Setting: Brainships

Do you have a setting, character, plot, art, or other notion that you wish to put on the Internet? This is the Internet! Whee!
Post Reply
User avatar
Adelene
Posts: 678
Joined: Fri Mar 21, 2014 5:18 pm
Pronouns: they

Setting: Brainships

Post by Adelene »

The Brainships setting is based on Anne McCaffrey's Brainships series, with some modifications. The central premise is that gifted infants - there's tech to detect IQ at birth via brain scan - who are too disabled to live without life support are installed into life support shells and, at age sixteen when they're done with their education, into various things that they then experience as their bodies - spaceships are the most often written about example, but also buildings (manufacturing complexes, hospitals, museums, etc), cities, space stations, and more abstract things like 'a particular part of how the stock market is run'. Shellpeople are especially good at anything involving data analysis, multitasking, or delicate or otherwise tricky use of machinery.

Sunex: In the original canon, this is all handled by an entity called CenCom, which is sort of ambiguously governmental; it's presented as having the types and degrees of control over the lives of the people who work for it that you'd expect from a branch of the military, and some trappings of that - uniforms, hierarchy, psych profiles, the approach to task assignments - but it's never actually specified, and in other ways it's treated more like a regular company. (The fact that the first of the stories was written in the early '60s may be relevant.) I've replaced CenCom outright with Sunex, which is straightforwardly a company and does many other things besides raise and educate shellpeople; it's inspired by Google for scope and Apple for attitude. In particular Sunex is very focused on brand loyalty, to the point of pulling the same sort of shenanigans Apple does, where you have to get a Sunex brand charger for your Sunex brand gadget and can't just use a regular USB charger, and to get your gadget repaired you have to go to a Sunex brand repair place and pay heavily for the privilege. They have the Apple-like focus on user experience, too, but your average shellperson would find this much less appealing of a tradeoff if they hadn't been raised from infancy to like the Sunex brand - and also of course the shells, ships, buildings, and everything else that they're installed in is all Sunex tech and requires Sunex brand upkeep no matter what they happen to think about it.

Financials and careers: Every newly graduated shellperson starts out in debt to Sunex, for their medical care and education and sometimes whatever thing they've ultimately decided to be; this works out to the equivalent of a few million dollars on the low end, and quite a bit more for ships (a commercial jet costs $50 million; that may be a little high - brainships are smaller - but it's in the right ballpark, I think, for a spaceship in a culture where those are as common as jets) and the rare individually-owned space station. Most shellpeople opt to take groundside jobs; the ratio is something like 50% building, 20% abstract, 20% space station, 5% city, 5% ship. (City jobs are prestigious and there's competition for them; abstract jobs vary significantly but tend to be lowest prestige, though some building jobs are also pretty low. Being a spaceship is glamorous, but not automatically prestigious.) Most jobs are straightforwardly salaried, and Sunex simply gets a cut of the shellperson's pay until their debt is paid off; for the jobs that aren't, it works more like a mortgage, where there's a certain amount that needs to be paid every so often (with accommodation for the fact that ships' jobs often have them out of contact with the rest of the universe for months at a time) and if you get too far behind they repossess the thing - except that in this case the thing in question is the shellperson's, uh, body, so what actually happens is that they become a de facto Sunex employee, doing whatever tasks they're assigned until they're not behind any more - and Sunex likes when this happens, so things are set up so that it's relatively easy to fall into that trap if you're careless or unlucky.

Brawns: Most shellpeople have an ablebodied partner, known as a brawn. Brawns' responsibilities vary depending on the type of work their shellperson partner does, but in general anything that needs hands, mobility on a human scale, face to face interaction, or a second opinion or second set of eyes will be the brawn's responsibility. Brawns' training varies depending on which type of shellperson they intend to eventually work with. In the original canon brawns were CenCom employees, assigned to ships on the basis of psych profiles; in my version, brawns are almost universally trained by Sunex, but this is more like getting a degree than like completing basic training for the army; once they have the qualification, getting hired is a separate thing that doesn't directly involve Sunex. For shellpeople hired by a company or the government (as most of them are), the company will generally also hire a brawn, with the shellperson being highly involved in the process and having significant veto power; independent shellpeople (most ships; occasionally ones with abstract jobs; very rarely stations) can either straightforwardly hire a brawn as an employee, or take one on as a business partner: the latter is safer financially, as the brawn traditionally gets half of whatever income they have after operating expenses no matter how little that may be, but it also gives the brawn quite a bit more input into what jobs they take, how they do things, etc.

