to gather information from their surroundings. All characters with the Scientist skill can use the three basic science devices; Analyser, Extractor and Scanner. These devices can be purchased from MegaCorps in the hub area of events, or may be earned as part of a group's income (especially a Scientific Group).

Analysers are used to detect basic information about a specific object or scientific phenomena that is immediately present. For example, analysing a force field blocking your path might reveal that it rises and falls in timed sequences, or that it will go offline if its emitter is hit by a FREEZE call. Analysing a strange mineral sample might tell you that it stores and converts incoming energy from energy weapons into waves of concussive force. Generally, it will tell you what the thing is, and which scientific specialisation it relates to.

Extractors are used to take samples of materials from the environment. They can be used to extract usable measures of exotic substances that a crew might find on a tomb world, or extract a sample of a deadly virus that can be researched to find a cure.

Scanners inform a scientist about interesting phenomena that might be hidden from them in the immediate area (in a forest clearing, for example). A quick sweep with a scanner could reveal the presence of hidden minerals that can be extracted or used, or the presence of exotic particles in the atmosphere.

Science Devices require Charges to be used. They will indicate their charge capacity and how many charges must be torn to use their abilities on their lammie. To use some Science Devices (generally the ones that detect information about the area), you must have a Ref present to provide the information - usually these devices get used on a mission, where a ref should be present. If you are using a device on an NPC, they may have been briefed with information to give you (you may ask OOC first if this is the case before tearing your Charges).

Research

Scientists can perform research between events to discover more about the game world and the things that they have found in it. Mechanically, research is the expenditure of Research Points, which are gained by buying more ranks of science skills. For each rank of the Etheric, Corporeal & Life Science a character has, they gain 1 Research Point in that field. The scientist skill also grants 1 Generic Research Point, which can be used in any of the 3 specialisations. After each event, you can choose how to assign your Research Points - either to an object in your inventory, to collaborate on another character's research, teach other characters what you have learned, or to creating exotic substances.

Researching Artefacts and Samples

Assigning Research Points to objects allows you to learn more about them, and in some cases gradually unlock their abilities. Objects that you can research are assigned to one of the three science specialities - Etheric, Corporeal & Life Science - and can only be researched using the right type of Research Points (or your Generic Research Point).

Artefacts and Samples (which are basically researchable manifestations of Conditions or other in-game phenomena) will have “tiers” that unlock for your character as you assign more Research Points to them, up to the maximum level (which will indicate that no further research is possible). Unlocking higher tiers will usually require more Research Points to be spent each time, as it becomes harder to uncover new information. In effect, each artefact and researchable Condition or Phenomena is its own ranked skill, and you “buy” those skills with research.

Unlocked tiers might grant the ability to use the object's special powers, or information about it and possibly its origin. Samples are more likely to give information, artefacts are more likely to unlock special abilities. Special abilities that you research will appear on your character sheet at the next event, and they can be used with the relevant artefact. You will normally receive the results of your research in your character pack at the next event.

Assisting another's research

You can assign one or more research points to assist another character's research. Specify which research points you wish to assign to another character, and their character ID, and they will be added to their current research. These transferred points can only be used to research an object. They cannot be used to teach other characters or create exotic substances.

Teaching

You can use your Research Points to teach other characters about what you have already learned. Since you have already done the hard work of researching, it is much easier to bring others up to speed. Each research point that you assign to teaching another character unlocks 1 tier of something you have already researched, up to your current level. When teaching another character, you should indicate how many research points you are assigning, their character ID and the ID of the artefact, phenomenon or condition that you wish to teach them about.

Creating Exotic Substances

Scientists can spend their time in between events searching for or synthesising Exotic Substances. Every Research Point used in this way gains the scientist a random exotic substance of the relevant type - exotic particles for etheric science, exotic reagents for corporeal science or exotic biotics for life science. If you use your Generic Research Point to this use, you will receive a random exotic substance from any of the three areas. If you don't specify how your Research Points are used, they will default to this option.

Additional Science Topics

science.1529525988.txt.gz · Last modified: 2019/08/13 16:54 (external edit)