[Nova Wars] Corporations

Ralts Bloodthorne

First Post
OK, I've finally gotten enough nagging, that in addition to placing the new rules for creation of item, I'll be splitting the Nova Wars thread into easily identified packets, which will also make it easier for me to update them


CYGNUS CORPORATION
SERVING THE CONFEDERACY'S
INDUSTRIAL NEEDS FOR OVER
200 YEARS!​

The Cygnus Corporation is a vast SuperCorp, owning tover 20 star systems outright, and having contracts within both Artificial Systems. The Cygnus Corporation is known for excellent life support systems, high quality survival gear, rugged vehicles, and excellent non-AI software.

While many other companies compete with Syntek Unlimited and Bloodthorne Industries for a share of the military market, the Cygnus Corporation deals primarily with the colony and exploration market, producing sturdy and functional products without putting much into aethestic value.

Cygnus Corporation often funds the founding of colonies, providing low interest loans, discounts on equipment, and even transportation to colony worlds, in exchange for discounts on the colonies exports, preferred land contracts and a 50 year lock on offplanet goods purchased by the colony.

Despite this monopolization of the colony, many colonies have been sponsored by the Cygnus Corporation.

Recently, the Cygnus Corporations has contracted out weaponry, armor, and vehicles to Baize Industries, charging Baize Industries only 110% of manufacturing cost for the items. This has slightly shaken up the Confederate Stock Market, resulting in both companies shares increasing.

Game Mechanics
Life Support Systems: Act as if they are one class better than they are. Cost: +10% or +1 to the Purchase DC (Whichever is greater)

Rugged vehicles: The vehicles add +5 to thier hardness and have 10% more hit points, but lose 10% of thier speed. Cost is unchanged.

Non-AI software: The software is considered one class better.

Weapons: Do one size smaller damage dice. Cost is unchanged.

SYNTEK UNLIMITED SUPERCORP

"DISCOVERY AND ENHANCEMENT"​

The Syntek Corporation was founded in the early 21st Century, just prior to the discovery of The Obelisk, specializing in electronic and robotic creations that used existing technology in more specilizaed and refined ways, rather than jumping on the "push technology further" bandwagon.

This style of business still exists today, with Syntek enhancing existing technology and using it more efficently. However, Syntek restricts itself to mainly interstellar applications and cybernetics. Syntek spacedrives are considered the best, and Syntek provides the Navy with over 75% of thier stardrives, as well as hulls, sensor systems and communication arrays. For the Terran Marines the Syntek Corporation provides thier heavy combat vehicles and air support vehicles.

While Syntek rarely, if ever, produces new technologies, Syntek equipment is considered the best available on the civilian market, and well worth the price. Syntek does not produce weapons, armor or defensive systems in any known quantity, avoiding military contracts. Recently, some of the prototype equipment has been sold to Baize Industries, including a processing moon in the Gratton III system.

Game Mechanics
Stardrives: Syntek only produces PL 7 and lower drives, but the drives cost 10% less, are 50% faster than normal, and cost 75% of normal rates for repair due to the excellent availability of parts for Syntek Stardrives, which are built to be able to accept other companies spare parts.

Hulls: A Syntek hull gains an extra 2 hp per HD.

Sensors: The sensors are much faster at collecting/correllating data and the software is much better at categorizing the data, reducing the time needed for a sensor check by half.

Commo: The communications equipment is much better. The laser transceiver can generate encrypted messages, and can use visual light spectrums in order to allow communication through defense shields. The Drivesat Comm Array signals move at 7.5 LY/hour, and the communications officer gains a +2 equipment check to avoid losing the signal if the ship moves. The Syntek Drivesat Comm Array can be put on a light ship, unlike other companies drives. The Mass Transciver's range is extended to 1,200 AU.

Vehicles: Vehicles do not incorporate any technology higher than PL 7, but they gain a +5 hardness, +25% hit points and a 10% speed increase.

Cybernetics: Cyberentics produced by the Syntek Corporation cost as if they were created at one PL earlier, and the Syntek Corporation creates PL 8 cybernetics, as well as some limited PL 9 chassis for the Terran Confederate Marine Corps. Syntek Cybernetics are considered Restricted or Military, rather than just liscensed or unliscensed.

