Setting info: Old Space
Posted: Tue May 15, 2007 9:29 pm
Trying my hand at world-building with OVA. My Sci-fi thing to start. Each government/faction will have its own post in the thread, so I may edit them at will should more come to mind.
Old Space? Well, I reckon you'll find that the people out here are lucky if they've been in that far. You can bet that nowadays that anyone up to my great grandparents have never been to Sol except through books. Not really much of a point to go there, anyway. Sure, their ships are around, and we pay 'em taxes, just like anyone else they can still reach, and they leave us to do our thing out here, so long as we don't, say, kill of of their guys. Can't say I'd want to change it, and I don't really care about how those other empires may do it, so long as they don't come knocking at my door. Now, what's it like out on the fringe? Well, there's some pretty strange stuff out there, if you ask me. However, if you want to hear about the other folks out here other than what the party line feeds you, you've come back. Get yourself a strong drink, some of the truth you'll find can be a hard pill to swallow.
Fringe Miner "Prospector41", in interview to Associate of the Independant Press Corps
Old Space Alliance
Earth has been the center of human politics even since humanity left the planet. It holds a special significance in the eyes of most humans, whether they are willing to admit it or not, and all of the great movements and wars in space have involved the planet in some way. Whether it has been rebelling against it, seizing it directly, or simply establishing legitimacy for oneself, Earth is the fulcrum on which the greatest part of human society turns. It uis perhaps no surprise that Earth ties together the strongest of the human nations, the Old Space Alliance. The majority of spacefaring human society has been governed from Earth by means both foul and fair for the last 2000 years, and has slowly crystallized into its current form over the past two centuries.
Earth itself is the seat of the Alliance government. The Alliance itself could be said to be governed my an authoritarian meritocracy: Any place it can hold my a reasonable amount of force is considered part of the Alliance, but there are very few places where the inhabitants are denied the rights available to any Alliance citizen. The exceptions are usually planets that have performed violently rebellious acts against the government of Earth. Punishments include anything from direct overwatch to total lockdown until seditious elements have been suppressed to the satisfaction of the sector governor, or in particularly egregious cases, Earth itself. Earth also puts a strict watch on any sector governors to make sure that they don't try to increase their power base against the homeworld. The central government itself is comprside of a council fromed of the various sector governors, as well as the Primus, a central leader concerned with the goernment and defense of Sol itself. The Primus maintains a cadre of ministers and advisors to keep him informed on the happenings in the Alliance, thus allowing him to make informed decisions on domestic and foreign policy. He also acts as a tiebreaker in council votes.
Travel is not partcularly restricted: It is both common and affordable for all but the poorest citizens, due to the common nature of FTL drives in the Alliance itself. This is an outgrowth of the fact that the means by which the Alliance maintains its control are concentrated in its powrful navy. Troops can be delivered to crisis points with incredible response times, amking insurrections extremely difficult to coordinate, and invasions require overwhelming force to establish a foothold in Alliance space.
Culture:
The Alliance is actually a hodgepodge of numarous Old Earth cultures, but there are a few conventions that have grown out of the fact that the Alliance is not an entirely open society. There is a unstated social heirarchy based on proximity to the core worlds, and "Fringers"- those living close to the edges of Alliance space- Are generally considered to be the new hillbillies, even though such worlds may be just as well-developed as systems nearer to Sol. Traditionalist monogamous relationships are enforced by Alliance Law, in order to simplify the tracking of estate holdings by the bureaucracy. At times, the relationship between the people and the government can be quite adversarial. While this rarely results in open rebellion or other forms of violent subversion, it si true that many people feel that they are subjects of brute force rather than proper government.
As with any vast empire, however, the fringers have greater autonomy than those near the core, as fringe worlds are routinely deemed to be not essential enough to merit the full attention of the Alliance fleets. These tend to be hotbeds of illicit trading and smuggler's outposts, providing a healthy supply of black-market goods to the core worlds of the Alliancem at a suitable price. The restricted nature of the Alliance has allowed this market to flourish, and many planetary governors secretly abide this practice, for a modest fee. Self-defence weapons, however, are publically available, with heavier equipment requiring throrough background checks, lisences, as well as "Fealty notes": Those citizens who own heavy weapons are expected to donate them for use in the planetary guard for the duration of any conflicty that may occur on their planet of residence.