Tech: The tech level is a bit lower than Star Trek but generally similar. There aren't teleporters; there are food-only replicators, but they need specialized stock. Nonperson AIs exist; artificial gravity does, too. FTL exists and both brainships and AI-controled ships can travel that way; singularity jumping (teleporting from a singularity-favorable spot to its counterpart elsewhere, similar to Vorkosigan-verse wormholes) is newer and only specially equipped brainships can do it. (Singularity ships are very expensive.) Brawns are commonly equipped with an implant that lets their partner look through their eyes and speak privately to them. Various robots (called servos) exist for shellpeople to use, but are relatively limited in what they can do, particularly in terms of strength and ability to handle difficult terrain. Holographic 3d video ('tri-vid') is common. Portable data storage takes the form of 'hedrons' which are variously sized depending on how much data they can hold (minihedrons are small enough to be be incorporated into jewelry; megahedrons have been mentioned) and are described as shiny black. Prosthetic limbs and organs exist, including ones with extra abilities that the original part might not have, for example a liver that can be set to filter a particular drug out of the bloodstream especially quickly; these are expensive and offer less sensory feedback than the real thing. People who have access to the best medical care can expect to live to 180 or 200; in the original canon ships' brawns are expected to retire at 75 and this is implied to be quite early. (Shellpeople don't die of old age and are very hard to damage.)

Space! It has aliens in: It does! None of them are fleshed out at this point. Some of them are humanoid, some are very much not; some are higher tech than humans were when the humans found them, some are very much not. I'm keeping the thing from the original canon where humans bought the energy tech that allowed for FTL from a planet of higher-tech but non-spacefaring aliens in exchange for a performance of Romeo and Juliet and teaching them the play. In the original canon none of the aliens are notable beyond the scope of one story, and that seems like a good way to do it: if you want to write in the world and want aliens for your story, go for it, as long as it makes sense that other stories aren't mentioning them.

Shellperson culture: Shellpeople as a rule know nothing whatsoever about their pre-shell life; this is presented as a security issue, and that's not exactly false - shellpeople are often in positions of high trust; making it harder to threaten or blackmail them is not entirely unreasonable - but it's mostly because Sunex wants their undivided loyalty for as long as they can have it. (Getting ahold of one's own records is scandalous; looking at another shellperson's records is incredibly taboo, a major breach of privacy.) In practice, shellpeople over the age of 30 or so are generally more loyal to each other; 'part of the Sunex family' pretty easily turns into 'part of the shellperson family' when they catch on to Sunex not actually being that great. This doesn't extend to financial help - a paid-off shellperson might offer a close personal friend a loan to get them out of a tight spot, but otherwise it's just not done and definitely not asked for - but in any other context they actively look out for each other, to the point of risking their lives for each other when necessary. This extends to brawns, too; one of the books has a bit where an ancient and falling-apart brainship with no communication capacity approaches and in fact nearly runs into a station, and upon realizing that the ship is a brainship, the station's brawn risks her life - in the sense of 'well, I'm going to run out of air two minutes before I'm done, but' - in an attempt to save the ship's shellperson, who may not even still be alive, and both the brawn and the station treat it as something that of course she would do, that's just how this works.

Another feature of shellperson culture is a relatively strong focus on music and especially singing. This is because of Helva, the most famous brainship, who was instrumental in the above-mentioned FTL energy source trade, and who was famous for at the time being the only ship who sang; now one of the only shellperson classes that doesn't directly relate to their eventual careers is a choir class, and every shellperson at least knows how good they are at singing and whether they enjoy it. (They're not particularly more likely to have either of those traits than a random person would, though.)

Cultural reaction to shellpeople: Most people are just barely aware that shellpeople exist, and have definitely never met one. As such, misinformation abounds, particularly about what shellpeople are (brain-in-a-jar; really fancy AI) and what they're capable of (people are all over the map on this one, but underestimating their personhood and awareness is a common theme). Xenophobia - often in the form of ableism - is common. Individuals who frequently travel through space are generally much, much better about this than people who don't, as nearly all space stations are shellpeople and they tend to make that fact quite a bit more obvious than city or building shellpeople. Among people who are knowledgeable about shellpeople, the opportunity to travel via brainship, or shellperson attention in general, is acknowledged as a luxury, and there are more than a few brainships who make a good living ferrying VIP passengers from place to place.

