Brex question

Comments on our other product lines: Dungeon Alphabet, Monster Alphabet, Cthulhu Alphabet, How to Write Adventure Modules That Don't Suck, and more...

Moderators: DJ LaBoss, finarvyn, Harley Stroh

Post Reply
Derek_Holland
Far-Sighted Wanderer
Posts: 21
Joined: Fri Jun 17, 2005 3:15 am
Location: Macedon, NY

Brex question

Post by Derek_Holland » Mon Jul 16, 2007 5:37 am

Exactly what technology wasn't developed in the BR universe? The corebook isn't very clear on this other than the absence of nuclear plants/bombs and FTL.
Lifetime member of the Xerces Society

http://www.xerces.org/home.htm

http://Alternityrpg.net

goodmangames
Cold-Hearted Immortal
Posts: 2701
Joined: Sun Dec 01, 2002 12:41 pm
Location: San Jose, CA

Post by goodmangames » Mon Jul 16, 2007 7:26 pm

No iPods!

That's a pretty broad question... kinda hard to answer... do you have a particular interest that might make it easier to address?
Joseph Goodman
Goodman Games
www.goodman-games.com

Derek_Holland
Far-Sighted Wanderer
Posts: 21
Joined: Fri Jun 17, 2005 3:15 am
Location: Macedon, NY

Post by Derek_Holland » Tue Jul 17, 2007 5:00 am

I am thinking of converting the setting (my notes only, not online) to Alternity. The technical science broad skill could be broken up into (taken from a thread at A.net):

Nanotechnology -- this covers the use of nanotech as a tool and building material. It would be required for designing and repairing many forms of nanotech-based equipment, as determined by the GM.
Photonics -- covers the manipulation and use of light. This would allow the use of lasers, optic systems, etc.
Electronics -- if you are feeling nasty, you can make this an area of expertise. It is almost certainly the first one somebody would choose.
Electromagnetics -- hey, it counts.
Chemical Engineering -- the applied science kind of Chemistry knowledge. Includes knowledge of charge technology, Oxymite fuel cells, and lanthanide power cells.
Robotics -- I'd say that this area of expertise is a prerequisite for purchasing ranks in Technical Science-robotics.
Cybernetic Technology -- applied cybertechnology. Needed to repair and design cybertech, but is NOT useful for actually installing it in biological beings.
Primitive Mechanical -- while a little on the derogatory side, this area of expertise includes all ancient and PL5 or lower mechanical type devices and technology. Steam engines, torsion engines (catapults), internal combustion engines, etc.
Mechanical -- covers the PL6+ mechanical engineering technologies. This would be another essential one, as many types of technology will include some kind of mechanical engineering issues. The operation of charge weapons, most non-gravitic based vehicles, all servo-motor machinery, and the like would be covered by mechanical.

Which fields are not found in the Brex universe?
Lifetime member of the Xerces Society

http://www.xerces.org/home.htm

http://Alternityrpg.net

Post Reply

Return to “System Neutral Products and More”