THE BOUNTY HUNTER'S GUILD

WANTS YOU!

JOIN THE MAGISTRATE CORPS

SEE THE CONFEDERACY!​

With the sheer size, and the relative newness of the Terran Confederacy, maintaining law and order is a huge job. For the most part it is handled by local planetary law enforcement, or even system law enforcement, but when a fugitive or a suspect leaves a planetary or system government's sphere of influence, someone has to track them down.

This is the realm of the Confederate Magistrate and the Bounty Hunter's Guild. They catch the crooks that seem above the law, track and apprehend the most dangerous criminals, and find the best hidden thugs in thier lair.

Heavily armed, with simple yet draconian laws to oversee thier actions, the Bounty Hunter's Guild is opened to everyone who can pass the test, while the Magistrates are the elite enforcement arm.

Tracer (Bounty Hunter's Guild)
The Tracer tracks and carries through whatever is listed on the Confederate warrant. Since it requires a guild-liscense to purchase the warrant, there are no non-guild bounty-hunters plying the spaceways and hunting the asteriod fields.

A Tracer is a professional, knowledgable in computer operation, starship piloting, an expert shot, and capable of going toe to toe with some of the heaviest bruisers out there.

Prerequisites
BAB: +5
Skills: Computer Use +6, Intimidate +6, Survival +6, Pilot +6
Feats: Brawl, Personal Firearms, Pilot Starship (Any), Street Fighting, Track
Exceptions: Brawl and Street Fighting can be replaced by any two martial arts feats.
Cybernetics: Class IV or better Skillslot
Special: Must track and live-capture a criminal chosen by the Guild, and the bounty goes to the guild, for entrance. 10% of all bounties must be relenquised to the Bounty Hunter's Guild.

BAB: Good
  • Saves
    Fort: Average
    Reflex: Average
    Will: Average

    Level One: Bounty Hunter Training, Warrant Acceptance I
    Level Two: Skill Focus (Intimidate), Weapon Focus
    Level Three: Property Damage, Bounty Hunter Training II
    Level Four: Warrant Acceptance II
    Level Five: Property Damage II
    Level Six: Feat, Bounty Hunter Training III
    Level Seven: Warrant Acceptance III
    Level Eight: Weapon Specialization
    Level Nine: Bounty Hunter Training Mastery
    Level Ten: One hit, one bounty

    Bounty Hunter Training: The character gains profiency in Bounty Hunter Weaponry and Bounty Hunter Armor.
    Bounty Hunter Training II & III & Mastery: The Character may choose either a piloting feat, a weaponry feat, or an armor feat.
    Warrant Acceptance I: The Bounty Hunter may accept warrants for criminals of Moderate or lower threats.
    Skill Focus (Intimidate): As per feat
    Property Damage: The Bounty Hunter Guild will automatically pay for property damage of up to 5,000 Credits per Class Level if the damage occurred during the arrest of the target.
    Warrant Acceptance II: The Bounty hunter may accept warrants for criminals of High threat or lower.
    Warrant Acceptance III: The Bounty hunter may accept warrants for criminals with any threat rating, up to and including "Extreme"
    Weapon Focus: As per feat
    Level Three: Property Damage, Bounty Hunter Training II
    Weapon Specialization: As per feat
    One hit, one bounty

    Confederate Psion Corps
    "The Mind is What Matters"​

    With human genetic modification, mutation from harsh environments, pollutions and deliberate release of mutagenic weapons, as well as genetic drift due to cosmic rays, psionic powers (formerly called ESP and laughed at by everyone) have been classified and catagorized.

    Like any type of power, the military is interested, since weaponry is it's business.

    In the Confederacy, psionic powers are recognised, and while registration is required, it is no different than registering bionic parts, concealed weapons, vehicle ownership, or job status. There is no prejudice attatched to possessing psionic powers, indeed, many employers prefer them. Cybernetics have come into being to combat, enhance or emulate psionic powers.