Names & designations: This world is far enough in the future for some linguistic drift to have happened, including to names; most names are noticeably related to 21st-century ones, but with some changes. (Surnames are largely unchanged.) Shellpeople don't know or use their surnames, and are variously recalcitrant about sharing their given names; for professional purposes they use their designation instead. Most designations are in the format [Brawn's given-name initial, or X][Brain's given-name initial]-[number], where the number is given sequentially by job type. So, Denika's designation before Ifan becomes her brawn is XD-1213, indicating that she's brawnless and is the 1,213rd brainship to ever exist; after Ifan becomes her brawn, it's ID-1213. Space station designations are instead in the format SS[Brain's initial]-[number]-[Brawn's initial if any].

Brainship features & description: A standard brainship has a central cabin that contains the brawn's workstation, a small galley (kitchen), various seating and viewscreens, and the titanium column that contains the shellperson's shell. It has eleven private cabins: the brawn's cabin and VIP cabin, plus nine standard ones that are half that size. Ships optimized for VIP transport or long-term habitation will instead have five large passenger cabins and one standard one (often repurposed), while some ships opt to split the standard VIP cabin into two. Every ship also has a small (standard cabin sized) but well-stocked medbay with servos that allow the ship to provide medical care to its inhabitants. In addition, brainships have a good-sized cargo bay with servos to assist in loading and unloading it and also a grav sled (open-topped roughly carlike flying vehicle). There's also an airlock and space suits available. By default everything is done in Sunex-standard Calming Grey, but it's not especially uncommon for a ship to spring for personalizations, especially in the main cabin, or just add decorations on top of it.

Techwise, a brainship is outfitted with cameras such that they can see every part of themselves, inside and out, and hear and speak in any room or outside. (They can also not do that, particularly in the private cabins.) They can control every system on the ship - for example, in one of the books a ship changes her brawn's shower temperature from cold to hot to encourage him to go to bed when he's been up for several days straight working on a problem. For security purposes, they have the ability to flood any room with sleep gas.

Further divergences from the original canon:
  • Brawns having any input whatsoever into opening their partner's shell is not a thing; gross 1950s marriage-based concepts of consent have no place here.
  • Similarly, brawns in general having a tendency to get obsessed with what their partners 'really' look like/wanting to touch them/etc is just not a thing; this makes no sense for a post-internet culture.
  • to the stars spoiler: In the original canon the reaction to Hadrien killing his ship and taking one of her ovaries to have a kid with would have been roughly 'yeah, geez, we should have seen that coming, how did we miss that we should have been keeping an eye on that guy'; here it's more like 'Jesus Christ that's like not just killing someone but peeling their skin off and wearing it, completely around the bend, what the fuck, no way we could have predicted that it just doesn't happen'.
Bits of the original canon I'm keeping:
  • Humanity did send out some generation ships before FTL was a thing. A few of them were brainships; none of them had any way of getting back. In the original canon it's ambiguous whether this was voluntary (we only hear about it from a modern station, who's vaguely appalled at the whole thing), and that's still the case here - it was voluntary in the sense that the shellpeople in question agreed to it, but questionable in the sense that it was leaning on their indebtedness - 'we'll pay off the rest of your Sunex debt if you'll come be the ship for us' kind of thing, of course that's going to get people who're more interested in no-Sunex than in yes-never-seeing-civilization-again.
Ambiguous canon things:
  • Original canon has the concept of 'high families' (sort of inherited informal aristocracy, there's more to it than just them being super rich), which I'm not particularly sold on but might make an interesting plot point sometime. *shrug*
Utility Admin
Moriwen
Posts: 479
Joined: Mon Oct 19, 2015 5:54 pm
Pronouns: she/her

Re: [WIP] Setting: Brainships

Post by Moriwen »

~eeeeee~
User avatar
Kaylin
Posts: 151
Joined: Wed Feb 15, 2017 4:08 am
Pronouns: they/them (subject to change)
Location: Merrie England

Re: [WIP] Setting: Brainships

Post by Kaylin »

This hit me right in the nostalgia; I may have to go and re-read those books when I'm home for the holidays.
User avatar
Adelene
Posts: 678
Joined: Fri Mar 21, 2014 5:18 pm
Pronouns: they

Re: Setting: Brainships

Post by Adelene »

No longer WIP! Questions? Ask 'em!
Utility Admin
User avatar
Adelene
Posts: 678
Joined: Fri Mar 21, 2014 5:18 pm
Pronouns: they

Re: Setting: Brainships

Post by Adelene »

Oh, I forgot a thing.

