HAVEN

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Spectre of the Fade

Nerd
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
Preferred Character Gender
  1. Primarily Prefer Male
Genres
Fantasy, Sci-fi, Modern, Apocalypse, Action and adventure, Steampunk, Dieselpunk, People with Powers, some historical eras, lots and lots of other things. Feel free to ask.
welcome to haven
  • guess who's reworking this mofo

    Here lieth a thing. Or it's gonna be a thing at some point one day. I'm posting this so I can test out roleplay-specific code ideas, and stop stashing things in a Google Doc. Much as I love the service, hoo boy, do I dislike writing lore in it. This should be much neater for my lazy self. Plus, I might be able to turn this into my actual lore dump so in 82 years when I make the roleplay, all my players will know how long it took for me to get my shit together.

    Game Masters:
    @Spectre of the Fade
    Discord:
    Required for OOC chat. DM @Spectre of the Fade for an invite.
    Accepting New Characters:
    Yeet
    Posting Expectations:
    Intermediate to Advanced. 2+ paragraphs per post. 1-2 posts every other week.
    Rating:
    Redstar.
    Genre:
    Post-cyberpunk, sci-fi, action, adventure, potentially relationship building and romance.
    Atmosphere/Mood:
    Dark, dark humor? Uncertain.
    Plot Flow:
    Linear, perhaps with sandbox sections.
    Timeline:
    Futuristic. Roleplay begins in 2237.
    Basic Plot:
    Scifi badasses are paid to team up and break an important figure out of prison.
    Faceclaims:
    Real people, or realistic/semi-realistic art. No anime.

    Here's gonna be a TL;DR at some point.
  • ❖ Discord for OOC
    - The OOC will be on a Discord server, and joining it will be required for OOC discussion. Message me for an invite.
    ❖ Character Acceptance
    -
    ❖ Posting Expectations
    - At least one post every other week for each active character.
    ❖ Player Contributions to Lore
    -
    ❖ Honesty and Communication
    -
    ❖ Don't be a Dick
    - Finally, the usual stuff. Follow Iwaku's rules, follow my directions and those of my co-GMs, don't godmod, don't powerplay, don't expect to always be the center of attention, and don't be a dick.
  • Can my character romance other characters?

    Of course. Go nuts.

    Can I romance the GM?

    I wouldn't say no to dinner.
  • nightmare to navigate in the editor
 
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the setting
  • History
    First discovered in the 2030's, there was a lotta hype around Psi Lyra after its discovery, and it remained a popular subject for astronomy and alien buffs right up until the end of the 21st century. After all, it is a K-type star, a mere twelve light-years from Earth, with not one but two planets in its habitable zone. Sensors on Earth detected the star's debris disk, but the system's odds of supporting life were still good enough that it was consistently a target for those searching for extra-terrestrial intelligence. That is, until the dream of venturing outside of our home system grew into a reality. The focus on Psi Lyra shifted from attempting to contact any life in the system to attempting to get there in the 2070's and 2080's; the system was one of the few that went up on the list of destinations for humanity's first wave of colony ships.

    A ship loaded with two thousand volunteer colonists in cryo and every kind of equipment the techs back on Earth could dream up arrived in Psi Lyra on the 3rd of March, 2109. Now, the techs had done their best to account for Psi Lyra's debris disk; the ship had been equipped with shields and plating made to resist the impacts it would undoubtedly face, but they hadn't done enough. In fact, if the colonists hadn't picked up a few dozen stowaways along the way to Psi Lyra, the entire mission might have failed.

    Said stowaways were members of a race of vaguely reptilian carnivores, apparently incapable of communication but surprisingly good with machines. These creatures, colloquially dubbed "Clickers" due to the noises they make, have been a bizarre mainstay of life around Psi Lyra since the colony ship first arrived in the system. Their origins were a complete mystery to the colonists; they'd gone to sleep in the Sol system on an empty ship and woken up in Psi Lyra on a ship swarming with small aliens that were steadily working their way through all the protein paste. Two hundred years and change worth of observation hasn't revealed anything especially useful about where the clickers come from, or how exactly they made their way onto the colony ship, or why they're so damn good with machines, but what the colonists quickly realized is just as true nowadays. Keep the clickers warm and fed, they'll keep everything fixed up, and life's a little easier for everybody.

    Shortly after their arrival in the system, man and clicker established a colony on Psi Lyra's third planet, Serenity, and steadily expanded outward. Expansion was slow going due to how often everything in the system got smacked around by space debris, but the original colonists and the generations that followed were quite determined. By the time teleportation gates were established in the system in FOXTROT, Serenity had been properly settled and several manned mining outposts were built across the system.

