From: c718678@showme.missouri.edu Sent: Monday, February 01, 1999 11:27 PM To: blue_planet@MPGN.COM Subject: Re: [BLUE PLANET] - Re: Humans and Ecological Destruction ACCESS DENIED AND DEEP SH*IT SPOLIERS On Mon, 1 Feb 1999 BIOHZD@aol.com wrote: > BTW - Consider this a public appology. I actually pulled the BP scenario _Deep > Sh*t_ out of retirement on the off chance that you and Eva would be at Eclipse > this weekend. I guess I should have said something : (. My bad... I appreciate it! That game kicked ass (pardon my cliche language). I've never had so much fun pretending to kill things, and it was gratifying to blow large holes into the character of that b*st*rd on my left who said he'd rather play a parapalegic than a woman because all women ever do is bitch. I think I would have killed him aborigine influence or not - to hell with separating player from character goals:) Later, Eva @@@(* > *)@@@ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe blue_planet' as the body of the message. From: c718678@showme.missouri.edu Sent: Monday, February 01, 1999 11:14 PM To: blue_planet@MPGN.COM Subject: Re: [BLUE PLANET] - Gene tampering - Avians The idea of uplifting individuals in other species makes me wonder how those individuals would interact with non-uplifted individuals of their own species. Would they still socialize, even mate with them? ...gives a whole new dimension to the question of beauty vs. intelligence:) Also, would they be able to understand them better than humans do? Later, Eva @@@(* > *)@@@ On Mon, 1 Feb 1999, pete rogers wrote: > > Greetings one and all. > > I'm Pete Rogers - short time lurker, long time active poster on the > Deadlands : Weird West listserv. I work in Birmingham UK as a software > designer. > > Now that i'm done with the intro - i'll get to the point :) > > i'm not going to join the man: good or bad debate ? my opinion on that > one isn't based on fact, only gut feeling so i feel myself massively > underqualified to comment - much less rationally debate. > i'm more of a concept kind of guy - i can't neccesarily back up things > with science (which could be a problem in this forum :)) - i'm much > better with techno babble. However, i will attempt to throw in a few > concepts & enjoy kicking them around with you guys. > > i said i was going to get to the point didn't i ? sorry... > > the possibility of uplifting avians was raised - specifically Ravens and > Parrots. Know down to purely physical dimensions this has been met with > some understandable scepticism. However, using uplift techniques the > unique abilities of birds could be well utilised - namely flight. given > some degree of enhanced intellignence they would seem to make ideal > spies, or even assasination weapons. small, fast and hard to target due > to background clutter (ie other birds) a lone avian assassin trained to > attack a target on sight would make a pretty damned hard to stop > attacker. and providing this limited uplift technique was not overly > expensive, the option may be cheaper than a high tech robotic. There are > also countless other jobs a moderatley uplifted avian could perform - > from routine observation (against poachers ? - armed with a cam that > might slow down sunburst poaching) to litter collection. you're not > likely to see an Avian schoolteacher or professor of history - but they > wouldn't be beyond menial tasks. you could also expand this out beyond > avians to just about any species with a particular useful asset ie > strngth, co-ordination etc. and this in itself may lead to interesting > social debate/trauma. resentment is created in society today by > "immigrants coming over here and taking our jobs" (its in quotes so that > means i don't agree ! :)) - how would they feel if that was a bird !? > > i know this idea doesn't lend itself to the more interesting nature of > the whole uplift science and the concept of playing an uplifted cetacean > (i don't particularly want to play a Raven assassin bird - well not for > too long anyway :)) - but i thought i'd toss it in as an intro post. > > > cheers > > pete rogers > *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe blue_planet' as the body of the message. From: Tun Kai Poh [t_poh@hotmail.com] Sent: Sunday, February 07, 1999 9:46 PM To: blue_planet@MPGN.COM Subject: [BLUE PLANET] - What to give them? What to give them? Blue Planet's character generation system is a lot of things, but arbitrarily balanced is one thing it's not. For experienced GMs and players, this gives them a lot of flexibility to work with in creating characters. But for some GMs, especially the less experienced, it's not always that easy to decide whether or not to allow a starting player character all manner of mods and weapons, like, say, an assault cannon with targetting interlinks and phototropic battle armor. At the same time, you can't send player characters into the wild without at least a minimum of gear. Each character profession gives some guidelines on what the character should have, but there often aren't enough specifics. So here, without any further ado, are the guidelines I use for allowing starting characters mods and equipment. All human characters in general - At least one cheap/common utility or survival mod (a neural jack, Enhanced Blood Oxygenation, Salt Tolerance, vision enhancement, or hearing enhancement). - A bodycomp and a Commcore account. - A diamond-edged knife. - A gill pack for underwater activities. - One gun (it _is_ the Wild West on water, after all). - Personal savings equal to three months' income. - Other gear not exceeding three months' income in cost, unless the character has a wealthy employer. Cetaceans - At the very least, a sonic trode and a bodycomp with translator software. Preferably a CICADA as well, but this is not as essential as having a translator for communication with humans. Anything more expensive is only available if the character has a wealthy employer. Pilots - A neural or uplink jack. - At least one of: Accelerated Neurons or Programmed Reflexes. - Access to, or ownership of, a vehicle. - If employed by GEO or Incorporate, other mods such as Accelerated Neurons, Programmed Reflexes and sensory enhancements. Combat types - Two or more guns with at least one kind of specialized ammo. - Body armor. - Accelerated Neurons. - Access to, or ownership of, one heavy weapon such as a machinegun, torp cannon, or grenade launcher. - One specialized piece of combat hardware, such as phototropic BDUs, a targeting interlink, or a combat helmet with all the goodies. - If employed by GEO or Incorporate, other mods such as Immunological Symbiote, Myo-Skeletal Enhancement, Defensive Myo-Lecs, and Programmed Reflexes, and access to more hardware. Wilderness survival types, such as Guides, Wardens and Natives - A big gun with at least one kind of specialized ammo. - For non-natives, Salt Tolerance or Anti-Poison. - For non-natives, either an aquaform mod or Enhanced Blood Oxygenation. - At least one sensory mod. - As much survival equipment as can be carried. - A first aid kit. - Access to, or ownership of, a small air vehicle or a surface vehicle. Other professions - As recommended by Resources section of profession description. Kai Poh, Malaysian Lagomorph ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe blue_planet' as the body of the message.