Underwater combat is an interesting proposition, but is a very real possibility on certain planetoids in the Solar System (Ceres, Europa) or even exoplanets. Melee combat is slower and more exhausting, physical projectiles normally move slower, which reduces their effective range and accuracy, and the additional recoil can damage weapons. Beam weapons may entirely not function in water, or have greatly reduced range due to much higher diffusion. Grenades and explosives are very powerful, but harder to use underwater. But, for those who need to engage underwater, there are options based on classical technology which may be functional.
Harpoon Gun: A modern version of of a historical weapon, the Harpoon Gun is rare off aquatic planetoids like Ceres and Europa, though occasionally seen among Gatecrashers on aquatic planets. It has a basic function, firing a small spear or harpoon which is engineered to travel through the water. They operate of a canister of compressed gas, which is good for 100 shots and [Trivial] to replace. The Harpoon Gun has a low rate of fire, but can shoot a variety of ammunition (see below) reliably through the water without cost of effectiveness. A modern harpoon gun comes equipped with a Smartlink and a Safety System. [Moderate]
Harpoon Gun SS Ammo 1
10/30/50/70
Harpoon Ammo (Price for 20):
Harpoon: Standard harpoon, which is designed to be fired underwater. AP -6, 2d10+4 DV [Trivial]
Barbed: Sharply barbed harpoon which inflicts more harm, but less penetration. AP -2, 2d10+7 DV [Trivial]
Injector: Hypodermic harpoon, designed to deliver a payload of drugs on impact. AP -5, Half DV. [Trivial], plus payload cost
Limpet: A specialized harpoon which is designed to carry a minigrenade when fired, which then detonates as normal. It's AP and DV are as the grenade. Halves the maximum range. [Trivial], plus Grenade cost
Diamond Harpoon: Variant of the harpoon edged in industrial diamond for better armor penetration, but imparts slightly less force to the target. AP -10, 2d10+2 DV. [Low]
Net: Harpoon Gun round which is actually an expanding net designed to entangle the target. Target hit with the net is entangled and takes a -30 on all physical actions and mostly immobilized unless they can make a COO or SOM x3 test to escape. Large targets only take -10. Reduces range by 50%.
Pronged: A harpoon which has it's normal head replaced with electroshock prongs, ideal for incapacitation, but reduced maximum range by 10%. AP -3, 2d10+3+Shock DV. [Low]
Saturday, December 31, 2016
Friday, December 30, 2016
Bacchanalia
Bacchanalia
Type: Terrestrial (Earthlike)
Primary Star: M9V (Red Dwarf)
Secondary Star: M7V (Red Dwarf)
Tertiary Star: M3V (Red Dwarf)
Gravity: 1.02 g
Diameter: 13,296 km
Atmospheric Pressure: 1.13 atm
Atmospheric Composition: 59% Nitrogen, 22.1% oxygen, 18.6% sulfur dioxide, trace other gases
Surface Temperature (Mean): 18 C
Day Length: 44.6 Hours
Orbital Period: 392 Days
Satellites: 1 (Maenad)
Gate Access: Martian Gate
Notes: Resources Available, Dangerous Natural Phenomena (Volcanic Activity)
Bacchanalia is a bit of an unusual planet. While in an Earthlike class, the planet is highly geologically active, agitated by tidal forces from it's large moon and trinary stars - which are bright enough to actually give it a decent amount of light and heat despite being small red stars. The main downside of the planet, aside from the volcanic activity, is the high volume of sulfur dioxide and other volcanic trace gasses, which when combined with a slight thickness to the atmosphere means Transhumans cannot breathe its air unassisted. However, this geologic activity makes Bacchanalia rife with natural resources which can be exploited, much to the chagrin of Preservationists more interested in the simple microbes still developing on the world. But, Pathfinder has not jumped to building a full blown mining colony yet. Instead, an outside investor has poured money into the world for a different project - hence the Exoplanet's name. Inspired by the autonomist colony of Carnivale, and similar projects on Krypton, the plan is to turn Bacchanalia into a tourist spot headed by York Aston. Aston was an eccentric hospitality mogul who was left with lots of cash and few holdings after the Fall, and made even more money selling his brand and other assets to various hypercorps thereafter, and he was the one to propose the resort idea to Pathfinder. He claimed to have gotten the idea reading the initial environmental report, and was reminded of an obscure fact about the making of Roman wine - using sulfur candles. Of course, Aston's "creative vision" may have gotten out of hand, with the money he's shelling out to Pathfinder making them ignore any shortcomings of his plans.
After a couple of years, the resort is functioning about as originally intended. The complex around the Gate is in a lowland valley, and is a roughly circular building of neoclassical design which resembles a shopping mall, and serves administrative duties and services short-term visitors. Here guests can purchase handmade jewelry of local gemstones, the local vintage of wine or pottery and other ceramics (Aston managed to involve many artisans by offering them room and board in addition to commissions) and many standard services such as a body bank and medical center, eateries, etc. This is also Pathfinder center of operations, home to their administrative offices, security force, and a small team of scientists who work study the planet and keep an eye on it's geologic activity, and the activity of its stars (Dubbed Moerae collectively). Rumors back in the solar system abound that Pathfinder's VP in charge, Rajni Mullur, has a large number of conflicts with Mr Aston, and as a result has basically exiled herself to the gate complex. Up a sealed tram way into the upper valley leads to the resort proper, known as Aston Bacchanalia Resort. This structure is contained in a small cluster of environment domes, with buildings once again showcasing a classical or neoclassical design. The primary function of the resort is a large hotel, which offers fine dining, fine wines, massages, saunas and natural hot springs. Aston has subverted the norm of indentures for large portions of the staff, taking an old-fashioned tactic to specifically select and competitively hire middle and upper positions, and selects mostly ex-indentures for entry-level jobs. This tactic builds political capital and employee loyalty, while only slightly affecting overall profits. This is said to be one of the areas of tension between Aston and Pathfinder. The resort also has some more traditional pastimes and amusements, simulspace areas, a swimming pool, scenic lookouts for the composition of art pieces, etc. This in general attracts a wealthy, upper crust clientele who are interested in relaxation, luxury and fine arts. The relatively small number of guests is offset by the amount of money they bring in.
Of course, Aston isn't content to stop there. He wants to expand the place into a small resort city - wide open vineyards, grounds for "olympic" style games and outdoor sports, breed Smart Horses to go riding in the hills - build proper amphitheaters for plays and other productions, and quarter all of them in the resort. His expansive ideas have given Pathfinder pause, but the extensive use of his own funds prevents them from completely blocking his priorities to expand, and foundations are being laid for these expansions, despite concerns of area stability - especially as geothermal power stations are added. Of course, the elite level of the clients and relative exclusivity of the resort has cause many rumors to start back in the Solar System, some of which may be true: that Aston's employees engage in official or unofficial prostitution, that he hand picks morphs and Egos to suit his aesthetic ideals, that exotic narcotics and drugs are produced and consumed in the resort, parties of orgiastic excess and violence abound every night and are fixed with healing vats in the morning, etc. The deliberate harkening to Roman style and fashion by Aston and the resort has done nothing to quell these rumors. Nor has subtle comparisons to the Scum enclave on Carnivale.
[Sidebar] Ecstatic Cults
Aristippus, Firewall Scanner
Rumor mill might not have this one wrong. While shitty gossip rag news loves Aston and his money, lately they've had a hard-on for his daughter, Tokyo Aston. She's been in and out of rehab and reality XP since the Fall, and was relocated to "The Resort" when it was done. Aston's nepotism is pretty well known though - and not long after she was placed in charge of managing a private villa for an "Patrician" clientele on the end of the expanded site. Privacy is guaranteed in this executive package, so actual intel is pretty scarce, but HUMINT on the ground is painting an unusual picture. Growth of experimental petals, mandatory-mind altering drugs in the enviro systems (though a group of transhumans high as a kite on Orbital Hash, Hither and Risk are probably pretty fun to be around), psychosurgical edits on employees, illicit forking and the like are the lowball of the spectrum. What is most interesting here is not her selection of entertainment, but that she seems to be interested in developing new ones - she's managed to bribe a number of leaders in the fields of psychosurgery, narcoalgorithms and XP production to the club and given them quite a bit of cash to throw around on their "budgets" - not all of which says at the villa. We aren't sure if York knows what she's up to, he signs off on her expenses but we can't tell if he's complicit, or just ignores it. What's worse is that Tokyo's wishlist gets more exotic and out there each time she sends an invoice back through the Gate. Latest reports have her trying to hunt down samples of stuff from Exoplanets, Factors, bleeding edge tech from companies like Cognite - even some rumors she might be looking into some scary advanced computing systems. And then intel on the ground at the resort is pretty weird too. Pathfinder security responding to guest calls for assistance at the Villa, only to be turned away at the door and the client shows up find the next day "nothing was wrong", Tokyo practically shanghai-ing staff she likes to the Villa where they either don't return, or seem "off" to their coworkers when they return, the weird ass "prop" blueprint orders she puts through the fabbers. We're past cheap masquerade masks and sex toys here. Ceremonial robes, art pieces of Tokyo which resemble religious iconography, chemicals and drugs which have no place in an orgy, even some stuff which resembles torture devices. Obviously, if it's just people it's no real skin off our stacks, but we might actually want to get eyes on what the fuck she thinks she's doing out there, this is the kind of shit which blows up in our faces in like two years when she decides the ultimate ecstasy is to plug everyone in to her "godhead" and see what happens when they all experience it at once, or something.
Type: Terrestrial (Earthlike)
Primary Star: M9V (Red Dwarf)
Secondary Star: M7V (Red Dwarf)
Tertiary Star: M3V (Red Dwarf)
Gravity: 1.02 g
Diameter: 13,296 km
Atmospheric Pressure: 1.13 atm
Atmospheric Composition: 59% Nitrogen, 22.1% oxygen, 18.6% sulfur dioxide, trace other gases
Surface Temperature (Mean): 18 C
Day Length: 44.6 Hours
Orbital Period: 392 Days
Satellites: 1 (Maenad)
Gate Access: Martian Gate
Notes: Resources Available, Dangerous Natural Phenomena (Volcanic Activity)
Bacchanalia is a bit of an unusual planet. While in an Earthlike class, the planet is highly geologically active, agitated by tidal forces from it's large moon and trinary stars - which are bright enough to actually give it a decent amount of light and heat despite being small red stars. The main downside of the planet, aside from the volcanic activity, is the high volume of sulfur dioxide and other volcanic trace gasses, which when combined with a slight thickness to the atmosphere means Transhumans cannot breathe its air unassisted. However, this geologic activity makes Bacchanalia rife with natural resources which can be exploited, much to the chagrin of Preservationists more interested in the simple microbes still developing on the world. But, Pathfinder has not jumped to building a full blown mining colony yet. Instead, an outside investor has poured money into the world for a different project - hence the Exoplanet's name. Inspired by the autonomist colony of Carnivale, and similar projects on Krypton, the plan is to turn Bacchanalia into a tourist spot headed by York Aston. Aston was an eccentric hospitality mogul who was left with lots of cash and few holdings after the Fall, and made even more money selling his brand and other assets to various hypercorps thereafter, and he was the one to propose the resort idea to Pathfinder. He claimed to have gotten the idea reading the initial environmental report, and was reminded of an obscure fact about the making of Roman wine - using sulfur candles. Of course, Aston's "creative vision" may have gotten out of hand, with the money he's shelling out to Pathfinder making them ignore any shortcomings of his plans.
After a couple of years, the resort is functioning about as originally intended. The complex around the Gate is in a lowland valley, and is a roughly circular building of neoclassical design which resembles a shopping mall, and serves administrative duties and services short-term visitors. Here guests can purchase handmade jewelry of local gemstones, the local vintage of wine or pottery and other ceramics (Aston managed to involve many artisans by offering them room and board in addition to commissions) and many standard services such as a body bank and medical center, eateries, etc. This is also Pathfinder center of operations, home to their administrative offices, security force, and a small team of scientists who work study the planet and keep an eye on it's geologic activity, and the activity of its stars (Dubbed Moerae collectively). Rumors back in the solar system abound that Pathfinder's VP in charge, Rajni Mullur, has a large number of conflicts with Mr Aston, and as a result has basically exiled herself to the gate complex. Up a sealed tram way into the upper valley leads to the resort proper, known as Aston Bacchanalia Resort. This structure is contained in a small cluster of environment domes, with buildings once again showcasing a classical or neoclassical design. The primary function of the resort is a large hotel, which offers fine dining, fine wines, massages, saunas and natural hot springs. Aston has subverted the norm of indentures for large portions of the staff, taking an old-fashioned tactic to specifically select and competitively hire middle and upper positions, and selects mostly ex-indentures for entry-level jobs. This tactic builds political capital and employee loyalty, while only slightly affecting overall profits. This is said to be one of the areas of tension between Aston and Pathfinder. The resort also has some more traditional pastimes and amusements, simulspace areas, a swimming pool, scenic lookouts for the composition of art pieces, etc. This in general attracts a wealthy, upper crust clientele who are interested in relaxation, luxury and fine arts. The relatively small number of guests is offset by the amount of money they bring in.
Of course, Aston isn't content to stop there. He wants to expand the place into a small resort city - wide open vineyards, grounds for "olympic" style games and outdoor sports, breed Smart Horses to go riding in the hills - build proper amphitheaters for plays and other productions, and quarter all of them in the resort. His expansive ideas have given Pathfinder pause, but the extensive use of his own funds prevents them from completely blocking his priorities to expand, and foundations are being laid for these expansions, despite concerns of area stability - especially as geothermal power stations are added. Of course, the elite level of the clients and relative exclusivity of the resort has cause many rumors to start back in the Solar System, some of which may be true: that Aston's employees engage in official or unofficial prostitution, that he hand picks morphs and Egos to suit his aesthetic ideals, that exotic narcotics and drugs are produced and consumed in the resort, parties of orgiastic excess and violence abound every night and are fixed with healing vats in the morning, etc. The deliberate harkening to Roman style and fashion by Aston and the resort has done nothing to quell these rumors. Nor has subtle comparisons to the Scum enclave on Carnivale.
[Sidebar] Ecstatic Cults
Aristippus, Firewall Scanner
Rumor mill might not have this one wrong. While shitty gossip rag news loves Aston and his money, lately they've had a hard-on for his daughter, Tokyo Aston. She's been in and out of rehab and reality XP since the Fall, and was relocated to "The Resort" when it was done. Aston's nepotism is pretty well known though - and not long after she was placed in charge of managing a private villa for an "Patrician" clientele on the end of the expanded site. Privacy is guaranteed in this executive package, so actual intel is pretty scarce, but HUMINT on the ground is painting an unusual picture. Growth of experimental petals, mandatory-mind altering drugs in the enviro systems (though a group of transhumans high as a kite on Orbital Hash, Hither and Risk are probably pretty fun to be around), psychosurgical edits on employees, illicit forking and the like are the lowball of the spectrum. What is most interesting here is not her selection of entertainment, but that she seems to be interested in developing new ones - she's managed to bribe a number of leaders in the fields of psychosurgery, narcoalgorithms and XP production to the club and given them quite a bit of cash to throw around on their "budgets" - not all of which says at the villa. We aren't sure if York knows what she's up to, he signs off on her expenses but we can't tell if he's complicit, or just ignores it. What's worse is that Tokyo's wishlist gets more exotic and out there each time she sends an invoice back through the Gate. Latest reports have her trying to hunt down samples of stuff from Exoplanets, Factors, bleeding edge tech from companies like Cognite - even some rumors she might be looking into some scary advanced computing systems. And then intel on the ground at the resort is pretty weird too. Pathfinder security responding to guest calls for assistance at the Villa, only to be turned away at the door and the client shows up find the next day "nothing was wrong", Tokyo practically shanghai-ing staff she likes to the Villa where they either don't return, or seem "off" to their coworkers when they return, the weird ass "prop" blueprint orders she puts through the fabbers. We're past cheap masquerade masks and sex toys here. Ceremonial robes, art pieces of Tokyo which resemble religious iconography, chemicals and drugs which have no place in an orgy, even some stuff which resembles torture devices. Obviously, if it's just people it's no real skin off our stacks, but we might actually want to get eyes on what the fuck she thinks she's doing out there, this is the kind of shit which blows up in our faces in like two years when she decides the ultimate ecstasy is to plug everyone in to her "godhead" and see what happens when they all experience it at once, or something.
