Nova Wars Baby!

Just popping in to add my voice to the chorus. Warlord, you are seriously kicking some ass here. Keep up the awesome work. I will definitely be using some of this stuff in the future.

Starman
 

log in or register to remove this ad

Frukathka said:
I love the idea of DBS. I'm curious though: Would it be possible to DL personalities and memories, then move it over to a neural network, then give it the sentience program than finally implant the neural network into an androids body?
Actually, I haven't covered it yet, but the DAS has developed a way to transfer someone from biological to digital. A PC can be cross-transferred to a robot/andriod body. It's fairly common.

frukathka said:
being that you are in the field of making money off of your talent, is the long term goal of this project to be compiled and published in a campaign book?
This is a fun sideline for me. It's more of a place to put all my homebrew gear and ideas in one place. Personally, I don't plan on compiling it into a published book. I look at it more along the line of an OGC setting with a lot of tweaking and adjustment possibilities.

As to the cybernetics question above...

A torso replacement can be recieved without a cerebral chassis, but a cerebral chassis needs a torso replacement or a "bio-borg" body to be able to move around, otherwise it's just a brain in a jar.
 

Okay, thanks for the updates Ralts!

Upon further thought, it occurs to me that androids can exist as per the terminator movie, i.e. flesh on the outside, android metal skeleton on the inside. I'm not sure if you have covered it yet or not, but how much this type of total physical replacement (TPR) cost?
 

Frukathka said:
Okay, thanks for the updates Ralts!

Upon further thought, it occurs to me that androids can exist as per the terminator movie, i.e. flesh on the outside, android metal skeleton on the inside. I'm not sure if you have covered it yet or not, but how much this type of total physical replacement (TPR) cost?
TOTAL Price?

With or without onboard weapons? What kind of material for the frame?

A biological life-emulation surfacing adds a +6 to the purchase DC. The biological covering has 25 HP, but each 2 hp of damage reduces the charisma by a point. Once the HP or cha is depleted, then the biological covering is gone.
 

Yes, total price. No weapons. All materials.
How much just for the biological covering?

Another question related to this:
Is there a program that could be loaded the the droids onboard computer that could throw off detection devices, so as to 'appear' as a biological being rather than a droid?
 


Cities of the TC

With cheap and easy space travel, advanced manufacturing techniques, an ever spreading out population, and worlds to conquer/settle, the typical design of cities is long gone.

While the 20/21st Century ideal of huge megacities that interconnect through short monorail trips, huge sprawls of concrete and steel covering thousands of square miles have occurred in a few place (San Angelos being the largest, followed by New Delhi, Kyoto and a few others) for the most part, Terra-Sol is largely unhabitated.

In the 21rst Century, when the first few planets were found to not only be colonizable, but easy to reach, the nearly dissolved UN mandated that the major world powers must assist second and third world nations in building at least one colony ship per year, at thier own expense, and using thier own manpower.

This legislation is one of the reasons the UN collapsed, forcing the major powers to build less advanced nations colony ships before they could build ships for thier own uses.

The UN legistlation demanded the following:

  • Life support and living space for 10,000 people, sustainable for up to 25 years.
  • Newest and Safest engines, capable of reaching up to 5C
  • Training for pilots and inclusion of jumpspace useable computer assistance
  • Room for each passenger to take up to 250 cubic meters/15 metric tonnes of personal effects.
  • Material to build a self-sustaining colony.
  • 5 UN "peacekeepers" per 25 colonists, minimum of 25 peacekeepers
  • FTL communications

Hundreds of these ships were built, and UN peacekeepers ensured that colonists were chosen via UN mandate. In less than 20 years, over 2 BILLION people left Earth for other stars.

Currently, Terra Sol has only 2.5 billion inhabitants, most of which are concentrated in about 30 megacities (each with a population of roughly 10 million) and the majority of land has been returned to the wild, with genetically restored extinct species seeded within the neo-wild areas.

With the exception of the mega-cities, the majority of Terran settlements are built along the following lines...

  • Sprawling settlements with usually a family inhabiting roughly 3-20 acres.
  • A primary and secondary community power source to supplement household powerplants.
  • Monorail or tractor based public transportation
  • Centralized medical clinic
  • Planetary Defense instillation. Each settlement has at least 25 soldiers, and most, if not all, citizens are members of the Planetary Defense Force Reserves.
  • Emergency landing field or space port.
  • Centralized nano-factory or other industrial center.
  • FTL communications/planetary communications array.

