Showing posts with label Robotech. Show all posts
Showing posts with label Robotech. Show all posts

Tuesday, July 26, 2016

The Grand Crusade: Lesser Factions

The Great Factions are the primary movers and shakers of the politics of the Known Galaxies. There are, though, Lesser Factions, groups that have some influence on the interstellar stage, but not to the degree that the Great Factions do. Some of these Factions are split from larger Factions. Others are formerly larger Factions that have, over time, lost more and more ground; or just did not have the desire to spread beyond their initial borders. Others are places where only the desperate or the abandoned make their homes.

Do not mistake, though, the strength of a "Lesser" Faction. A number of them still exist only because they have been able to repel the advances of one faction or another. The following a list of the Lesser Factions of the Known Galaxy.

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Spheres of the First Nations

When the call for manpower and resources was sent out by the North American nations, the First Nations answered the call. The Native Americans provided as much work, assistance, and aid as possible to the Ark project. When the Ark launched into the stars, representatives from the First Nations and various Native American tribes, including some from Central America, headed into the stars.

The First Nations, to no one's real surprise were assigned worlds "appropriate" to their tribes. While they were not the reservations that so many tribes in the United States had been assigned to centuries ago, they were not close to the center of the Faction's territories. They were not the most mineral rich, or the most strategically located. They were, in a word, forgettable. Honestly, though, that is just what the First Nations wanted.

After approximately two centuries of quietly gathering resources, strength and numbers on their "forgettable" worlds; the First Nations made their split from the "Free" Northern Federation. Since they did not have representation in the Constitutional Senate, there was no large display of drama on the Senate floor. Since there were little business interests, there was no initially noticeable financial effect. The greatest impact was a blow to the Federation's ego. The departure was sudden and unquestionable. The newly declared "Spheres of the First Nations" became their own entity.

The FNF reeled from the announcement. In an attempt to "return their misguided brothers and sisters" to the Federation fold, the FNF began military action. This move was not overly popular among the population, though. There was the evil ZSS, on the opposite border, that was a greater threat than letting some group of "primitives"go off on their own. When the FNF arrived in the territories, they found it necessary to start fighting a ground war. The defensive fleet withdrew, regularly, so there were no naval victories. Fighting on the ground fared no better. Despite having much of the same units, as the Federation, they were also equipped with new, unseen weapons. These units used guerrilla tactics, and were able to use each planet's environment to amazing ability.

The conflict became a public relations nightmare. It did not help that the ZSS started making moves on their border, landing and claiming Border Worlds, one after another. The average citizen became more and more worried as to why there were more and more units committed to the "western" front, when the obvious real danger was the "eastern" front. They FNF reclimation forces were compelled to withdraw, and return to their regular conflicts against the "forces of tyranny and oppression".

The Spheres of the First Nations are worlds settled, primarily by the descendants of the numerous tribes and nations of the original inhabitants of North America. There are normally three to four different nations living on each world. They have kept many of their ancient traditions, but have not abandoned the technology that brought them to the stars. They maintain a defensive fleet, but have not organized military. Every member of the Sphere is expected to defend their homes and families should any Faction attempt to make a move against the Spheres.

There are a few worlds that also serve as havens for escaped mutals from the FNF. These worlds are often close to the center of the S.F.N., and the inhabitants adopted into tribes. They see many of the mutant animals as having strong spirit ties, and they are respected for that. It also adds to the anger against the Federation, for their corruption of the spirits of the animals they mutate. They are fiercely protected worlds.

The First Nations have a Great Council. This Council meets a few times each year, made up of tribal elders. They discuss the needs of their tribes, strengthen alliances, and generally work together to provide for the united defense of their Faction. They will also met in the case of emergencies, such as aggressive moves by the Federation or some other Faction.

Another interesting aspect to the S.F.N. is that each citizen is not given a "Faction" title. They are members of their tribe or nation, first and foremost. If you call them a "Spherian" or similar, you will be quickly corrected. Of course, this doesn't stop citizens from the Federation calling them such, much as the Americans called the Native Americans "Indians". The First Nations see this as an insult.

Also, do not believe that these are worlds filled with savages, abandoning the modern world. Some of the best hospitals, schools, as well as starfighter pilots and power armor commandos in the Known Galaxy can be found here. While they do not do a lot of their own manufacturing, they have many resource rich worlds, of which they respectfully and conservatively draw out the materials needed for trade and construction. This allows the Faction to trade with other organizations to get the technological, medical, and other things that they need.

Relation with other Factions: There is a simmering animosity between the Federation and the Spheres of the First Nation. The First Nations have no illusion that the Federation is waiting for the right moment to reclaim "their rightful territories". While the Spheres have decided on nonaggression with the Federation, there also has never been a peace treaty between the two Factions. For now, the Spheres prepare, once again, with a watchful eye towards the FNF, knowing it is only a matter of time. When that day comes, they will be ready.