Thursday, December 29, 2016
Fool's Gold Server
Fool's Gold Server
Mission: Deep Cover
Target: Hyperelite
Target-focused
Territory: 300,000-1,500,000
10 Proxies
Well-Equipped (HR)
Well-Equipped (MR)
Moderate
Backup Neutral
Uses Blackmail to Instill Loyalty
Suspects it has a mole
Fool's Gold is an interesting, small server whose primary purpose is to keep Proxies and Sentinels closely tied and undercover on the Hyperelites. The Oligarchy is often seen as a considerable risk to the transhuman future, as per Operation GLASS LICH. Fool's Gold operates in these extreme upper circles and maintains units under cover to monitor them. This means they tend to be overall moderate, and decently equipped. But, working in scrutinized social circles with powerful individuals, Fool's Gold has a reputation for its proxies holding the integrity of cover and any past misdeeds over the heads of Sentinels and other operatives, which could land them in immense trouble if revealed, thus keeping them in line. The extreme wealth involved also means Fool's Gold is slightly paranoid about infiltration by outside sources, and has reported to several other servers to monitor their activities in case an active mole from some other group has been placed inside the Server.
Mission: Deep Cover
Target: Hyperelite
Target-focused
Territory: 300,000-1,500,000
10 Proxies
Well-Equipped (HR)
Well-Equipped (MR)
Moderate
Backup Neutral
Uses Blackmail to Instill Loyalty
Suspects it has a mole
Fool's Gold is an interesting, small server whose primary purpose is to keep Proxies and Sentinels closely tied and undercover on the Hyperelites. The Oligarchy is often seen as a considerable risk to the transhuman future, as per Operation GLASS LICH. Fool's Gold operates in these extreme upper circles and maintains units under cover to monitor them. This means they tend to be overall moderate, and decently equipped. But, working in scrutinized social circles with powerful individuals, Fool's Gold has a reputation for its proxies holding the integrity of cover and any past misdeeds over the heads of Sentinels and other operatives, which could land them in immense trouble if revealed, thus keeping them in line. The extreme wealth involved also means Fool's Gold is slightly paranoid about infiltration by outside sources, and has reported to several other servers to monitor their activities in case an active mole from some other group has been placed inside the Server.
Wednesday, December 28, 2016
Teaching Software
As discussed in Oxford learning is an interesting area of concern for transhumans and their technology. Deep Learning psychosurgery lets one acquire skills quicker in costly procedures, and theoretically one can spend time on Simulspace under time dilation to lose less "real time" on learning something. Oxford itself is a study drug, which stimulates the brain to allow better memory. These ways, learning can be done faster. But, how does one learn better? Simulspace allows for wonderful substitution of "practical" learning, as does XP use - watching someone perform a skill. Skillsofts substitute skill directly by allowing the brain to link up to artificial memory data and access it as if it was their own. AI instructors or simple reference materials abound, with groups like the Argonauts generally dedicated to this sort of dissemination of information. A quick mesh search should reveal quick "how to" guides for most everyday subjects - though technical ones probably require more in-depth instruction. Obviously, educational institutions still exist across the solar system, but this can be expensive and time consuming to afford traditional education. But, sub-AI expert systems allow for a self-paced system of learning which can aid those who wish to acquire new skills.
Teaching Software: This software tool is a comprehensive educational tool which provides all necessary knowledge and instruction for a character to acquire or improve a single skill to basic proficiency. While not a proper AI, this system does have extensive knowledge in a very particular area, and for any purposes required has Profession: Education at 60 and an Academics: [Field] skill of the selected skill at 80. Teaching Software can only cover one skill (which cannot be a Psi skill), and if a new skill is to be taught, a new copy of the software must be bought. In addition to providing all learning needed to spend RP to improve or gain a new skill, the comprehensive library and instructional aids of the software grant a +10 bonus to utilize it's selected skill unless the user has 60+ points in that Skill - indicating their level of knowledge and experience exceeds that of the software, making it only good as a guide for self-study. Teaching Software can cover both active and knowledge skills. Exotic or rare skills may be more expensive. [Low]
Teaching Software: This software tool is a comprehensive educational tool which provides all necessary knowledge and instruction for a character to acquire or improve a single skill to basic proficiency. While not a proper AI, this system does have extensive knowledge in a very particular area, and for any purposes required has Profession: Education at 60 and an Academics: [Field] skill of the selected skill at 80. Teaching Software can only cover one skill (which cannot be a Psi skill), and if a new skill is to be taught, a new copy of the software must be bought. In addition to providing all learning needed to spend RP to improve or gain a new skill, the comprehensive library and instructional aids of the software grant a +10 bonus to utilize it's selected skill unless the user has 60+ points in that Skill - indicating their level of knowledge and experience exceeds that of the software, making it only good as a guide for self-study. Teaching Software can cover both active and knowledge skills. Exotic or rare skills may be more expensive. [Low]
Tuesday, December 27, 2016
Apocalypto
Apocalypto
Type: Terrestrial (Martian)
Primary Star: F5V (White Dwarf)
Gravity: .9 g
Diameter: 12,438 km
Atmospheric Pressure: .6 atm
Atmospheric Composition: 71% sulfur dioxide, 26% oxygen, 2% nitrogen, trace argon and other gases
Surface Temperature (Mean): 26 C
Day Length: 13 Hours
Orbital Period: 446 Days
Satellites: None
Gate Access: Pandora Gate
Notes: Frequent Sandstorms, Alien Artifacts
Apocalypto is a hot Martian-type world. It's atmosphere is thin and toxic, it has no surface water to speak of, it's star is bright and relatively close and puts out high volumes of solar radiation which would mean most un-adapted biomorphs find it unpleasant. The heat also agitates the atmosphere, causing frequent sandstorms to plague the surface, which is not helped by it's relatively rapid rotation. Yet, despite all of this, Apocalypto is swarming with Gatecrashers and Xenoarchaeologists. This is because while it's natural conditions are inhospitable or unremarkable, it is the artificial structures which pique the interest. Apocalypto is home to some of the largest scale (barring potential megastructures) construction believed to be alien in origin. Scattered across the planet are several massive complexes of spires, towers or pyramidal shapes at least on the scale of Earth's "ancient wonders", if not moreso. They appear to be mostly rock based, but with some core structures of metal composites. Their exterior structures are unnaturally smooth, and seem somewhat resistant to the planet's natural erosive forces, but are flecked and dotted with "artistic" flanges, spines, scales and ridges. Their stark level of preservation means that exact dating is hard, with a wide swing from several million to relatively recent at several thousand, though generally the extremes are the least likely. More telling is that the seamless, well ordered construction of these monolithic objects appears to indicate their builders had access to nano-scale manufacturing technology - yet chose to use mostly primitive materials, possibly because they were in situ. While devoid of surface decoration, the interiors of these structures appear to be subtly detailed and defined, so that under ultrasound or other similar scans they send back imagery which is vaguely pictographic. The interiors seem overwrought and grandiose, with vaulted ceilings, and highly arched doors that are several transhumans in height - more than practical for what seems like perhaps a bipedal species. More interesting is the environments inside these structures - which are unexpectedly cooler, and highly devoid of dust or sand. Leading experts believe smart materials in the structure may draw power either from deep geothermal wells, or via the solar radiation to power some kind of material element or environmental system which contains and preserves the interiors. However, archaeologists and preservationists have taken strong stances to prevent physical sampling of the structures to be done which might unravel their secrets.
The exact purpose for these structures is unknown, but can be theorized. There is no biosphere native to Apocalypto, and her native system has minimal planetary bodies, which are similarly or less hospitable than this one. It seems like a gatefaring race who has since moved on or gone extinct used the Apocalypto address as some kind of repository, monument or burial ground. Their interior structures have not been fully mapped, but in addition to vast galleries which may be some form of visual record in these structures, several of them contain sealed vaults or chambers which appear to be caches of valuables - particularly cut precious or semi precious stones, small stockpiles of rare or useful metals (which coincide with what transhumans normally view as precious). Others feature mysterious crystalline or ceramic constructs which may be alien objet d'art. Opening of these caches or vaults has been halted by two circumstances - the first that several art objects appeared in an auction out of Phelan's Recourse (where several Factor agents are believed to have bid on them) and the second is that the original vaults appear to be unsecured or low security - deeper in rooms are sealed through unknown or complex internal mechanisms unlikely to be defeated without years of study - or use of tools which would damage the structures. The fact that a majority of these structures have been hit with ground-penetrating sensors and indicate very deep subterranean components indicate complexity and security is likely to go up. The assumption is that after a certain point, passive countermeasures may become active ones, and thus the explorers are advised to take care. There is also the mystery of why no physical sign of the builders of these structures, usually referred to as "Vault Dwellers", "Pyramid Heads" or "Aad" (after a tribe of giants in the Quran), has yet been seen. If they buried themselves here, or otherwise left sign - must it be deeper in the complex tunnel systems below? Authorities through Gatekeeper are encouraging a slow and steady documentation of these phenomena.
[Sidebar] Crypts of Aad
From: Croft, Firewall Sentinel
To: Working Server CRYPTKEEPER (Case KING'S VALLEY)
I'm CCing this not only to our Proxies in charge of routing, but all our points of contact with BERSERKER VOID, CLOSE CONTACT, LONE WOLVES, NECRONOMICON, ICE NINE and YELLOW KING - anybody with codeword KING'S VALLEY clearance. This intel would probably be valuable to other servers and project teams, but spreading it around is outside of my pay scale. This is an initial report. My full mission XP, and interviewable beta forks of the active team members, myself included are also enclosed, but here is the short version.
By Firewall standards, all operations were a success. Indiana and Drake are in healing vats right now, but their reports should be accessible in days. Peabody and Williams KIA. Carter is technically MIA - but unless he was able to find some way to survive a 2,000+ meter plummet in the pitch dark unassisted, realistically KIA. Alexandria actually is MIA, and not in a good way - she bailed on the operation at the last minute. I suspect she's deep cover CID, and I know she's an async, please thank my Router for not making that more clear in the mish brief. Peabody and Williams' stacks were recovered, and will be sent back in a separate shipment for recovery, as per protocol. No physical samples recovered to send back (fucking Alexandria). All non mission-critical gear has been destroyed, sanitized or laundered. Our reputations with GateKeeper will take a hit but that's nothing a good Vector or Filter on the server can't fix. Also, as per the Alexandria comments above, I'm pretty sure my identity has been made by CID, who will have disseminated that to Fleet - I'll need a new cover if we have to go anywhere near Titan.
Initial intrusion was successful. Seven is a lot for a field operation, but it allowed us to avoid pubs or tagalongs and cover all bases of mission specialist. GateKeeper gave us a truck and we picked the contract to survey one of the most recently discovered complexes. Journey and initial scan was fine, a little tense fabbing our specialized tools in the back while cruising through some storms. Initial Sweep found site 22-A to be within standard deviation - and Peabody and Carter took some excited scans of the Aad's weird ultrasonic murals. Williams took a few core samples of the structure, which GateKeeper doesn't normally allow. We don't have the samples anymore, but his initial excitement seemed to be that past the "printed" rock and sediment shell there were some advanced nanomaterials inside, something related to energy transmission - possibly self repair. His best guess was we were looking at something between 800,000 and 600,000 years of entropy - depending on the exact sophistication of the Aad. But that doesn't account for how long it may have taken them to complete the project or if it needed "updating". No sign of active emissions from the structures, nanodetectors did not trigger. Entry-level vaults all either started empty, or had been cracked by previous "tourists".
First, we opened up six of the "low-security" rooms, to confirm this complex wasn't doing anything unusual. This was my first sign Alexandria wasn't right in the head, she had a knack for solving the mechanical interfaces with these doors and opening them. We found several stockpiles of rare materials, which appeared to be in whatever the Aad's standard mass measurement is - bricks of Iridium, Platinum, Gold, Silver, Palladium, rare Earth elements, etc. We saw no art objects, but did find small caches of cut gemstones in precious and semi-precious varieties, some set in what might have been jewelry. We also elected not to open two more vaults which our sophisticated equipment determined might be holding radioactives, which probably have some great half-lives. Indiana, Carter and I concurred the site was relatively standard, and after consulting with Drake about security, we decided to continue the operation to penetrate deep.
Mapping went for about a couple of hours of steady progression routinely cataloging the pyramid structure. We cleared most of what is the "low security" area, and basically did all the work GateKeeper was paying us for. We then began moving into levels with higher security, where other teams have been hitting passive traps. Several countermeasures were observed, a version of a Portal Denial System, a rapid depressurizing seal which would have killed us if we were just wearing breath masks, and some tricks with a false floor which is better than the TITANs - with sharp blades hiding underneath of course. All of these were pretty easy to bypass, but irritating enough we didn't stop to check anymore vaults. After a lot of enclosed halls and vaulted galleries, we went below the surface level. This became a large, square-screw space with a long ramp down and a lot of open void in the center. This level became devoid of natural light, and we were unable to find any artificial lights. Environmental conditions down here were unusual. Temperature was very cool except for some support columns running down the pit, which were emanating heat. Airflow was stagnant, but SO2 levels were actually dropping. This is where we lost Carter. He got excited and moved ahead. Next thing we know, a section of the wall pushed out and threw him out into the open pit. Then over about five minutes while we slapped our climbing gear on, it slowly slid back into place - no visible seam. We spend another 20 minutes slowly moving downward, while the ramp kept trying new shape-adjusting tricks to dump us into the void the spindle cable stopped. All of them executed pretty fast, but were slow to reset. We eventually found an exit, though the spiral kept going down. It was ringed with a couple of red lights which also seemed to be emitting very subtle infrasound. Rather than keep going down, the team concurred to scope out this new level first.
I'll spare a lot of the boring and technical details at this stage, you can see them in the XP, and my fork should have all my limited technical knowledge - though I remind the server Archaeology was just one of my many minors, and my primary role was field experience and legend. Indiana's fork is our actual Xenoarch, so he'll probably be more productive - as will Williams when you reinstantiate him, as he was materials. Carter was our astrosoc and linguistics, which probably didn't help us after he went down. But anyway, short version, we found some new vaults, and with some work Alexandria was able to crack them. Inside we found some fun stuff. Alien configurations of what looked like particle weapons. Stuff Alexandria and Williams said were alien-made fabricators, complete with feedstock now in common carbon, silicon, iron and some other elements. Alien storage drives which were completely inert, maybe even never used, some devices which may have been their equivalent of a utilitool nobody fucked with., and some portable power generation tools. All of this under that red artificial lighting. The stuff being stored suddenly went from looking like bank vaults to fallout shelters. Then shit starts to get really weird.
We went down a level to what I can only describe as a catacomb. Walls stacked floor to ceiling with niches in which was something I assume to be their equivalent of a morph storage pod. Thin printed rock facade, underneath was a tough nanomaterial composite. We cracked open a few, and found them filled with an inert clear gel. Quick analysis indicates some kind of active stasis gel - maybe with similar properties to a healing vat, but which had all gone inactive long ago. Trace organic elements, but if a body was stored in there, it had long since eroded away. This made us all on edge. Maybe we got sloppy. We upped the pace, moving down past another catacomb layer, I'd say several hundred of these inactive stasis sarcophagi. Then we found the active ones. They were through a big door, same tech as their old vault doors. These had bright blue lighting under them, subtle signs to electrical sense. We thought maybe they were still graves, but Peabody got into one with some of her sensors. She had enough time to tell us she thought there was a live specimen. Then her fucking torso got blown off.
