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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?
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