“The mark of successful worldbuilding is to take the fantastic and make it plausibly mundane. The job of storytelling is to take the mundane and make it fantastic.” Discontinued for the moment, might revive in response to feedback.
Thursday, April 23, 2015
Dive Units (Fray Universe)
Full Immersion Physical Simulators, better known as Dive Units or Divers due to their use of fluid suspension, are a type of virtual reality simulation equipment.
They take the form of an adjustable body frame within a thick plastic saline filled shell, a bodysuit attached to the frame, a fairly powerful computer, an air helmet, and a filter to keep the tank clean. Procedures exist to flush the tank if the mask seal breaks, breathing is obstructed, or the user goes into cardiac arrest.
The frame can be rotated to manipulate balance and the sense of motion, but the body is intended to be locked in place--touch and muscle movement are entirely simulated, decreasing the cost, maintenance, and safety concerns, although more articulated frames are in development as next generation Units.
The actual control and tactile feedback is accomplished by the skintight bodysuit. Said bodysuit is actually an enormous number of microelectrodes, tuned and wrapped to the contours of the body, so that it can artificially stimulate the nerves. The suit is then attached to the frame, through which the computer cables and air hose are routed, and the frame has emergency release mechanisms placed where the jands can be comfortably reach them, but designed that activating them is difficult to do by accident.
While microelectrodes are sufficient to simulate muscle movement, there is no viable way to directly simulate vision artificially, so it simply uses advanced goggles, which employ some very clever tricks to produce a higher definition 3D image than the system actually computes.
During login, users are rendered unconscious, partially to reduce the risk of discomfort or seizures, but mostly to take advantage of the body’s natural tendency to dream about being in positions it isn’t actually in, and believe its eyes over its actual tactile senses. When the user wakes in the gameworld, their entire body is stimulated somehow, generally with water or fierce wind, and this is actually a way to fool the brain into believing the false sensations it is being fed. The hands are still free and capable of movement, however, and can be used to pull the eject switch if necessary.
A full set costs about 500$, not including saline or filters, and it required some very clever marketing to actually sell, due to the required space and one player limit. It was originally marketed, along with it’s accompanying physics system, as an advanced military training device, designed to let soldiers simulate action in conditions well away from training centers, and after that became unprofitable, they offered a significantly cheaper version to the civilian market as a combination luxury bed and MMORPG. This actually became a runaway success, mainly because they decided on an open sandbox style crafting system, and it was sufficient for testing real gun, vehicle, and house designs.
Now, they’re fairly common, at least partially because they really can be quite comfortable to sleep in, allowing them to take the place of the bed in many small apartments owned by geeks. A fairly popular, slightly more traditional MMO named Fray was released for it about five years ago, with the distinction of being a similar work in progress, most notably in the form of it’s debugging; Several professionals and many players take the role of the Red Team, trying to break the ingame society in any way possible...
Thursday, April 16, 2015
Observed Universe Intro
Hi. The author is tired, so his last minute rewrites may suffer for it. He might go back and fix it eventually, but probably not soon.
Anyway, here.
Anyway, here.
Pact: Noun: A binding alliance or treaty. Usually intended for the long term, or until all set goals have been achieved.
Observer: Noun: One who witnesses events.
In this world, it is possible to attract the attention of beings from outside it. One side effect of this is to allow feats that would otherwise be impossible, so long as they fit within preset parameters, which can be defined by any form of communication. The only beings capable of being reached have been dubbed Observers, as that was all it was known they could do for some time.
It was eventually discovered that Observers could take control of a willing host, so long as that control was both well defined and freely offered, and in the process it was found that Observers were not bound by time in the same manner as anything else in the universe-they frequently displayed foreknowledge of events beyond all but the most precise forms of omniscience, and their skill or preferences could vary dramatically during a task, but they would always succeed eventually. This was taken to it's logical conclusion when the man who discovered all this decided to make a Pact to take over his country, and ended up leaving enough destruction in his wake that most knowledge from that era was lost. In the chaos that followed, Powers based on those granted by Pacts were developed as a much safer alternative, various systems to suppress Pacts developed similarly, and the world still faces at least one major catastrophe per century.
Welcome to the Observed Universe.
Thursday, April 9, 2015
Timeless Intro Speech
Hi everyone. This is something short I came up with a couple days ago, and liable to grow into a proper universe. That said, enjoy!
Admit it, you'd read the series.