3 contacts. Enemy description, approximately 2.75 meters tall. Broad shoulders, hunched backs. Their heads had a single large optic, with full articulation, but we think their primary sensory is actually ultrasound sonar backed with T-Rays - they output both. They had two sets of arms, one large set with huge clawed fingers, a smaller set with fine manipulator hands. I assume this isn't how the Aad are naturally, because they had different numbers of digits. Two of them had flat black shells, looked and acted like fullerened composites with radar deflecting properties, but one of them was adorned with some gemstones and odd patterns in precious metal, even had a weird headdress thing. Also, the eye doubled as some kind of exotic beam weapon. It was subluminal, but visible, and hit like a truck since it's what killed Peabody and destroyed most of her equipment. We went into combat stance. Drake and Indiana focused on the original active hostile, broke it down pretty hard. Williams got caught trying to draw his shard pistol, one of them closed the distance in a couple strides and gave a big two-handed clap which smashed his arms and upper torso pretty good - I'd estimate at least as physically strong as a Daitya. I gave it a couple of clean hits with my offhand pistol, but it swiped at me and kept going. Alexandria pulled me out of the way with inhuman reflexes, it only clipped my wrist and gun, and I got a fracture or something. Drake had to reload, which was bad for Indiana as apparently those claws are sharp - it got a hold of one of his legs and practically sheared it off - the gross damage took him out pretty quick. I used my plasma sword to bisect it as the waist, and Drake dumped his second mag into the bot. The exotic one was probably about to beam me a new asshole while my back was turned, but Alexandria just gave it the finger gun and said "bang", and it's insides just splattered out everywhere. Inside these things was some black goo, a semi-organic nanotech liner which apparently made them psi active - hence how Alexandria was able to win a fight with one in about five seconds. I took a sample off the stuff while Drake stabilized Indiana from his paramedic kit and Alexandria recovered from her psychic nosebleed.
Then it went real pear shaped. Alexandria slit Drake across the neck, ruptured his seal and some blood vessels - would have killed somebody without all his implants, but only made him pretty distracted. She grabbed what was left of Peabody and Williams' sample belts, and took off deeper inside. I chased after her, but she got me around a corner. I'm no amateur in a scrap, but that woman moved like a master-class fighter, had speed and precision I haven't seen outside of intel reports on Ultimates or Exhumans. Me with a bum wrist and a specimen container probably didn't help. Fight feels like it was over before it began, she put me on the ground, knocked the wind out of me, then grabbed my helmet in both hands and pulled us close - really close. I could see through her faceplate she mouthed something, but couldn't understand it. My head swam. I think she skimmed my mind for what data I had, but luckily compartmentalization means I didn't know any more than her, except maybe a couple of the server's codeword clearances. I thought I grabbed my plasma sword right after and tried to cut her, but she was gone. I stumbled after, and found only a passage deeper down. I stumbled back to Drake, who was missing a lot of blood, barely conscious. I pulled Williams and Peabody's stacks and Drake was able to help me toss their remains into the void after Carter.
It's funny, I don't remember how exactly I pulled Drake and Indiana back up to the truck, only us powering back to the Gate complex. Maybe the enhanced adrenaline winding down. What I do remember was Peabody's flashlight tumbling down that shaft. Past level after level of catacombs with blue lights. Six? Eight? A dozen? I'm not sure. Maybe the XP will play out. Could be hundreds or thousands of Aad sleeping under this world. Did they decide to wait out their own Fall? Is this like early 21st century cryogenics - waiting for a cure for some disease? Is their own personal messiah supposed to come and break open the underworld, wake the dead? If they're waiting for something in particular, I think they've probably missed the boat given how we've yet to encounter any signs of a civilization remotely like theirs through other Gate Addresses. Especially since it seems like their plan for immortality failed a couple of the poor sods on the top rows. More worrisome is how they'll feel if Transhumans accidentally wake them up unexpectedly, while they're sitting on bunkers full of fabber-level tech and guns. More pressing, however, is what Titanian Intelligence is going to make of this situation when Alexandria gets back to them. I don't think they'll shell Apocalypto just to be safe, But CID aren't always upstanding guys. And they've got a sample of that weird goo inside those tomb guardians. Stuff was blacker than crude oil, no idea what it did for those bots.
Type: Terrestrial (Martian)
Primary Star: F5V (White Dwarf)
Gravity: .9 g
Diameter: 12,438 km
Atmospheric Pressure: .6 atm
Atmospheric Composition: 71% sulfur dioxide, 26% oxygen, 2% nitrogen, trace argon and other gases
Surface Temperature (Mean): 26 C
Day Length: 13 Hours
Orbital Period: 446 Days
Satellites: None
Gate Access: Pandora Gate
Notes: Frequent Sandstorms, Alien Artifacts
Apocalypto is a hot Martian-type world. It's atmosphere is thin and toxic, it has no surface water to speak of, it's star is bright and relatively close and puts out high volumes of solar radiation which would mean most un-adapted biomorphs find it unpleasant. The heat also agitates the atmosphere, causing frequent sandstorms to plague the surface, which is not helped by it's relatively rapid rotation. Yet, despite all of this, Apocalypto is swarming with Gatecrashers and Xenoarchaeologists. This is because while it's natural conditions are inhospitable or unremarkable, it is the artificial structures which pique the interest. Apocalypto is home to some of the largest scale (barring potential megastructures) construction believed to be alien in origin. Scattered across the planet are several massive complexes of spires, towers or pyramidal shapes at least on the scale of Earth's "ancient wonders", if not moreso. They appear to be mostly rock based, but with some core structures of metal composites. Their exterior structures are unnaturally smooth, and seem somewhat resistant to the planet's natural erosive forces, but are flecked and dotted with "artistic" flanges, spines, scales and ridges. Their stark level of preservation means that exact dating is hard, with a wide swing from several million to relatively recent at several thousand, though generally the extremes are the least likely. More telling is that the seamless, well ordered construction of these monolithic objects appears to indicate their builders had access to nano-scale manufacturing technology - yet chose to use mostly primitive materials, possibly because they were in situ. While devoid of surface decoration, the interiors of these structures appear to be subtly detailed and defined, so that under ultrasound or other similar scans they send back imagery which is vaguely pictographic. The interiors seem overwrought and grandiose, with vaulted ceilings, and highly arched doors that are several transhumans in height - more than practical for what seems like perhaps a bipedal species. More interesting is the environments inside these structures - which are unexpectedly cooler, and highly devoid of dust or sand. Leading experts believe smart materials in the structure may draw power either from deep geothermal wells, or via the solar radiation to power some kind of material element or environmental system which contains and preserves the interiors. However, archaeologists and preservationists have taken strong stances to prevent physical sampling of the structures to be done which might unravel their secrets.
The exact purpose for these structures is unknown, but can be theorized. There is no biosphere native to Apocalypto, and her native system has minimal planetary bodies, which are similarly or less hospitable than this one. It seems like a gatefaring race who has since moved on or gone extinct used the Apocalypto address as some kind of repository, monument or burial ground. Their interior structures have not been fully mapped, but in addition to vast galleries which may be some form of visual record in these structures, several of them contain sealed vaults or chambers which appear to be caches of valuables - particularly cut precious or semi precious stones, small stockpiles of rare or useful metals (which coincide with what transhumans normally view as precious). Others feature mysterious crystalline or ceramic constructs which may be alien objet d'art. Opening of these caches or vaults has been halted by two circumstances - the first that several art objects appeared in an auction out of Phelan's Recourse (where several Factor agents are believed to have bid on them) and the second is that the original vaults appear to be unsecured or low security - deeper in rooms are sealed through unknown or complex internal mechanisms unlikely to be defeated without years of study - or use of tools which would damage the structures. The fact that a majority of these structures have been hit with ground-penetrating sensors and indicate very deep subterranean components indicate complexity and security is likely to go up. The assumption is that after a certain point, passive countermeasures may become active ones, and thus the explorers are advised to take care. There is also the mystery of why no physical sign of the builders of these structures, usually referred to as "Vault Dwellers", "Pyramid Heads" or "Aad" (after a tribe of giants in the Quran), has yet been seen. If they buried themselves here, or otherwise left sign - must it be deeper in the complex tunnel systems below? Authorities through Gatekeeper are encouraging a slow and steady documentation of these phenomena.
[Sidebar] Crypts of Aad
From: Croft, Firewall Sentinel
To: Working Server CRYPTKEEPER (Case KING'S VALLEY)
I'm CCing this not only to our Proxies in charge of routing, but all our points of contact with BERSERKER VOID, CLOSE CONTACT, LONE WOLVES, NECRONOMICON, ICE NINE and YELLOW KING - anybody with codeword KING'S VALLEY clearance. This intel would probably be valuable to other servers and project teams, but spreading it around is outside of my pay scale. This is an initial report. My full mission XP, and interviewable beta forks of the active team members, myself included are also enclosed, but here is the short version.
By Firewall standards, all operations were a success. Indiana and Drake are in healing vats right now, but their reports should be accessible in days. Peabody and Williams KIA. Carter is technically MIA - but unless he was able to find some way to survive a 2,000+ meter plummet in the pitch dark unassisted, realistically KIA. Alexandria actually is MIA, and not in a good way - she bailed on the operation at the last minute. I suspect she's deep cover CID, and I know she's an async, please thank my Router for not making that more clear in the mish brief. Peabody and Williams' stacks were recovered, and will be sent back in a separate shipment for recovery, as per protocol. No physical samples recovered to send back (fucking Alexandria). All non mission-critical gear has been destroyed, sanitized or laundered. Our reputations with GateKeeper will take a hit but that's nothing a good Vector or Filter on the server can't fix. Also, as per the Alexandria comments above, I'm pretty sure my identity has been made by CID, who will have disseminated that to Fleet - I'll need a new cover if we have to go anywhere near Titan.
Initial intrusion was successful. Seven is a lot for a field operation, but it allowed us to avoid pubs or tagalongs and cover all bases of mission specialist. GateKeeper gave us a truck and we picked the contract to survey one of the most recently discovered complexes. Journey and initial scan was fine, a little tense fabbing our specialized tools in the back while cruising through some storms. Initial Sweep found site 22-A to be within standard deviation - and Peabody and Carter took some excited scans of the Aad's weird ultrasonic murals. Williams took a few core samples of the structure, which GateKeeper doesn't normally allow. We don't have the samples anymore, but his initial excitement seemed to be that past the "printed" rock and sediment shell there were some advanced nanomaterials inside, something related to energy transmission - possibly self repair. His best guess was we were looking at something between 800,000 and 600,000 years of entropy - depending on the exact sophistication of the Aad. But that doesn't account for how long it may have taken them to complete the project or if it needed "updating". No sign of active emissions from the structures, nanodetectors did not trigger. Entry-level vaults all either started empty, or had been cracked by previous "tourists".
First, we opened up six of the "low-security" rooms, to confirm this complex wasn't doing anything unusual. This was my first sign Alexandria wasn't right in the head, she had a knack for solving the mechanical interfaces with these doors and opening them. We found several stockpiles of rare materials, which appeared to be in whatever the Aad's standard mass measurement is - bricks of Iridium, Platinum, Gold, Silver, Palladium, rare Earth elements, etc. We saw no art objects, but did find small caches of cut gemstones in precious and semi-precious varieties, some set in what might have been jewelry. We also elected not to open two more vaults which our sophisticated equipment determined might be holding radioactives, which probably have some great half-lives. Indiana, Carter and I concurred the site was relatively standard, and after consulting with Drake about security, we decided to continue the operation to penetrate deep.
Mapping went for about a couple of hours of steady progression routinely cataloging the pyramid structure. We cleared most of what is the "low security" area, and basically did all the work GateKeeper was paying us for. We then began moving into levels with higher security, where other teams have been hitting passive traps. Several countermeasures were observed, a version of a Portal Denial System, a rapid depressurizing seal which would have killed us if we were just wearing breath masks, and some tricks with a false floor which is better than the TITANs - with sharp blades hiding underneath of course. All of these were pretty easy to bypass, but irritating enough we didn't stop to check anymore vaults. After a lot of enclosed halls and vaulted galleries, we went below the surface level. This became a large, square-screw space with a long ramp down and a lot of open void in the center. This level became devoid of natural light, and we were unable to find any artificial lights. Environmental conditions down here were unusual. Temperature was very cool except for some support columns running down the pit, which were emanating heat. Airflow was stagnant, but SO2 levels were actually dropping. This is where we lost Carter. He got excited and moved ahead. Next thing we know, a section of the wall pushed out and threw him out into the open pit. Then over about five minutes while we slapped our climbing gear on, it slowly slid back into place - no visible seam. We spend another 20 minutes slowly moving downward, while the ramp kept trying new shape-adjusting tricks to dump us into the void the spindle cable stopped. All of them executed pretty fast, but were slow to reset. We eventually found an exit, though the spiral kept going down. It was ringed with a couple of red lights which also seemed to be emitting very subtle infrasound. Rather than keep going down, the team concurred to scope out this new level first.
I'll spare a lot of the boring and technical details at this stage, you can see them in the XP, and my fork should have all my limited technical knowledge - though I remind the server Archaeology was just one of my many minors, and my primary role was field experience and legend. Indiana's fork is our actual Xenoarch, so he'll probably be more productive - as will Williams when you reinstantiate him, as he was materials. Carter was our astrosoc and linguistics, which probably didn't help us after he went down. But anyway, short version, we found some new vaults, and with some work Alexandria was able to crack them. Inside we found some fun stuff. Alien configurations of what looked like particle weapons. Stuff Alexandria and Williams said were alien-made fabricators, complete with feedstock now in common carbon, silicon, iron and some other elements. Alien storage drives which were completely inert, maybe even never used, some devices which may have been their equivalent of a utilitool nobody fucked with., and some portable power generation tools. All of this under that red artificial lighting. The stuff being stored suddenly went from looking like bank vaults to fallout shelters. Then shit starts to get really weird.
We went down a level to what I can only describe as a catacomb. Walls stacked floor to ceiling with niches in which was something I assume to be their equivalent of a morph storage pod. Thin printed rock facade, underneath was a tough nanomaterial composite. We cracked open a few, and found them filled with an inert clear gel. Quick analysis indicates some kind of active stasis gel - maybe with similar properties to a healing vat, but which had all gone inactive long ago. Trace organic elements, but if a body was stored in there, it had long since eroded away. This made us all on edge. Maybe we got sloppy. We upped the pace, moving down past another catacomb layer, I'd say several hundred of these inactive stasis sarcophagi. Then we found the active ones. They were through a big door, same tech as their old vault doors. These had bright blue lighting under them, subtle signs to electrical sense. We thought maybe they were still graves, but Peabody got into one with some of her sensors. She had enough time to tell us she thought there was a live specimen. Then her fucking torso got blown off.
3 contacts. Enemy description, approximately 2.75 meters tall. Broad shoulders, hunched backs. Their heads had a single large optic, with full articulation, but we think their primary sensory is actually ultrasound sonar backed with T-Rays - they output both. They had two sets of arms, one large set with huge clawed fingers, a smaller set with fine manipulator hands. I assume this isn't how the Aad are naturally, because they had different numbers of digits. Two of them had flat black shells, looked and acted like fullerened composites with radar deflecting properties, but one of them was adorned with some gemstones and odd patterns in precious metal, even had a weird headdress thing. Also, the eye doubled as some kind of exotic beam weapon. It was subluminal, but visible, and hit like a truck since it's what killed Peabody and destroyed most of her equipment. We went into combat stance. Drake and Indiana focused on the original active hostile, broke it down pretty hard. Williams got caught trying to draw his shard pistol, one of them closed the distance in a couple strides and gave a big two-handed clap which smashed his arms and upper torso pretty good - I'd estimate at least as physically strong as a Daitya. I gave it a couple of clean hits with my offhand pistol, but it swiped at me and kept going. Alexandria pulled me out of the way with inhuman reflexes, it only clipped my wrist and gun, and I got a fracture or something. Drake had to reload, which was bad for Indiana as apparently those claws are sharp - it got a hold of one of his legs and practically sheared it off - the gross damage took him out pretty quick. I used my plasma sword to bisect it as the waist, and Drake dumped his second mag into the bot. The exotic one was probably about to beam me a new asshole while my back was turned, but Alexandria just gave it the finger gun and said "bang", and it's insides just splattered out everywhere. Inside these things was some black goo, a semi-organic nanotech liner which apparently made them psi active - hence how Alexandria was able to win a fight with one in about five seconds. I took a sample off the stuff while Drake stabilized Indiana from his paramedic kit and Alexandria recovered from her psychic nosebleed.