    Access to teleportation gates changed the shape of the colony, but not by much; Psi Lyra was too far from any popular trade routes or systems settled by non-humans to be a serious target for corporate interests, and parties that would have been interested in mining the system's wealth of metals and minerals were too wary to invest due to the system's debris disk and asteroid belts. All that meant large-scale development was out of the question. That lack, though, made the system incredibly attractive to both humans and nonhumans looking to escape the influence of interstellar corporations or the pressures of metropolitan life. Considering the various mindsets that contribute to those lines of thought, it should be no surprise that the system developed such a laid-back approach to laws and regulations.

    That laid-back approach ended up fucking the system's original inhabitants over, of course. When upgraded gates were installed in 2206 and the trip to Psi Lyra suddenly took a matter of hours instead of years, investing in the system became both profitable and productive, and corporate interests swarmed in practically overnight. Criminal interests followed right on their heels, drawn by a swiftly expanding drug trade and the system's lack of legal oversight. In the thirty years since, the system's population has exploded, and it's become something of a galactic hub for trade in cybernetics and raw materials.
    Psi
    l
    yra
    Psi Lyra itself is a fine example of an orange dwarf, a K-type star that sits on the weak end of her class in both mass and surface temperature. Her age is estimated around four billion years, and as an orange dwarf, she's expected to remain stable for at least another ten billion years. She has two close neighbors, each only a few months of light-speed travel away; neither Psi Two Lyra or Psi Three Lyra have any habitable planets in orbit, but both have a lot of mineral wealth and have sported mining outposts since Psi Lyra's early days of colonization.
    Ardor
    PSILTS 1819
    A tiny, barren planet with a tight orbit around Psi Lyra, Ardor is so named for the extreme temperatures on the side that is tidally locked to the star. It's a lump of freezy-hot silicates - there's not much else interesting about it.
    Diligence
    PSILTP 3216
    A large, hot planet that's only considered habitable by the loosest of definitions, Diligence was so named due to the firm optimism of the original colonists. It'd take hard work to colonize there, they thought. Hard work and determined people. Diligent people. They were correct, mostly; Diligence is quite habitable, with a breathable atmosphere and lakes of liquid water under its rocky surface. It is, however, fucking hot. Its surface temp averages around 49°C during the day, and its long day length means that "during the day" is way too damn long, in my humble opinion. Click on over to the "Diligence" tab for more info.
    Organa Belt
    The bigger of the system's twin asteroid belts, Organa's made up of millions of asteroids, typically carbonaceous or metallic in composition. It's not a densely packed belt, and maybe crossing it sounds like a little bit of risky fun to you, but the advice typically offered to any pilot looking to fly between Serenity and Diligence is "go around the damn belt," and for good reason. A few of Organa's bodies are wrecks belonging to idiots who didn't listen.

    This belt also once possessed the system's three largest asteroids, but thirty one years ago, all three were carefully bumped into Serenity's orbit to form the planet's artificial satellites.
    Serenity
    PSILFY 0625
    The second habitable planet in the system, Serenity is smaller than its cousin, but it makes up for its smaller size by having downright reasonable temperatures and weather patterns. Its surface is fairly Earth-like, with a variety of climates and oceans of liquid water, though it has a lot less water than Earth itself. It sports two natural moons and three artificial satellites, along with a set of rings that make dramatically looking off into the horizon spectacular no matter where on the planet you might be. Those artificial satellites are effectively cities; each is an asteroid, shot into the planet's orbit and hollowed out to provide space for orbital settlement. For more on Serenity itself, head over to the tab labeled "Serenity," and for more info on the specific satellite of interest to you and I, click the one labeled "Haven."
    Abundance
    PSILGR 0719
    A dense gas giant with a rocky core and an atmosphere composed of hydrogen and helium, Abundance is a lovely silvery color. The planet also sports dozens of moons, many with frozen oceans of H2O and several comprised of rare metals; between its atmosphere composition and its moons, it's one of the major targets of mining efforts in the system and the system's biggest producer of ice.
    Skywalker Belt
    The smaller of the system's two asteroid belts, Skywalker is more densely-packed than its twin but has a much lower total mass. Its bodies are largely stony in composition, and there are several that look to contain high quantities of water ice. Local mining firms have been looking into ways to safely harvest that ice for decades.
    Humility
    PSILHS 2020
    Fun fact about Humility: it was dubbed "Omen" by the original colonists. It's a tiny, barren planet that would be completely uninteresting if it wasn't for the nearly five-hundred-year-old alien text carved into its rocky surface by an orbital laser weapon. Anyone with a translator could tell you the text reads "Captain Zarro was here" with a smaller postscript alluding to the questionable parentage of all FOXTROT, but the first colonists had no way to read it; they assumed it was an ancient welcome, or maybe a warning, perhaps even something with religious significance. After the system gained access to translation tech and officials learned that the message was most likely graffiti inscribed by a ship full of pirates passing through the system on their way to parts unknown, the planet was renamed.
  • Super hot ass desert planet. Not a prime candidate for habitation, and yet people still fuckin live there. Why? Resources and crazy, probably.

