Well, this post took me entirely longer to write than I planned. Actually it didn’t – 95% of this was done in January… but I was unhappy with just about everything about it and my entire family decided that it was a perfect time to get sick, so attempts at editing proved futile.
On the bright side, this extra delay allowed me to advance the character to GL6, which adds some interesting perspective to the whole mess. Also, this post may not be of very general interest… but it is a topic that interests me, so here we go.
When I returned to 3k, I wasn’t sure what to expect. I didn’t expect my muscle memory to be able to take me directly to the ATM from the northern entrance to town. I didn’t expect the Witch and Warder guilds to have closed. I certainly didn’t expect to see mechanics for giving lower level players autoloading equipment in a game like this. But I did expect to see a new guild or two, and I was not been disappointed on that front.
This “new” (circa 2006 it seems) Sii guild appears to be based on a comparatively unique concept. Unlike, for example, the aforementioned Warders or the Juggernauts, who are based directly on Battletech’s Elemental armoured infantry units – which are not to be confused with the Elemental guild, who are… well, a bunch of elementals (like fire and water and stuff).
What follows is a (hopefully organized) explanation of this newfangled guild’s mechanics, and the things that make them interesting to me from a game design perspective. But like I said, it may not be of any interest to anyone other than myself (and possibly to new players of 3k who are trying to decide between the game’s roughly 20 guilds).
After several attempts at googling the Sii, I have found nothing but references to the guild itself. It’s possible that their exact analogue does exist somewhere in some sci-fi novel or show that I’m unfamiliar with… but I’ve read a lot and I’ve watched a lot more… so *shrug*
The sii are… well, they’re telepathic parasites.