“Once, long ago, the world was unified. Oh, there were many nations, to be sure, and many cities, but rare indeed were those that could not talk to the others. The world entered an age of progress that has never been seen before or since. But with that progress came war, and eventually, weapons that could end those wars with little more than the touch of a button.
The world entered an uneasy truce, that no two sides with these weapons would fight each other, lest either be convinced to use them, and this this truce lasted for nearly a century.
But something had to be done. And eventually, three young scholars developed a solution.
They created a machine that could wall cities off from time, allowing flawless interdiction of the great weapons. But this great defence had a great cost, as communications that had once taken seconds now took hours, and if the target was similarly walled, months. Gone were the days where one could carry conversations across the world.
But the great weapons were once again being deployed, frequently and without warning, and so the loss was considered acceptable, and so the great age of progress ended.
That was more than two hundred years ago, by our reckoning, but outside it has been a fraction of that.
And you, brave souls, are those who would travel outside, becoming our messengers, our repairmen, our couriers, our soldiers.
Our Timeless.
Welcome.”
Admit it, you'd read the series.
Thursday, April 2, 2015
A Selection of Historical Archetype Pieces (Binding Universe)
Hi. Do you like the new heading? The author has actually Googled it, and now believes he may have been the first to coin it. Anyway, have a post.
The Coalheart:
A device of some prominence in the history of the European Empire,
believed to be the first instance of a device base for an Artificial
Changeling. Allows immortality so long as it contains burning coal,
although it may be possible to substitute wood instead. Over time, the
blood of it’s user turns black as it dumps smoke into their veins, this
is faster if they take advantage of the ability to avoid eating or
breathing normally.
Natan-Natan, the Sword of Exile:
Retrieved from the Castle of Loss in the First Timeline by Fourth
England only recently, so its history is mostly unknown. Capable of
opening portals to banish or cut targets, and while said portals are connected to a pocket
timeline unique to the sword by default, the target can be changed with training.
It carries a strong impetus to never return to the place where one
gained the sword until one gives it up, although this is not entirely
compulsory. Can also be used to make access to an area difficult, although this is a more advanced function.
The Seal of the Amethyst Emperor:
Used to authenticate the lords of noble houses, as well as every new
set of Samurai armor during the reign of the Wandering Empire,
effectively controlling the military and symbolic strength of the
various factions. It is therefore of incredible cultural and strategic
value, and whoever it recognizes as its master was the rightful leader.
It cannot easily be stolen, as it will burn those who take it from a
rightful master without leave, and can be summoned at will by its
rightful master, to which it is spiritually linked, and similar measures
are in place to prevent its destruction. It will only acknowledge a
ruler who fits certain criteria, determined both at the time of its
creation and by the previous emperor at the time he last held it. In
modern times, its use is almost purely ceremonial, but if the need seems
dire, it may once again grant its blessings to worthy servants...
The Thousand Blades of Battle:
A more mythical Piece, straddling the line of full Eidolon, The
Thousand Blades of Battle are a collection of weapons that appear to
worthy wielders in moments of need, generally with the restriction that
they be carrying a blade of their own to give it in trade. It contains
at least a thousand Archetype Pieces of varying power, and is suspected
to absorb any sufficiently unclaimed blade that has been used
extensively in true, if not mortal, combat.
Thursday, March 26, 2015
Plant Eidolons (Binding Universe)
For today's foray into the Binding universe the author has compiled a few of the more well known or interesting magical plants known in the first three timelines of the Binding universe. It does not include any native to the Second Timeline, and those will likely be the focus of a later post.
Enjoy!
Reclusive Breachweed, also known as Durnwort, is a small grass that grows in crevices. it hides from predators by turning itself invisible, and is sometimes harvested for this property, but is otherwise very benign and inoffensive. When all observers are properly concealed, it is a light, clear green similar to onion shoots, with light brown roots. Like many reclusive plants, it may be approached by most elemental spirits without triggering its defensive properties.
Enjoy!
Bellweed
is a small shrub, with tough, not quite barklike stems. It’s leaves,
stems, and blossoms are all the same light silver green, and also small,
round and boxy, it’s blossoms resembling sleighbells or paper lanterns.
Its main feature of interest is the ringing sounds it makes, which
imitate the emotions of creatures that get close, and induce them in
others that hear it. This is its primary defense, alerting the presence
of things that would eat it to predators.