The Alliance does observe basic human rights, however, and the planetary courts have been noted for their fairness due to central oversight: Twisting Alliance law for personal gain is considered to be an act of subversion.
Military:
The navy is the true strength of the Alliance: Without a strong ability to project power over long distances, the alliance would most likely resemble a patchwork of semi-independant sectors rather than the intensively centralized nation-state that it is today. The navy's main role is to transport the Alliance military and protect it from enemy combat vessels, meaning that prcatically any craft under the sun can be found in its arsenal. Everything from small two-man surveyors and scouts to massive battleships capable of slagging cities from orbit.
The core of the Alliance military lies in its battlesuit troops: Heavy vehicles are not part of ircombat doctrine, as troops are far easier to support, plus can be issued with long-range weapons capable of taking down enemy armor, not to mention the possiblity of accurate ortillery barrages from their transport vessels. Non-battlesuit troops with armor support are concerned with planetary-level defense, and PDF units are static regiments, redeployed to other systems only in dire circumstances.
Game Info
Armor: Up to +5
+1 Is equivalent simple police armor for duty officers.
+2 is the standard armor used by Planetary defense militias.
+3 is heavy police/PDF breaching armor, or lighter battlesuits.
+4 are assault battlesuits.
+5 are commander suits, or superheavy battlesuits for crisis operations.
Weapons: The maximum available bonus for ranged is +5, but for melee it's a mere +2, as the Alliance does not consider melee combat a staple of standard operations. They tend to be used for ritualistic or personal defence.
Travel: Interstellar travel is easily afforadable to non-poor persons, and enough funds can be scraped up by those with Poor -1, though with some difficulty.
Basic NPCs:
Security officer:
The enforcer of the law and the peace in the Alliance. Somewhere between the modern-day policeman and a SWAT officer in duties, and generally has an easy job of it, except in te event of planetary rebellions. Then he's usually the first against the wall, but that's a bit of a statistical anomaly.
Combat skill +1, Weapon +2 (Light powergun, ranged, accurate, OR stun rifle, ranged, stun, Low penetration), Armor +1, Servitude -2, Stubborn -1
Planetary defender:
The basic soldier involved in defending the planet against external forces or especially heavy internal conflicts, these are the symbol of the reach of the Alliance government. Of course, if these guys turn traitor, then all bets are off, as their wide range of equipment and armor support can make things pretty nasty.
Combat skill +1, Armor +2, Weapon +2 (Powergun: Ranged, no knockback, accurate, armor-piercing), Defense +1, Servitude -2, Code of conduct -1 (Planetary ties)
Planetary official:
The backbone of the Alliance bureaucracy, these men keep the machine of the Alliance running as smoothly as possible. These people have a vested interest in keeping things neat and tidy, and occasionally have the authority to call on local security to help remove some rather untidy people.
Flunkies +2, Filthy rich +1, Weapon +1 (Laser pistol, ranged) Hobby: Bureaucratic wrangling +3, Stubborn -1 Servitude -2, Fussy -1
Planetary Governor:
The primary ruling class of the Alliance, these are, for all practical purposes, the nobility of Alliance space. As such, they are more free in some ways, and more restricted in others. They are the ones who will be called to task if some of the taxes "mysteriously" vanish into thin air, and yet they are also free to organize their planet as they see fit. May or may not come with beautiful, eminently seducable daughter.
Flunkies +2, Filthy rich +3, Important position +2 (ruling proxy), Weapon +1 (Laser pistol, ranged), Servitude -2, Jittery -1, Arrogant -1
Alliance Regular:
This is the average battlesuit trooper of the Alliance Guard. They are rough, tough, and well-armed soldiers with a lot of pent-up aggression and the tools with which to take it out on the enemies of the Alliance. Discipline is paramount: Whatever they're told to do, they do, and with sometimes horrifying effciency.
Armor +3 (Standard battlesuit) Quick +1, Strong +1 Combat Skill +2, Defense +1, Weapon +3 (Fusion blaster: Ranged, Armor Piercing x2), Servitude -2, Short Temper -1, Focus -1 (Battlesuit), Bad Reputation -2 (Merciless).
