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Post by rexbannon on Jul 2, 2013 6:16:10 GMT -8
SPOILER ALERT!!!!!
Don't read this if you wish to play the beyond red crater module.
Space station Orion
The party is given the option to take the osprey shuttle craft with the freezies to the belerophone transport ship . Smith's ex-wife catherine is stationed on the space station platform Orion in orbit. I want to know how many ancient humans are station on both the belerophone and the space station Orion. The book gives stats for roleplaying CFSA Major Cathrine but does not elaborate on what types of defenses or manning they station or the transport ship have. Also it states that the party can choose to loot the other various space platforms that are in orbit around the earth but gives no names, locations, nationallities, or distances. It even mentions that there could be a base of ancient pur-stock humans on the moon. All of this seems really cool and interesting to role-play out but it seems to me that dealing with all of this stuff would require much higher ranking characters then what you start the module with. I hope that the new expansion books that william mcausland is working on address's the off world colonies and even the orbital space stations or the moon base in more detail. I am going to come up with my own plan as how to role plays these locations for my group when the time comes and will post whatever i come up with for everyone here to use in there campaigns until more source book info comes out.
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Post by providence13 on Jul 3, 2013 6:09:24 GMT -8
I'm eager to see anyone's work on orbital colonies, off planet sites, etc. 300 or so years isn't a long time to teraform Mars, but the science for biological systems should be in full swing. In fact, in my games, many of the "new organisms" in TME are results of trying to engineer off-world biomes, animals, people. Uplifted intelligent ape chimeras to work on space stations, additional robots, more beam weapons.. I'll have to read BRC.
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Post by rexbannon on Jul 3, 2013 7:03:11 GMT -8
Space Station Orion
My version of the space station will have a detachment of thirty sum odd space marines for security in cryo-sleep. twenty or so science officers also in cryo-sleep and a detachment of about 10-15 Administration personnel, along with a dozen or more light combots, heavy combots, an industrial repair bots for external space station defense and repair. The station will have a state of the art miniture nuclear reactor and an advanced solar array to collect natural energy should the reactor run out of fuel or go inop. The decks will break down as follows.
Deck 1 Central control Deck 2 Robotics Bay/Science labs Deck 3 Cryo-sleep Chamber Deck 4 Hanger bay/cargo hold Deck 5 Recreation/Living quarters Deck 6 Armory/Auxilary control
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Post by rexbannon on Jul 3, 2013 7:58:45 GMT -8
Deck 7. Mess hall/food/water storage Deck 8. Greenhouse/arboritum Deck 9. Medical bay Deck 10. Advanced training facility Deck 11. Engineering bay Deck 12. Adv. A.I. Computer termial/matrix Deck 13. Life support systems bay Deck 14. H.U.B./human understanding bay Deck 15. Astronomy/star map bay
The Adv. A.I. runs all basic space station needs much like the ones fetured in star trek the next gen. The H.U.B is similar to the holodeck but limited to the scope of human history. It acts as a repository of the sum of human knowledge up to the point of stellar exploration. Also it is interactive like the holdeck for events in human history, such as the battle of Gettysburg for example.
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Post by rexbannon on Jul 3, 2013 8:22:28 GMT -8
In my campaign world there wil be three of these orbital platforms circling earth at various wide ranging arcs.
Space station orion /CFSA
Space station valiant /SIMG Soviet interstellar merchants guild
Space station Sigma 10/JSEA Japanese solar exploration agency
Each space station has an identical construction and deck layout. Crew compliments vary based on agency in control. Mars, europa, the moon, and titan all have stable colonies that work to strip resources from our solar system and send these resources into deep space to the new mega colonies that are restarting human civilization. These colonies are relatively small consisting of 200-300 colonists. JSEA oversees this endeavor and SIMG handles the shipping and financial part. CFSA pilots the space craft that make the shippment trips and covers the defense of the colonies.
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Post by providence13 on Jul 3, 2013 9:50:49 GMT -8
Sounds cool! Have you considered a multi-nat approach vs national countries? Having each nation with their individual space program is how we played when I was a kid; and there's nothing wrong with that. It does seem that the more we advance, the more we need to pool resources and work together on joint missions. Canad-Indonisian, French-China... whatever. This also forces drama as these peoples may have different ideas on how to perform a mission. Do their tools even work together? I love stuff like that. Do you have a spin habitat or some sort of "electronic artificial gravity" for the station? (Spin habs will still maintain centrifuge g without power.) If a spin-hab, I'd recommend putting cargo closer to the middle; easier to move boxes around with no weight. Since that part doesn't move as much as the ends, it's also easier to dock ships. Water is a cheap and pretty effective radiation shield. I'd want to live or at least sleep with water tanks around my quarters. But maybe "cold plasma" shields (or something) block the rads. What about when the power is cut? Love your ideas about space stations!
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Post by rexbannon on Jul 4, 2013 7:27:03 GMT -8
I went without the multi national government because after reading the hub book , beyond red crater, and the pitford source book. They only ever mentioned the CFSA and the corporate wars. So i was trying to keep as close to cannon as possible. Whose to say human civilization in deep space at the new mega colonies haven't embraced the multi-national government. But those organizations left behind to strip our solar system are remnants of the old ways. Slowly stripping our solar system clean of all natural resources and forwarding them to the deep space colonies, waiting for the day their job is completed and they can go join the fellow man.
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Post by rexbannon on Jul 4, 2013 8:42:30 GMT -8
The pictures in the book suggest a spin hab so thats what i was going for. To make it work better they will have electronic gravity systems for the cargo bay that can be turned on and off when moving cargo. If the power is cut then thre are solar arrays and power storage unit as a back up .