Politics: Not completely fleshed out, but an overview: Countries are still countrying along; they've gotten better at cooperating but not dramatically so. The United States may or may not still exist as an entity; if it doesn't, Sunex and the shellperson program predate the fall of it. (Sunex's shellperson school is located in what-is-now California, near but not actually in the Bay Area.) Politics also continues to be politics; Sunex will of course do whatever it's allowed to, which is quite a lot given its size. However, there are two organizations in particular that commonly stand up for shellpeoples' rights:

SPRIM: The Society for the Rights of Intelligent Minorities. Think the ACLU, but international. They're focused on the law more than any individual case or person, and mostly take cases on the basis of them being useful to that, but they're very willing to handle things that are more about the principle of the thing or relatively subtle quality-of-life issues than about overt abuse.

M.M.: Mutant Minorities. SPRIM is polite and diplomatic; MM is, uh, not, so much. They're much more about specific cases, and much more adamant that things be made right in the cases they take on, sometimes shortsightedly so. And it can be difficult or impossible to get them to drop something once they're on the case. But when you really really need someone to stand up for you, these're your guys.
Utility Admin
ChaosMagic
Posts: 24
Joined: Thu Mar 30, 2017 3:22 pm
Pronouns: They/them

Re: Setting: Brainships

Post by ChaosMagic »

First: this looks super fun (...I kinda wanna make an alt of Sarati, my artistic ship's captain, into a brainship now), and I like your changes (and I somehow missed Brainships when I was on my Anne McCarthy binge way back when. How. I must correct this oversight)

Second: Some questions.

Approximately what's the cut-off for IQ? Like, even vaguely - "above average," "noticeably smart," "genius," "super duper supreme genius"?

Also, are degenerative diseases taken into account - would a kid who'll be born technically abled, but on life support or dead before some cut-off age be turned into a shellperson? Are kids (or adults even) who get sick or injured enough to end up on life support ever turned into shellpeople?

Are there limits to self-modification by shellpeople? Either contractually or somehow built-in. (Like, can a brainship make themselves no longer compatible with Sunex stuff out of spite, can they improve their memory, etc.)

If the capacity for immortality-through-life-support exists, are there immortal billionaires who paid to be turned into shellpeople?
User avatar
Adelene
Posts: 678
Joined: Fri Mar 21, 2014 5:18 pm
Pronouns: they

Re: Setting: Brainships

Post by Adelene »

ChaosMagic wrote:First: this looks super fun (...I kinda wanna make an alt of Sarati, my artistic ship's captain, into a brainship now), and I like your changes (and I somehow missed Brainships when I was on my Anne McCarthy binge way back when. How. I must correct this oversight)
<3
Approximately what's the cut-off for IQ? Like, even vaguely - "above average," "noticeably smart," "genius," "super duper supreme genius"?
Just genius level, at which point they're going to be struggling to get through training and probably end up in the lowest tier of abstract jobs, which is, like, paid web moderation and mechanical turk type stuff. (For reference, I score just-barely-genius on IQ tests.)
Also, are degenerative diseases taken into account - would a kid who'll be born technically abled, but on life support or dead before some cut-off age be turned into a shellperson? Are kids (or adults even) who get sick or injured enough to end up on life support ever turned into shellpeople?

If the capacity for immortality-through-life-support exists, are there immortal billionaires who paid to be turned into shellpeople?
There's an age cutoff more than a disability type thing: the general assumption (which isn't quite correct, but close to) is that kids have to be enshelled before their first birthday to make the transition well enough, so anything where they might need medical care after that that can't be provided while they're in the shell is a problem. So is anything where they might die; Sunex is super careful about not exposing the kids to anything potentially upsetting like that.