    No natural weather patterns, due to complete absence of surface water. Wind only exists around the sunrise/sunset band. I mean, tbh, the sunrise/sunset band would just be a straight up sandstorm in some areas of the planet. Sunrise/sunset take a fucking age because the days and nights are so long. Crystal clear skies. Blue, probably, but the sunlight is tinted orange vs yellow like we hoomans are used to. Plant life is by and large purple/reddish instead of green. shit is Hot and consistent weatherwise. Night=cold. day=hot.

    Prison deets. It's way the fuck out in the middle of nowhere, right over a huge ass basalt flat. Prison itself is nestled in the caldera of the absolutely sick nasty huge shield volcano that produced the flat over thousands of years - There is lava, but the lava is deep in the caldera, and the prison builders were gambling that the volcano is dying and not about to, y'know. spit lava all over their construct in the next decade. The basalt flat is fucking massive, like hundreds of miles across, like "impossible to miss from orbit" huge. It's hell. Literally. Even hotter than the rest of the planet during the day (basalt absorbs heat, who'd have thunk) and difficult to cross in one night due to its size. And then even if one manages to cross it during the night, one still has to walk for *hours* during the day to get to the nearest water source. And yes, walk, because the prison gets its supply drops from shuttles that never actually land at the prison and they do not keep vehicles on site. Between all that and the insane amount of tech needed to keep the prison's small living crew (the merc group's nastiest members, because this is hellhole used as a punishment station) and its army of robots safe and secure in literally the worst place on the worst inhabited planet in the cluster, it's. it's awful. the worst. pity the prisoners here. also? no safer than the rest of the planet from meteoroids, so that's fun.
  • PLANET NAME
    History
    Originally home to desperate war refugees. The invention of uberteleportation made all the relatively lawless territory on this roughly habitable planet draw corps and criminals like flies.

    Major Settlements
    bloop. Haven, one of 3 asteroid turned space stations in orbit. Those 3 are Haven (mercantile, system's connection to the rest of the galaxy) and Oasis (primarily residential and entertainment, sporting some industry) and Sanctuary (primarily industry and scientific labs and shit, sporting some residential)

    The Surface
    Bom-fucking-barded by asteroids and meteroids all the time - shields are required to safely navigate outdoors, and settlements here are built under huge dome shields that protect the buildings and inhabitants. Shield tech like that is expensive to power - thus why there's significant interest in space stations.
  • HAVEN
    what the fuck is it?
    A space station built into an asteroid - said asteroid is locked into orbit around (planet name). possesses thrusters to navigate around other stations and incoming meteors; asteroid shell and installed shielding protect the colony from unavoidable impacts

    Currency
    Credits. Also there is a lowkey barter Psi Lyra based on platinum, palladium, and iridium trading. Also criminal elements may accept or take parts/mods/augs as currency

    Important Locations
    The teleportation complex itself. The major outpost for the Major Criminal Bullshit. The major building for the Major Corp Bullshit. The secret bunker which will be our base of operations. Monty's bar. The rest TBD by players and necessity.
  • THE GALAXY
    Hoomans sent 2 missions were sent out of the galaxy. Both were grand ships, loaded with environmental defenses and supplies and hundreds of volunteer colonists in cryo. out of those missions came the settling of the Psi Lyra Haven's in, though haven wasn't established until after the advent of the uberteleporter.
 