When the Spheres of the First Nations were preparing to make their break from the Federation, they engaged in a bit of political manipulation. They reached out to the Star Council Union. Using the resources that the First Nations had gathered over centuries, they worked with the ZSS secretly to develop and build new robot vehicles and power armor, as well as supply the First Nations with weapons and standard armor. The ZSS welcomed the distraction that the separation would make. Ever since then, the ZSS and SFN have had an amicable relationship. While they do not openly announce this relationship, the FNF has suspected that it has existed for years. More so, since the ZSS has begun to use some power armor very similar to the ones found in the SFN.

The United Allies, and most other Factions see no reason to pester the SFN. They are small, or little consequence, and have proven to be able to hold their own. The United Allies actually do some trade with the Spheres, but it's not an open alliance.

The only other Faction that the Spheres has strong ties with is the Klinkolyth Refuge. This section of the Known Galaxy where many displaced Xenos races have been forced to retreat to is too similar to what happened to them. The Spheres maintain a faithful relations, allowing any Xenos that wishes, to come and live within their borders. These Xenos are vetted that they are not covert agents, or planning on using the Spheres as a base of operation for other activities, but most are accepted.

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The Star and Crescent Emirates

The area referred to back on Earth as "the Middle East" has always had a turbulent history. In attempting to escape the cataclysm on Earth, the nations of the "Muslim" world unified together, and launched into the heavens. For the first time in generations, they were a united force. Their Ark was not able to get nearly as far as some other Nations' but they made it to their new homes. Together they created the Star and Crescent Emirates, equal in power, unified in faith.

Unsurprisingly, the nation of Israel refused to leave the planet, assured that they would find a way to preserve their Holy Land.

Unfortunately, once safely in the stars, the various factions started to butt heads once again. The long swath, closest to what became known as the Horizon, erupted into conflicts between different groups. This stretch of worlds goes through phases, erupting into bloodshed and war for a few generations, then going quiet as the various groups lick their wounds, or see reason. Then the cycle begins again. There is one thing, though, that will bring all the groups together, and that is incursion from other Factions. There is no central power within the borders of the SCE, they are, as the name suggests a collection of separate Emirates, unified primarily in belief.

There has been a long history of invasion and intrusion from the main factions that border the Emirates. The Emirates used to be much wider. After a large number of "stabilization efforts" and "protection from [insert opposing Faction here]" from the Federation, and just plain, old "land grabs" from both the Union and Republic, the S.C.E. has narrowed and narrowed.

The S.C.E. has become somewhat desperate as time has gone by. Not gifted with robotic legions, advanced cybernetics, and refusing to use mutals at all, the SCE has had to revert to more desperate measures. The S.C.E. has managed to scavenge a number of old cybernetic frames from the Ravagers, the surviving units of the Steel Betrayal. They also have turned to chemical enhancements to soldiers. Using a blend of drugs, chemical concoctions, and some nanotechnology, the SCE has created voluntary units of "super-soldiers" to combat forces both outside and inside the Emirates. The only problem with these soldiers is, unless they are detoxed after a few years, they will die within 10 to 15 years of the application of the chemical harness. This due to the strain on the body, the "chem-boys" (though the harness are also used by female soldiers) is just too great, and eventually they burn out. Some choose to retire after a few years, while others see the use as a way to better serve their people, and are willing to sacrifice themselves for their cause.

Within the SCE, there are also a large number of Xenos-archelogical sites. These sites are occasionally explored and researched by scientists from through all Factions. Normally, these trips must go through a stack of paperwork as tall as a man, and more than a few credits must pass through a number of hands. Still, they are fascinating places. Oddly, all of these locations were abandoned long before humanity went to the stars. There were no Xenos settlements within the territories of the Emirates to expel, just empty ruins. Who they were, and why the occupants left are mysteries still being investigated.

Relation with other Factions: Almost every other Faction out there is an enemy. There is not one Faction that has assisted the SCE. They know that they are alone, cornered, and pinned against a wall. They also know that something is stirring within the Horizon.

The Emirates attempted centuries ago to creep back into the "Terran Quarantine Zone", to make up for losses to the other factions. They were already rebuffed by the "Defenders", they have experienced their tactics and technology. They decided to not stir up that hornets nest. They also decided not to let anyone else know.

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New African Amazonian Systems

Despite miles apart, and differences in culture and beliefs, an amazing alliance formed in the days of the Great Evacuation. A number of nations of South America and Africa joined together to create, not just one Ark, but five Arks. These Arks did something no other Ark did. While humanity was desperate to save itself, the members of this alliance decided to save not just themselves, but as many of the species of creatures as possible. Gathering genetic material, as well as living, breathing zoological samples, each Ark was filled to capacity with an attempt to have every aspect of the wide variety of Earth. When the Arks launched, they targeted, as best they could, worlds that could be as close to Earth as possible.

The N.A.A.S are a series of star systems filled with verdant life. Each planet is an animal refuge all to itself. The humans, and other beings, all live above each planet, in orbiters, to prevent tampering with the ecosystems that they have cultivated. This does not mean that no one goes planet side. Zoologist, botanist, and even tourists (after proper clearance) are able to go planetside, to study and observe the life forms for each world. The only thing not allowed on to any planet are hunters and poachers.

