Difference between revisions of "Chadius: TOA manual"
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Not everyone is hunky-dory, you know. Some like to abuse their powers. Some don't like to play fair. And others think it's their right to step on everyone else. That's where you come in. Shut them down, cut off their funding, arrest them, whatever. Just remember to tell the cops that you're special. (and flash your false CIA ID, of course.) | Not everyone is hunky-dory, you know. Some like to abuse their powers. Some don't like to play fair. And others think it's their right to step on everyone else. That's where you come in. Shut them down, cut off their funding, arrest them, whatever. Just remember to tell the cops that you're special. (and flash your false CIA ID, of course.) | ||
− | == | + | ==How the world works== |
− | + | The universe works in mysterious ways. And, depending on your upbringing, you may or may not know how the world works. | |
− | === | + | ===Magic vs Technology=== |
− | + | Energy is energy, no matter how you generate it. Doesn't matter if you put a magnet through a coil or you tap the essence of lightning, electricity is electricity. Doesn't matter if you pull out a laser pistol or cast an energy blast at someone, same effect. | |
− | + | Magic came out first, and Others are used to it. Humans got a bit jealous, wished they had an alternate magical source, and WHAM! Human innovation rapidly catches up. | |
− | + | When you start on one side, it's a bit hard to understand the other. Most mages can't wrap their heads around tech, and techies find it difficult to understand magic. | |
− | === | + | ===Desire and its effect on History=== |
− | + | Wishes are truth. If enough people believe in something, it becomes real. If the change is subtle, the right thing is simply in the right place at the right time. Moderate changes manifest as scientific breakthroughs, discoveries of previously unknown artifacts, and landmark judicial decisions. Large changes are carried through war, mass hysteria, and a paradox wave. | |
− | + | If reality is altered in someway, there is a slight chance you'll notice something is wrong. You won't know what is wrong or why it's wrong, but the fact is, things have changed from the last time you noticed. Remember, the TOA has ways of tracking changes. Talk to us if you've noticed something. | |
− | + | ==Headquarters== | |
+ | TOA headquarters is inside a pocket dimension. We use New York City as the Earthly location. There are portals all over the world that will get you into it. Your TOA ID can track the location of nearby ones. | ||
− | + | Exits from TOA are located in the port. Everywhere else is blocked against portals. | |
− | + | The station is fully equiped with medical bays, living quarters, barracks, and a mess hall for those who don't live outside or find the outside world too awkward. For training, you can choose from a shooting range, racing platform and wrestling arena to test your mettle. | |
− | + | Of course the base is heavily defended with all sorts of magical wards and hi tech weaponry. | |
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Latest revision as of 17:50, 19 October 2006
Contents
Introduction
Welcome to The Other Agency, Agent _______. This booklet should help introduce you to the ins and outs of the Agency.
Our mission at TOA is to make the world safe for people of all races. No matter what you are, you should feel comfortable living here.
...I'm terrible at introductions.
-Chief Zii
Foreword
A reminder: History is very mutable. Things that we call "facts" can change instantly.
When enough people believe in something, it becomes true. We do not understand the mechanics fully, but it is in heavy effect. Please understand this issue.
History
The Other Agency's origins are a bit unstable. The earliest story we have recorded says TOA was founded about 500 years ago by Marcus Drake. He was an anthropologist who first encountered Others and decided to help them.
TOA has gone through several revisions, base moves, and major resructurings. The Agency has been in several large-scale conflicts and public-awareness drives.
Basic duties
Here are your basic duties in the Agency. This list is not complete, but should get your basic duties out of the way. And I don't want to bury you in jargon, anyway.
Dealing with the Public
It is vital that the public, humans especially, do not know about the existence of Others. If people learned of Others without learning how to tolerate them, a mass panic could perversely alter history. It could eliminate Others, alter cultures permanently, or outright destroy the world. This is why it's important to convince people that Others do not exist.
People are susceptible to false truths. They don't want to believe in the incredible. Make something up. A shopping cart flew by. She was 'really' pretty. Rocks fell. Something, anything! Most will believe you.
Keep the Peace
Not everyone is hunky-dory, you know. Some like to abuse their powers. Some don't like to play fair. And others think it's their right to step on everyone else. That's where you come in. Shut them down, cut off their funding, arrest them, whatever. Just remember to tell the cops that you're special. (and flash your false CIA ID, of course.)
How the world works
The universe works in mysterious ways. And, depending on your upbringing, you may or may not know how the world works.
Magic vs Technology
Energy is energy, no matter how you generate it. Doesn't matter if you put a magnet through a coil or you tap the essence of lightning, electricity is electricity. Doesn't matter if you pull out a laser pistol or cast an energy blast at someone, same effect.
Magic came out first, and Others are used to it. Humans got a bit jealous, wished they had an alternate magical source, and WHAM! Human innovation rapidly catches up.
When you start on one side, it's a bit hard to understand the other. Most mages can't wrap their heads around tech, and techies find it difficult to understand magic.
Desire and its effect on History
Wishes are truth. If enough people believe in something, it becomes real. If the change is subtle, the right thing is simply in the right place at the right time. Moderate changes manifest as scientific breakthroughs, discoveries of previously unknown artifacts, and landmark judicial decisions. Large changes are carried through war, mass hysteria, and a paradox wave.
If reality is altered in someway, there is a slight chance you'll notice something is wrong. You won't know what is wrong or why it's wrong, but the fact is, things have changed from the last time you noticed. Remember, the TOA has ways of tracking changes. Talk to us if you've noticed something.
Headquarters
TOA headquarters is inside a pocket dimension. We use New York City as the Earthly location. There are portals all over the world that will get you into it. Your TOA ID can track the location of nearby ones.
Exits from TOA are located in the port. Everywhere else is blocked against portals.
The station is fully equiped with medical bays, living quarters, barracks, and a mess hall for those who don't live outside or find the outside world too awkward. For training, you can choose from a shooting range, racing platform and wrestling arena to test your mettle.
Of course the base is heavily defended with all sorts of magical wards and hi tech weaponry.