If they don't need life support at 6 months but will definitely need it later and don't run into any of the other problems they'd be a valid candidate, though; at that point it's their parents' choice whether to apply for the shellperson program or not. (I mean, it's generally the parents' choice anyway, but especially in that kind of case you might see them going 'nope, keeping the kid'.)
Are there limits to self-modification by shellpeople? Either contractually or somehow built-in. (Like, can a brainship make themselves no longer compatible with Sunex stuff out of spite, can they improve their memory, etc.)
Improving memory is as straightforward as adding extra hard drives, since they can interface with those pretty directly; lots of straightforward upgrades are like that, and in some cases they can even DIY the installation (still gotta buy Sunex parts, though). For things exotic enough that Sunex doesn't offer them or just third-party in general, there are practical concerns (physical incompatibility, etc), and the fact that they're taking their lives into their hands doing it, and it's not something Sunex makes easy, but there's nothing technically stopping them from doing most things - there is the fact that opening a shellperson's shell without a Sunex auxiliary life support thing hooked up will invariably kill them, but there's practically nothing they'd want to do that for anyway.
Utility Admin
User avatar
Adelene
Posts: 678
Joined: Fri Mar 21, 2014 5:18 pm
Pronouns: they

Re: Setting: Brainships

Post by Adelene »

Stuff: more of it!

Sunex policy re: upsetting things. They do actually have a valid concern, here; it is in fact the case that brain plasticity is a major factor in shellperson brain-to-computer hookups going well. For the initial hookup as infants, they're being too conservative - they could take kids up to their third birthday with only a tiny dip in success rate - but for the later hookup, where the shellperson is installed in their new permanent body, they are actually pushing it doing that as late as sixteen; they need the kids absolutely focused on their academics in order to get through effectively-college by then, and if they let them slow down to pick up more social skills or get distracted by something disturbing, that does have real consequences for them later. This does conveniently dovetail with their interest in keeping their shellpeople loyal, but if they had more freedom to do what they wanted they wouldn't actually be playing it this way, they'd be keeping the kids until they were 18 or even 21 and having them polish their social skills so they're less awkward for customers to interact with for those first few years. (Yes, Denika's inexplicable according to this; she has some weird stuff going on. More on that as the thread progresses.)

Technical details on how shellpeople work: As mentioned above, there's a brain-to-computer hookup involved. They do the initial installation for that before or as part of installing an accepted infant into their shell; at that juncture the leads are connected to an essentially-bluetooth device on the inside of the shell, so that they can connect wirelessly to arbitrary-ish computers, which are connected to whatever input and/or output devices they want to use. They spend a fair bit of time during their education using simulations of the various types of shellperson bodies, but the wireless connections they're using are bandwidth-limited enough that it's not really very much like actually being a spaceship or building or what have you, just enough to get an idea and practice using specific tools/parts. When they're actually installed in their bodies, they're hardwired in and the bandwidth limitation goes away, and then they get the actual experience.

Also, modern shellpeoples' shells have a small onboard computer with a camera and speaker and microphone built into the shell, so even if they're somehow removed from their bodies they aren't subject to complete sensory deprivation and can talk; this was occasionally a problem for shellpeople before this feature was added.
Utility Admin
User avatar
Adelene
Posts: 678
Joined: Fri Mar 21, 2014 5:18 pm
Pronouns: they

Re: Setting: Brainships

Post by Adelene »

Spoilerific chatlog dump - we're going to need some aliens and I had a good idea for one.