    The Psion Corps was developed in 2400 TR (Terran Reckoning) to offset suspected psionic abilities. Based on research developed by the Pre-Obelisk nations of Russia, America, Great Britian and Germany, the Psion Corps not only managed to prove the existance of psionic abilities, but enhance and train them in individuals.

    Since then, the Psion Corps has grown to over a million members, enfolding gene-jacks, mutants and surgically enhanced psions, as well as alien races that are naturally psionic. Psions are paid well, and monthly, and offered lucrative contracts in regards to exploration and colonization.

    Prerequisites for membership: One or more psionic abilities or mentally influencing mutations.
    Benifits for membership: Starting pay of 5000 Cr a month, room and board, full medical. After 1 year of service a soulchip is installed.

    Terran Confederate Marine Corps


    Unlike militaries of the past, the TCMC is completely staffed by volunteers, but it's some of the volunteers that suprise those who look closely at the TCMC. Terminally ill patients who volunteered to undergo full cybernetic conversion in return for 15 years of service in the Corps, hardened criminals who exchanged thier sentences at a 2:1 rate. Combat drops, surviving certian missions, and volunteering for certian duties decreases the ratio even faster.

    The TCMC specializes in everything from hostage rescue to ship to ship boarding parties to planetary assault drops under fire. They are feared throughout the galaxy for toughness, determination, skill, and the fact that they do not surrender. Ever.

    Training is an intense 1 year program of memory conditioning, surgery, genetic enhancements, gene-therapy, nanite injections, training in equipment and survival, culminating in at least 6 months in a hostile zone. Many trainees die at least once during training, but despite common rumor, the TCMC does not go out of it's way to kill trainees.

    All TCMC soldiers have a soulchip implanted upon entry to the TCMC, ensuring that the Confederacy will get thier money's worth out of all applicants. Even death does not stop a recruit, as they can continue service as a digital sentient or even a full conversion cyborg.

    A typical term of service in the TCMC is 10 years, although combat award and hazardous duty may lessen that.

    All soldiers are "backed up" before hazardous drops, and are ensured by contract to be "reloaded" should anything happen to kill them. Between the soulchips, soul catchers, forcegrowth and Mneomic recording, the TCMC wastes nothing, not even soldiers.

    Strangely enough, there are no officers above the rank of Colonel in the TCMC and no NCO's above the rank of Master Gunnery Sergeant.

    The TCMC tradationally carries the M-242 MAW, wears the Goblin V Power Armor or the Pounder Body Armor.

    Mechanics Section
    The following is adjusted: +2 on Str (to a minimum of 16. If lower after addtion, then raise to 16); +2 on Con (to a minimum of 16, raise to 16 if lower); +2 on Dex (to a minimum of 14, if lower after modification, raise to 14)
    The following become class skills: Knowledge (Tactics), Spot, Survival
    The following feats are granted: Military Unpowered Armor Profiency, Military Weapons Profiency, Military Powered Armor Profiency.

    CONFEDERATE NAVY
    "Beyond Horizons"​
    The Confederate Navy is often called "The Arm of the Confederacy" (The Marines is known as the Fist of the Confederacy) and provides a valueable fuction in protecting colonies and prime worlds from depredations by heavily armed pirates that cannot be handled by the Planetary Defense Forces, patrol of the border zones near G'Tak Empire space, and interdiction and suppression of any governments or worlds that attempt to take over other star systems by force.

    Characters serving with the Confederate Navy are RARELY commanders of Capital ships, instead serving on either small tactical attack ships or small support ships, usually in the ultra-light to light classification (Hull Grade I-V) with an experienced officer in charge (Sometimes the officer is in trouble, disgraced, or incompetant) or an experienced engineer.

    Naval Vessels often have Marines on board, or Scouts, to serve as landing parties or surveyours.

    Game Mechanics: Characters who enter the Confederate Navy go through a 4 year training (This is not much when the average life expectancy is 200) to fly ships and conduct space operations. Characters gain a bonus feat from the Pilot (Starship) Feat tree.

    Scout Corps
    "Pushing the Frontier"​
    The Scout Corps is a good catch-all for characters. Light ships are assigned to crews, providing they can pass certian checks (No criminal record for fraud or theft or larceny, no dishonorable discharge from a military, no class A felonies) usually with an experienced officer.

