Monday, February 24, 2020

Centerpoint Station Campaign Information - Uncharted Worlds

Will try to add more as I pick up more.

Centerpoint Station Campaign Hub

Centerpoint Station 

  • Originally meant as a military refueling station to support war against the Commonality of Ir-Vol-Ta (Yax'Klalock)
  • When the short war with the Yax ended and this was no longer a hostile border, converted to a trade station.
  • In the Dido system.
  • Commanded by Captain Sekai
  • Defenses
    • Two fighter squadrons.
    • Point defense guns.
    • Green alert is the highest level of alert because not all species can see red.
  • Active Factions on board:
    • Consulate Row - Collectively the emissaries foreign to the Terran government.
    • NODE - Freedom of Information Anarcho-Hackers
      • No Obfuscated Data Existant
    • Starlight - Smugglers, underground railroad, transport refugees and the like.
      • Good smugglers
    • Secure Human Future - Human supremacist minority Poli-Sphere
    • Black Flag Pirates - In the sector more than the station.

 

Terran Government

  • Direct Democracy. 
  • All citizens vote on all legislation directly. No Representatives.
  • Votes occur weekly. It is a duty.
  • There is an app for that.
  • Groups of citizens allied around certain goals are referred to as Poli-Spheres
  • Bills and Laws
    • Anybody can submit a bill.
    • Once the bill is submitted it is discussed in a forum for a month.
    • At the end of the month, if the bill has received support of at least 5% of the population the bill is passed on to an executive committee.
    • The executive committee examines the proposed bill and compares it to existing laws.
    • After a month or two (usually) the executive committee submits an info packet including:
      • The law and its wording.
      • What the law will do.
      • How the law will interact with existing law.
      • All the ramifications of what it will result in.
    • The bill is now up for voting by the populace.
    • Super transparent but slow.

Terran Ships

  • Fleet cruisers are named after nations or embodiments of nations.
    • Colombia
    • Rodina Mat
    • Guan Yu
    • Brazil
    • Japan
    • There are likely some named after client-state history as well.
  • Light Carriers are named for famous war leaders.
    • Hannibal Barca
    • Sun Tzu
    • Dwight Eisenhower
    • Alexander
    • Attila 
  • Battle Cruisers are named for famous weapons
    • Excalibur
    • Durandal
    • Kusanagi
    • Rhongomiant
    • Gae Bolg 

Yax'Klalock

  • Yax'Klalock cannot communicate directly with other species because they are a hive mind and such communication was never needed. 
  • Their world is referred to as Ir-Vol-Ta.
  • Yax'klalock names and terms are mostly drawn from the terms of other races. The names of their species and planet is untranslatable, so they transliterated limited audio elements of the terms into sort of words. 
    • For some reason they use the term "Commonality" rather than "Hive Mind" hence their "nation" being the Commonality of Ir-Vol-Ta.
  • All animal life on their world was part of the same hive mind.
  • All tech is grown and biological. The ships are alive. The sensors are alive. Everything is a creature that is part of the hive mind.
  • They became aware of individuality after encounters with other species and are fascinated by it. 
  • The Yax'Klalock hive mind is not FTL communication so some ship-drones operate on autonomous programming. 
    • The brief Yax-Terran war happened when a protector drone encountered a Terran ship deep in Yax space and assumed it was hostile.
    • The Terrans also mistook the Yax ship for a Hythean ship.
  • Yax'Klalock hive mind can transmit along quantum entanglement communication devices.
  • Yax'Klalock consider murder a horrifying concept since one individual of other races is approximately equal to the entirety of their hive mind in many ways. They are not unwilling to fight to defend themselves or others however.
    • Yax'klalock keep memory of any individual they have killed.
  • The hybrid emissaries were the effort to establish communication with other species and individuals.
  • The Yax'Klalock acquired individuals of several other species including Humans and Hytheans
  • All the Hythean-Yax'Klalock hybrids immediately tried to kill as many Yax'Klalock drones and queens as they could.
  • There are very few active emissaries.
  • First generation emissaries are not ideal at their task. Plans for a second generation are already in the works though volunteers (no captives anymore) from other species are difficult to find.
  • Arbitrarily, I've decided the following will develop over time for the human-yax hybrids.
    • Generations 4-6 will be the ideal range for emissaries. (They will lack the Terrify move)
    • Generations 5-6 will be capable of sexual reproduction with each other or humans.
    • Generation 7+ will have no link to the Yax'Klalock hive mind, they will essentially be human with a tiny bit of alien to them.
    • Generation 1-3 will be assigned as emissary aides and body guards over time.
    • Hybrids have at least an appearance of  individuality but it is only an appearance. They are basically an isolated subroutine because that's necessary for them to perform their task.

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