Then it went real pear shaped. Alexandria slit Drake across the neck, ruptured his seal and some blood vessels - would have killed somebody without all his implants, but only made him pretty distracted. She grabbed what was left of Peabody and Williams' sample belts, and took off deeper inside. I chased after her, but she got me around a corner. I'm no amateur in a scrap, but that woman moved like a master-class fighter, had speed and precision I haven't seen outside of intel reports on Ultimates or Exhumans. Me with a bum wrist and a specimen container probably didn't help. Fight feels like it was over before it began, she put me on the ground, knocked the wind out of me, then grabbed my helmet in both hands and pulled us close - really close. I could see through her faceplate she mouthed something, but couldn't understand it. My head swam. I think she skimmed my mind for what data I had, but luckily compartmentalization means I didn't know any more than her, except maybe a couple of the server's codeword clearances. I thought I grabbed my plasma sword right after and tried to cut her, but she was gone. I stumbled after, and found only a passage deeper down. I stumbled back to Drake, who was missing a lot of blood, barely conscious. I pulled Williams and Peabody's stacks and Drake was able to help me toss their remains into the void after Carter.
It's funny, I don't remember how exactly I pulled Drake and Indiana back up to the truck, only us powering back to the Gate complex. Maybe the enhanced adrenaline winding down. What I do remember was Peabody's flashlight tumbling down that shaft. Past level after level of catacombs with blue lights. Six? Eight? A dozen? I'm not sure. Maybe the XP will play out. Could be hundreds or thousands of Aad sleeping under this world. Did they decide to wait out their own Fall? Is this like early 21st century cryogenics - waiting for a cure for some disease? Is their own personal messiah supposed to come and break open the underworld, wake the dead? If they're waiting for something in particular, I think they've probably missed the boat given how we've yet to encounter any signs of a civilization remotely like theirs through other Gate Addresses. Especially since it seems like their plan for immortality failed a couple of the poor sods on the top rows. More worrisome is how they'll feel if Transhumans accidentally wake them up unexpectedly, while they're sitting on bunkers full of fabber-level tech and guns. More pressing, however, is what Titanian Intelligence is going to make of this situation when Alexandria gets back to them. I don't think they'll shell Apocalypto just to be safe, But CID aren't always upstanding guys. And they've got a sample of that weird goo inside those tomb guardians. Stuff was blacker than crude oil, no idea what it did for those bots.
Monday, December 26, 2016
TITAN Artifacts
ARTISANAL SWARM
An even more "tame" variant on the TITAN Nanoswarm than the Fabricator Swarm (p. 15 Zone Stalkers) these swarms appear to be something similar in function to Engineer or Gardening swarms for the TITANs. These units do not directly make "useful" objects, but rather seem determined to build small "artistic" objects or even directly draw or carve images into a surface. Most commonly seen scattered in long-lost areas of TITAN activity, Artisanal Swarms usually appear in small canister hives, and will find unremarkable surfaces to "draw" on. If no surface is present, they will gather raw materials like a Fabricator and build small objects, such as Effigies (see below) instead. They appear relatively harmless to most, and are valuable for research purposes, but X-Risk groups do note their haunting and highly detailed artworks can sometimes be gateways to visual Basilisk Hacks. [Expensive (Min 100,000]
COLDSTONES
Coldstones are an extreme oddity, found randomly scattered in areas where TITAN agents have operated, such as the TQZ. They are small, vaguely round objects which have an uneven number of geometric faces - always a prime number between 71 and 97, and otherwise generally about the size and mass of a golf ball. Coldstones appear to be some kind of experiment of the same nature as a Cyrokinetic Anomaly (p. 9 Zone Stalkers) a small device which denies physics and drains heat from the immediate area - with the stones themselves hovering around 0 C. They appear to serve no other purpose, and so are prized by the ultra-rich as "trophies" or treasures - used as an extremely risky and expensive paperweight or parlor trick. A biomorph without adequate protection who handles a Coldstone takes 1d10/2 DV per turn. [High]
EFFIGY
An effigy is mostly a creepy artifact, a perfect to scale replica of a transhuman, usually made by an Artisanal Swarm. The exact scale varies, but most effigies are between 15 to 40 cm in height. They are made from whatever materials are to hand to the swarm, usually carbon or metallics, but occasionally form into stone or glass. Effigies have a certain collector's value, but Zone Runners and other such groups generally consider finding your own Effigy a bad omen. Seeing the Effigy of someone you know is a Stress Test which costs 1 SV, seeing your own Effigy is 1d10/2 SV. [Moderate] to [Expensive] for an effigy of someone famous.
FRACTAL RINGS
Also called "Thorned Manacles", these devices appear as rings in sets of one or pairs, which can unfold. They appear to be a restraint mechanism for Exsurgents, as they are placed around the neck, or around limbs - and on a wireless command they extrude tiny fractal blades into the skin and muscle of the target, directly locating and "poking" any available nerve cells inside their limited reach. This is anywhere from "itchy" to intensely painful depending on certain settings which Transhumans have been unable to decipher. The "thorns" of these rings are small enough that damage closes up and heals fairly quickly - but due to use on Exsurgents "used" rings may be a potential infection vector. [High]
SPEECH ZAPPER TURBO
A small, black box about the size of a 21st Century smartphone, with a small screen and no other visible interface. These objects appear sometimes at the sites of TITAN attacks, and their purpose is unknown. Whenever a person holding the SZT attempts to speak, the display will show their complete sentence - in the speaker's native language - instantaneously. It is named after a piece of software designed to shut down communication - playing back audio of a person speaking at a slight delay as to "lock up" the brain. They have no use apart from a party trick - though seeing one complete a particularly complex thought may be 1 SV. These boxes are seamless, and breaking them open renders them inoperable, exposing highly delicate and detailed circuitry of TITAN make. [Moderate]
WHITEBOX
These mysterious items take the form of a block of whitish metal, roughly the size of a brick - but fairly light. As far as anyone can tell, they must be some form of metamaterial - but proving this is incredibly difficult as except for physical manipulation and the visible spectrum, Whiteboxes are completely invisible to sensor systems. Particles and waves appear to pass clean through them, which makes the fact that one can still see and touch it incredibly astounding and off-putting - good for 1d10/2 SV once you know what it does. Whiteboxes are thankfully rare, and quite prized by certain labs to attempt to futile study them [Expensive]
An even more "tame" variant on the TITAN Nanoswarm than the Fabricator Swarm (p. 15 Zone Stalkers) these swarms appear to be something similar in function to Engineer or Gardening swarms for the TITANs. These units do not directly make "useful" objects, but rather seem determined to build small "artistic" objects or even directly draw or carve images into a surface. Most commonly seen scattered in long-lost areas of TITAN activity, Artisanal Swarms usually appear in small canister hives, and will find unremarkable surfaces to "draw" on. If no surface is present, they will gather raw materials like a Fabricator and build small objects, such as Effigies (see below) instead. They appear relatively harmless to most, and are valuable for research purposes, but X-Risk groups do note their haunting and highly detailed artworks can sometimes be gateways to visual Basilisk Hacks. [Expensive (Min 100,000]
COLDSTONES
Coldstones are an extreme oddity, found randomly scattered in areas where TITAN agents have operated, such as the TQZ. They are small, vaguely round objects which have an uneven number of geometric faces - always a prime number between 71 and 97, and otherwise generally about the size and mass of a golf ball. Coldstones appear to be some kind of experiment of the same nature as a Cyrokinetic Anomaly (p. 9 Zone Stalkers) a small device which denies physics and drains heat from the immediate area - with the stones themselves hovering around 0 C. They appear to serve no other purpose, and so are prized by the ultra-rich as "trophies" or treasures - used as an extremely risky and expensive paperweight or parlor trick. A biomorph without adequate protection who handles a Coldstone takes 1d10/2 DV per turn. [High]
EFFIGY
An effigy is mostly a creepy artifact, a perfect to scale replica of a transhuman, usually made by an Artisanal Swarm. The exact scale varies, but most effigies are between 15 to 40 cm in height. They are made from whatever materials are to hand to the swarm, usually carbon or metallics, but occasionally form into stone or glass. Effigies have a certain collector's value, but Zone Runners and other such groups generally consider finding your own Effigy a bad omen. Seeing the Effigy of someone you know is a Stress Test which costs 1 SV, seeing your own Effigy is 1d10/2 SV. [Moderate] to [Expensive] for an effigy of someone famous.
FRACTAL RINGS
Also called "Thorned Manacles", these devices appear as rings in sets of one or pairs, which can unfold. They appear to be a restraint mechanism for Exsurgents, as they are placed around the neck, or around limbs - and on a wireless command they extrude tiny fractal blades into the skin and muscle of the target, directly locating and "poking" any available nerve cells inside their limited reach. This is anywhere from "itchy" to intensely painful depending on certain settings which Transhumans have been unable to decipher. The "thorns" of these rings are small enough that damage closes up and heals fairly quickly - but due to use on Exsurgents "used" rings may be a potential infection vector. [High]
SPEECH ZAPPER TURBO
A small, black box about the size of a 21st Century smartphone, with a small screen and no other visible interface. These objects appear sometimes at the sites of TITAN attacks, and their purpose is unknown. Whenever a person holding the SZT attempts to speak, the display will show their complete sentence - in the speaker's native language - instantaneously. It is named after a piece of software designed to shut down communication - playing back audio of a person speaking at a slight delay as to "lock up" the brain. They have no use apart from a party trick - though seeing one complete a particularly complex thought may be 1 SV. These boxes are seamless, and breaking them open renders them inoperable, exposing highly delicate and detailed circuitry of TITAN make. [Moderate]
WHITEBOX
These mysterious items take the form of a block of whitish metal, roughly the size of a brick - but fairly light. As far as anyone can tell, they must be some form of metamaterial - but proving this is incredibly difficult as except for physical manipulation and the visible spectrum, Whiteboxes are completely invisible to sensor systems. Particles and waves appear to pass clean through them, which makes the fact that one can still see and touch it incredibly astounding and off-putting - good for 1d10/2 SV once you know what it does. Whiteboxes are thankfully rare, and quite prized by certain labs to attempt to futile study them [Expensive]
Saturday, December 24, 2016
IronSky
IronSky
Type: Terrestrial
Primary Star: G3V (Yellow Dwarf)
Gravity: .8 g
Diameter: 9,788 km
Atmospheric Pressure: .46 atm
Atmospheric Composition: 66% Nitrogen, 26% Oxygen, 5% Sulfur dioxide, 1% CO2, 1% argon
Surface Temperature (Mean): -21 C
Day Length: 28.6 Hours
Orbital Period: 353
Satellites: 1 (Anvil)
Gate Access: Vulcanoid Gate
Notes: High Radiation, Resources Available, Natural Phenomena (Regular Snowfall), Transhuman Settlement (TerraGenesis Research Facility)
IronSky is an unusual exoplanet, a rarity in several ways. At one time, it appears to have been a standard terrestrial world, a little lighter and thinner than Earth but with a carbon cycle and may have had life, but since appears to have encountered an Ice Age. However, TerraGenesis research has managed to discover that "Ice Age" may not be appropriate - and instead IronSky seems like it is suffering from a "Blast Winter". Looking at it's recent geological history, it seems like IronSky was originally a jungle planet, lower than Earth's ocean coverage, but much more water vapor in the atmosphere - and should have had a diverse biosphere. But then, in a relatively close geologic event some massive calamity has occurred, ejecting large amounts of debris into the atmosphere, dramatically cooling the planet and causing a mass extinction event of all signs of anything other than extremophile microbes. However, the source of this winter is some what up for debate. Background levels of radiation on IronSky are somewhat high, pockets of which can be harmful to unshielded transhumans - and while impact sites have not directly been discovered, a question remains: was IronSky home to sentient life which wiped itself out, or was it a planet struck by a meteor and rendered mostly lifeless, with the impact agitating native radioactive elements? TerraGenesis has set up a small research base to attempt to uncover the truth and learn from it. They also house a small wing of terraforming scientists, interested in possible ways to reverse the damage to IronSky, and if reliable samples of its lifeforms can be found, to catalog and even resurrect them. The name comes from the project name assigned the planet by TerraGenesis, which in turn is related to the fact that metallic and carbonaceous ash still rain down with regular snowfall, which severely limits astral navigation and the range of sensor systems to examine the planet. The near 100% cloud coverage also gives the planet a dim, grey cast at all times. Tidal data and orbital probes have determined that IronSky has a single large moon, similar to Luna, but not much else is known. The IronSky gate complex has been built in a low valley, which is filled with the petrified remains of what appears to be local flora.
Thursday, December 22, 2016
Slang Vol. 2
(Continuing from This post)
ANNIE
Short for "Antimatter". As a noun, often an abbreviation for an antimatter grenade or warhead.
ATMO
Atmosphere, usually actually on a planetary body.
BASILISK
Short for "basilisk hack", a type of audiovisual mind hack which subverts the mind of a person who observes the hack. To most "THE BASILISK" is a fable or rumor about TITAN capabilities during the Fall, but groups like Firewall use the term directly.
BEES
An airborne Nanoswarm.
ANNIE
Short for "Antimatter". As a noun, often an abbreviation for an antimatter grenade or warhead.
ATMO
Atmosphere, usually actually on a planetary body.
BASILISK
Short for "basilisk hack", a type of audiovisual mind hack which subverts the mind of a person who observes the hack. To most "THE BASILISK" is a fable or rumor about TITAN capabilities during the Fall, but groups like Firewall use the term directly.
BEES
An airborne Nanoswarm.
BIG DARK
Space.
BRAIN DRAIN
Slang for TITAN neurological attacks, including certain basilisk hacks, digital infections, nanovirus vectors or even headhunters physically removing the brain via the head.
BRAIN DRAIN
Slang for TITAN neurological attacks, including certain basilisk hacks, digital infections, nanovirus vectors or even headhunters physically removing the brain via the head.
COFFIN
A small space, like an office or an apartment or capsule hotel room - usually one which makes you feel dead inside.
CONSOLE JOCK
A computer operator, usually a sysadmin or defensive hacker. Someone who operates a hardwired personal computer ("console") from somewhere, rather than being mobile.
DELTA
To proceed somewhere at highest possible speed.
DISK
To forknap someone. From "save to disk".
DOLL BACK
A screw-up. Someone who can't do anything right. Corruption of a Russian word "Dolbak".
DROP SUIT
Hard suit or other system adapted to re-enter from Orbit. Also a High-Dive Suit or "DIVE SUIT" for short.
FAB-CAF
Catchall term for caffeinated beverage synthesized in a basic maker or food fab. Tend to be low quality.
FINGER GUN
A weapon installed as an implant in the arm or other manipulator limb, like a Hand Laser. Giving someone the finger gun takes on an entirely different context when it can be literal.
FISHTANK
Any hab which is flooded with water. Ceres is sometimes referred to as "THE FISHTANK".
FUCKSLIME
Originally a "Jelly" Exsurgent, now just any amorphous or gelatinous hostile exsurgent or xenofauna.
GEAR
Shorthand for a TITAN Warbot, after an old series of military vidgames. Sometimes "WAR GEARS".
FUCKSLIME
Originally a "Jelly" Exsurgent, now just any amorphous or gelatinous hostile exsurgent or xenofauna.
GEAR
Shorthand for a TITAN Warbot, after an old series of military vidgames. Sometimes "WAR GEARS".
GREEN
A situation which is okay, normal or going well. May originate from use of green indicator lights meaning good things, or green stoplights meaning "go". Opposite of WHITE.
GREENPRINT
Complete DNA sequence for a biological entity, like a plant, smart animal or even a biomorph. Comparable to a blueprint for nanofab.
GROK
To know or understand. From an old Sci-Fi Novel set on Mars.
HOLES
Memory edits or missing Continuity.
KOSMONAUT
Derogatory term for a police officer, typically in Riot Gear. Commonly used by "The Organization" on Luna.
LEO
A cop. From "Law Enforcement Officer".
PHOENIX DAY
Also REBIRTHDAY. The calendar date of your most recent resleeving. The first day is usually celebrated, especially after a death, and some celebrate the anniversary.
PING
To send someone a message (text, voice, video, etc). "A PING" is the message itself.
POP-TOP
A rocket motor or other propulsion system. Said because most systems are highly volatile and tend to "pop" if damaged. "POP THEIR TOP" is slang for taking out a hostile ship, sometimes broadened to killing or disabling someone in general.
PUB
Firewall slang for an uniformed member of the public, not a Sentinel or operative of an X-risk agency. Usually in the context of them being in and around a Firewall operation. Comes from an online gaming term.
PUB
Firewall slang for an uniformed member of the public, not a Sentinel or operative of an X-risk agency. Usually in the context of them being in and around a Firewall operation. Comes from an online gaming term.
RED VELVET
An attractive Ruster or other red-skinned morph. Typically female. From "Cheesecake".