Old Space? Well, I reckon you'll find that the people out here are lucky if they've been in that far. You can bet that nowadays that anyone up to my great grandparents have never been to Sol except through books. Not really much of a point to go there, anyway. Sure, their ships are around, and we pay 'em taxes, just like anyone else they can still reach, and they leave us to do our thing out here, so long as we don't, say, kill of of their guys. Can't say I'd want to change it, and I don't really care about how those other empires may do it, so long as they don't come knocking at my door. Now, what's it like out on the fringe? Well, there's some pretty strange stuff out there, if you ask me. However, if you want to hear about the other folks out here other than what the party line feeds you, you've come back. Get yourself a strong drink, some of the truth you'll find can be a hard pill to swallow.
Fringe Miner "Prospector41", in interview to Associate of the Independant Press Corps
Old Space Alliance
Earth has been the center of human politics even since humanity left the planet. It holds a special significance in the eyes of most humans, whether they are willing to admit it or not, and all of the great movements and wars in space have involved the planet in some way. Whether it has been rebelling against it, seizing it directly, or simply establishing legitimacy for oneself, Earth is the fulcrum on which the greatest part of human society turns. It uis perhaps no surprise that Earth ties together the strongest of the human nations, the Old Space Alliance. The majority of spacefaring human society has been governed from Earth by means both foul and fair for the last 2000 years, and has slowly crystallized into its current form over the past two centuries.
Earth itself is the seat of the Alliance government. The Alliance itself could be said to be governed my an authoritarian meritocracy: Any place it can hold my a reasonable amount of force is considered part of the Alliance, but there are very few places where the inhabitants are denied the rights available to any Alliance citizen. The exceptions are usually planets that have performed violently rebellious acts against the government of Earth. Punishments include anything from direct overwatch to total lockdown until seditious elements have been suppressed to the satisfaction of the sector governor, or in particularly egregious cases, Earth itself. Earth also puts a strict watch on any sector governors to make sure that they don't try to increase their power base against the homeworld. The central government itself is comprside of a council fromed of the various sector governors, as well as the Primus, a central leader concerned with the goernment and defense of Sol itself. The Primus maintains a cadre of ministers and advisors to keep him informed on the happenings in the Alliance, thus allowing him to make informed decisions on domestic and foreign policy. He also acts as a tiebreaker in council votes.
Travel is not partcularly restricted: It is both common and affordable for all but the poorest citizens, due to the common nature of FTL drives in the Alliance itself. This is an outgrowth of the fact that the means by which the Alliance maintains its control are concentrated in its powrful navy. Troops can be delivered to crisis points with incredible response times, amking insurrections extremely difficult to coordinate, and invasions require overwhelming force to establish a foothold in Alliance space.
Culture:
The Alliance is actually a hodgepodge of numarous Old Earth cultures, but there are a few conventions that have grown out of the fact that the Alliance is not an entirely open society. There is a unstated social heirarchy based on proximity to the core worlds, and "Fringers"- those living close to the edges of Alliance space- Are generally considered to be the new hillbillies, even though such worlds may be just as well-developed as systems nearer to Sol. Traditionalist monogamous relationships are enforced by Alliance Law, in order to simplify the tracking of estate holdings by the bureaucracy. At times, the relationship between the people and the government can be quite adversarial. While this rarely results in open rebellion or other forms of violent subversion, it si true that many people feel that they are subjects of brute force rather than proper government.
As with any vast empire, however, the fringers have greater autonomy than those near the core, as fringe worlds are routinely deemed to be not essential enough to merit the full attention of the Alliance fleets. These tend to be hotbeds of illicit trading and smuggler's outposts, providing a healthy supply of black-market goods to the core worlds of the Alliancem at a suitable price. The restricted nature of the Alliance has allowed this market to flourish, and many planetary governors secretly abide this practice, for a modest fee. Self-defence weapons, however, are publically available, with heavier equipment requiring throrough background checks, lisences, as well as "Fealty notes": Those citizens who own heavy weapons are expected to donate them for use in the planetary guard for the duration of any conflicty that may occur on their planet of residence.