It
is very closely related to Chimeblossom, and they have been known to
change into each other in the course of one generation, as appropriate
to the environment, suggesting them to both be forms of the same plant.
They
are valued for their application in telepathy enchantments, and are a
common base ingredient in emotion inducing potions. Less frequently,
they will be used to boost musical skill, although they are generally
too small to craft instruments from.
Chimeblossom
is a tree of moderate size, that very closely resembles Bellweed. The
major differences are in size, as Chimeblossom can grow nearly as tall
as an oak in the most extreme cases, and in the fact that Chimeblossom
actually has proper bark rather than just a tough, leathery skin.
Slightly more subtle is the difference in blossoms, which resemble pears
or raindrops in shape more than balls, and the leaves also get longer
and broader at the ends. The cadence and volume of their ringing are
also different from Bellweed, but its effects are not.
Chimeblossom
are a somewhat popular choice for carving instruments from, although
many people prefer a more natural sound for their wind instruments,
stringed instruments are considered far more compatible.
Willowvein,
as the name implies, is a relative of the weeping willow. It has a
clear skin, thin bark, and red sap. It can be eaten by carnivores, and
has some use in healing potions. It is probably artificial.
Oreseeker
is a plant that begins as a shrub and can grow into a tree, if it has
sufficient materials. Its unique aspect is that it only grows in high
metal environments, as it absorbs those metals through its very
extensive roots, which actively seek out veins of ore granting it it’s
name. When it absorbs metal, it purifies it and grows. It may be
entirely metallic, with no organic portions at all, but either way they
are highly prized for their rarity, beauty, and mining value.
They do not, despite rumors to the contrary, feed on the iron in blood, unlike some plants.
Widowroot
is a mild toxin, a depressant, and has a death aspect. It is so called
because it is traditionally gathered by widows and spinsters who can
never bear children, and it carries aspects of loss and lacking. It can
fetch a moderate price, as it is frankly one of the most benign things
that can be found with a death aspect. It is also quite rare in the
wild, and generally only shows itself to those who have lost something
very precious.
Reclusive Breachweed, also known as Durnwort, is a small grass that grows in crevices. it hides from predators by turning itself invisible, and is sometimes harvested for this property, but is otherwise very benign and inoffensive. When all observers are properly concealed, it is a light, clear green similar to onion shoots, with light brown roots. Like many reclusive plants, it may be approached by most elemental spirits without triggering its defensive properties.
Thursday, March 19, 2015
Project Bloodspiller's Kill Team (Binding Universe)
Hi. These are (some of) the guys Project Bloodspiller employs to hunt monsters and interesting mages who won't share their tricks. Because of course the logical thing to do, if you need magical research or crafting materials, is to hire guys to go hunt them down with magic weapons.
Shroud: Black haired, age and gender unknown. Bonded with their black cloak, which they can feel and move freely, and preternaturally light. Feels naked with the cloak exposed, at least initially, and probably related to research on Hundred Year Spirits. Probably not an actual member of the team, but rather one of the only prey that’s managed to stay ahead of them.
Silent- A red haired, probably female killer who uses a Muramasa II heavy assault katana. The sword has a Bloodforged Jet Stone in its pommel, this may or may not be a standard feature. Her default fighting style is hyperfast melee dueling, doing constant damage, using her superspeed to stay close, and denying opponents the opportunity to react. She can use her sword to deflect all types of stab wound she can see incoming, negating most types of ranged attack that can overwhelm Miracle Dodge, although she was still vulnerable to Electric Moment until she added gloves for the specific purpose of not getting electrocuted through her sword.
Her clothes are loose, sturdy, and black, and her gloves and hair are the color of scabs, and she’s not a Lord of Shreds and Tatters, although she has killed several. Her hair and outfit are implied to have been colored by the blood of many, many opponents, and true to her name, she never speaks or even grunts onscreen.
Liarboy: Takes the form of a stocky boy who appears to be between eight and twelve years old, but where he falls between them varies from moment to moment, although the change is subtle. He is both an accomplished illusionist and a suspected shapeshifter, and provides most of the support role for the team. He’s probably a large part of why Silent was able to corner Charnel, although he certainly had help.
Dreamer: Brown haired, heavyset man in his thirties. Mainly interesting for his ability to connect to unguarded minds by means of an inviting dreamworld. One of the closest things to a forcible telepath in the world, he is generally kept away from combat where possible. His face is quite plain, and he resents being called an incubus.