Really spoilery, I recommend not reading it.
Aliens
(6/4/2017 7:31:40 AM) Adelene: Hmmm I should probably write about this alien species while I'm thinking of it.
(6/4/2017 7:32:28 AM) Adelene: (For Brainships; Denika and Ifan and Shiri are going to go try to figure out what the deal is with them.)
(6/4/2017 7:32:41 AM) Adelene: (So, like. Spoilers, lots of them.)
(6/4/2017 7:37:46 AM) Adelene: The main thing with these guys is that they have something like four life stages, with significantly different capabilities in each one: larval, sentient, mobile, and sessile.
(6/4/2017 7:39:07 AM) Adelene: They also do the - there's probably a proper name for it - progressive gender thing you see in, like, some fish, rather than a particular individual having a particular sex. Larval and sentient stages are infertile/asexual, mobile stage is male, sessile stage is female.
(6/4/2017 7:48:28 AM) Adelene: The sessile stage is big, to the point of being a location; they're also generally sort of built into their surroundings, to the point of being mistaken for, like, hills. They might photosynthesize but it seems more correct for there to be symbiotic plants that do that for them; either way they're functionally plantlike in how they get their food, possibly supplemented with some sort of passive, like, filter feeding.
(6/4/2017 7:49:57 AM) Adelene: Sessiles are also basically nonsentient; they do react to some stimulii, but with about the finesse you'd expect from plants.
(6/4/2017 7:54:49 AM) Adelene: Mobiles are large but not gigantic; think somewhere between the very largest dog breeds and a standard horse in size. Behaviorally, they're kind of weird by human standards; they basically act like very smart animals trained to do very specific tricks, where the tricks are things like 'build a cell phone tower'. However, if you catch one and try to teach it something: no dice.
(6/4/2017 7:55:53 AM) Adelene: And they don't communicate, either, except in distinctly animal-like ways; in particular they scent mark their projects/tools/etc and this keeps other mobiles from messing with their stuff.
(6/4/2017 7:56:50 AM) Adelene: -= Here begin the really spoilery spoilers =-
(6/4/2017 7:57:59 AM) .: <Kappa✶> oo, spoilers
(6/4/2017 7:59:03 AM) Adelene: So, mobiles are as kind of hinted at above really not sapient. Their deal is, they /were/ sapient, in their previous stage, and now they're carrying out the plans they made during that life phase.
(6/4/2017 8:00:27 AM) Adelene: The sapient stage (I said 'sentient' above but this is what I meant) lives strictly inside the sessiles.
(6/4/2017 8:02:30 AM) Adelene: ...hmm, I note that I have a decision to make here.
(6/4/2017 8:02:31 AM) Adelene: brb
(6/4/2017 8:04:27 AM) Adelene: hmm yeah I think I want to give our protagonists a hard time.
(6/4/2017 8:05:22 AM) Adelene: If you follow a mobile into a sessile you won't find the sapients at all; there's a small chamber the mobiles can access and the sapients are entirely separate.
(6/4/2017 8:07:39 AM) Adelene: Also while I'm thinking of it: The mobile -> sessile state change is triggered by the mobile going a certain length of time without sex, which generally means one of three things: too many mobiles per sessile (they compete, the least successful ones get hedged out and transform); the mobile is too old and therefore too large to get into any nearby sessiles; the mobile has wandered off where there aren't any sessiles.
(6/4/2017 8:11:34 AM) Adelene: When that happens, the transforming mobile eats and eats and eats, and also builds and builds and builds; they go from carrying out the plans they made as a sapient to basically reproducing a model of the world inside themselves/where they're about to be. And then their larval and sapient offspring live inside them in that model, and learn what the outside world is like from it.
(6/4/2017 8:12:55 AM) Adelene: hmmm
(6/4/2017 8:13:59 AM) Adelene: An idea I had was that the mobiles also have an.. internal cavity thing, and sometimes carry larval/sapient stage individuals from one sessile to another, but I'm not sure that comes together with the rest of it.
(6/4/2017 8:16:56 AM) Adelene: ...yeah, I want it. Okay. Mechanically this works sort of vaguely like bees polinating plants, in the sense that sessiles are set up such that if a larval or sapient and a mobile are arranged just so the larval or sapient is transferred to or from the mobile, automatically.
(6/4/2017 8:18:20 AM) Adelene: The advantage to this is that it lets the sessiles specialize somewhat - I'm not sure by what mechanism they organize it so that they're not all specializing in the same thing, I think I'm going to handwave that as 'pheromones' - and the sapients can travel between them and learn more things.
(6/4/2017 8:27:20 AM) .: <Kappa✶> ooh. huh.
(6/4/2017 8:28:32 AM) Adelene: Appearance... Sessiles are hard to tell apart from their surroundings. Especially after they've been around a while, they end up pretty buried and overgrown - the mobiles have some instincts to help with this - but they do have some tells, more obviously the bits that stick out of the dirt for breathing/reproductive access/etc purposes, and less obviously the symbiotic plant species that grow on them.
(6/4/2017 8:29:55 AM) Adelene: Mobiles are loosely in the 'eldrich horror' category; I'm thinking along the lines of Big Dog for how they move. Black, vaguely armored, tentacles as their manipulative appendages, weird distribution of sensory organs by human standards.
(6/4/2017 8:30:52 AM) Adelene: I'm entirely uncertain whether they have something that could reasonably be classified as a head and I get the impression that looking at one wouldn't clear the question up much.
(6/4/2017 8:31:49 AM) Adelene: hmmm... possibly some color changing as a communicative method.
(6/4/2017 8:33:26 AM) Adelene: Like, I think they have... not a fan, but sticky-uppy bits on their back that change color.
(6/4/2017 8:33:58 AM) Adelene: Mostly to communicate emotional state.