Historians and social scientists have noted that Post Obelisk communities much resemble higher technology version of ancient ruins, with spread out buildings, gardens and parks, and works of art. With the basic necesseties being provided by nano-creation engines easing the burden on the population, many artists are able to express thier creativity without worry of starving or undergoing financial deprivation.

Buildings are rarely above four stories, unless they are underneath a hostile environment dome, and even then, they are rarely above 15 stories even then.

HOSTILE ENVIRONMENT DOME CITIES
One edge the Terran Humans have are a willingness to exist beneath domed cities, allowing them to colonize worlds that would otherwise be completely out of reach of them due to harsh environments.

Dome cities come in 6 basic sizes.

  • Settlement-Up to 1 mile in diameter, settlement class domes are the most common used. From asteriod domes to military centers on hostile environment worlds, these are scattered about, and often abandoned rather than recovered.
  • Large-Roughly between 1 and 5 miles in diameter, these domes are often used to create cities in a spokelike pattern, with a large dome in the center and smaller domes connected by tubes.
  • City-Between 5 and 10 miles in diameter, these are growing more and more common in the inner systems and the Terran sector as more worlds are being used as natural manufacturing facilities.
  • Huge-Ranging from 10 to 50 miles, for the most part, these are military use, but still some systems invest in them. Roughly 1,500 of them exist.
  • Metropolis- 50 to 500 miles worth the dome, these are used by major corporations, the military, and some extremely rich systems. Roughly 100 of these domes exist.
  • Megacity-These domes are from 500 to 1,000 miles in diameter, and made of incredibly hard material. The material has a hardness of 50 and 500 HP per inch. These domes are on the largest communities that have been established for decades. The sheer cost of building a megacity dome is available only to the richest systems. Only 10 exist. Rumor places one of these within Sol itself, possibly what is guarded by the Terran Confederate Navy.



Genejack Cities and Hostile Worlds
One reason domed cities are limited in popularity, is the fact that advances in genetic modification, nanotechnology, and cybernetics have allowed the Terran humans to survive on planets that would be considered completely uncolonizable. Combine that with the Terraforming technology that is researched nearly as heavy as Terran weaponry and warfare material is researched, and the Terran Confederacy is capable of settling nearly everything.

This is part of what lead to the First Artificial War, when Genejacks wanted thier own rights, and to be recongised as citizens rather than corporate property.



PLANETARY TRAVEL
While teleportation booths do exist, they are mostly on planets that can afford the energy consumption and have the information infrastructure to handle the massive computations needed for matter transmission.

For the most part, monopole magnet mag-lev trains run between cities, and inter-city transportation is done via moving pathways, levitation tubes and monorail, as well as hoverbus.

On harsher worlds, large Pre-Obelisk trains have been converted with treads into heavy transportation units. For the most part, colony worlds use whatever means they can to move around. It's not uncommon for heavy machinery to be used to move from settlement to settlement.
 
Last edited:

Lost Tech, Colonies & Ships

LOST TECHNOLOGY
With the Second Artificial War, the massive databanks of the Confederate Corporations and military were trashed, and despite the "gentlebeings" agreement to not hit civilian databases, some databases were badly corrupted, or totally lost when tailored computer viruses and attack-programs hit civilian targets by accident.

This, unfortunately, came as technology companies were experiencing a boom in research and development. Some corporations ceased to exist as databases were totally destroyed, and many R&D sites were lost when the computer systems crashed out, secret corporation astrogation information was lost, or a site exploded when the soft/firmware running the reactor failed and the plant exploded.

More than one group of explorer's have found old sites, mothballed, deserted, or full of nothing more than corpses, contained technology leaps and bounds ahead of what is currently available, or where the technology had gone a different direction that has not since been explored.

With Confederate salvage laws stating that a non-military site that has been abandoned for longer than 50 years is open for a salvage claim (the original owner has to pay 10% of the sites value to reclaim it, or it defaults to the salvager) and military sites abandoned for longer than 100 years and a single day are open for claim.

Many an explorer or wildcatter dreams of stumbling across a source of "Lostek" in a system, and every year at least 5 discoveries are made. The most famous is a group of explorers who discovered a Syntek weapons R&D site in the Gravellian System, over 150 LY from Terra-Sol that had been abandoned since the FIRST Artificial War that contained biological weapons systems for starships. These weapons were living creatures that could put out starship class firepower, could exist partially in vacuum, and would feed off of solar winds and Helium-3. Syntek was involved in a corporate war at the time with Cygnus Manufacturing, and missed the cutoff date of 90 days to file a return claim and payment on it, defaulting some serious weaponry to the exploreres, who sold it the BASS.