SHORTY
A police officer. Corruption of the Arabic word for policeman.
SLAG
A Pleasure Pod, particularly a well-used or poorly maintained one.
TOON
Your squad, unit or other group - usually in a military context. Shortening of "platoon".
TWOHALF
A hermaphroditic or intersex morph. Sometimes derogatory.
VANG
Virtual currency, or the act of transferring currency digitally (eg "We only take Vang"). From a Vietnamese word for "gold".
Wednesday, December 21, 2016
Astradhari Server
Astradhari Server
Mission: Covert Ops
Target: Other Agencies
Target-Focused
Territory: 1,500,000-8,000,000
17 Proxies
Average (HR)
Very Rich (MR)
Very Pragmatic
Structuralist
Backup Neutral
Ties to Ultimates or other mercenaries
Influential within Firewall
Astradhari (“wielder of an Astra”) is a Server dedicated to quiet operations to prevent X-risks which arrive via the Gates, primarily in the Outer System (such as the Fissure and Discord gates). Because of this Astradhari has many connections to Ultimates and even new budding groups like Gunboat, who are often contacted through front organizations to solve problems quietly. Due to their associations with the Ultimates, their military bent, and their larger size, the organization of Astradhari leans structuralist, less for purposes of going public, and more for purposes of chain of command. It doesn’t help that it’s placement and mission means it regularly intakes Proxies and Sentinels from the Titanian Commonwealth. Due to being relatively well funded and maintained, Astradhari is considered to have several Proxies who are influential in the group, and their reports of activity going on around the Discord Gate are especially high priority to many other Firewall Servers.
Mission: Covert Ops
Target: Other Agencies
Target-Focused
Territory: 1,500,000-8,000,000
17 Proxies
Average (HR)
Very Rich (MR)
Very Pragmatic
Structuralist
Backup Neutral
Ties to Ultimates or other mercenaries
Influential within Firewall
Astradhari (“wielder of an Astra”) is a Server dedicated to quiet operations to prevent X-risks which arrive via the Gates, primarily in the Outer System (such as the Fissure and Discord gates). Because of this Astradhari has many connections to Ultimates and even new budding groups like Gunboat, who are often contacted through front organizations to solve problems quietly. Due to their associations with the Ultimates, their military bent, and their larger size, the organization of Astradhari leans structuralist, less for purposes of going public, and more for purposes of chain of command. It doesn’t help that it’s placement and mission means it regularly intakes Proxies and Sentinels from the Titanian Commonwealth. Due to being relatively well funded and maintained, Astradhari is considered to have several Proxies who are influential in the group, and their reports of activity going on around the Discord Gate are especially high priority to many other Firewall Servers.
Tuesday, December 20, 2016
Corporations
Hypercorporations are a diverse, flexible group - who provide for a variety of tasks, industries and niches. The intrinsic structure of the corporation makes them very diverse and adaptable, but able to be incredibly small - employing only small numbers directly and getting the rest done via subcontractors and AIs. While only a few have high places, such as on the Hypercorp council - throughout the Inner System and Belt many of them exist under a variety of names, charters and industries. Below are a selection of some Hypercorps randomly generated - which can be inserted for additional flavor and variance into your universe.
CUBEHIVE
Major Industries: Housing, Hospitality, Architecture
Cubehive is a corporation mostly based on Mars who design and manufacture "economical" housing space - and they operate and maintain a small number of apartment complexes and capsule hotels as "showrooms" for their products. While their designs are sophisticated and relatively comfortable, they are known for being incredibly small, utilizing the bare minimum of living space required by the specifications. Single biomorph occupancy is little more than a modular closet, foldout beds and integrated makers and other appliances - and bathrooms being public to a floor. While popular with many other hypercorps and governments, Cubehive has been target of meme campaigns and corporate terrorism due to the extensive uses of its products in housing Indentures. Their logo is a set of nested cubes in a bright blue.
DEVELOPMENT SPORTS
Major Industries: Sports Equipment, Nutrition
Development Sports is a sporting goods and health company which operates in the Planetary Consortium - though it's designs occasionally exist in other places. Originally, this was two companies, one devoted to nutrition and the other to sports equipment, but the nutritionist wing was bought up by the original founder to add to his branding. Now Devsports produces a wide variety of materials for sportsmen and athletes, both professional and amatuer. Their supplement line helps keep up general health and improve performance (though obviously not to the quality of implants or new morphs) and they produce equipment such as wingsuits, climbing gear, freerunning gloves and shoes, and even gear suitable for team sports such as football, golf, gridiron, baseball, rugby and cricket. Their logo is a letter "D" which is angled like a forward facing arrow.
DIAGNOSTIC GENEMATION
Major Industries: Medical Testing, Gene Therapy, Designer Babies
Diagnostic Genemation is a relatively small, niche Extropian corp who focus on genetic testing, analysis and arrangement of gene sequences. It was founded after the Fall, in response to implementation of wider GRM by many Hypercorps - and their original and most common business is diagnostic consulting and DNA screening, checking for and documenting patented genomes and gene sequences. However, they have a secondary, premium business in gene therapy specially tailored to morphs - often exotic ones, and in helping prospective parents craft idealized genomes for their future children. DG is notable in both these areas as following the Extropian IP model, where derivatives of their designs are "fair use". Their logo is a DNA double helix made of hexes.
EQUIPMENT TRAINING NETWORKS
Major Industries: VR Education, Artificial Intelligence, Teaching Software
Founded by a group of developers from IndEX, ETN is a company who specializes in development of educational tools for the workforce, particularly new indentures. They design Simulspace experiences and UIs to teach basic skills and perform vocational training. They also consult or directly design Device AIs for tools and devices built by other corporations, or construct educational, non-ALI software to teach skills, usually practical ones. ETN is known to produce or purchase patents on skillsoft technology, then sit on it to keep their virtual learning programs marketable. They are common victims of anarchist attacks and intrusions, and many of their products are illegally distributed in an attempt to hurt their bottom line. Their logo is a small maze with a person in the center.
FELINETWORKS
Major Industries: Biodrones, Smart Animals, Smart Animal Implants, Animal Care/Training
Felinetworks is a low-key, relatively obscure corporation based on Venus. Ostensibly, their primary industry is the manufacture of implants (such as cybercortexes) for smart animals, smart animal lines which are receptive to implantation, and sophisticated computer-assisted animal care and training, such as through Animal Care AIs. However, by people who are more familiar with the company, their actual industry is more clear - biodrones: The use of animals with implants for surveillance and basic tasks in place of bots. They market small animal breeds, such as rats, cats and racoons, all loaded with appropriate implants for purposes of security, infiltration or other biodrone needs. Felinetworks logo is a classic "cat face" emoticon assembled from 1s and 0s.
INTEGRATED POWER STORES
Major Industries: Batteries, Wi-tricity
IPS is a fairly mainstay hypercorp, who focus primarily on the production of batteries, both conventional storage and nuclear. They also produce equipment to recharge batteries, such as through wireless energy transmission, solar or thermal power generation, or even small portable generators which burn hydrogen to produce water vapor. Their industry is only hurt by the growing "black box" nature of many devices which does not allow for replacement or augmentation of batteries, and thus sales directly to consumers are limited, and instead they more commonly license battery designs to other hypercorps. Some of their specific designs are still purchased directly by the user, however. Their logo is a "+IPS" sign in red, but with the horizontal line is highlighted in blue, so as to also appear as a "-" symbol.
NETWORKED CHEMONAUTICS
Major Industries: Chemical Engineering
Networked Chemonautics is a relatively niche company, whose products and services are still decently widespread. They specialize in production of Wet Makers (Farcast 50) and in the development and distribution of blueprints for chemical compounds. Primarily, this is used for alcohols or beauty products, but NC has a wide product line in Wet (and some "Dry" i/e conventional) Makers and the blueprints or instructions to use them, covering a wide variety of refreshments, cosmetics and utility chemicals. Rumor has it they are trying to break into pharmaceuticals or medical compounds, but other, larger hypercorps have been blocking their attempts at development. Their logo is R-O-H, the symbol of the hydroxyl group.
OPEN PUBLISHING
Major Industries: Publishing, Media Distribution
Open Publishing is actually a Titanian microcorp, a publishing house based on Titan who publish and distribute the works of individual citizens - as opposed to government owned and operated news and media aggregators. As a microcorp, OP is effectively owned by all Titanian Commonwealth citizens, and thus they have access to publish and distribute through them. OP handles mostly written works, but occasionally helps distribute XP, Vids or Vidgames, or other forms of traditional media. They employ a small team of editors and other specialists to make sure products published through them are of top quality, to improve the reputations of the corp and the creator. Their logo is a stylized script of "Open Publishing".
PADLOCKURITY
Major Industries: Security Systems, Consulting
This extropian corp specializes in personal and private security - usually of the physical variety. They consult, build and install security and surveillance systems for individuals or other corporations throughout the Main Belt and some inner fringe and nearby areas of the Outer System. In addition to basic surveillance spimes and firewalls, they also produce more complex physical systems, from conventional locks or checkpoint measures, all the way to Portal Denial Systems and Lockbots. Most of their business comes in the form consulting, however, suggesting methods to install or improve security. Due to conflicts with Gorgon Defense Systems, they tend to stay out of the drone or personal protection/insurance markets. Their logo is a bronze padlock.
TACTICAL MEDIA IMPLICATIONS
Major Industries: Yellow Journalism, Media
Tactical Media Implications, aka "TMI" is a "journalism" house which frequently subcontracts to Experia, and is mostly based out of Elysium though they have "reporters" across Mars and major Consortium habs. They focus in gossip, rumor and sensationalism, often issuing reports and XP feeds of celebrities and public figures in personal moments, or behind closed doors - and are known for creative editing and leading questions to sensationalize or scandalize their product. Their weekly news update, "TMI Weekly" is some of the most watched and lowest rated programming on the Mesh. Experia's advertising makes a good bank off this fact, and are known to pay for TMI's cadre of lawyers who keep them out of any legal trouble their works may incur, usually by bringing up the fact that while TMI comports themselves like a news outlet, technically their business materials and documentation lists them as an entertainment corporation. Their logo is a "TMI", with each letter in a different garish color.
TERRAGRAPHICS-HIGHBREAK SYSTEMS
Major Industries: Terraforming, Survival Gear, Environmental Systems
TGHB Systems is a relatively new Martian startup, who cater to the growing Martian rural community. They produce a number of useful parts and devices for various terraforming processes, which sets the bedrock of their business model, but also provide a numerous array of equipment for persons living in the Outback, from survival clothing to camping equipment, to even small hab systems for prefab buildings. While still small, their brand is growing as more Martians catch on to the idea of a Martian corporation, which while part of the Consortium's membership, is still a strongly "Martian" corporation, and makes a point of not employing indentured labor, and opposing many radical terraforming plans. Their logo is a red triangle over TGHB.
UNLIMITED TOOLS
Major Industries: Tool Manufacture
Unlimited Tools is a Lunar based hypercorp, which has managed to avoid absorption by larger corps since the Fall. They produce a wide variety of tool products for use in space-based manufacture and repair, many of which are incredibly useful or important to the construction and maintenance of habs. Their products are known to be simple, rugged and reliable, and their designs have spread throughout the solar system as a result. Their brand recognition is the only thing which prevents them from being bought up by a larger, less narrowly focused Hypercorp. Seeing a UT branded tool is not uncommon in many space habs, and even some planetary ones. Their logo is U∞T.
CUBEHIVE
Major Industries: Housing, Hospitality, Architecture
Cubehive is a corporation mostly based on Mars who design and manufacture "economical" housing space - and they operate and maintain a small number of apartment complexes and capsule hotels as "showrooms" for their products. While their designs are sophisticated and relatively comfortable, they are known for being incredibly small, utilizing the bare minimum of living space required by the specifications. Single biomorph occupancy is little more than a modular closet, foldout beds and integrated makers and other appliances - and bathrooms being public to a floor. While popular with many other hypercorps and governments, Cubehive has been target of meme campaigns and corporate terrorism due to the extensive uses of its products in housing Indentures. Their logo is a set of nested cubes in a bright blue.
DEVELOPMENT SPORTS
Major Industries: Sports Equipment, Nutrition
Development Sports is a sporting goods and health company which operates in the Planetary Consortium - though it's designs occasionally exist in other places. Originally, this was two companies, one devoted to nutrition and the other to sports equipment, but the nutritionist wing was bought up by the original founder to add to his branding. Now Devsports produces a wide variety of materials for sportsmen and athletes, both professional and amatuer. Their supplement line helps keep up general health and improve performance (though obviously not to the quality of implants or new morphs) and they produce equipment such as wingsuits, climbing gear, freerunning gloves and shoes, and even gear suitable for team sports such as football, golf, gridiron, baseball, rugby and cricket. Their logo is a letter "D" which is angled like a forward facing arrow.
DIAGNOSTIC GENEMATION
Major Industries: Medical Testing, Gene Therapy, Designer Babies
Diagnostic Genemation is a relatively small, niche Extropian corp who focus on genetic testing, analysis and arrangement of gene sequences. It was founded after the Fall, in response to implementation of wider GRM by many Hypercorps - and their original and most common business is diagnostic consulting and DNA screening, checking for and documenting patented genomes and gene sequences. However, they have a secondary, premium business in gene therapy specially tailored to morphs - often exotic ones, and in helping prospective parents craft idealized genomes for their future children. DG is notable in both these areas as following the Extropian IP model, where derivatives of their designs are "fair use". Their logo is a DNA double helix made of hexes.
EQUIPMENT TRAINING NETWORKS
Major Industries: VR Education, Artificial Intelligence, Teaching Software
Founded by a group of developers from IndEX, ETN is a company who specializes in development of educational tools for the workforce, particularly new indentures. They design Simulspace experiences and UIs to teach basic skills and perform vocational training. They also consult or directly design Device AIs for tools and devices built by other corporations, or construct educational, non-ALI software to teach skills, usually practical ones. ETN is known to produce or purchase patents on skillsoft technology, then sit on it to keep their virtual learning programs marketable. They are common victims of anarchist attacks and intrusions, and many of their products are illegally distributed in an attempt to hurt their bottom line. Their logo is a small maze with a person in the center.
FELINETWORKS
Major Industries: Biodrones, Smart Animals, Smart Animal Implants, Animal Care/Training
Felinetworks is a low-key, relatively obscure corporation based on Venus. Ostensibly, their primary industry is the manufacture of implants (such as cybercortexes) for smart animals, smart animal lines which are receptive to implantation, and sophisticated computer-assisted animal care and training, such as through Animal Care AIs. However, by people who are more familiar with the company, their actual industry is more clear - biodrones: The use of animals with implants for surveillance and basic tasks in place of bots. They market small animal breeds, such as rats, cats and racoons, all loaded with appropriate implants for purposes of security, infiltration or other biodrone needs. Felinetworks logo is a classic "cat face" emoticon assembled from 1s and 0s.
INTEGRATED POWER STORES
Major Industries: Batteries, Wi-tricity
IPS is a fairly mainstay hypercorp, who focus primarily on the production of batteries, both conventional storage and nuclear. They also produce equipment to recharge batteries, such as through wireless energy transmission, solar or thermal power generation, or even small portable generators which burn hydrogen to produce water vapor. Their industry is only hurt by the growing "black box" nature of many devices which does not allow for replacement or augmentation of batteries, and thus sales directly to consumers are limited, and instead they more commonly license battery designs to other hypercorps. Some of their specific designs are still purchased directly by the user, however. Their logo is a "+IPS" sign in red, but with the horizontal line is highlighted in blue, so as to also appear as a "-" symbol.
NETWORKED CHEMONAUTICS
Major Industries: Chemical Engineering
Networked Chemonautics is a relatively niche company, whose products and services are still decently widespread. They specialize in production of Wet Makers (Farcast 50) and in the development and distribution of blueprints for chemical compounds. Primarily, this is used for alcohols or beauty products, but NC has a wide product line in Wet (and some "Dry" i/e conventional) Makers and the blueprints or instructions to use them, covering a wide variety of refreshments, cosmetics and utility chemicals. Rumor has it they are trying to break into pharmaceuticals or medical compounds, but other, larger hypercorps have been blocking their attempts at development. Their logo is R-O-H, the symbol of the hydroxyl group.