The Alliance does observe basic human rights, however, and the planetary courts have been noted for their fairness due to central oversight: Twisting Alliance law for personal gain is considered to be an act of subversion.
Military:
The navy is the true strength of the Alliance: Without a strong ability to project power over long distances, the alliance would most likely resemble a patchwork of semi-independant sectors rather than the intensively centralized nation-state that it is today. The navy's main role is to transport the Alliance military and protect it from enemy combat vessels, meaning that prcatically any craft under the sun can be found in its arsenal. Everything from small two-man surveyors and scouts to massive battleships capable of slagging cities from orbit.
The core of the Alliance military lies in its battlesuit troops: Heavy vehicles are not part of ircombat doctrine, as troops are far easier to support, plus can be issued with long-range weapons capable of taking down enemy armor, not to mention the possiblity of accurate ortillery barrages from their transport vessels. Non-battlesuit troops with armor support are concerned with planetary-level defense, and PDF units are static regiments, redeployed to other systems only in dire circumstances.
Game Info
Armor: Up to +5
+1 Is equivalent simple police armor for duty officers.
+2 is the standard armor used by Planetary defense militias.
+3 is heavy police/PDF breaching armor, or lighter battlesuits.
+4 are assault battlesuits.
+5 are commander suits, or superheavy battlesuits for crisis operations.
Weapons: The maximum available bonus for ranged is +5, but for melee it's a mere +2, as the Alliance does not consider melee combat a staple of standard operations. They tend to be used for ritualistic or personal defence.
Travel: Interstellar travel is easily afforadable to non-poor persons, and enough funds can be scraped up by those with Poor -1, though with some difficulty.
Basic NPCs:
Security officer:
The enforcer of the law and the peace in the Alliance. Somewhere between the modern-day policeman and a SWAT officer in duties, and generally has an easy job of it, except in te event of planetary rebellions. Then he's usually the first against the wall, but that's a bit of a statistical anomaly.
Combat skill +1, Weapon +2 (Light powergun, ranged, accurate, OR stun rifle, ranged, stun, Low penetration), Armor +1, Servitude -2, Stubborn -1
Planetary defender:
The basic soldier involved in defending the planet against external forces or especially heavy internal conflicts, these are the symbol of the reach of the Alliance government. Of course, if these guys turn traitor, then all bets are off, as their wide range of equipment and armor support can make things pretty nasty.
Combat skill +1, Armor +2, Weapon +2 (Powergun: Ranged, no knockback, accurate, armor-piercing), Defense +1, Servitude -2, Code of conduct -1 (Planetary ties)
Planetary official:
The backbone of the Alliance bureaucracy, these men keep the machine of the Alliance running as smoothly as possible. These people have a vested interest in keeping things neat and tidy, and occasionally have the authority to call on local security to help remove some rather untidy people.
Flunkies +2, Filthy rich +1, Weapon +1 (Laser pistol, ranged) Hobby: Bureaucratic wrangling +3, Stubborn -1 Servitude -2, Fussy -1
Planetary Governor:
The primary ruling class of the Alliance, these are, for all practical purposes, the nobility of Alliance space. As such, they are more free in some ways, and more restricted in others. They are the ones who will be called to task if some of the taxes "mysteriously" vanish into thin air, and yet they are also free to organize their planet as they see fit. May or may not come with beautiful, eminently seducable daughter.
Flunkies +2, Filthy rich +3, Important position +2 (ruling proxy), Weapon +1 (Laser pistol, ranged), Servitude -2, Jittery -1, Arrogant -1
Alliance Regular:
This is the average battlesuit trooper of the Alliance Guard. They are rough, tough, and well-armed soldiers with a lot of pent-up aggression and the tools with which to take it out on the enemies of the Alliance. Discipline is paramount: Whatever they're told to do, they do, and with sometimes horrifying effciency.
Armor +3 (Standard battlesuit) Quick +1, Strong +1 Combat Skill +2, Defense +1, Weapon +3 (Fusion blaster: Ranged, Armor Piercing x2), Servitude -2, Short Temper -1, Focus -1 (Battlesuit), Bad Reputation -2 (Merciless).