There is a black market out there for some animal parts, to be used in "herbal" medicines, or as wall decorations and rugs in the residences of the rich and powerful. To combat those that would rape the life that the NAAS worked so hard to protect, they have developed some of the most advanced sensors and patrol ships seen in any other Faction. Patrols orbit each planet is a system, as well as the Outer Edge. They are more heavily armed than any other patrol ships, as well as having the fastest and most powerful ion engines known to Man. Aboard each ship, the most through sensors; able to detect an insect, hidden in a smuggler's hold; are constantly scanning every ship that enters the systems.

You cannot enter a system without being tagged by a patrol ship, and each unauthorized ship is scanned and boarded. If there is evidence that you are a poacher, you are executed, on the spot. If you attempt to run, your ship is destroyed without mercy. If you some how make it past the patrols, and are caught leaving the planet, your ship is destroyed. If you manage to escape in a pod, or similar "life boat", that is destroyed. If you are carrying a live specimen off world, you are boarded, the animal is removed the ship, and you are shot dead. If you kill the animal, you are still shot dead, and then your ship blown up. You next of kin are then billed, and a Tracer (bounty hunter) is sent to collect.

This highly aggressive, and unrelenting, policy was put into place shortly after the establishment of the NAAS. While the worlds were being seeded with life, there was a sudden and almost disastrous rash of poaching. This horrific situation, it was determined could not be allowed to exist. The measures to prevent poaching became more and more aggressive, until it was decided to declare a state of war against poaching. It was determined that was the only way to stop the death of the life they had worked so hard to protect. They have escalated to a state of hyper-alertness and hyper-aggression to such a scale that successful poachers are more rare than the some of the life on the planets. The only hunters allowed in system are those that hunt with holo-cameras.

There has been one area of concern, that has been brought up by some tourist and Faction leaders. There are four worlds within the NAAS that are inhabited by formerly extinct life. Dinosaurs roam two worlds, while another is inhabited by creatures even older, mammal-like reptiles, primative dinosaurs, and aquatic creatures from even older epochs. The final planet is filled with Stone Age megafauna, and other animals long dead, most killed by Man's actions.

How the NAAS came by this creatures is unknown. The NAAS just says that it was from retro-tracing the genetic structures of a number of their existing animals and, basically, cloning them. That does not explain the wide diversity of these creatures. It's been rumored that the NAAS has developed a working time machine, but since such technology is impossible, such propositions are dismissed as fantasies of deranged minds and conspiracy theorists.

Relation with other Factions: The NAAS is on peaceful terms with almost all factions. The Federation has made overtures of a "stronger, more beneficial, alliance", basically turning the entire NAAS into a "protectorate" (colony) of the Federation. This has been turned down, time and time again. The Federation, though, does not dare invade, as both the UA and EE would rush to the NAAS' aid, and the ZSS would most assuredly take advantage of the situation. It is also frustrating to the FNF that the NAAS appears to be yet another safe haven for escaped mutals.

The only other Factions that has caused trouble for the NAAS are the Celestial People's Republic and the Star and Crescent Emirates. The Celestial People's Republic often use rare and exotic animal parts as ingredients in folk medicines. The NAAS' refusal to allow the hunting and collecting of animal parts from rhinos and the like has caused the CPR no end of frustration. Still, the CPR is too far away to actually launch military action. The SCE has also attempted to claim some of the creatures from the various worlds as their "rightful inheritance". This has been met with the answer, "If they were so important to you, why did you not take some with?".

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Oceanius

The Polynesian and Micronesian islands, along with Australia, New Zealand, and the Philippians, hit the jackpot when they declared their territories. These groups all joined together in creating their Ark. Similarly to the NAAS, they took with them some of their life, mostly marine creatures, like octopuses, dolphins and whales. They had a suspicion that where they wanted to go would allow them to free these creatures into their new environments. They were correct.

The Ark landed in a cluster of "water worlds", planets that were 90% or more oceans, or cut into a thousand islands by huge rivers of fresh water. It was a massive windfall for the Faction that would become Oceanius. While water was common on most inhabited worlds, there were a number that were dry, and needed the extra water. Periods of drought has also brought a demand for the precious liquid. There has been some question as the odds of planets, so close together, all so rich with water. It is unsure if this was just the "luck of the draw", or the result of some ancient manipulations.

Most cities on the worlds of Oceanius are either in orbit around the planet, floating cities on the surface of the water, or cities beneath the oceans. All of these are meant to have a limited effect on the water and ecosystems as possible.

This has caused this Faction to become one of the wealthiest in the Known Galaxy. They have purchased one of the finest fleets, to defend their vital planets. These ships were created by the Eternal Empire, specifically designed for Oceanius with smooth lines, almost as if they were meant to sail the waters of their oceans, as well as travel through the void of space.

They have also created the largest terrestrial naval fleets. While these fleets see very little action, often officers are "lent out" to other Factions when their conflicts require traditional naval battles.