OPEN PUBLISHING
Major Industries: Publishing, Media Distribution
Open Publishing is actually a Titanian microcorp, a publishing house based on Titan who publish and distribute the works of individual citizens - as opposed to government owned and operated news and media aggregators. As a microcorp, OP is effectively owned by all Titanian Commonwealth citizens, and thus they have access to publish and distribute through them. OP handles mostly written works, but occasionally helps distribute XP, Vids or Vidgames, or other forms of traditional media. They employ a small team of editors and other specialists to make sure products published through them are of top quality, to improve the reputations of the corp and the creator. Their logo is a stylized script of "Open Publishing".
PADLOCKURITY
Major Industries: Security Systems, Consulting
This extropian corp specializes in personal and private security - usually of the physical variety. They consult, build and install security and surveillance systems for individuals or other corporations throughout the Main Belt and some inner fringe and nearby areas of the Outer System. In addition to basic surveillance spimes and firewalls, they also produce more complex physical systems, from conventional locks or checkpoint measures, all the way to Portal Denial Systems and Lockbots. Most of their business comes in the form consulting, however, suggesting methods to install or improve security. Due to conflicts with Gorgon Defense Systems, they tend to stay out of the drone or personal protection/insurance markets. Their logo is a bronze padlock.
TACTICAL MEDIA IMPLICATIONS
Major Industries: Yellow Journalism, Media
Tactical Media Implications, aka "TMI" is a "journalism" house which frequently subcontracts to Experia, and is mostly based out of Elysium though they have "reporters" across Mars and major Consortium habs. They focus in gossip, rumor and sensationalism, often issuing reports and XP feeds of celebrities and public figures in personal moments, or behind closed doors - and are known for creative editing and leading questions to sensationalize or scandalize their product. Their weekly news update, "TMI Weekly" is some of the most watched and lowest rated programming on the Mesh. Experia's advertising makes a good bank off this fact, and are known to pay for TMI's cadre of lawyers who keep them out of any legal trouble their works may incur, usually by bringing up the fact that while TMI comports themselves like a news outlet, technically their business materials and documentation lists them as an entertainment corporation. Their logo is a "TMI", with each letter in a different garish color.
TERRAGRAPHICS-HIGHBREAK SYSTEMS
Major Industries: Terraforming, Survival Gear, Environmental Systems
TGHB Systems is a relatively new Martian startup, who cater to the growing Martian rural community. They produce a number of useful parts and devices for various terraforming processes, which sets the bedrock of their business model, but also provide a numerous array of equipment for persons living in the Outback, from survival clothing to camping equipment, to even small hab systems for prefab buildings. While still small, their brand is growing as more Martians catch on to the idea of a Martian corporation, which while part of the Consortium's membership, is still a strongly "Martian" corporation, and makes a point of not employing indentured labor, and opposing many radical terraforming plans. Their logo is a red triangle over TGHB.
UNLIMITED TOOLS
Major Industries: Tool Manufacture
Unlimited Tools is a Lunar based hypercorp, which has managed to avoid absorption by larger corps since the Fall. They produce a wide variety of tool products for use in space-based manufacture and repair, many of which are incredibly useful or important to the construction and maintenance of habs. Their products are known to be simple, rugged and reliable, and their designs have spread throughout the solar system as a result. Their brand recognition is the only thing which prevents them from being bought up by a larger, less narrowly focused Hypercorp. Seeing a UT branded tool is not uncommon in many space habs, and even some planetary ones. Their logo is U∞T.
Monday, December 19, 2016
Tools As Weapons
Improvised Weapons (p. 202 EP) covers some basic guideline rules for a variety of weapons a character might use in a pinch if they don't have a proper weapons at hand. Several of these are tools or utility items you might find lying around in a transhuman hab for maintenance and repair uses. Below is a list of some other "tools" which have a variety of relevant uses and thus should be fairly common in many places - which makes them ideal to scavenge or improvise as weapons if needed. Use this list to spice up descriptions of work and maintenance areas, and offer more differentiated options for an improvised weapon.
ARC WELDER
Arc welding is a metal welding technique where high amounts of electrical current are used to heat metal to melting temperatures, then allow them to cool to fuse together. Modern nanofabrication and repairs allow most items to be made and fixed seamlessly, but for certain scales and timeframes, traditional methods may be more efficient - which means arc welders are still common, especially for large, industrial projects. Modern arc welders are battery powered, using tungsten electrodes and plasma gas to generate the electrical arc. Arc Welders produce high amounts of heat, light and may produce dangerous sparks or debris, so protection while using them is important. Due to the fact that they generate their own medium, they are usable in vacuum.
-6 AP 2d10+5 DV SA Average DV 16 Exotic Ranged
KINETIC BEAM DRILL
This tool works on similar principles to the Particle Beam Bolter (p. 339 EP) accelerating particles to high speeds in order to bore holes or cut or break up things. This tool is typically used in asteroid mining and other excavation for its relative lack of recoil to the effect it generates, and ability to break up or cut through many materials. Typically this tool is large and two-handed, or one-handed with a complex rig to keep it attached to the arm - which makes it awkward to improvise as a weapon in close quarters. It also only has an effective range of many a dozen meters.
-4 AP 3d10+4 DV SS Average DV 20 Beam Weapons
POWER GRINDER
Also known as an "angle grinder", this power tool is utilized for cutting, abrading or "cleaning up" materials. While nanoscale manufacturing and cools makes polishing, smoothing and precise dimensions relatively simple - this can be time consuming and energy inefficient and some habs do not have access to these advanced methods. So a simple portable grinder will do. These devices utilize a variety of discs to cut, grind or perform just about any task you could think to accomplish with a rapidly spinning disc. The most sophisticated units use shape-adjusting material discs to get multiple uses out of a single unit. Typically, they feature a handle on the side for greater control, but are technically one handed.
AP -4 3d10+3 DV Average DV 20 Exotic Melee
RIVET GUN
While things can easily be fused or attached, traditional methods of attaching are still used, especially in terms of hab construction and repairs. The modern rivet gun is a one-handed item, about the size of an SMG. Most are battery powered and work based on magnetic induction - just like a railgun, but in some cases they utilize compressed air. While their range is short, the rivet generates quite a bit of force, and can be easily modded to be used as a relatively quiet weapon in a pinch by removing safety features. Most hold a rack of about 45 rivets, which can be made of a variety of materials to suit your needs. Modded versions can fire on Full Auto, otherwise the gun is the equivalent of Semi Auto.
AP -5 1d10+5 DV SA Average DV 10 Kinetic Weapons
VIBROSAW
This handsaw has an oscillating blade based on the same principles as the Vibroblade (p. 334 EP), and is useful for cutting a wide variety of materials in a pinch. The damage is very high on this, as most morphs tend to be less resistant than many materials one might encounter. However, to keep control, the weapon has a design which makes it awkward to swing in combat, giving a -20 to combat tests with it. It is much more ideal for cutting through materials, such as to make a door or other hole, damage supports, etc. This gives such saws a bit more utility than simple construction work, and thus very common.
AP -5 4d10+DB DV Average DV 22+DB Blades
WELDING/CUTTING ROD
As noted above, welding and cutting are both very useful to many forms of work - and when you might need to do both there are a variety of thermic rods which can do either in a pinch, depending on the material you're using. These are battery powered, and can be one or two handed, and through advanced materials are fairly reliable and unlikely to burn out rapidly, though some in the past have been known to. The rods reach a very high temperatures, and so safety gear is often important. Hitting a person with one is liable to set them On Fire (p 198 EP) unless conditions would prevent them. Some persons have even taken up using cutting rods as "real" weapons, modifying them to be used like a sword and engaging in deadly fencing matches.
AP -4 2d10+5 Average DV 16 Blades
ARC WELDER
Arc welding is a metal welding technique where high amounts of electrical current are used to heat metal to melting temperatures, then allow them to cool to fuse together. Modern nanofabrication and repairs allow most items to be made and fixed seamlessly, but for certain scales and timeframes, traditional methods may be more efficient - which means arc welders are still common, especially for large, industrial projects. Modern arc welders are battery powered, using tungsten electrodes and plasma gas to generate the electrical arc. Arc Welders produce high amounts of heat, light and may produce dangerous sparks or debris, so protection while using them is important. Due to the fact that they generate their own medium, they are usable in vacuum.
-6 AP 2d10+5 DV SA Average DV 16 Exotic Ranged
KINETIC BEAM DRILL
This tool works on similar principles to the Particle Beam Bolter (p. 339 EP) accelerating particles to high speeds in order to bore holes or cut or break up things. This tool is typically used in asteroid mining and other excavation for its relative lack of recoil to the effect it generates, and ability to break up or cut through many materials. Typically this tool is large and two-handed, or one-handed with a complex rig to keep it attached to the arm - which makes it awkward to improvise as a weapon in close quarters. It also only has an effective range of many a dozen meters.
-4 AP 3d10+4 DV SS Average DV 20 Beam Weapons
POWER GRINDER
Also known as an "angle grinder", this power tool is utilized for cutting, abrading or "cleaning up" materials. While nanoscale manufacturing and cools makes polishing, smoothing and precise dimensions relatively simple - this can be time consuming and energy inefficient and some habs do not have access to these advanced methods. So a simple portable grinder will do. These devices utilize a variety of discs to cut, grind or perform just about any task you could think to accomplish with a rapidly spinning disc. The most sophisticated units use shape-adjusting material discs to get multiple uses out of a single unit. Typically, they feature a handle on the side for greater control, but are technically one handed.
AP -4 3d10+3 DV Average DV 20 Exotic Melee
RIVET GUN
While things can easily be fused or attached, traditional methods of attaching are still used, especially in terms of hab construction and repairs. The modern rivet gun is a one-handed item, about the size of an SMG. Most are battery powered and work based on magnetic induction - just like a railgun, but in some cases they utilize compressed air. While their range is short, the rivet generates quite a bit of force, and can be easily modded to be used as a relatively quiet weapon in a pinch by removing safety features. Most hold a rack of about 45 rivets, which can be made of a variety of materials to suit your needs. Modded versions can fire on Full Auto, otherwise the gun is the equivalent of Semi Auto.
AP -5 1d10+5 DV SA Average DV 10 Kinetic Weapons
VIBROSAW
This handsaw has an oscillating blade based on the same principles as the Vibroblade (p. 334 EP), and is useful for cutting a wide variety of materials in a pinch. The damage is very high on this, as most morphs tend to be less resistant than many materials one might encounter. However, to keep control, the weapon has a design which makes it awkward to swing in combat, giving a -20 to combat tests with it. It is much more ideal for cutting through materials, such as to make a door or other hole, damage supports, etc. This gives such saws a bit more utility than simple construction work, and thus very common.
AP -5 4d10+DB DV Average DV 22+DB Blades
WELDING/CUTTING ROD
As noted above, welding and cutting are both very useful to many forms of work - and when you might need to do both there are a variety of thermic rods which can do either in a pinch, depending on the material you're using. These are battery powered, and can be one or two handed, and through advanced materials are fairly reliable and unlikely to burn out rapidly, though some in the past have been known to. The rods reach a very high temperatures, and so safety gear is often important. Hitting a person with one is liable to set them On Fire (p 198 EP) unless conditions would prevent them. Some persons have even taken up using cutting rods as "real" weapons, modifying them to be used like a sword and engaging in deadly fencing matches.
AP -4 2d10+5 Average DV 16 Blades
Sunday, December 18, 2016
Oyamatsumi & Konohana
Oyamatsumi
Type: Terrestrial (Venusian)
Primary Star: G8V (Yellow Dwarf)
Secondary Star: Y0 (Sub-Brown Dwarf)
Gravity: 1.35 g
Diameter: 17,268.88 km
Atmospheric Pressure: 3 atm
Atmospheric Composition: 60% CO2, 26% Oxygen, 14% Nitrogen
Surface Temperature (Mean): 57 C
Day Length: 19 Hours
Orbital Period: 345 Days
Satellites: 1 (Konohana)
Gate Access: Sunrise Gate, Discord Gate
Notes: Resources Available, Microbial Life, Large (Artificial Moon), Possible Alien Wreckage
Named after a mountain and sea god by the Go-Nin group, Oyamatsumi is an interesting case of a mild Venusian world in orbit around a binary “star”, which contains a rare “Sub-Brown Dwarf”. Oyamatsumi has an intense pressure and higher than Earth-standard temperature and gravity, requiring Enhanced Respiration and Temperature Tolerance to survive the heat and otherwise toxic levels of Oxygen and CO2. Go-Nin’s attempts to colonize the world in order to exploit the rich resources it has have been dampened by attempts by the Consortium powers to prevent large scale access by Go-Nin to Gravity-adapted Ruster or “Rust” Dvergrs and other similar genelines. Efforts for Go-Nin to utilize the planet’s resources have been further stymied by the announcement by TerraGenesis that Oyamatsumi can be accessed via the Sunrise Gate, leading to a complex legal battle in the system, which is complicated by Preservationist efforts to study the planet, which possesses microbial life adapted the harsh climb of Oyamatsumi. The planet is also of note for two additional reasons, the first, it’s moon Konohana (so named for the pinkish hue it has when observed through Oyamatsumi’s atmosphere), which is a large body which had been concluded to be an artificial construct, not a natural formation. The other is a series of craters on Oyamatsumi’s surface from several hundred thousand years ago, which show signs of extra planetary debris formed into materials resembling roughly modern aerospace components. Analysis indicates such objects as caused the impacts may have originated from Konohana. The Oyamatsumi Gate is located in a valley between two low mountain ranges, believed to be resource rich.
Konohana
Type: Terrestrial Moon (Artificial Dwarf Planetoid)
Satellite Of: Oyamatsumi
Gravity: .23 g
Diameter: 3,263.5 km
Atmospheric Pressure: .17 atm
Atmospheric Composition: 83% Sulfur Dioxide, 17% CO2
Surface Temperature (Mean): -1 C
Day Length: 17 Hours
Orbital Period: 20 Days
Gate Access: Sunrise Gate or Discord Gate (Via Oyamatsumi)
Konohana is an artificial moon around Oyamatsumi, with low gravity and temperature, and a thin, toxic atmosphere. It would be remarkable if only for its size, but also the fact that scans have indicated its decidedly unnatural state. Apart from the reddish-white surface (which blends to a hazy pink when viewed from Oyamatsumi), the planetoid also features a sub-surface composition of dense naturally occurring materials, formed into an unnatural strata. This means that below a thin surface layer, Konohana is remarkably difficult both to scan and to excavate, leading to an early dismissal by the Go-Nin Group. Konohana appears to have once been geologically active, but in its current orbital position, it would not be subject to sufficient tidal forces to cause this. It almost appears like Konohana is deliberately inhospitable, with a poison atmosphere and hard surface shell to protect something inside. Konohana is currently the theorized origin point for the source of several impact craters filled with debris that may have been alien craft, on the surface of Oyamatsumi.
Plot Hooks & Ideas:
Type: Terrestrial (Venusian)
Primary Star: G8V (Yellow Dwarf)
Secondary Star: Y0 (Sub-Brown Dwarf)
Gravity: 1.35 g
Diameter: 17,268.88 km
Atmospheric Pressure: 3 atm
Atmospheric Composition: 60% CO2, 26% Oxygen, 14% Nitrogen
Surface Temperature (Mean): 57 C
Day Length: 19 Hours
Orbital Period: 345 Days
Satellites: 1 (Konohana)
Gate Access: Sunrise Gate, Discord Gate
Notes: Resources Available, Microbial Life, Large (Artificial Moon), Possible Alien Wreckage
Named after a mountain and sea god by the Go-Nin group, Oyamatsumi is an interesting case of a mild Venusian world in orbit around a binary “star”, which contains a rare “Sub-Brown Dwarf”. Oyamatsumi has an intense pressure and higher than Earth-standard temperature and gravity, requiring Enhanced Respiration and Temperature Tolerance to survive the heat and otherwise toxic levels of Oxygen and CO2. Go-Nin’s attempts to colonize the world in order to exploit the rich resources it has have been dampened by attempts by the Consortium powers to prevent large scale access by Go-Nin to Gravity-adapted Ruster or “Rust” Dvergrs and other similar genelines. Efforts for Go-Nin to utilize the planet’s resources have been further stymied by the announcement by TerraGenesis that Oyamatsumi can be accessed via the Sunrise Gate, leading to a complex legal battle in the system, which is complicated by Preservationist efforts to study the planet, which possesses microbial life adapted the harsh climb of Oyamatsumi. The planet is also of note for two additional reasons, the first, it’s moon Konohana (so named for the pinkish hue it has when observed through Oyamatsumi’s atmosphere), which is a large body which had been concluded to be an artificial construct, not a natural formation. The other is a series of craters on Oyamatsumi’s surface from several hundred thousand years ago, which show signs of extra planetary debris formed into materials resembling roughly modern aerospace components. Analysis indicates such objects as caused the impacts may have originated from Konohana. The Oyamatsumi Gate is located in a valley between two low mountain ranges, believed to be resource rich.