    Scout Corps craft are well armed, often with Navy weaponry, shielded, armored and capable of FTL jumps. The Scout Corps mission is to scout out new systems, map new hyperspace shunts, do at least a quick one-pass surface scan, or investigate beacons or anomolies.

    Scout Corps crews are often made up of experienced bounty hunters, ex-Marines/Naval personell, ex mercenaries or Corporate Soldiers, and occassionaly Hellworld colonists. The ships are outfitted with military body armor, weaponry, and often, at least one suit of power armor. Scout vessels are often seen as the advance arm of the Confederacy, and are able to gain refit and repair at naval vessels.

    Game Mechanics: Scouts gain the Survival Equipment feat, as well at Survival becoming a class skill. Scouts undergo a 5 year training period.​
 

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Ralts Bloodthorne

First Post
TERRAN MEDICAL CORPS

The Terran Med-Corps hires everything from dedicated healers to freelance action specialists in order to ensure that citizens on the Terran Confederacy as well as members of allied species and worlds have adequate medical care and are assisted in recovering from any disasters that threaten the health, welfare, livelihood, and lives of those peoples. From being on the front lines to combat an ancient bioweapon of the G'Tak/Protohuman wars, to helping after an earthquake has levelled a colony city, the Terran Medi-Corps is there. While many private agencies avoid danger zones, the TMDC believes that all sentient and sapient beings, no matter what the danger, deserve life saving care.

To that end the TMDC hires from among the freelancer society, providing high pay, excellent benefits, and excellent equipment and provisions.

The TMDC also realizes that the excellent operatives can be found in the black lists, and so allow all hires to enter the service of the TMDC with a clean slate.

Being hired by the TMDC guarentees the following:


  • Citizenship Status reset after 10 years.
  • Storage of DNA pattern
  • Geneclean Therapy
  • Soulchip Implant (For High Threat Response Medical Teams)
  • Training in state of the art weapons and armor.
  • Pilot training for those who past entry requirements.
  • Medical training for those who pass entry requirements


The TMDC has excellent upwards and side mobility, with five branches for specialists to move within:



  • Administrative: Usually desk jobs, admin personnel are required to escort high threat response agents in order to ensure that proper protocol is adhered to.
  • Maintenance: Handles not only the maintenance of weapons and vehicles, but also buildings, medical equipment, and spaceships.
  • Medical: What everyone thinks of when they think of the TMDC. Doctors, medics, genetherapists. These personnel are often required to accompany HTRA's during emergency services
  • Support: These personnel cover everything from pilots to diagnostic instrument technicians, to environmental specialists. They are often required to escort HTRA's.
  • High Threat Response Agency: These members enter high threat areas, be it geological instability or a bioweapon outbreak or a comet strike upon a colonlized planet. Authorized for extreme measures in many cases, the members of HTRA are concerned with the safety of the Confederacy, the sector, the world, the civilization, the society, and finally the individuals.

Signing up with the TMDC is easy. Simply apply through the nearest InfoTerm or click this datalink to apply. By applying at this link you are authorizing the TMDC to do a full background, criminal, and credit check, as well as a high security background check.

Requirements: No death sentence in any Class IV or higher system. No previous employment by the Terran Medical Corps.

Freelancer teams hired by the TMDC are kept together to ensure that the high level of team synergy cultivated by the team members remains intact.

Current Employment Areas

Saggius IX: Unknown biohazard has caused 1.2 billion casualties. Colony has serious damage to the infrastructure. Autodefense systems are activated and the planet is interdicted in accordance to Class II Biohazard Confederate Protocols. Freelancers must be warned that until bioweapon has been solved they will not be allowed to leave the planet.
Carrus IV: Mutagenic compound leaked from storage tanks has damaged citizens of Gruthun Hive City. Leak must be contained, citizens must be treated.
Logan's World: Bioweapon release. HTRA teams needed to investigate.
Star of Shimmogi: Ship found adrift. Two salvage teams have not reported back. Starship determined to carry Biological Sentience War bioweapons.


 

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