It is also generally known that Oceanius has some of the largest Xenos inhabitants within it's borders, and on their planets. These Xenos are all aquatic based, and have, more the most part, come to live in cooperation with their human cohabitants.

Finally, there are rumors that Oceanius has been experimenting with a limited amount of genetic manipulations. Mutant aquatic animals, increased intelligence in some cetaceans and cephalopods, and possibly the creation of humans adapted to an aquatic life.

 Relation with other Factions: Oceanius, even more than the NAAS, is protected by its many alliances with the Factions. The planets of the Faction are considered all but sacred. Water is important, and any attempt to seize the worlds of this faction would result in every other Faction launching a massive effort to protect the water. For every world on every faction, the water must flow.

The only real threat to Oceanius is from the mad cyborgs called the Ravagers. These raiders will appear suddenly, often attempt to steal a large amount of water, as well as prisoners, and then attempt to leave again. It is mostly for this reason that Oceanius has the star fleet that it does.

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Klinkolyth Refuge

Humanity can be a plague. Like rats or locust, they bred quickly, and spread out from world to world, rarely giving a care of the indigenous life on each world. While in some Factions there are Xenos, as they collectively call any race that is not human, that have been given a limited amount of acceptance, most have been pushed off their homeworlds, and forced to find new places.

This is what the Klinkolyth Refuge is. It is that section of the Known Galaxy that most Xenos have fled to. It is known that this region is especially dense with habitable worlds. The majority of all the known Xenos races, and some unknown, can be found within the borders of the Refuge.

The Refuge, also called "Klink", is a territory mostly unexplored by humans. There have been attempts by various Factions to launch exploratory missions into the Klinkolyth Refuge. All of these have either been turned back, or they have been destroyed, often with a message sent to the respective Faction, apologizing for the destruction, and politely asking to leave the Refuge to it's privacy. This has caused most Factions from any further attempts to expand into that region.

This is not to say that there is no contact with the Xenos within the Refuge. There are a number of worlds on the outer edges that border against human controlled territories, that serve a number of factions. The world of Argian is where you go if you are looking for mercenaries, hired killers, bounty hunters, and the like. It is a rough world, with sharp edged buildings, matching the attitudes of those hired here. The world of Tasivina is a pleasure world. Here you can indulge almost any vice you wish, there are brothels that stretch for miles; gladiatorial combat of all sorts, some of which are broadcasts to human space. These are just a few examples of the worlds that humans are allowed access to. Attempting, though, to go farther into the Refuge is considered rude, and turned back or destroyed, regardless the size of your credit limits.

There is no understanding of the government, how it operates, nor how it is funded. The only thing that is know for sure is that Klinkolyth is the name of a single individual. If this person is an ancient hero, or a hereditary title is unknown. When inquires are made, all that the Xenos respond with is, "Klinkolyth is Klinkolyth". This phrase has been repeated for centuries, from the very beginning of the Refuge. The idea that the Klinkolyth is the same being that established the Refuge 800 years ago is preposterous.

 Relation with other Factions: The Refuge treats all Factions the same. If you want to visit the one the "open worlds", as long as you are willing to pay the credits, you're welcomed. Anything further, or empty pocketed, then it's time for you to go home. Factional conflicts are not allowed on their "open worlds". It's one of the few places that a Ally Knight can drink along aside a Union Commissar.

That being said, there's always been a fear among the Factions that, one day, those that they kicked off their homes will lash back out. They've had over 800 years to prepare for reclimations. Its not known if this fear is a valid fear. It has been noted, though, that there are more and more Xenos traveling through the Border Worlds, and serving in Mercenary Units. There are even some Xenos that have joined the Crusade for Earth.

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The Border Worlds

Not really a faction, but more a descriptor, the Border Worlds are found along each border of the Factions.

The Border Worlds are the spaces between Factions. Some of them are large gaps, while others are slivers, barely outside of one Faction's or the other Faction's border. It's a simple fact, no Faction border actually touches the border of it's neighboring Faction. This is not due to a lack of effort. It's just that there are ranges between the cracks that have either changed hands so many times in the early years of the Factional builds, that the planet no longer holds the "strategic importance" that they once held.

The worlds between the Federation and the Union have had so many battles on them that they are blasted wastelands, now. Abandoned fortifications, ruined robot vehicles, hover tanks, and power armor decay all across the land. Massive craters from orbital bombardments pockmark the planets. They've changed hands so many times that the remaining inhabitants no longer care about who claims them, or that currently they not claimed by either.

Other worlds have just been left to their own devices, once they were settled. Either forgotten by the Faction that originally settled them, or refugees, escaping one Faction for a number of reasons. Depending on which border they sit on, there may not have been major conflict in generations. Some may just not have enough resources to be of any real worth, but this was discovered only after the first colonist arrived. Others are known to just be too dangerous to actually claim, "death worlds", if you will, where everything on the planet appears to be out to kill anything that sets foot on it.

