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science [2018/06/20 21:19]
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science [2019/08/13 16:55] (current)
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 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. 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.
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 +  * **Scanners** are used to detect the presence of hidden phenomena in the immediate area - exotic materials, hidden energy fields or invisible particle clusters. They will usually alert the user to the presence of a phenomenon and what it is on a superficial level.
 +  * **Analysers** are used to learn more about a single phenomenon. They will give some information about what an item or phenomenon is, and perhaps details of how it might be overcome or used.
 +  * **Extractors** are used to take samples from a phenomenon, either to extract measures of [[exotic substances]] or to harvest samples for later [[research]].
  
 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. 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.
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 Querus’ eyes narrowed. “Collect as much of it as you can. We may have a chance to get out of here after all.”</​blockquote>​ Querus’ eyes narrowed. “Collect as much of it as you can. We may have a chance to get out of here after all.”</​blockquote>​
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-===== Science Devices ===== 
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-One of the core abilities of Scientists is their ability to use Science Devices to gather information from their surroundings. All characters with the [[Professional skills#​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 [[groups#​group income|group'​s income]] (especially a Scientific Group). 
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-**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. 
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-**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. 
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-**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. 
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-Science Devices require [[Game items#​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). 
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-===== Research ===== 
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-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 [[Professional Skills#​Etheric,​ Corporeal & Life Science]] a character has, they gain 1 Research Point in that field. The [[professional skills#​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]]. 
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-==== Researching Artefacts and Samples ==== 
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-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 - [[Professional Skills#​Etheric,​ Corporeal & Life Science]] - and can only be researched using the right type of Research Points (or your Generic Research Point). ​ 
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-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. 
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-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. 
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-==== Assisting another'​s research ==== 
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-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. 
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-==== Teaching ==== 
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-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. 
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-==== Creating Exotic Substances ==== 
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-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 substances|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 ===== ===== Additional Science Topics =====
science.txt · Last modified: 2019/08/13 16:55 (external edit)