Some sites are as small as a settlement class dome, and one huge facility by Cygnus Corporation was nearly 500 miles wide, hidden within the depths of a gas giant on Beta-Epsilon-7, that contained whole robotic manufacturing facilities and AI growth VR facilities.


LOST COLONIES
Not all colonies succeed. Some are abandoned when the colonists discover life to be too harsh, others are abandoned when a hopeful exotics strike doesn't pan out, and others are lost and forgotten about. During the Second Artificial War, the Confederate Census Database was wiped out, losing where colonies were. Thousands of small colonies died when they no longer recieved support, or when a sudden disaster struck, or when forces of one side or the other hammered them from orbit.

These colonies can be abandoned, or inhabited by the degenerate descendants of survivors of the original colonists.

While exploring these old colonies can be dangerous, it can also be lucrative. If the colony has been abandoned for longer than 50 years, any salvage found falls under normal salvage laws.

LOST SHIPS
It's not uncommon for a ship to fail, and the astrogation computer to fail. The ship can also suffer catastrophic damage to the hull or environmental systems, resulting in dead ship that's engines are powering it through jumpspace, or it might have dropped into normal space.

With the old Terran United Nations colony ship mandate, there are literally hundreds of ships that never reached thier destinations, and less than a dozen have ever been found.
 

For those of you wondering what happened, I've had a lot of crap on my personal life happening. I've been quite busy, and honestly, haven't been up to posting game stuff. Things have settled down now, and I'm back to posting here. Sorry for the loooooong delay.-Tim

The Alexander Class Cruiser, with it's escort ships, dropped out of jumpspace and into the system of Labbenk-9. An unihabited system with a white dwarf star, three gas giants, and two standard worlds, the Terran Confederate Scout Corps had found no exotics beyond normal gas giant gases.

The first planet was a radiation baked moonlet with a rapid orbit. The most it could be used for was an energy gathering station. The second planet was a planet still forming, mostly molten with a heavily acidic atmosphere. The third planet, however was a hot world with a heavy nitrogen/CO2 atmosphere, covered in lush jungle on the protocontinent, with no moons.

The Alexander Class Cruiser moved into orbit around Labben-9-III and it's four destroyer escorts began dropping sattellites into predetermined positions. The Cruiser hovered over the center of the protocontinent, aimed it's primary weaponry, and fired.

The tachyon dissonance disruptor cannot hit the ground, slicing through atmosphere, vegetation and magnetic fields with ease. It was a weapon designed to cut through hundreds of meters of ship armor, and the ground exploded in cataclysmic fury.

Lava burst up as the entire continent groaned, and over a hundred kilometer diameter of vegetation became superheated steam in a bright flash. Whole species were wiped out as the beam bored into the ground, releasing the magma to bubble up and pour out in a kilometer radius. A torpodeo was fired into the center of the mass, and the commications officer reported that the beacon was broadcasting at 100% expected levels.

When the lava cooled, the Cruiser fired another weapon, a phalanxed turbocharged antimatter photon cannon, computer controls shaving the lava plug to mirror brightness and mathmetically precise levelness.

The ships silently left orbit.

A Hellworld had been born.


The Supercapitol ship, The Mattehachi had reached the end of it's service life. An encounter with a swarm of unknown ships from the ancient P'Tak empire had destroyed 8 of it's 11 engines, severely damaged it's superstructure, obliterated it's weaponry, destroyed it's flight bays, and raveaged it's computer controls.

The Confederate Military Materials Office had estimated that the cost to repair
The Mattehachi would exceed the cost to build two others, and had slated it for decommissioning.

The Mattehachi was a huge ship, fifty kilometers in length, twelve kilometers wide, and two kilometers thick, with hundreds of meters of scorched and blasted armor plating. It was a hulk, a heap, worth only it's metals, which was insignifigant as almost all systems had cheaper ways of mining than salvaging a slightly radioactive hulk that had been blasted nearly to oblivion.

The Confederate Judiciary Panel examined the remains of the once proud Super Capitol vessel, a ship over 150 years old, and purchased it. The ship was refit, and put into orbit around a binary system of a brown dwarf and a white dwarf, where the output of radiation was too expansive to allow any type of communication to come in our out of the system.

Hard core military prisoners had thier prison sentences transferred to
The Mattehachi and they formed the basis for the guard force. Tough, mean and unbribable, unable to leave the ship until the end of thier sentence, when they would be modified to be able to survive off of the ship.

The first ship arrived, with 100 of the most violent, meanest, and most brutal convicts. Men and women who had escaped Hellworlds and evaded the law for decades. They were taken off thier ships, and onto the huge converted warship in cryostasis. Removed from cryostasis and dumped into the entryway of the ships prisoner area.