Also, though spread along the entire Known Galaxy, the plants of the Border Worlds are spread thin. There are great voids of space between each Border World. Making attempting to claim most Border World not as important as the closer planets found within the boundaries of most Factions.

Border Worlds run the gambit, from worlds where humanity live in massive arcologies, ruled by tyrants, reaching up miles high; mega-cities with massive walls to protect against what ever mutants, or worse, stalk the wastes; others are dotted with cities and town across the landscape, more like the Old West of the Americas, than any modern world; or they are near apocalyptic worlds with marauding bands of gangs battling both the environment and each other. There is very little rhyme or reason to how each world develops.

The Border Worlds are a popular source of "adventurers" and mercenaries, though. The inhabitants of most of these worlds live hard lives, and to escape their lives, they take to the stars to make a name and reputation. Many worlds have certain skill sets not found in any of the Factions.

Also, most Border Worlds speak what is known as "Border Slang". This is a language that is a mix of so many languages, that it barely can be codified. It is mostly made up of oddly accented English, mixed with phrases and terms in the tongues of every other faction. Those that end up "takin' to the black" usually end up learning one or two languages, but they will always use Border Slang as their main means of communication. In fact, it's common for a Worlder to learn a language, understand what the other person is saying, but then use "Slang" to respond... REALLY LOUD... because that "helps 'em udderstan' whada'm is sayin'".

  Relation with other Factions: None, really. Each Faction either ignores them, or uses them as stepping stones. Border Worlds don't make efforts to "reach out" to one Faction or the other. They've been so roughed up, and burned, that the general attitude for the Faction is "Screw'em". This is also normally followed by a string of curses and swear words in ten different languages.





Thursday, July 21, 2016

The Grand Crusade: Technology: Communication & Entertainment

Communication
Planet side communication is very similar to the way that it was, in the early 21st Century of Earth. The main difference is the amount of data that is transmitted. With so much being "wireless", satellites are relaying thousands of zettabytes a second from point A to point B. Holographic displays for in home entertainment, on personal devices, and ocular implants are common place. This is mostly a simple, proven technology that even the most backwater planet has at least one or two satellites providing information for the masses.

The main difference is long range, system to system, communication. This is provided by "slip bundles". A slip bundle is a transmission sent through a micro-wormhole, similar to the method deployed for system to system travel. In system, a slip bundle is sent to a relay hub. There is one or two hubs for each world. Some worlds actually can have six, depending on the population. That hub then sends a blast of information to a relay station sitting on the Outer Edge of a system.

The relay station; which is a small, manned, station; takes the send transmission, and using a specialized FTL style device, sends the information to a thousand relay stations throughout the Known Galaxy. Each relay station is also set up to receive these "slip bundles", and transmit them back to the respective world in their associated star system. Most of this process is automated, the personnel on a selected station serving mostly as maintenance, repair, and security. Most stations, while slightly manned, have a number of defenses. They frequently are a regular part of system patrols. Also, their location, so far out from any other world, and only nominally close to common exit points for incoming FTL Drive ships; all make targeting a relay station, for anything other than a military strike; often more trouble than it's worth. Even most military operations, unless they've brought their own relay station with them, will leave a relay station unmolested.

Relay stations are often Faction only. There are some "neutral" relays, mostly operating in along border territories, in specific locations in the void of space, or in uninhabited systems. These stations often have one of three purposes. The first is a NegCent (Negotiation Center) public station. These relay stations are meant to provide communication, such as diplomatic or business related, between organizations and government officials between on Faction to another. These stations are often larger, heavily secured, and more heavily manned. Some of these stations also serve as neutral grounds for negotiations, with artificially created environments meant to promote the easy and well-being of the inhabitants, and the negotiating visitors. Peace accords, hammering out border disputes, the sharing of trade rights, or negotiating out new marketing and sales agreements are all common events on these NegCent Stations. These stations will also, as a side source of revenue, distribute transmissions of approved materials from one Faction to the next. For example, there are a number of very popular anime series in the Eternal Empire that are broadcast through NegCents to the Federation.

The second, colloquially known as "Whistlers", will send out "slip bundles" from other Factions into a opposing Faction, often for the purpose of propaganda. Similar to old "Radio Free Europe", these will send selected holo-entertainment from within their nation, as well as propaganda messages, and some claim, orders for operatives within the targeted Faction. The Federation and the Union all have a number of "Whistlers" along the borders of the other. These relays are called "Whistlers" because these broadcasts are not routed through the usual methods, sometimes adding a faint whistling sound to the background of the transmission.

The third and final are "Shadow Stations". Shadow stations are relays that transmit illegal, or underground, "slip bundles", often for a steep price. While there are some independent operators, most are run and maintained by the Old Families. The "slip bundle" transmission station is normally hidden, not on every world, and often not in every system. These send their clandestine signals to the local system's relay station, but are embedded with code to redirect the information to one of the Shadow Stations. From the Shadow Station is it disseminated as requested. This is used for illegal contacting across Faction borders, arranging services with agents tied to the Old Families, or even broadcasting underground materials that can not wait for standard recording and couriers. This last option is often the most expensive, and is sent to only those willing to pay for the privilege of viewing what ever it might be.