Konohana
Type: Terrestrial Moon (Artificial Dwarf Planetoid)
Satellite Of: Oyamatsumi
Gravity: .23 g
Diameter: 3,263.5 km
Atmospheric Pressure: .17 atm
Atmospheric Composition: 83% Sulfur Dioxide, 17% CO2
Surface Temperature (Mean): -1 C
Day Length: 17 Hours
Orbital Period: 20 Days
Gate Access: Sunrise Gate or Discord Gate (Via Oyamatsumi)
Konohana is an artificial moon around Oyamatsumi, with low gravity and temperature, and a thin, toxic atmosphere. It would be remarkable if only for its size, but also the fact that scans have indicated its decidedly unnatural state. Apart from the reddish-white surface (which blends to a hazy pink when viewed from Oyamatsumi), the planetoid also features a sub-surface composition of dense naturally occurring materials, formed into an unnatural strata. This means that below a thin surface layer, Konohana is remarkably difficult both to scan and to excavate, leading to an early dismissal by the Go-Nin Group. Konohana appears to have once been geologically active, but in its current orbital position, it would not be subject to sufficient tidal forces to cause this. It almost appears like Konohana is deliberately inhospitable, with a poison atmosphere and hard surface shell to protect something inside. Konohana is currently the theorized origin point for the source of several impact craters filled with debris that may have been alien craft, on the surface of Oyamatsumi.
Plot Hooks & Ideas:
- Konohana was built by a gate-faring civilization which discovered Oyamatsumi and sought to build an artificial escape from some other planet, or when Oyamatsumi began to develop it's Greenhouse effect. They fled there and sealed it up, and have since died or otherwise suspended their activities, leaving only automated processes behind.
- Konohana is an exotic, extrasolar probe developed by a powerful civilization which sought Pandora Gates - an artificially made and constructed planetoid flung out of it's origin system to be captured in a new one - with whoever built this macroscale probe long dead by the time it arrived
- Oyamatsumi actually had two gates, one orbiting and one on it's surface, and Konohana was built by explorers to shield the second gate from some unknown risk which might emanate from the first, the probes being utilized to consistently monitor the planet below until they mysteriously stopped.
Saturday, December 17, 2016
Constructor Truck
Constructor Truck
Once a sight common on big projects on Mars, the Constructor Truck is now more common on Exoplanet colonies. This vehicle has more in common with Cargo Haulers than a Crasher Truck, however, being large rugged trucks with smart material wheels. However, they do not possess the traditional flatbed or container section of a hauler, but instead have a modular rear section behind the cab, which can be adjusted to suit the needs of a certain project. They are powered by nuclear batteries for an extended lifespan, and their four-man cabs are pressurized and environmentally maintained - and include stations to operate several features of the vehicle. The exact features of a Constructor Truck often vary based on the jobs it is attached to, but several features are common. This includes modular internal storage containers and external storage racks for raw materials, a top-mounted manipulator arm with a modular end which can double as a variety of tools and can lift over 500 kg at a time (more if the Truck is anchored properly), wired and wireless recharging stations, racks for a multitude of drones (including the ability to carry up to two Dwarf bots), storage of a wide variety of tools and instructional materials - equivalent to a Tool Shop and an external onboard Cornucopia Machine. Internal computers have access to a plethora of information, from basic tool and material blueprints to academic information, to professional instruction on a variety of jobs. While they can be fully automated, many groups prefer at least one transhuman crewmember to oversee and secure the vehicle. Common variants and additions include small, non nanotech facilities to produce water, oxygen or other basic elements, nanoswarm hives, passenger racks for Hard Suits or exoskeletons or more sophisticated sensor suites for surveying jobs. Enhancements: Telescoping Limb (Manipulator Arm), Headlights, Radio Booster, Radar [Expensive (40,000+)]
Minesweeper Variant
This mod to the Constructor was developed after the Fall to clear areas of potential TITAN activity, or human weapon deployment against the TITANs. While the Consortium and Tharsis league stand by the TQZ, rare Exoplanets which see signs of TITAN or Alien activity occasionally still employ these vehicles to safely secure an area, disable potential hazards and clear them out for proper safety. The Minesweeper has tougher armor, which is insulated against fire, radiation and is self-healing. It has a dedicated Hive for a Guardian Nanoswarm set up to protect it, a reinforced frame and front bumper which counts the shell as moving 10% slower for purposes of DV if it crashes into something. The cab has a small "armory" section and some Minesweepers have articulated weapon mounts, they also tend to have sharper sensor systems which cover more areas, including nanodetection. To help protect the vehicle, it can also damage objects which attempt to come in contact with it. Adds Industrial Warmachine Armor, Fireproofing, Offensive Armor, Self-Healing, Fractal Digits, Chem Sniffer, Lidar and Nanodetector [Expensive (60,000+)]
Truck Capacity: 4 Handling: +0 Movement Rate 4/32 Max Speed 120 AV 20/16 DUR 300 WT 60
Minesweeper Capacity: 4 Handling: +0 Movement Rate 4/32 Max Speed 100 AV 38/40 DUR 300 WT 60
Once a sight common on big projects on Mars, the Constructor Truck is now more common on Exoplanet colonies. This vehicle has more in common with Cargo Haulers than a Crasher Truck, however, being large rugged trucks with smart material wheels. However, they do not possess the traditional flatbed or container section of a hauler, but instead have a modular rear section behind the cab, which can be adjusted to suit the needs of a certain project. They are powered by nuclear batteries for an extended lifespan, and their four-man cabs are pressurized and environmentally maintained - and include stations to operate several features of the vehicle. The exact features of a Constructor Truck often vary based on the jobs it is attached to, but several features are common. This includes modular internal storage containers and external storage racks for raw materials, a top-mounted manipulator arm with a modular end which can double as a variety of tools and can lift over 500 kg at a time (more if the Truck is anchored properly), wired and wireless recharging stations, racks for a multitude of drones (including the ability to carry up to two Dwarf bots), storage of a wide variety of tools and instructional materials - equivalent to a Tool Shop and an external onboard Cornucopia Machine. Internal computers have access to a plethora of information, from basic tool and material blueprints to academic information, to professional instruction on a variety of jobs. While they can be fully automated, many groups prefer at least one transhuman crewmember to oversee and secure the vehicle. Common variants and additions include small, non nanotech facilities to produce water, oxygen or other basic elements, nanoswarm hives, passenger racks for Hard Suits or exoskeletons or more sophisticated sensor suites for surveying jobs. Enhancements: Telescoping Limb (Manipulator Arm), Headlights, Radio Booster, Radar [Expensive (40,000+)]
Minesweeper Variant
This mod to the Constructor was developed after the Fall to clear areas of potential TITAN activity, or human weapon deployment against the TITANs. While the Consortium and Tharsis league stand by the TQZ, rare Exoplanets which see signs of TITAN or Alien activity occasionally still employ these vehicles to safely secure an area, disable potential hazards and clear them out for proper safety. The Minesweeper has tougher armor, which is insulated against fire, radiation and is self-healing. It has a dedicated Hive for a Guardian Nanoswarm set up to protect it, a reinforced frame and front bumper which counts the shell as moving 10% slower for purposes of DV if it crashes into something. The cab has a small "armory" section and some Minesweepers have articulated weapon mounts, they also tend to have sharper sensor systems which cover more areas, including nanodetection. To help protect the vehicle, it can also damage objects which attempt to come in contact with it. Adds Industrial Warmachine Armor, Fireproofing, Offensive Armor, Self-Healing, Fractal Digits, Chem Sniffer, Lidar and Nanodetector [Expensive (60,000+)]
Truck Capacity: 4 Handling: +0 Movement Rate 4/32 Max Speed 120 AV 20/16 DUR 300 WT 60
Minesweeper Capacity: 4 Handling: +0 Movement Rate 4/32 Max Speed 100 AV 38/40 DUR 300 WT 60
Friday, December 16, 2016
Explosives
Explosives in Eclipse Phase are fairly straightforward. Grenades and Seekers (p. 340 EP) address most forms of weaponized explosives you would utilize in most combat situations. X-Risks expands this to cover Mines (p. 182 X-Risks) as a trap, with basic functions identical to grenades. Superthermite Charges (p. 330 EP) are a demolitions tool utilizing nanofabrication to produce prebuilt, stable charges with high heat and force. While not outright explosive, Liquid Thermite and Scrapper's Gel (p. 323 EP) are valid substitutes for demolition needs, but these reactive substances take some set up to use. Below are a list of some different kinds of explosive devices with a variety of uses which should be compatible with the normal rules and Demolitions skill.
AP MINES
Anti-Personnel mines have been fairly standard security measures for quite some time. The modern device uses either a wireless detonator or a basic proximity, and are pre-shaped, operating similar to fragmentation grenades. They have a couple manufacturers, most common with names like "Flamberge", "Broadsword" or "MONDO-100". AP Mines are easily set with just a Demolitions check, and when triggered deal 6d10+12 DV with an AP of -4 directly in front, with damage outside of the forward cone being reduced by 1/3, in addition to normal reduction for distance. AP Mines are small (-10 to Perception to detect), but using IR or radar sensors to trip proximity may make them visible through other means. [High]
COOKIE CUTTER
"Cookie Cutter" really resembles more a nanotoxin than a conventional explosive, but does in fact, explode. This dosage of nanotech assembles minute amounts of high explosives from onboard molecules as it distributes around the body, creating subdermal explosives. It was originally developed Pre-Fall for Law Enforcement of persons with dangerous cybernetic implants. Usually injected by capsule rounds, Cookie Cutter requires an Action Turn to distribute to a per-programmed location in the subject's body (usually controlled via Smartlink), where it will then distribute itself and make explosives in the targeted region. A common tactic also is to have it encircle the neck below the line of the cortical stack, making a clean cut which keeps the stack (and possibly cyberbrain) intact while separating it from the body. When detonated (either on a timer or remote trigger), Cookie Cutter deals enough DV to inflict 2 Wounds (ignoring armor), and the victim must make a SOM x2 test. If they fail, the Cookie Cutter was able to distribute sufficiently to cripple or amputate the targeted limb. Multiple doses of Cookie Cutter stack, and the nanites remain active for 24 hours before becoming inert. Has several names on the street, like "Hangman", "Axecop" or "Black Hood". [High]
Type: Nano
Application: D, Inj
Onset: 2 Action Turns
Duration: 24 Hours
DEMO CABLE
A relative of much simpler "detcord", Demo Cable comes in the form of a self-generating reel similar to a Spindle (p. 333 EP), though much slower due to the larger size and complexity. Used for it's stability, flexibility and steady rate of explosion, Demo cable is very common in scavenging and construction. It extrudes at a rate of about 15 CM a second, or about 9 meters in a minute. It can extrude about a maximum of 1 km of cable, and the battery runs for about 1,000 hours. While the generator can extrude in a continuous line or cut to length, Demo-cable is usually rated in lengths of 1 meter at a time. Demo cable requires a blasting cap or some other kind of external device (usually produced by the reel, but can be rigged otherwise) to detonate, and so is usually not a combat weapon. However, it does deal 2d10+10 DV per meter to any object in its immediate vicinity when set off (which requires no check), and this blast can be tamped down or shaped to do x3 DV in a specific direction. [Moderate]
FOUGASSE
A fougasse technically isn't an explosive in of itself, but rather a medieval term for an improvised mortar, which is now still used as term for this sort of improvised explosive device. The original fougasse was hollowed into rock or stone, but they can also be made from lengths of pipe or tubing. These most commonly see use on moonlets or on Mars as a weapon of terrorism or area denial. A Fougasse can be rigged with any kind of shrapnel, smaller explosives, or even incendiary compounds. No two fougasse need be exactly alike. In general, assembling a fougasse falls under the rules for demolitions covered on page 197 of Eclipse Phase, but with a couple of notations. While assembling and "arming" it is still a Demolitions check to make and set the explosives, the actual device itself and it's raw materials can be gathered with a Task Action of 30 minutes to 1 hour (GM's discretion based on conditions and tools available) with a Scrounging Test. Excellent or Critical Successes on this scrounging test can offer bonuses to the Demolitions test to set up for higher quality materials, or add bonus damage, AP or other effects (such as setting a target On Fire). Otherwise, arming it should be a Demolitions task action of 1 Hour, and deals 3d10 DV (consider the device already shaped) when fired. Traditionally, a fougasse is ignited with a long, slow-burning fuse, but they can be rigged with timers or remote detonators without trouble.
