Why brain? Why world building stuff BEFORE the story? Couldn't I at least double post the story?
Two bits here, so first:
The second bit is more involved. I tried to give everyone strengths and weaknesses while being vague, but feel free to rip it apart.
Stupid Brain.
Multiversal Travel for Dummies – Guild Edition (Updated 2 Months, 17 days, 5 hours ago)
Section 6: Car Envy
So you’ve learned the difference between a stepper, a saucer, a slingshot, and a portal.
But how do they stack against what everyone else uses?
Parachronics is what Infinity and Centrum call the math they use. It organises things for them in energy bands, and they have analogues of our stuff. They can trundle up and down a band easy as you like, pop across to a neighbouring band with difficulty, and only just reach the band past that. Given how they get on with each other, it’s good luck for them they’re three bands apart.
That sounds pretty pathetic doesn’t it? Especially as they don’t have space travel, and it doesn’t allow relative moving. They’ve got two things going for them though. One is it’s fairly easy to find a timeline in a band, so they’ve got a lot of easy access to world. Two is their method has far better access to walled locations (which is what the Intel groupies think the world Infinity calls Coventry is).
On the bad side though is how unstable the echo timelines those bands are. Heck, we think Infinity and Centrum actually ENGINEER timeslips to move timelines out of each other’s reach. And they call US crazy.
The Time Nazis have all sorts of methods, from using natural path ways to mutated creatures with jump capability to draining jumpers to power portals. Most of these aren’t good for anyone but the Nazis. Nazi mad science seems to have a lack of real understanding of how it actually works but, as we’ve found to our horror, a lack of morals allows for quick development times.
The Draka seem to mainly use a wormhole portal system, though they’ve nicked stuff from everyone bar the Bureau. This allows them better precision in jumps. Not so much as to pop snakes on your head but still good enough to target an apartment in a building, and yank the fuckers back when their asses are getting kicked. It also limits how much can go through until a significantly sized gate can be built at the local end. They also seem to have problems getting it to work at all in space. The biggest disadvantage is they’re fucking loud telluric wise. Those pocket telluric scanners they sell as kids toys can pick them up at half a klick, the standard ones people should have in their kits will pick them up within ten to fifteen. Standard FOB setup will cover a continent, but FOBs are rare on the ground.
The Bureau undoubtedly has the mobility advantage. Any flight capable thaum-linker can do a hop, given the skill and tech (‘cause, y’know, inertialess supersonic personal flight and portable naval weaponry they can set to freaking stun isn’t ENOUGH). There’s also the fact they’ve got some sort of relay system for their chunk of the Multiverse, so can deploy from anywhere they have a Nexus. Yay for teleport spam. It’s their ships that really take the bloody cake. Not only are they capable of sitting in the freaking Interstitial Void (not merely hurrying through trying not to look like anybody sane would do, oh no), but they can portal forces off to wherever’s in range as well as acting as a relay (which says their ship portals have at least worrying range, if not the WTF range the relay system has) while there. The void drives can target their ship exit points well enough that they can flank fleets as well.
Do we have any good news? Because of all that flitting around in the Void, they’re fairly slow to get around anywhere not on their relay network. All their travel stuff is stupidly sensitive to telluric surges as well, so they’re even slower than you’d think if they don’t get blocked.
Two bits here, so first:
Unofficial rules of Survey Wrote:When picking up shiny tech, always try and get at least three. One for the gamers to play with, one for the hackers to take apart, and one for you. Anything else is just gravy.
The second bit is more involved. I tried to give everyone strengths and weaknesses while being vague, but feel free to rip it apart.
Stupid Brain.
Multiversal Travel for Dummies – Guild Edition (Updated 2 Months, 17 days, 5 hours ago)
Section 6: Car Envy
So you’ve learned the difference between a stepper, a saucer, a slingshot, and a portal.
But how do they stack against what everyone else uses?
Parachronics is what Infinity and Centrum call the math they use. It organises things for them in energy bands, and they have analogues of our stuff. They can trundle up and down a band easy as you like, pop across to a neighbouring band with difficulty, and only just reach the band past that. Given how they get on with each other, it’s good luck for them they’re three bands apart.
That sounds pretty pathetic doesn’t it? Especially as they don’t have space travel, and it doesn’t allow relative moving. They’ve got two things going for them though. One is it’s fairly easy to find a timeline in a band, so they’ve got a lot of easy access to world. Two is their method has far better access to walled locations (which is what the Intel groupies think the world Infinity calls Coventry is).
On the bad side though is how unstable the echo timelines those bands are. Heck, we think Infinity and Centrum actually ENGINEER timeslips to move timelines out of each other’s reach. And they call US crazy.
The Time Nazis have all sorts of methods, from using natural path ways to mutated creatures with jump capability to draining jumpers to power portals. Most of these aren’t good for anyone but the Nazis. Nazi mad science seems to have a lack of real understanding of how it actually works but, as we’ve found to our horror, a lack of morals allows for quick development times.
The Draka seem to mainly use a wormhole portal system, though they’ve nicked stuff from everyone bar the Bureau. This allows them better precision in jumps. Not so much as to pop snakes on your head but still good enough to target an apartment in a building, and yank the fuckers back when their asses are getting kicked. It also limits how much can go through until a significantly sized gate can be built at the local end. They also seem to have problems getting it to work at all in space. The biggest disadvantage is they’re fucking loud telluric wise. Those pocket telluric scanners they sell as kids toys can pick them up at half a klick, the standard ones people should have in their kits will pick them up within ten to fifteen. Standard FOB setup will cover a continent, but FOBs are rare on the ground.
The Bureau undoubtedly has the mobility advantage. Any flight capable thaum-linker can do a hop, given the skill and tech (‘cause, y’know, inertialess supersonic personal flight and portable naval weaponry they can set to freaking stun isn’t ENOUGH). There’s also the fact they’ve got some sort of relay system for their chunk of the Multiverse, so can deploy from anywhere they have a Nexus. Yay for teleport spam. It’s their ships that really take the bloody cake. Not only are they capable of sitting in the freaking Interstitial Void (not merely hurrying through trying not to look like anybody sane would do, oh no), but they can portal forces off to wherever’s in range as well as acting as a relay (which says their ship portals have at least worrying range, if not the WTF range the relay system has) while there. The void drives can target their ship exit points well enough that they can flank fleets as well.
Do we have any good news? Because of all that flitting around in the Void, they’re fairly slow to get around anywhere not on their relay network. All their travel stuff is stupidly sensitive to telluric surges as well, so they’re even slower than you’d think if they don’t get blocked.