Entertainment


As part of communication, a few words should be mentioned about entertainment among the Factions. There are somethings that do not change that much.

Most entertainment is enjoyed through holo-vision, 3D recordings of movies, sporting events, news and other common diversions. Every house normally has at least one Holo-pad for the viewing of local padcasts, and shows delivered through "slipbundle". "Smart" devices, like watches and chips, also can catch these same signals and display them.

Holo-vision recordings are so common place, many Factions have entire worlds; and in some cases, systems; dedicated to the production of holo-vision films and holo-pad shows. The FNF has Planet Hollywood, while the CPR has both Wushu and New Hong Kong. It is also not uncommon for these productions to be common trade items between Factions.

A trend in entertainment that is seeing a rise is theater. Plays, operas, ballet, and other live performances are extremely popular. Everyone can see a movie or other show, but to actually sit and watch something performed, right there in front of you, is something different, and pleasant. With the level of special effects available for even the smallest traveling troupe, some productions are above the entertainment value of the biggest budget films in the early and mid 21st Century. This has caused traveling performance groups to be highly sought after, and celebrated upon their arrival. This is especially true on Border Worlds and outer rim worlds, where "culture" doesn't make many stops.

Sporting events are as popular now, as they have been in the past. While some sports have evolved to robotic competitors, when a living breathing athlete takes the field is when the fans truly come in. Some sports, in certain Factions, have also evolved to allowing enhanced participants. For example, cybernetic athletes are more common in the Eternal Empire, while there are a number of sports in the Federation that are strictly for mutal competitors only. Even gladiatorial combat has made a comeback, in varying degrees.



Wednesday, July 13, 2016

The Great Crusade: Technology: Transportation

Technology has both advanced and stagnated over the course of the last thousand years. There are, now, the occasional burst of technological advancement, normally occurring during times of war. At the same time, though, there are periods of technological plateaus that will last for decades, sometimes more. Not exactly Dark Ages, but close to it.

Some technologies are favored by some factions more than others. These technologies will be mentioned in the technology section. In order to understand some important aspects of the Factions, it's important to understand the tools those Factions have available to them, and which they favor.

FTL Drives

FTL Drives, also called "Jump" or "Slip" Drives, are the main means of long distance travel between star system to star system. FTL Drives are found on ships as small as a tramp freighter to larger military ships and dreadnoughts. Vessels smaller than a tramp freighter, such as a starfighter are too small to have an FTL drive, and are thus reliant on a larger FTL drive equipped vessel to carry them. Also, when you have larger ships, it is common for them to carry, not only fighters, but also boarding craft, shuttles and drop ships, all without FTL drives.


An FTL Drive creates a “wormhole slip”. The drive opens a micro-wormhole which pulls the ship in. The wormhole then opens at the target location. This is called a "slip", slipping from one location in space to another. This "slip" requires a great amount of power, as well as computing, to properly execute a "slip". Most of this calculation is now down my advanced computers, but occasionally the assistance of a dedicated "slipsman", a specialist in working with the computers and the drives, allows for even more accurate "slips".

There is an additional benefit to FTL Drives. A ship's FTL Drive generates a powerful gravity field. This field creates an area of "artificial gravity", when the FTL Drive is in a "standby" state, basically not powering up for a jump, or just after a jump. As the FTL Drive powers up to prepare to jump, the gravity is pulled into the FTL Drive, causing a state of null gravity. This is why, prior to a jump, crewmen must “strap in”. The gravity field is lost, a few moments prior to the jump. This is due to the FTL Drive beginning to focus its energy into the gravity burst needed to create the micro-wormhole. Upon exiting the "slip", it can take about 5 minutes to an hour for the gravity to return, as the drive begins recharge, and to settle back into it's "standby" state.


Duration in the wormhole can take seconds to hours, depending on the distance traveled. This time, though, is not experienced by the crew, due to a phenomena called “slip time”. For a crew, the travel appears to be instantaneous. There have been rare reports of a crewman reporting odd dreams or visions upon exiting FTL. These are rare, though, and normally an indication that the crewman in question is a latent psion.


While, relatively, a stable means of transportation, there are some drawbacks. The first is it is not always 100% accurate. Exiting the FTL jump can cause the ship to arrive exactly where the coordinates are set. Occasionally, though, the ship can be hundreds of hectameters off course. As this distance is normally recoverable, and with the improvements in technology, also less an occurrence. This adds to the value of having a good "slipsman", at the FTL Helm.


Problems with “gravity wells” can cause catastrophic problems. This is the second issue with FTL Drives. Hitting a gravity shadow forces the vessel out of FTL, causing the ship to being torn apart by the jump and the gravity of whatever large body is nearby. This is why ships are required, for safety of the vessel and crew, to jump on the edge of a stellar system. It is too much of a risk. The planets, moons, asteroids, comets, the central star, and anything else in the system large enough to add to the gravitational fluctuations, create too many gravity distortions to make a safe jump. There have been some “well-jumpers” that will attempt jumps directly into a system. The results, frequently, is a ship becomes nothing more than small slivers of salvage and debris scattered in the void between two or three planets.