(6/4/2017 8:39:57 AM) Adelene: Sapients are on loosely the same body plan as mobiles, but much smaller, about human child sized, and thinner; I think they have a tendency to climb more. (Mobiles do climb too, and it's kind of terrifying to watch, they look like they should be too big to do that.) They also have the color changing, and can also do both spoken and signed language - I think they use a combination of all three to communicate.
(6/4/2017 8:41:38 AM) Adelene: I think sapients and mobiles have more than four legs - six or eight or maybe more, possibly it varies by individual. They're not segmented as much as insects are but they are segmented some.
(6/4/2017 8:43:50 AM) Adelene: *hmms at* I think the sapients have a tendency to carry around and talk to their larval siblings; larvals don't talk but do learn the language this way, and having someone to talk /to/ is useful fo the sapients.
(6/4/2017 8:45:43 AM) Adelene: (This is another advantage to the sessile to accepting others' offspring; if they start out completely isolated their larva might not learn to talk at all. Which is not a complete disaster but it's definitely a disadvantage.)
(6/4/2017 8:53:00 AM) Adelene: *continues poking at*
(6/4/2017 8:54:15 AM) Adelene: Larvals and sapients have relatively simple digestive systems and can only eat the species' milk-equivalent (this is not necessarily much like milk); both sessiles and mobiles generate it.
(6/4/2017 8:56:07 AM) Adelene: ...the mobiles can carry twice as many larval/sapient passengers as they have segments; each segment has two teats. Generally a segment will be occupied by a sapient and their larval buddy if it's occupied at all.
(6/4/2017 8:57:12 AM) Adelene: (...they're going to end up being so rude to Denika, huh. ^^; )
(6/4/2017 9:00:14 AM) Adelene: I don't really have a good idea of what these guys are like culturally yet.
(6/4/2017 9:03:45 AM) Adelene: One thing is that it's kind of hard for them to do many kinds of science, just because they have such limited access to the world - a sapient traveling in a mobile can kind of poke their head out and look around, but they aren't steering at all and if they leave they're probably going to starve.
(6/4/2017 9:07:30 AM) Adelene: They can, I think, do resource gathering, like mining and things, but they can only set that up in a generational sort of way - a sapient that spends a lot of time going 'gee, I wish we had some better rocks to examine, I wonder how I might mine some' will turn into a mobile who mines rocks and, if the sapient had the right sort of foresight about it, brings them back to sessiles,
(6/4/2017 9:07:30 AM) Adelene: but then you have to hope there's someone who's interested in them and can figure out the next step to take, and that's not always the case. So it's slow.
(6/4/2017 9:12:44 AM) .: <Bobby> (is reading and enjoying this)
(6/4/2017 9:13:46 AM) Adelene: And I think the mobiles are sort of - only accidentally cooperative? ... *pokes at* ... okay yeah, making an adjustment here: larvals can only drink milk; sapients progressively develop the ability to eat other foods. They do have farming, and farm-focused sapients turn into farm-focused mobiles.
(6/4/2017 9:13:46 AM) Adelene: Mobiles don't have any /strong/ coordination about this, and don't e.g. transport food, but if an engineer mobile finds themself near a farmer mobile the engineer mobile will be okay for food. And some subset of the sapients (and therefore mobiles) have a significant inclination toward, like, defense of others of the species, even though that's not needed in the sapient stage. (They do sports, there.)
(6/4/2017 9:15:44 AM) Adelene: But there's no thoughtful coordination in the mobile stage; a farmer mobile won't ever think 'gee, I'm producing too much food' or 'there are too many farmers around here and not enough people eating what we're making' and do something else instead; it's set when they make the transition.
(6/4/2017 9:16:56 AM) Adelene: So it kinda-sorta looks like a culture unless you actually examine it, and then it's just very obviously cargo-cult-ey and /weird/ and also there's no better-than-animal-level communication at all.
(6/4/2017 9:17:41 AM) Adelene: (Jean is going to be /so fucking creeped out/: there are artist mobiles, for some definition of 'artist'.)
(6/4/2017 9:20:51 AM) Adelene: I need to figure out what their tech level and stuff is like - they do have electricity and probably radio, something clued somebody in that there are sapients around here someplace - but I think I need to mull on that some. Also I need to figure out the rest of the biosphere, like, what the other animals are like, etc.
(6/4/2017 9:22:10 AM) Adelene: But I'm pretty pleased with it so far: these sure are some alien aliens. ^^
(6/4/2017 9:22:32 AM) .: <Kappa✶> <333
(6/4/2017 9:23:05 AM) .: <Bobby> They are indeed very alien.
(6/4/2017 9:31:48 AM) Adelene: ^^
(6/4/2017 9:31:58 AM) Adelene: Species needs a name *pokes generator*
(6/4/2017 9:34:56 AM) Adelene: Meh. Something'll come to me.
(6/4/2017 9:48:41 AM) Adelene: One thing that is definitely the case - they have a pretty decent understanding of what the mobiles are and how they work. Passing from one phase to another is - sort of abruptly progressive? I don't have the details pinned down, but it's definitely a distinct thing that takes a period of time, and in the case of the sapient to mobile transition it happens within the sessiles, so the sapients are familiar with it and also have the chance to
(6/4/2017 9:48:41 AM) Adelene: tag the new mobiles so they can track their behavior later. They're fuzzier on the bit where mobiles turn into sessiles - I don't think they know what triggers it, for example - but they know it's a thing that happens.
(6/4/2017 9:55:15 AM) Adelene: ...okay there's some body horror.
(6/4/2017 9:56:48 AM) Adelene: I'm trying to get a better handle on these guys' body plan, and I think the deal is that they have a sort of distributed brain nervous system thing like I've seen octopi described as having, and then the larval and sapient stages have a specialized brain segment, which /falls off/ as part of the transition to the mobile phase.
(6/4/2017 9:57:00 AM) Adelene: Aliens: alien!
(6/4/2017 9:59:21 AM) .: <atheistcanuck> Mhmm.