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haven's tech
  • Technology stuff. Weapons, armor, vehicles, interplanetary transport. Remember to add notes on everyday tech - communicators, translators. Also, figure out how the fuck to sort this.

    teleportation here?
    REWORK: Transport Between Planets
    Need to rewrite because I'm adding ~uberteleportation~ which is probably completely impossible irl but works in this because I say so
    Interplanetary transportation of passengers and freight is primarily done by teleportation. A lossless method of copying data was invented in the late 21st century, which lead to the invention of a prototype large-scale teleportation device a decade later. Early teleportation was limited in scope and expensive in terms of power consumption. An number of advancements in those fields revolutionized the science, and teleportation stations shifted into the mainstream in the late 2160s. Today, teleportation is a safe*, efficient, and low-cost way to get around the solar system.

    Scientifically speaking, teleportation works by scanning a specific object or person, creating an identical data copy of that object or person, and sending it at the speed of light to the target destination. As beaming the data is limited to the speed of light, interplanetary teleportation times vary based on the distance between the start point and the destination. As planets in the solar system are constantly moving and the distance between them is constantly fluctuating, teleportation times are constantly changing. For example, a trip from Mars to Earth, or vice versa, takes an average of fifteen minutes. The longest recorded time for the same trip sits at just over twenty-two minutes, and the minimum recorded time is at just under four minutes.

    Objects, animals, food, vehicles, and anything else one could imagine can be teleported the same way as a person, though standard teleportation stations are not large enough for transporting big items or significant amounts of supplies. Thus, there are industrial teleporters meant for such large-scale teleportation. These industrial-sized teleporters are typically unavailable to the public, however, due to the expenses required to make and maintain them, and are usually only created and used by corporations with a need for them.

    Teleportation stations are always created and established as pairs, and only teleport objects to their paired station. One cannot step onto a teleportation station with a destination of Saturn and end up on Mars, or enter a station paired with one on Earth and be sent out of the solar system.

    Personal teleportation and personal teleportation devices are beyond the scope of current technology; attempts have been made to make teleportation stations more portable and energy efficient, but none have been terribly successful. As for privately owned teleportation stations, licenses for them have been granted to a number of corporations and occasionally individuals, but they are extremely expensive to both build and maintain, and their power requirements are exorbitant.

    More traditional transport using spaceships is still available, of course, though trips in this fashion are significantly longer than teleportation. Depending on the start point and the destination, conventional space travel can take anywhere from a month to a year. The last official public spaceship line was decommissioned in 2176, and many of the options available in the current year are specialized cruises or gimmicky tours of the solar system for the casual space enthusiast.

    * Studies have shown that 99.92% of teleportation trips are successful. Margin of error is 0.5%. Potential side effects include but are not limited to nausea, vomiting, erroneous limb generation, creation of multiple copies of teleported items, and death.
  • Weapons
    Lasers - The cheapest and easiest to acquire, lasers are best utilized against unarmored targets, as they have low penetrative power. Preferred in stealth strikes, lasers are silent and have the longest range of any handheld weapon. They are easy to use and require minimal maintenance and upkeep, requiring only a battery to fire.

    Kinetics - The middle of the road and most all-purpose option, kinetics fire physical ammunition and require no batteries. Available in varying models, kinetic weapons have decent range and impact, with higher-end weapons able to penetrate medium body armor. With a variety of firing speeds and calibers, kinetic weapons also have many types of ammunition available-- for the right price. While a kinetic weapon does not require batteries, it must be well-maintained and supplied with ammunition. Kinetic weapons also have a small reload time.

    Plasma - Easily the most expensive, the most destructive, and the most highly-regulated of hand-held weapons, plasma weapons are highly effective against most armor. Limited to short range, these weapons pack a serious punch and leave a mess. Due to their highly destructive nature, they are difficult to obtain and have restricted use, as they are dangerous to use anywhere they may damage a structural wall such as orbital stations and spaceships.

    Non-lethals
    Electroshock Weaponry - One of the most widely-used non-lethals and relatively easy to acquire or build, electroshock weapons are durable and require only a battery to use. Tasers and other stunning tech are short-duration weapons that make for effective ranged and melee attacks and defense.

    Pain Inducers - Similar to electroshock weapons, pain inducers require only a battery and are available for both long and short range. Pain inducers target the nervous system, temporarily flooding pain receptors with varying signals to induce overwhelming pain. Multiple types of pain inducers have been developed, offering an array of nerve signals to make a target feel varying types of pain. These weapons are regulated to ensure they only deliver short-duration bursts.

    Cryogenic Weapons - Available only as melee weapons, cryo weapons are capable of snap freezing targets. They are typically used by bounty hunters and police forces and are somewhat difficult to obtain and upkeep. They require standard batteries, but they must be refilled with cryo-fluid after each use, which, for non-licensed holders must be obtained illegally. Snap-freezing generally lasts about fifteen minutes before a target begins to slowly come around.