This fact, though, has created a number of important stellar systems to deploy a patrol fleet on their outer edges. Also, strategically placed defense stations are not uncommon for the most secure systems. The cost associated with these measures, though, normally mean that these are only for the most important, or rich, systems. The difficulty with these defenses is due to the nature of a "slip". There is no way to predict, with the current technology of the Known Galaxy, where a "slip" will open up. If a slipsman knows where the patrols and stations are, there is still a chance he can allow his ship to slide right past them.


Another issue is the time required to recharge the FTL drive. The amount of energy an FTL Jump expends is enormous. Even with the most efficient power plants, an FTL Drive needs some time to recover. When the jump is finished, it can take anywhere from five minutes to a few hours for the FTL internal gravity field to be restored through the ship, depending upon the Drive, the size of the ship, and the distance traveled. Then, it takes another three to twelve hours for the FTL drive to have enough energy for a short distance Jump. This normally means, once a jump occurs, you are in system for close to a 24 hour cycle, on average. Basically, if you're going to "slip", make sure it's somewhere you want to visit.


The final area of concern is more an old shipman’s tale. There have been anecdotal tales told of ships that never leave the FTL Jump. A common theory is that a ship has been thrown so far off course and powerless, they just drift until the crew dies. When a crewman, though, wants to scare a first timer, they say that the ship never left FTL. Odd images as the "slip" begins, or upon exiting, are often discounted as mere optical illusions, due to the distortions in time-space. Psions, though, are never comfortable after a Jump, but they are never sure why. They leave “slip time” with a feeling of hopelessness, or as if they were being watched. There is no explanation for this phenomena. Nonetheless, these stories are mostly from the early days of FTL, and there have been no reported incidents in centuries.

Ion Drives

Due to the fact that, in order to safely use FTL Drives, a ship must enter at the outer edge of a star system, all vessels that ply through space are equipped is ion drives. Ion drives come in a variety of strengths, dependent on how fast the vessel needs to move, and the size of the vessel. Ion drives have improved greatly of the centuries. While they come nowhere near the speed of light, they can move a vessel very quickly.

Most standard vessels; tramp freighters, couriers, "space yachts", and similar vessels; can normally get from the Outer Edge to a planet in system, within five to 10 hours, depending on the ion drive, propelling it. This allows for a brisk amount of trade. This quick speed for a smaller vessel also is what promotes small scale transportation operations. While, most mainstream supplies come from larger vessels, specialty transports allow specific shipments to arrive as demand needs.

Larger vessels can take anywhere from about three days to a week, sometimes longer. Star cruise lines have two different sets of ion drives, frequently. One used for leisurely speeds through a star system, and another for use if the liner is beset upon by pirates or other ne'er-do-wells. Typical large scale transport operations, such as trade or supply vessels also follow the three days to a week. This speed does normally allow for adequately speed deliveries, and is most often used for planetary resupplies and bulk deliveries. This slower speed does make them more likely to be targets, which has caused the average transport of this scale to be well armored and well armed. Also, the employment of "merchant marines" is a thriving business with most vessels, even the cruise ships, having at least a few.

Fleets can take about three days to a week to get from the Outer Edge to their target planet. This normally allows for evacuations, or the digging in of planetary defenses. Some strike fleets, though, can make it to a planet's orbit within 24 hours. These are often raider teams, meant to hit a planet, not to take it and hold it.

The main drawback for ion engines is the lack of reactionary thrust. It is possible to turn a ship using ion drives, but it is very similar like trying to turn a large sailing vessel on the seas of ancient Earth. Ion Drives are great for setting a ship in a single direction, and letting it follow that course. If a vehicle needs to be maneuverable and responsive, they will often sacrifice the speed of an Ion drive for additional maneuvering thrusters. A standard starfighter is very quick and agile, flying loops and rings around larger vessels. The trade off is, while a fighter may be able to make it's way to the Outer Edge of a system, it could take weeks. Even some larger vessels will still include thrusters, namely tramp freighters and smuggler ships, in addition to powerful Ion drives, in order to get the best of both worlds. Such vessels can move freight, but it ends up at the cost of how much freight the vehicle can carry.

The Grand Crusade: An Brief Overview of History

What Has Come Before

There was a time when the planet Earth "rebelled" against Humanity. The exact specifics of what happened are no longer clear. It is known that at this time, it had become very obvious that to remain on Earth was a death sentence for the entirety of the Human Race. When this became obvious, the Great Evacuation began.

One would hope that the nations of the Earth would have joined together in the spirit of cooperation and brotherhood, in a united effort to save all of mankind. Unfortunately, this was not the case. Some nations bound together, others actually conquered their neighbors, as a means to use the resources and manpower of their new "vassal states" in an effort to build, what had come to be called, Arks.

