< Possible Adaptions The following are a list of responses that I have recieved so far. There's an index here at the top and an option to E-mail me at the end of each. Use the E-mail address to E-mail me comments (or just send 'em to petrukio@enteract.com) - I'll include them as I get them.

Medical Issues on CrystalMUSH

Now, on to the index:



Received: Sat Oct 26 17:02:29 1996
From: Seliantha

Tuners have to have much of the strenght of singers when it comes to recutting crystal, but not /as/ much. Maybe 2x normal human standard? Say half the strength of a singer adaption? VERY good eye-hand coordination, since they're going to cutting crystal too. Endurance, not that much. Enough to handle a crystal cutting at a time. I'd say normal human endurance on that. The eyes must adapt some, in order to see the flaws, but they don't have the full sorter adaption. Else they'd be a sorter, but they can see the flaws enough to correct them. They'd need their hearing, albiet not an augmented one by design, as long as they can differentiate the perfect pitches of the notes, which they have to be able to to join the guild. Their sense of touch wouldn't have to be augmented either.

Tuners are kinda a combination of Singers (Cutting), Sorters (Noting Flaws), and Marketing (Figuring out how to recut the crystal to get best value).


Date: Thu, 31 Oct 1996 09:50:23 -0500 (EST)
From: Andreshella

Hm, Tuners having part of Marketing in them - we could call this part of Sorter in them just as easily, since Sorters have the job (or are supposed to) of figuring out the best value combinations of crystals.

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Received: Mon Oct 28 20:38:01 1996
From: Raven

You Forgot Security, but I forgive you anyway. Look at the security lecture frob in Shankill's training. I wrote it.

For Raven: A strong sense of protection. Enhanced strength. Long long fuse. She absolutely cannot strike a Guild member--first. If they swing then it releases whatever holds her back.

*note* Security is a pretty hellish and unforgiving adaptation. Basically Raven is idled so much because her player gets sick of all the back talk and other shit so I can't have any fun anymore. Ok for alts, NOT recommended for a first char. Unless they REALLY want it and will put the time in.

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Received: Mon Oct 28 20:40:54 1996
From: Hans

Overall, Met will have to be HIGHlY attuned to changes in pressure, winds etc. Walking barometers they are. Nothing really matters for the physical adaptaion. They can be blind, deaf, and gnomish *hey..that's ME!* and still serve well.

Leave up the specifics to the adapted.


Date: Thu, 31 Oct 1996 09:51:47 -0500 (EST)
From: Andreshella

As for Met, I imagine they have a more sensitive Sym than even Singers, when it comes to storm sense. Just a thought?

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Received: Tue Oct 29 19:27:09 1996
From: Azaria

I'll give you what seems to be basic first. Sledtechs always lose some hearing. Most lose all. All other senses seem to remain unchanged, but I'm going to try to brainstorm with Aralan and Rondel, at least, since those two are the other most active sledtechs. Will mail more. :)


Received: Fri Apr 9 18:15:11 1999
From: Xyvarra

I'm not sure if anyone pointed this out yet, but sledtechs might gain augmented vision - enough to notice flaws in metalwork of a hull that wouldn't be picked up by a casual glance, ie stress fractures and metal fatigue. Would smell be enhanced, or deadened

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Received: Thu Oct 31 08:57:30 1996
From: Minerva

Sorry it took so long to get back to you on this...

Agronomists should adapt with extremely sensitive weather sense, as well as enhanced vision and smell... smell may actually be almost painfully acute at times, since it helps determine the ripeness (or overripeness) of crops. Strength and endurance are also enhanced (approximately 2-3x normal, but less than a Singer's) although there is no appreciable change to agility or reflexes. Hearing and touch may or may not be enhanced, but touch is never actually impaired.

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Received: Thu Oct 31 17:59:19 1996
From: Bayr

Supply can use any kind of adaptation. Being the largest 'job area' in the guild, there'd be just about anywhere. I'll be happy to talk to you about particulars if you need it, but there's a place for anything here. I'm not likely to let a deaf person be the equivalent of a piano tuner, but cooks having heightened taste. Increased dexterity for tailors. Things like that.

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Received: Fri Nov 1 09:53:02 1996
From: Alexandra
Cc: marketing (global mail alias)

Howdy, Quinn...

Well, now, to be honest, there really isn't any specific criteria for adapting to the marketing department. I've always simply assumed that during adaptation, something occured possibly to alter my perfect pitch, knocking me out of the running for being a Singer. I, of course, didn't undergo the super enhanced vision of a Sorter, nor was I struck deaf like the sledtechs, but I wasn't suitable for being a Singer. I suspect that this is probably the same type of scenario one would also have for adapting to a field such as catering, lawyer, etc...any type of mutation that knocks a person out of the running for being a Singer and isn't specifically tailored for either sorter or sledtech I always assumed meant that person was entered into the department he or she could benefit most. I had some marketing experience prior to coming to Ballybran, therefore my skills best fit with the marketing department. Although I probably could have been a caterer or, if I'd had a medical background, a meditech. Know what I mean? :)

As for what would make a marketing person unique...basically, outside of the "standard" adaptation benefits, such as enhanced vision, and increased strength (certainly not as strong as a Singer, I'd think), and the extended life line, there probably isn't anything else that's heightened. A marketer would have to have intelligence and be able to keep up with the market, be a good sales person, etc. None of which would be instilled in them as part of their adaptation.