(6/4/2017 11:28:29 AM) Adelene: So here is like 80% of an alien (mobile stage): http://imgur.com/a/tUfVN
(6/4/2017 11:30:51 AM) Adelene: The yellowey-green bits are the color changing parts and it'd be highly unusual for them all to be the same color like that but whatever. The blue circles are eyes. Everything else visible is probably self-explanatory; the bit where the sapient and larval ones go is at the top of each segment and the digestive system is in a separate segment at the back, not shown here.
(6/4/2017 11:32:10 AM) Adelene: Hm, I think the color change parts are also their ears, the hearing bit is at the base and there's an opening for that rather than the pictured fade.
(6/4/2017 11:32:34 AM) Adelene: (Or, like, the fade is there but the hearing hole bit is below it, something like that.)
(6/4/2017 11:33:36 AM) .: <Kaylin> Cool design.
(6/4/2017 11:33:40 AM) Adelene: ^^
(6/4/2017 11:33:57 AM) Adelene: Also the feet are probably not just points.
(6/4/2017 11:34:11 AM) .: <Kaylin> Did you say the sapient stage is the same general shape, just smaller?
(6/4/2017 11:34:46 AM) Adelene: Loosely, yeah.
(6/4/2017 11:35:55 AM) Adelene: And the sapients have another extra segment at the front that's loosely headlike, brain and talkyparts (whatever that ends up being) and probably some more eyes and stuff.
(6/4/2017 12:06:47 PM) Adelene: Hmmm. On further examination I think what I want to do is have the grey bits on the segments be shell, and then under that they're squishy; not really an exoskeleton 'cause that usually implies that it covers the whole critter but functionally similar to that, it's providing structure. I think they do have something like internal bones, too, but not many - need something to keep their innards from going squish between the plates, tho.
(6/4/2017 12:07:16 PM) .: <Kappa✶> oh adelene some of your messages are getting cut off
(6/4/2017 12:07:21 PM) .: <Kappa✶> "need something to keep their innards from going squish between the plates, th"
(6/4/2017 12:07:31 PM) Adelene: plates, tho.
(6/4/2017 12:07:37 PM) .: <Kappa✶> and earlier "so the sapients are familiar with it and also have the c"
(6/4/2017 12:07:58 PM) Adelene: so the sapients are familiar with it and also have the chance to
(6/4/2017 12:09:21 PM) Adelene: anyway hmm... nah, no internal bones, the shell just also covers the bottom, that makes more sense.
(6/4/2017 12:10:17 PM) Adelene: And the tentacles can retract completely or at least nearly so into the shell. Not sure what the deal is with the legs, those don't retract.
(6/4/2017 12:11:42 PM) Adelene: I think these guys might have multiple sturdy building materials available, like cartilage vs. bone for us, and the legs (and also the color change bits) are made of cartilage-equivalent.
Utility Admin
Post Reply