The United States moved quickly, absorbing both Canada and Mexico. Russia expanded, grabbing a number of nations that once belonged to the USSR's Eastern Block. Europe's EU, India, the Middle East, all of these nations and more, bound in unity and separation, to head to the stars. These bundles of desperation were no longer referred to as "nations", but "Factions", each with their desire to not only leave, but to claim as much of the stars as possible.

New technologies were discovered, and stolen. Innovation, spurred by the desire to survive, was at an all time high. The greatest discovery, first developed in the EU, using the Hadron Collider, was that of the "Jump Drive", or "FTL Drive". A method of travel, using "micro-wormholes", to leap light years, in mere hours. Jump Drives were quickly added to the design of every Ark.

In a little over a decade of frantic work, the first of the Arks launched into the heavens. The Great Evacuation had begun.

Over the course of the next century or so, the Factions formed their own little empires. Claiming what they could, and then taking from others as quickly as possible. Some Factions grew to massive sizes, others were conquered and absorbed into the larger Factions. Centuries and centuries have gone by, war has been an almost near constant.

Other races, called Xenos, have been discovered, most were defeated, and either assimilated into their new human "leaders", or pushed out of their home systems, forced to flee, or be obliterated. For a time, it was very much like the Wild West. The end result has made for some very interesting, yet familiar, Factions.

Earth became off limits from the Factions. A quarantine zone was established around the stars and planets that encircled the home world. This region became officially referred to as "The Terran Quarantine Zone", to the common citizen it just was called "The Horizon".

The Current State of the Known Galaxy

There is currently a state or relative calm. It has been over a thousand years since the Great Evacuation. While a number of Factions have conflicts among their borders, a state of Cold War exists between most. In this lull, a new focus has started to rise. A Grand Crusade to reclaim the Earth has taken root.

While the movement behind the Grand Crusade is seeking allies amongst all the Factions, each faction has a similar underlying goal in their support. They all want to be the first to claim their ancestral home planet. "Control the Earth, control the Known Galaxy." While this thought process may not actually be achievable, it is a driving force.

There is one snag to this Crusade. This is actually the third Crusade. The first failed miserably, upon encountering what has been come to be known as the "Horizon Guardians", or "The Defenders of Terra". The Defenders utilized technology unknown to the other Factions. They deployed legions of forces, and obliterated ground troops and fleets alike.

The Second Crusade fared little better. They appear to be able to do something that none of the Factions can do, predict that a "slip" was happening, and where the exit point of that micro-wormhole would appear. This became obvious when one of the Zvezdeye Sihedrion Soyuz's attack fleets attempted to jump directly to the edge of Earth's Solar System. The attack fleet was destroyed in less that five minutes.

Now a Third Grand Crusade begins to gather. The Crusaders are having more difficulty recruiting members, but they make assurances that this time will be different. How they can predict such is unknown, and greatly doubted by the Factions. Still, each Faction doesn't dare not contribute, at least a small force, in hopes that there is success on setting foot on the "sacred" Earth.

Prologue to a New Setting

Many moons ago, I earned the D&D Basic Red Box by selling greeting cards from one of those promotions off the back of "Boy's Life" magazine. Oh, I realize how much that dates me. A short time later, I discovered Robotech. As I was, by this time, no longer allowed to play D&D due to it's "satanic influences", I spent time dreaming of flying veritechs, and shooting down Invid.

When I got a little older, I got $30 dollars for my birthday. I was allowed to get anything I wanted. With that carte blanche, I quickly sprinted through the Mall to the gaming store in the Northridge Fashion Center, a store, sadly no longer there since the Northridge quake. I grabbed the Invid Invasion and the REF Field Guide. My Father started to protest, but when I explained that it was sci-fi/anime, he let things slide. Palladium Books, ever since, has been one of my go to systems. 

While, at this point, Palladium Books and I are on the outs due to... things... I still love the tech aspect of things. I have always loved the crisp clean, anime appearance of Kevin Long's art. I've enjoyed the various ideas presented for Rifts, but I've never been overly keen on magic. It seemed to be very, uneven. There was magic that was like a nuke in your hands, then there was magic that was like a sparkler, but with a huge PPE cost. I ran Rifts multiple times over the years. I even bought a number of World Books while I was on my LDS Mission, serving in Ohio. When my Mission President made the comment to "Do what makes you happy.", I ran straight to the local gaming store. (Yes, I know that's not what he meant, but oh did I milk that one sentence!)

I have, though, for years, off and on, designed a number of Robotech games, using some of the tech from Rifts. Unfortunately, I've never really had the chance to run a game. I've run some fantasy games, using Palladium Fantasy. I've run a few Rifts games. I have never had the chance to run a Robotech/Rifts game. That is, until, recently. I was asked to start running a sci-fi game. So... now I get to run a game that combined a lot of elements from my favorite Palladium games. Fortunately, I got to use mostly the books I already have. You know, since I'm still waiting for Wave II, and I can only buy used books, from Palladium. 

I've started working on the basics of the setting. I'm going to start posting the information here, as I get each section built. 

I hope you enjoy what I put together.