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Received: Sun Nov 3 18:00:23 1996
From: Aria

Ok Sorters...lets see...Enhancements: Eyes 4x+ lets face it it's our speciality...hearing also probably enhanced...2-3x, strength, endurance, agility- probably about 3x, scent - max 2x enhancement... That's just an initial guesstimate..

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Received: Sun Jan 19 20:51:26 1997
From: Psiosis

Welcome to the ranks of Lawyer! This is an OOC message, just to tell you what to expect from your adaptation.

First off, and most importantly, is the memory. Unlike most other adaptations (or at least Singers anyways) there is no memory loss. In fact, the Lawyer gets total recall, which means you don't usually forget things and can remember almost instantly. Not to say you're a walking database, but important facts are never lost :)

Secondly, and something which makes RPing rahter fun and interesting, is that the vocal cords are very ehanced. This means your voice becomes louder naturally (very noticeable around others) and if you were to shout at the top of your lungs, you could temporarily deafen an adapted guildmember. (Trust me, I've done it ICly ) But the downside is that you must always be aware of your loud voice and must almost overact whispering and such quiet actions.

Those are mainly the the major side effects of our adaption. You also get the other stuff like enhanced strength , and other senses, etc. Please, if you have questions (which I'm sure you will) please feel free to either +mail me, page me, or email me (my addy is in my finger).

Once again, welcome and lets start raising some hell :)


Received: Tue Nov 28 11:22:41 2000
From: Suki

To wit: Lawyers acquire at -least- holographic memory, the ability to recall anything they desire, as they desire to. Many Lawyers acquire a memory one step further -- perfect memory, the -inability- to forget, and to have important facets of their life constantly replaying within their mind, a full five-sense 'track' of major emotional points. This increase in memory is automatic and untrained; as a consequence, however, they are simply given -every- decision made by the FSP in the past to read and absorb, the entire Guild charter and laws, and the entire 'FSP Federal Government' laws to read (i.e. everything applicable to the Guild and their trade). This enables them to offer potential decisions to Admin as needed.

Their second major adaptation is their voice: Lawyers have the greatest control over their voice in comparison to anyone in the Guild -- or anyone in the FSP, barring multi-vox'd aliens. Their reach in volume and pitch is increased immensely; lawyers can stun crowds of people by proper use of their voice, which control -is- trained. Lawyers can also, again if trained (in the Guild, or previous to the Guild), perform extremities of vocal abilities -- shattering glass, yes, but shattering -serious- glass, like the storm-proof windows of the FSP landing bay, something Suki did once. With time and self-control and practice, in the range of two or three hundred years, Guild Lawyers can develop their voices to such a degree of control as to manipulate emotional states with them -- akin to 'Voice' out of the Dune books. This is, however, very rare, due to the Major Drawback of Lawyers (see below).

A third point is one that is of some debate -- whether or not Lawyers gain some level of empathic ability. My suggestion/recommendation is this: that Lawyers, having read so much about human nature, and being required to constantly make major decisions in regards to human behavior, and therefore always in the company of humans that are almost always in shifting emotional states, simply have the perception and brainpower to read people's body language by the extremely subtle clues they give off. Pheromones; fluctuation in skin tone (blushing, etc.); small movements of musculature; the sounds of such shifting, if the Lawyer is not looking at the person; etc. etc. etc. It therefore becomes a 'close proximity' thing, and in essence a Guild Lawyer -can- read those 'emote the emotion' poses some people make.

One of the lesser abilities of a Lawyer is to enter a 'fugue mode', a computerlike state in which they are researching and correlating their memory. A side effect of this is that while they are in this 'Guild fugue' they have absolutely no ability to speak a known falsehood. They may reason to an incorrect conclusion, but they cannot -lie-.

The consequence of all of this, piled on top of each other, is that every single Guild Lawyer is a nutcase. They remember everything; they can 'read emotions'. Knowledge piles upon knowledge, and their pressures are immense. Breakdowns are common, and psychotic behavior well-known. Eventually, often before the 'Voice' training level is achieved, Lawyers fall into unresponsive near-vegetative states, i.e. catatonia, from which few return, but only for short periods of time before resubmitting to the catatonia. Some medics describe this as 'Information Hyperload', and parallel it with the Singer's 'Sensory Overload'. Eventually, both types die 'natural' deaths.


Joel Fischoff
petrukio@enteract.com