Waif: A dark haired girl in a suit of Wraith derived armor, with wings/scarf made of Bluefire. Fairly durable, can fly, enhanced strength, other powers mostly undeveloped. Armor is bonded to her, and makes her look thinner than she really is.
Shroud: Black haired, age and gender unknown. Bonded with their black cloak, which they can feel and move freely, and preternaturally light. Feels naked with the cloak exposed, at least initially, and probably related to research on Hundred Year Spirits. Probably not an actual member of the team, but rather one of the only prey that’s managed to stay ahead of them.
Thursday, March 12, 2015
The Legend Units (Awesome Normal Universe)
The author rejects the foolishness that is Daylight Savings Time, and insists that this means he didn't actually miss this deadline.
That said, he hopes to fix this up a bit later.
That said, he hopes to fix this up a bit later.
The Legend Units are a robotic army, designed as multipurpose, networked, extremely versatile combat androids. They have been remarkably successful, but this is mostly limited to their basic combat functions, and individually, they are exceptionally inept at most tasks. Said functions are the initial programming module, which amounts to being able to load, aim, and fire their custom Glock 20 handguns with reasonable accuracy, aim at areas their fellows aren’t, and get back off the ground if they fall over. More was planned for the core programming, most notably the ability to recognize and execute commands from authorized personnel, but this proved unexpectedly complicated, and had to be drastically scaled back from the initial concept.
In their first deployment, they had very limited programming, and their greatest capability was to cover a largeish area at least as well as most Slasher teams could with the same weapons. This is only possible by exploiting their primary advantage, which is to say their network. The network also allows them to identify friends from foes, albeit to a rather limited degree, and they were told to shoot anything on base larger than a small dog that moved and didn’t have a valid IFF transponder. They were capable of using slightly customized Glock 21s with speed and accuracy above the average for dedicated soldiers, and could use most handguns with a similar profile and caliber with much poorer reliability if directed to, although this never.came up. They were slightly more proficient with the police surplus Tasers they were being trained with at the time, chosen for their similar profile to their Glocks (as they were originally designed to fit the same holsters,) but this also never came up.
They had the basic grasp of how to maintain weapons with which they have been trained, initially limited to the Glocks customized for them and later expanding to several more types and models of weapon, but could not and cannot do the same for others without a great deal of trial and error, and in many cases cannot even load them.
Their hardware is simple enough, being primarily pneumatic in nature, and they are customized heavily in favor of dexterity, as such focus is critical to operating simple tools effectively. They are not expected to keep themselves maintained, let alone perform advanced tasks such as live capture or unarmed combat, alone. Their arms are, in fact, not mirrors of each other, as it was realized that some sections would require individual parts anyway. Hence, the left arms are customized for more rapid precision movement, and their right arms are designed for more brute strength and shock absorption. This allows them significantly better accuracy when using firearms with their right arms, and their left arms tend to be better at reloading or wielding melee weapons, as well as typing.
Many, many supplementary programming modules have been planned, including vehicular repair and driving protocols, advanced hand to hand, movement protocols for various situations and terrains, code optimized to condense coding of similar skills (beyond what’s already been provided by the Von Becker heuristic framework), a much wider variety of weapon proficiencies, allowing the Legend units to fulfill multiple combat roles, and the ultimate endgame of most AI engineering, which is to say an adaptive social skillset capable of passably emulating a human being.
The general consensus on the Legend units during their first deployment, an emergency sortie of all armed units immune to Lady Psyanide’s Miasma, was that they could hold chokepoints admirably but were embarrassingly prone to being squished by Mesh’s much simpler, significantly cheaper robots, which were also mostly immune to small arms fire.
In light of this, the project has been given significantly less hardware budget and a lot more programmers, with the orders to make their remaining prototypes worth the already massive investment. It was nearly scrapped, but their effectiveness against the human opponents they faced was enough grounding for the clever people in charge of the project to get it renewed.
This eventually brought dividends, some four years later, when they were next involved in a major incident. During the brief invasion of the city, the Legend units were deployed as disposable assault and heavy fire support teams, and did nearly as much per unit as the Slashers, albeit with significantly higher casualty rates. During this incident, they were able to use rocket and grenade launchers, assault rifles, and even cars, although they seem to have been limited to their own jeeps. Their battery life was not extensively tested, but it was observed that they could charge themselves with wall plugs or live wires connected to their new palm tasers.
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