Difference between revisions of "Laboratory (Sanctum)"

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(Created page with ";Backgrounds ''What the heck was that?" Brent demanded as the buzzsaw like energy construct ripped through the tree.''<br> ''Pavlov shrugged. "Just something that those...")
 
 
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;[[Backgrounds]]
 
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''What the heck was that?" Brent demanded as the buzzsaw like energy construct ripped through the tree.''<br>
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Everyone needs a place to work. In the specially prepared laboratories, weapons-ranges, boardrooms and research quarters of Union operatives, a Technocrat can concentrate on her special projectsAs a Background Trait, "Laboratory" covers many different kinds of spaceSome agents have huge libraries, gymnasiums, personal labs or machine shops loaded with odd gadgets; others share a communal area where the resources are shared between ops with the proper clearance.
''Pavlov shrugged.  "Just something that those crazy weapons makers came up with.  Said it's some sort of bonded memory metal with a magnetic coilGenerates a perpendicular ''electric charge strong enough to plasmate the air around it while leaving the blade untouched.''<br>
 
''Brent shook his head in disbelief.  "That's about the weirdest thing I've ever heard.  From our side anyway.  What were you doing with it?'' <br>
 
''Pavlov shrugged again. "Just trying it outThey wanted to know what it was good for, aside from cutting trees.  You see, you can't catch it or pick it up once it's on,''
 
''so you just have to throw it and then leave it until it runs out of power." ''<br>
 
''"How long does that take?" asked Brent.''
 
''"About three days."
 
  
You're a guinea pig- a ''trusted'' guinea pig for Q Division.  Most ops have been trained with standard weaponry, but you've been suited up with the experimental stuff.  When some new device comes off the drawing board, the designers give you a crash-course with it.  Sometimes they even let you take it out for a spin....
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In game terms, this Background works like the Sanctum Trait, with the following specifics:
  
Though devices are assigned to agents with fair alacrity, you are often assigned special gear.  Q Division gives you the opportunity to test materials and projects that haven't made it into the general Technocratic ranks.  Your rating in this Background determines how many special devices you can get for a mission, and it also determines how useful they'll be.  Use Charisma or Manipulation + Secret Weapons to pull useful tools instead of random junk.  With no successes, Q Division doesn't have anything for you this time; with one or more, you get something of dubious value.  the more successes you score, the more the item is likely to be useful for your mission.
 
  
Why bother with the testing weird gadgets for Q Division, especially if they won't do you any good? Well, you get to play with stuff that the rest of the Union isn't using yet, but might be using in the near futureYou also win points with Q Division and your superiors for trying out new techniques in the field testNot a bad job, as long as it doesn't blow up in your face.
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<span style="font-size:large">●</span> The Union's Laboratories are equipped with magical failsafes. All procedures that fit the Technocratic worldview are considered coincidentalTraditional "mystic" magic styles (Voodoo, Pagan magic, Hermetic Rituals and so forth) are always vulgar there, as are the weird sciences of the Sons of EtherVirtual Adepts, however, know enough about Technocratic protocols to bypass these failsafes; their "spells" are almost always coincidental in these labs, too.
  
* You can get an item of trivial utility ( a new sort of all environmental pen or a modified version of Erg Cola).
 
  
** A minor toy is within your reach ( a small sensory device, power-source or minor single-effect device is accessible.)
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<span style="font-size:large">●</span> The Guantlet rating in a Technocratic Laboratory is considered 9, even against Dimensional Science Procedures. These Procedures are simply considered coincidental, rather than vulgar.
  
*** They trust you with stuff most operatives never see. (A modified hand weapon, armor treatment or special medical supply)
 
  
**** You're familiar with the quirks of most Technocracy weaponsmiths, because you use their works so much. (Improved heavy weapons, a potent but quirky transportation device, some sort of mind-altering device)
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<span style="font-size:large">●</span> A Laboratory set up within an established Construct belongs to the Union; it may be shared, monitored, spied on or seized with little or no warning. The "cloaking effect" does not affect Control--Your superiors always know where their Laboratories are!
  
***** You can pretty much pull any experimental object on call. (Get two or three minor items, or test out a new vehicle, robot, or device or Procedure requiring additional Union Resources.)
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<span style="font-size:large">●</span> A wealthy operative (or almalgam) may set up a Laboratory outside an established Construct.  Doing so, however, could be considered unmutual.  Bribes and favors are always a good idea if you want to keep your Laboratory secure.  In personally owned Laboratories, the "cloaking effect" protects against all intrusions, even Technocratic ones.  There's something to be said for privacy.

Latest revision as of 21:34, 19 March 2023

Backgrounds

Everyone needs a place to work. In the specially prepared laboratories, weapons-ranges, boardrooms and research quarters of Union operatives, a Technocrat can concentrate on her special projects. As a Background Trait, "Laboratory" covers many different kinds of space. Some agents have huge libraries, gymnasiums, personal labs or machine shops loaded with odd gadgets; others share a communal area where the resources are shared between ops with the proper clearance.

In game terms, this Background works like the Sanctum Trait, with the following specifics:


The Union's Laboratories are equipped with magical failsafes. All procedures that fit the Technocratic worldview are considered coincidental. Traditional "mystic" magic styles (Voodoo, Pagan magic, Hermetic Rituals and so forth) are always vulgar there, as are the weird sciences of the Sons of Ether. Virtual Adepts, however, know enough about Technocratic protocols to bypass these failsafes; their "spells" are almost always coincidental in these labs, too.


The Guantlet rating in a Technocratic Laboratory is considered 9, even against Dimensional Science Procedures. These Procedures are simply considered coincidental, rather than vulgar.


A Laboratory set up within an established Construct belongs to the Union; it may be shared, monitored, spied on or seized with little or no warning. The "cloaking effect" does not affect Control--Your superiors always know where their Laboratories are!


A wealthy operative (or almalgam) may set up a Laboratory outside an established Construct. Doing so, however, could be considered unmutual. Bribes and favors are always a good idea if you want to keep your Laboratory secure. In personally owned Laboratories, the "cloaking effect" protects against all intrusions, even Technocratic ones. There's something to be said for privacy.