PLASMA CHARGE
While not as effective as tactical weapons (tacnukes or antimatter grenades), the Plasma Charge was developed as an enlarged Plasmaburst device to clear buildings and damage weak structures, but won't breach the hull of a habitat. During and after the Fall, Plasma Charges became fairly standard (if somewhat bulky and expensive) equipment in order to clear areas of potentially dangerous nanotech or TITAN infection vectors, as the heat wave does significant damage to nanoswarms. Notably, during the early days of the Planetary Consortium, Plasma Charges have also been utilized to clear "squatters" from habitats which transferred ownership. Typical charges are blocks about 30 cm on a side and 10 cm tall. While multiple charges can be linked together, their nature makes it incredibly difficult to shape them like one would a Superthermite charge. A Plasma Charge deals 6d10+20 DV, with an Armor Penetration of 8. [Expensive]
PLASTIQUE
Plastic Explosives come in a variety of compositions, styles and names. Modern explosives us sophisticated fabrication to produce the most "bang" for your buck, and are generally considered more flexible and effective than Superthermite, though individually they have slightly less yield. Plastic explosives have a texture and pliability similar to modelling clay, and can be shaped in any way, and moulded to fit any location. This grants the user a +20 bonus on Demolitions checks to shape them, or place them on weak points of a structure. Plastique can only be detonated via electronic detonators which they are bundled with, and are activated via encrypted wireless. Individual "bricks" of Plastique weight about 1 kg and deal 2d10 DV, but individual bricks can easily be stacked for cumulative damage. [Moderate]
SPRAY EXPLOSIVE
An alternative to plastic explosives, this type of device was developed by the US Military shortly before the Fall, and many variants are now known to multiple military forces. Also called "Sticky Bombs", "Foaming Explosive" or "Comp-D", this container has an explosive mixed with an aerosolizer, which produces a spray of quick-hardening foam similar to a Freezer. The foam is premixed with an electrical line to act as a detonator, and it can be applied at ranges of up to 5 meters. A canister of Spray Explosive holds about 8 standard uses, which in total can cover one Large Sized morph or vehicle, or about 8 medium sized objects (morphs) at least on one facing or side. Spray Explosive isn't very harmful in single uses, dealing 1d10 DV to the immediate vicinity (which is cumulative), but it has two useful properties, besides the range and utility of the spray. Firstly, any object it is adhered to takes x2 DV (which becomes x4 if a Demolitions test is used to place it on a weak point), and the spray itself does not require a Demolitions test to use, only to rig properly. It can be improvised as a weapon using Spray Weapons at -20, but it only has a range of about 5 meters, and the target may attempt a full Fray to avoid it - and even if they are caught, the user would also be in the immediate blast radius. [Moderate]
TACTICAL NUCLEAR WEAPONS
Due to advanced manufacturing techniques, the smallest modern tactical nuclear weapon is roughly the size and shape of an overinflated american football. These devices were used commonly during the Fall to deter TITAN attacks (or other Transhumans) and even now their high yield makes them useful in certain conditions to clear small areas and these devices are less expensive and easier to move than Antimatter Grenades (p. 179 Firewall) though illegal in many polities still. Typically, modern tacnukes have quantum encrypted detonators, or small QE comm linked for remote detonation. When detonated, anything inside a 20 meter radius that does not have a cumulative DUR+Energy Armor of 200 or more is vaporized, and even stronger items take severe damage. In atmosphere, at up to 60 meters there is an intense pressure wave. Unprotected biomorphs will almost assuredly be killed, and structures weaker than Metallic Glass will be destroyed or suffer critical damage. At up to 120 meters, the blast wave is reduced, most biomorphs will receive enough damage to be incapacitated, and structures and objects made of materials like Polymers, Wood or Transparent Alumina will be destroyed or severely damaged. 150 meters is the rough thermal radiation radius, which applies even in vacuum. Unprotected biomorphs will suffer severe burns, probably be incapacitated or severely injured, and flammable objects can be set on fire in proper conditions. 450 meters is the effective and immediate particle radiation radius, where unshielded biomorphs will suffer the effects of radiation poisoning (p. 201 EP). If in Atmosphere, this is also the effective radius of the EMP effect the weapon generates. Effects on Synthmorphs are up to the GM to determine, but many will still experience high amounts of damage or other complications. [GM's Discretion]
THERMITE TAPE/STRIPS
An alternative to liquid thermite for demolition or scavenging purposes, mainly developed for microgravity where liquids are difficult to use, or for situations with possible risk of ignition. Sold in rolls similar to Grip Tape, Thermite Tape or strips can applied to almost any surface, and is made with similar materials to Superthermite charges. However, it does not properly "explode" with force, making it a more ideal precision tool. The tape can be set to detonate with an electrical contact which is shielded in the core of the strip, and only exposed when part of the tape is set. When activated, it deals 2d10+5 DV to anything it is touching for 3 Action Turns, and will start a small fire in the right environment. This damage is reduced by Armor, but it reduces the AV of the targeted object by the amount of damage done until it is repaired. [Moderate]
AP MINES
Anti-Personnel mines have been fairly standard security measures for quite some time. The modern device uses either a wireless detonator or a basic proximity, and are pre-shaped, operating similar to fragmentation grenades. They have a couple manufacturers, most common with names like "Flamberge", "Broadsword" or "MONDO-100". AP Mines are easily set with just a Demolitions check, and when triggered deal 6d10+12 DV with an AP of -4 directly in front, with damage outside of the forward cone being reduced by 1/3, in addition to normal reduction for distance. AP Mines are small (-10 to Perception to detect), but using IR or radar sensors to trip proximity may make them visible through other means. [High]
COOKIE CUTTER
"Cookie Cutter" really resembles more a nanotoxin than a conventional explosive, but does in fact, explode. This dosage of nanotech assembles minute amounts of high explosives from onboard molecules as it distributes around the body, creating subdermal explosives. It was originally developed Pre-Fall for Law Enforcement of persons with dangerous cybernetic implants. Usually injected by capsule rounds, Cookie Cutter requires an Action Turn to distribute to a per-programmed location in the subject's body (usually controlled via Smartlink), where it will then distribute itself and make explosives in the targeted region. A common tactic also is to have it encircle the neck below the line of the cortical stack, making a clean cut which keeps the stack (and possibly cyberbrain) intact while separating it from the body. When detonated (either on a timer or remote trigger), Cookie Cutter deals enough DV to inflict 2 Wounds (ignoring armor), and the victim must make a SOM x2 test. If they fail, the Cookie Cutter was able to distribute sufficiently to cripple or amputate the targeted limb. Multiple doses of Cookie Cutter stack, and the nanites remain active for 24 hours before becoming inert. Has several names on the street, like "Hangman", "Axecop" or "Black Hood". [High]
Type: Nano
Application: D, Inj
Onset: 2 Action Turns
Duration: 24 Hours
DEMO CABLE
A relative of much simpler "detcord", Demo Cable comes in the form of a self-generating reel similar to a Spindle (p. 333 EP), though much slower due to the larger size and complexity. Used for it's stability, flexibility and steady rate of explosion, Demo cable is very common in scavenging and construction. It extrudes at a rate of about 15 CM a second, or about 9 meters in a minute. It can extrude about a maximum of 1 km of cable, and the battery runs for about 1,000 hours. While the generator can extrude in a continuous line or cut to length, Demo-cable is usually rated in lengths of 1 meter at a time. Demo cable requires a blasting cap or some other kind of external device (usually produced by the reel, but can be rigged otherwise) to detonate, and so is usually not a combat weapon. However, it does deal 2d10+10 DV per meter to any object in its immediate vicinity when set off (which requires no check), and this blast can be tamped down or shaped to do x3 DV in a specific direction. [Moderate]
FOUGASSE
A fougasse technically isn't an explosive in of itself, but rather a medieval term for an improvised mortar, which is now still used as term for this sort of improvised explosive device. The original fougasse was hollowed into rock or stone, but they can also be made from lengths of pipe or tubing. These most commonly see use on moonlets or on Mars as a weapon of terrorism or area denial. A Fougasse can be rigged with any kind of shrapnel, smaller explosives, or even incendiary compounds. No two fougasse need be exactly alike. In general, assembling a fougasse falls under the rules for demolitions covered on page 197 of Eclipse Phase, but with a couple of notations. While assembling and "arming" it is still a Demolitions check to make and set the explosives, the actual device itself and it's raw materials can be gathered with a Task Action of 30 minutes to 1 hour (GM's discretion based on conditions and tools available) with a Scrounging Test. Excellent or Critical Successes on this scrounging test can offer bonuses to the Demolitions test to set up for higher quality materials, or add bonus damage, AP or other effects (such as setting a target On Fire). Otherwise, arming it should be a Demolitions task action of 1 Hour, and deals 3d10 DV (consider the device already shaped) when fired. Traditionally, a fougasse is ignited with a long, slow-burning fuse, but they can be rigged with timers or remote detonators without trouble.
PLASMA CHARGE
While not as effective as tactical weapons (tacnukes or antimatter grenades), the Plasma Charge was developed as an enlarged Plasmaburst device to clear buildings and damage weak structures, but won't breach the hull of a habitat. During and after the Fall, Plasma Charges became fairly standard (if somewhat bulky and expensive) equipment in order to clear areas of potentially dangerous nanotech or TITAN infection vectors, as the heat wave does significant damage to nanoswarms. Notably, during the early days of the Planetary Consortium, Plasma Charges have also been utilized to clear "squatters" from habitats which transferred ownership. Typical charges are blocks about 30 cm on a side and 10 cm tall. While multiple charges can be linked together, their nature makes it incredibly difficult to shape them like one would a Superthermite charge. A Plasma Charge deals 6d10+20 DV, with an Armor Penetration of 8. [Expensive]
PLASTIQUE
Plastic Explosives come in a variety of compositions, styles and names. Modern explosives us sophisticated fabrication to produce the most "bang" for your buck, and are generally considered more flexible and effective than Superthermite, though individually they have slightly less yield. Plastic explosives have a texture and pliability similar to modelling clay, and can be shaped in any way, and moulded to fit any location. This grants the user a +20 bonus on Demolitions checks to shape them, or place them on weak points of a structure. Plastique can only be detonated via electronic detonators which they are bundled with, and are activated via encrypted wireless. Individual "bricks" of Plastique weight about 1 kg and deal 2d10 DV, but individual bricks can easily be stacked for cumulative damage. [Moderate]
SPRAY EXPLOSIVE
An alternative to plastic explosives, this type of device was developed by the US Military shortly before the Fall, and many variants are now known to multiple military forces. Also called "Sticky Bombs", "Foaming Explosive" or "Comp-D", this container has an explosive mixed with an aerosolizer, which produces a spray of quick-hardening foam similar to a Freezer. The foam is premixed with an electrical line to act as a detonator, and it can be applied at ranges of up to 5 meters. A canister of Spray Explosive holds about 8 standard uses, which in total can cover one Large Sized morph or vehicle, or about 8 medium sized objects (morphs) at least on one facing or side. Spray Explosive isn't very harmful in single uses, dealing 1d10 DV to the immediate vicinity (which is cumulative), but it has two useful properties, besides the range and utility of the spray. Firstly, any object it is adhered to takes x2 DV (which becomes x4 if a Demolitions test is used to place it on a weak point), and the spray itself does not require a Demolitions test to use, only to rig properly. It can be improvised as a weapon using Spray Weapons at -20, but it only has a range of about 5 meters, and the target may attempt a full Fray to avoid it - and even if they are caught, the user would also be in the immediate blast radius. [Moderate]
TACTICAL NUCLEAR WEAPONS
Due to advanced manufacturing techniques, the smallest modern tactical nuclear weapon is roughly the size and shape of an overinflated american football. These devices were used commonly during the Fall to deter TITAN attacks (or other Transhumans) and even now their high yield makes them useful in certain conditions to clear small areas and these devices are less expensive and easier to move than Antimatter Grenades (p. 179 Firewall) though illegal in many polities still. Typically, modern tacnukes have quantum encrypted detonators, or small QE comm linked for remote detonation. When detonated, anything inside a 20 meter radius that does not have a cumulative DUR+Energy Armor of 200 or more is vaporized, and even stronger items take severe damage. In atmosphere, at up to 60 meters there is an intense pressure wave. Unprotected biomorphs will almost assuredly be killed, and structures weaker than Metallic Glass will be destroyed or suffer critical damage. At up to 120 meters, the blast wave is reduced, most biomorphs will receive enough damage to be incapacitated, and structures and objects made of materials like Polymers, Wood or Transparent Alumina will be destroyed or severely damaged. 150 meters is the rough thermal radiation radius, which applies even in vacuum. Unprotected biomorphs will suffer severe burns, probably be incapacitated or severely injured, and flammable objects can be set on fire in proper conditions. 450 meters is the effective and immediate particle radiation radius, where unshielded biomorphs will suffer the effects of radiation poisoning (p. 201 EP). If in Atmosphere, this is also the effective radius of the EMP effect the weapon generates. Effects on Synthmorphs are up to the GM to determine, but many will still experience high amounts of damage or other complications. [GM's Discretion]
THERMITE TAPE/STRIPS
An alternative to liquid thermite for demolition or scavenging purposes, mainly developed for microgravity where liquids are difficult to use, or for situations with possible risk of ignition. Sold in rolls similar to Grip Tape, Thermite Tape or strips can applied to almost any surface, and is made with similar materials to Superthermite charges. However, it does not properly "explode" with force, making it a more ideal precision tool. The tape can be set to detonate with an electrical contact which is shielded in the core of the strip, and only exposed when part of the tape is set. When activated, it deals 2d10+5 DV to anything it is touching for 3 Action Turns, and will start a small fire in the right environment. This damage is reduced by Armor, but it reduces the AV of the targeted object by the amount of damage done until it is repaired. [Moderate]
Thursday, December 15, 2016
Beam Snipers
Beam Weapons, and directed energy weapons in general, are known having some difficulties with maximum range, especially compared to kinetic projectiles. Lasers, being visible light, are obscured or disrupted by atmospheric conditions, and basically have no penetration due to the fact that the damage done to the target almost always prevents laser damage from affecting a target beyond the surface layer. Plasma weapons are devastatingly strong, but heavy and with high power consumption - and at range the intense temperature difference causes a thermal blooming effect which rapidly cools plasma outside of its magnetic containment. Particle Beam weapons are slightly better in this regard, as they transfer mostly kinetic energy, though they need to be adapted to in or out of atmosphere use. However, through applications of technology (and at cost), some long-range variants of classic beam weapons do exist.
Marksman Laser: This rifle-sized laser weapon resembles a traditional long rifle, with sturdy construction and a long "barrel". This is actually additional blocks of focusing medium and laser pumps, which when combined with more potent draw on the battery allows the laser to build up a much stronger pulse when fired, which allows it to remain coherent at slightly longer ranges (though still not through certain weather and atmosphere effects) and actually delivers enough power for the beam to penetrate light layers of armor before being disrupted. This still doesn't offer as much power as many actual marksman or sniper weapons, but is useful as a precision laser tool by certain specialists. [High]
AP -3 2d10+2 DV SA Ammo 50
0-45 46-150 151-225 226-375
Plasma Lance: This alternate Plasma Rifle (p. 339 EP) is even larger and bulkier, as it features a longer magnetic containment area and more powerful magnetic pinch to draw, contain and project plasma in a more coherent beam at the target. While overkill for most things, some prefer the added range and power when dealing with high-risk threats, such as xenotech or TITAN remnants. While even less energy efficient than a normal plasma rifle it does have the increased effective range, and the extra force means it offers excellent penetration for a DEW. Like a regular plasma rifle, the Plasma Lance will set the target On Fire with an Excellent Success, but also has poor heat transmission in vacuum, requiring 1 full turn of cooling after being fired twice. [Expensive (Minimum 30,000)]
AP -11 3d10+22 DV SA Ammo 5
0-30 31-75 76-150 151-450
Marksman Laser: This rifle-sized laser weapon resembles a traditional long rifle, with sturdy construction and a long "barrel". This is actually additional blocks of focusing medium and laser pumps, which when combined with more potent draw on the battery allows the laser to build up a much stronger pulse when fired, which allows it to remain coherent at slightly longer ranges (though still not through certain weather and atmosphere effects) and actually delivers enough power for the beam to penetrate light layers of armor before being disrupted. This still doesn't offer as much power as many actual marksman or sniper weapons, but is useful as a precision laser tool by certain specialists. [High]
AP -3 2d10+2 DV SA Ammo 50
0-45 46-150 151-225 226-375
Plasma Lance: This alternate Plasma Rifle (p. 339 EP) is even larger and bulkier, as it features a longer magnetic containment area and more powerful magnetic pinch to draw, contain and project plasma in a more coherent beam at the target. While overkill for most things, some prefer the added range and power when dealing with high-risk threats, such as xenotech or TITAN remnants. While even less energy efficient than a normal plasma rifle it does have the increased effective range, and the extra force means it offers excellent penetration for a DEW. Like a regular plasma rifle, the Plasma Lance will set the target On Fire with an Excellent Success, but also has poor heat transmission in vacuum, requiring 1 full turn of cooling after being fired twice. [Expensive (Minimum 30,000)]
AP -11 3d10+22 DV SA Ammo 5
0-30 31-75 76-150 151-450
Tuesday, December 13, 2016
Butterfly
Butterfly: This drug is a social enhancer, designed to make people more extroverted and able to connect with others, as well as generally more pleasant to be around. It improves one's ability to socialize by making one feel more open and able to communicate even simplistic or empty facts about oneself. Consumed as a small, butterfly-shaped chewable, this drug grants a +20 to all Networking tests for the duration it lasts, but causes the character to be inappropriately happy or upbeat - prone to inane gossip or conversation. The user must make a WILx3 test to discuss serious subjects. Long term users may be prone to laughing fits or lack of focus, and tend to develop wrinkles from frequent smiling. [Low]
Butterfly is more common than say, DCV, due to that drug's slightly more niche marketing, but isn't quite as common as Alpha or Hither (p. 320-21 EP) for parties and social engagements. Butterfly users (Who sometimes call themselves "caterpillars") are either normally introverted people, or by people who feel they need to be supremely good at finding and talking to people, usually at social engagements. Due to it's effect on social communication, Butterfly abuse is extremely common in the Anarchist habs of the Outer System, where socialization and reputation are key. Too much Butterfly can wrap around and result in a rep loss, however, as it tends to make users come across as insufferable. Some people even form "butterfly parties" or "metamorphosis" parties where everyone takes Butterfly (often in combination with other substances) to become very extroverted, and meet lots of people and learn about them or connect with them.
Application: O
Onset: 3 Action Turns
Duration: 1 Hour
Addiction Modifier: +0
Addiction Type: Physical
Butterfly is more common than say, DCV, due to that drug's slightly more niche marketing, but isn't quite as common as Alpha or Hither (p. 320-21 EP) for parties and social engagements. Butterfly users (Who sometimes call themselves "caterpillars") are either normally introverted people, or by people who feel they need to be supremely good at finding and talking to people, usually at social engagements. Due to it's effect on social communication, Butterfly abuse is extremely common in the Anarchist habs of the Outer System, where socialization and reputation are key. Too much Butterfly can wrap around and result in a rep loss, however, as it tends to make users come across as insufferable. Some people even form "butterfly parties" or "metamorphosis" parties where everyone takes Butterfly (often in combination with other substances) to become very extroverted, and meet lots of people and learn about them or connect with them.
Application: O
Onset: 3 Action Turns
Duration: 1 Hour
Addiction Modifier: +0
Addiction Type: Physical
Subscribe to:
Posts (Atom)