A Hellship had been born.


HELLWORLDS/HELLSHIPS​
Sometimes a normal prison or reeducation facility is not enough. For those, a Hellworld, or Hellship is the only solution. The prison populace is seperated from the guard force, whose only responsibility is to keep the prisoners from escaping.

The law was created by the prisoners, and is usually the basic law of suvival of the fittest.

While escapes from a Hellworld or Hellship is rare, they do happen.

HELLWORLDS
Hellworlds are by far the most common, but with the sporadic fighting going on near the borders of Terran Space, Hellships may replace them in sheer numbers.

Hellworlds often have 20th generation prisoners, and are harsh and brutal places to live. Hellworld's fit the following criteria:
  • Harsh, nearly deadly conditions for surface living. Extensive caverns and a inhospitable surface condition for subterranian existance.
  • Predatory creatures or biological virus.
  • Satellite system regarding scanning capability, weapons platforms to shoot down unauthorized ships, landing pad.
  • Must allow survival unattended.
  • Must be communication blocked due to natural or technological means

Some Hellworlds have pulled themselves out of thier criminal background, becoming full members of the Confederacy, but this is often performed by one strong personality backed by a loyal cadre, with the strength to make everyone toe the line.

Life on a Hellworld can be, well, Hell. Not only does the environment hate a prisoner, but fellow prisoners prey upon one another, creatures attack, and food is not guarenteed. Life expentancy can be rated in bare minutes, as "new fish" are often attacked by the more predatory prisoners.

Ration/Supply drops happen at odd times, in varied locations, to keep on strong personality from dominating shipments. Some drops are lost for decades, to be stumbled upon by a Hellworld explorer.


HELLSHIPS
Huge ships of Supercapitol or greater size are converted into prison ships. With the warden and guards in charge of the life support systems, a riot can be quickly and brutally shut down. The ability of the ship to (slowly) move around prevents assisted escape attempts.

Hellships often have been extensively modified by the prisoner population, and for the most part, despite the cruelty and hardness of the prisoner population, is much more "civilized" than Hellworlds, as survival depends on not damaging their surroundings. Some prisoners are listed as "off limits" due to technical skills they have.

(More data, hopefully, later)
 
Last edited:

Jump Cells

For a short period of time, multiple systems within the Confederacy decided that Hellworlds were too cruel to sentence prisoners too, and did not want vast prisons where the worst of the worst would be placed. Attempting to balance punishment, justice and compassion, they decided upon a novel approach that has since been stopped.

Jumpcells
These are small cryogenic pods, with an FTL engine and an astrogation computer affixed to it. The pod enters jumpspace, and follows a looping course through jumpspace, away from normally travelled lanes. The prisoner undergoes cryogenic storage, while subliminal programming changes the way they think and act in certian situations.

These jumpcells move through jumpspace for decades or centuries, and over 3,500 had in excess of 1,000 years to travel before dropping back into normal space and activating thier rescue beacons.

While this was assumed to be an excellent way to humanely dispose of prisoners, that, while costly, was seen as more humane than imprisonment, after 10 or 12 jumpcells were accidently intercepted and the occupants released upon unexpecting crews most systems outlawed it.

This procedure is outlawed, and there is a standard bounty of retrieving jumpcells, but seeing as over 22 million of them over a course of 150 years and 75 systems were released, only a small fraction of them have been recovered.

Jumpcells were also used by a rogue technoreligious faction that swept the Cravine Sector roughly 100 years ago. This religious faction, who believed that they had a religious duty to conquer all of known space, used genetically enhanced warriors and decried the use of cybernetics. They were ruthlessly crushed by the TCMC and the TCN, but in the last 10 years, two jumpcells have been recovered by ships transitting the jumplanes of the sector.

These jumpcells look to be far older than they are, and are often disguised as ancient escape pods. Contained within is a geneticall modified human, often possessing abilities far outstripping ANY other genejack warrior. The computers contain complete backgrounds, and implanted memories back it up.

However, once certian triggers are met, these being begin devestating everything they can.

In the case of the revived warrior of Hallet-962, the genejack was able to kill over 12 MILLION sentient creatures and escape in a scout vessel.

The revived warrior of Guillette was able to sieze control of an orbiting planetary defense weapon and fire it upon the world below, obliterating the population of the world. Despite being in a one man fighter, the warrior was able to engage Guillette's Planetary Defense forces, a naval squadron, and emerge victorious.

Both warriors are still at large.
 

Remove ads

Top