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Post by rexbannon on Jul 5, 2013 14:47:50 GMT -8
THE SYNDICATE
The syndicate is the ruling body of the new human governments. After years of war that lead to the downfall of earth and man took to the stars, the remaining corporations joined together along with the remaining world goverments to form the syndicate. The syndicate is lead by a group of super advanced androids known as the asagi oni. Only one hundred of these androids were created before the fall of man but the asagi oni even with limited numbers rule over the remainder of humanity as a guiding force of justice and law. The asagi oni are extremely similar to the android data for star trek, they have no emotions but have a strong desire to be human and serve them as best they can. The asagi oni have created and manage an android police/military force known as the vigilants. The vigilant series android is mass produced in deep space on the new mega colonies. Much the same as an advanced battle android only they are not made with human heads. Instead there head is similar to that of a motorcycle helmet. The syndicate routinely sends a diplomatic mission to the old earth colonies every fifty years. This asagi oni job is to inspect and manager the old world colonies until his replacement arrives with the next diplomatic mission as well as make sure to the systematic pillaging of old earths solar system continues on schedule.
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Post by rexbannon on Jul 5, 2013 15:39:48 GMT -8
ATTACK ON SPACE STATION
Should an attack on a space station accure the asagi oni governor of old earth will send a detachment of space marines lead by a vigilant to retake the station if captured. If not captured the asagi will send his dogan to find the location of the interlopers and there space craft. Then the asagi will authorize an orbital nuclear strike on that location to stamp out any further attempts at taking the station.
Dogan is super clone/cyborg hybred with the pinnacle of technologically advanced cybernetic arms and vision. Every asagi oni is issued one of these dogan as a personal bodyguard/ enforcer. They are masters of martial arts and stealth. One could compare they to a cyborg ninja mixed with a grammaton cleric from equilibrium. If a dogan should every fail in its mission it will self destruct.
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Post by rexbannon on Jul 5, 2013 18:05:12 GMT -8
I will roll up and post the average space marine, syndicate dogan, and create the asagi oni androids. Also the vigilant android schematics as soon as i get an opportunity.
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Post by providence13 on Jul 5, 2013 18:43:36 GMT -8
Are these space marines or androids just for story or will the PC's eventually face them? They sound phenomenally powerful. I was feeling pretty good that some of my players made it to 5th Rank. They might need 20 more to face those odds.
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Post by rexbannon on Jul 6, 2013 5:42:31 GMT -8
Are these space marines or androids just for story or will the PC's eventually face them? They sound phenomenally powerful. I was feeling pretty good that some of my players made it to 5th Rank. They might need 20 more to face those odds. The space marines from the four colonies are human. The asagi oni and his vigilant detachment are androids. The asagi oni dogan body guard is a cyborg clone hybred. They are meant to be powerful because they represent current ancient pure stocks only in space. Plus if the PCs are starting interstellar adventures then it is assumed they are prepared for it. If not then and the whole party gets killed. All of they stuff is for high level PCs to keep them on their toes. Also at the end of the beyond red crater module it literally says that you have to make all of the space adventures yourself. So im trying to give players and GMs alike an example of what it could be like. This is my homebrew version of the space adventures that could take place if the players want to explore that option, this way i have something ready. One thing i noticed when reading all the current modules out is that there is some sort of space craft findable in each module. Red crater, the mall of doom, and even the online module the crevice all have some sort of space craft built into the module or as a side mission. So even though the game is to be played in the broken badlands of the crossroads region, there is evidence that the PCs are at some point supposed to go into space. If not then why make so many space craft available? But remember that the GM has to create all of these adventures himself.
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Post by rexbannon on Jul 7, 2013 15:23:24 GMT -8
I have created an NPC to introduce higher ranked characters to the solar system/interplanetary adventures. His name is Kosmo , he is a chimpanzee beastial that works for the SIMG. while on a routine replenishment mission to one of the space stations his orbital shuttle had a malfunction and he was forced to make an emergency landing onto old earth. That was five years ago, no rescue mission ever came for him and the shuttle was almost completely destroyed in the crash. He speaks russian, english some spanish and Japanese. He salvaged what he could from the craft and made his way to the closest settlement. This settlement just so happened to be pitford. After selling his salvage he became independently wealthy by normal standards but in pitford he was merely well off. Kosmo had to start a new life for himself and did so. He joined an excavator team and had many adventures since the crash. Now he has semi-retired from excavating and has become a sort of handler for the new excavators that come to Pitford. He teachs them what he knows about the ruins and trys to befriend these new teams as best he can. His reason for doing this is that if any of these teams should find some sort of space shuttle or transportation vehicle he my be able to go home.
I will post his stats later tonight if i get a chance.
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Post by rexbannon on Jul 7, 2013 16:26:55 GMT -8
Rank 6 chimpanzee beastial mercenary/ KOSMO
END:112 STR:72 AG:70 ACC:75 INT:69 PER:29 WILL:35 APP:61
SKILLS: DODGE RANK 5 WEAPON EXPERT P.PISTOL RANK 5 CLIMBING RANK 4 PILOT RANK 4 BRAWLING RANK 1 GUNSLINGER RANK 1 GAMBLER RANK 1 BARTER FORGERY
MUTATIONS: Mind crush
IMPLANTS: Power arm -5DV Enhanced armor /acid proof -4 DV/-30 ACID Artificial heart
RACIAL: 8M movement -5 DV Punch twice 1d10 each
EQUIPMENT: Leather armor Ballistic vest Army helmet Pocket pistol 4 full (6 round clips of ammo) Headset communicator 3 fully charged powercells 4526 silver pieces
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