    Misc. - Other weapons include standard knives, wrist blades, batons, augments, etc. Though low-tech, a knife requires no batteries and doesn't malfunction in zero-G.

    Armor and EVA Suits
    Light Armor - Easily integrated into clothing, light armor is available in virtually any style and is the cheapest, most common armor used by civilians. Designed for lightweight mobility, light armor provides unrestricted motion, though it offers only protection from lasers. While some high end light armors can protect against lower-power kinetics, the majority of light armor does not. Light armor can be worn in pieces or as clothing and is available as an EVA suit with environmental seals and life support.

    Medium Armor - Providing protection from lasers and many kinetic weapons, medium armor is the standard for military and law enforcement. Light enough to move without a power source, medium armor can be integrated into clothing but at a high price and added bulk. Generally, it is worn as tactical gear, and may be used in pieces, such as a vest or chestplate. Medium armor comes standard as an EVA suit with environment seals and life support systems.

    Heavy armor - The largest and most expensive armor, heavy armor protects from lasers, nearly all kinetic weapons, and plasma blast-- to a limited degree. One step down from a full mech, high-end heavy armor utilizes an internal power source, enabling the wearer to move without excessive physical strain. Even armor that doesn't require power limits the wearer's dexterity. Heavy armor is worn as a full suit and comes standard as an EVA suit with reinforced environment seals and extended life support systems.
  • Vehicles
    Ships and larger vehicles are usually purposefully-built in a specific system and remain in that system, as transporting such large objects is exceedingly expensive and require the use of specialized teleporters. Because of this, the vehicles in Psi Lyra do not necessarily reflect the collective tech elsewhere in the galaxy.

    Vehicles have their own air traffic network that is overseen by AI, making traffic efficient and virtually accident-free. Those who wish to drive their own vehicles must have their BPL and drive within the designated piloting lanes.

    Mechs - Designed for individual use, mechs are highly diverse and multipurpose. Ranging from two to five metres in height, mechs in and around Haven are often used for mining, diving, and heavy lifting-- though they have a myriad of other uses, including combat. Assault mechs can be equipped with weapons that would be otherwise too powerful for a person to handle, but they are expensive and considerable work to maintain. Because of their energy demands, mechs can be used for moderate periods of time with their internal power, but prolonged use requires an external power source.

    Cars and Transports- yeet. Cars and transports are the most common personal and commercial vehicles used on Haven and other satellite cities. Personal cars are often small, open-frame vehicles that can seat two to four people. Transports are larger, ranging from 4 - 14 metres in length, and are the most common commercial vehicle seen on Haven. Cheaper and faster than ATVs, cars and transports are suitable only for use in cities and domes as they are not durable enough to traverse rough terrain. Cars with environmental seals are available, though they come at a high cost.

    Space ATVs - Used almost exclusively planetside, ATVs are large, heavy, and highly durable. Smaller ATVs utilize treaded tires while larger, heavier models use both ties and a continuous tread to tackle even the most difficult terrain. ATVs come standard with environmental seals, as well as temperature and radiation defense. They're large enough to support a combat shield system and are nearly always armored and fitted with kinetic or plasma weapons. ATVs are quite expensive, with some rivalling the cost of a small ship.

    Spaceships
    Cargo Freighter
    These highly diverse ships are the most common ship, used for transporting minerals, ice, and other materials to and from Psi Lyra's neighboring systems, and around Psi Lyra itself. Establishing teleporters on the mining stations on Abundance and in the neighboring systems is too costly in terms of energy and maintenance, and shipping is the most readily-available, cost-effective option.

    Runner or Clipper
    Runner ships, sometimes called "clippers," are small, highly maneuverable ships preferred by racers and discreet smugglers. With the installation of TELEPORTERS, the rise in piracy and smuggling of high-demand items like stolen metals, expensive parts, and creature comforts such as real food or organic textiles like cotton and silk. Runner ships are usually armed with small, lightweight weapons, relying more on their ability to outrun an enemy ship than overtake it. Well-armed runners are preferred by mercenaries and bounty hunters.

    Strike Ships
    Essentially a larger, better-armed runner ship, strike ships are usually moderately-sized freighters that have been converted to heavily-armed carrier ships.. Due to the increase in piracy, strike ships have become a more common sight in recent years. Often, strike ships will accompany smaller runner ships.

    Gunships
    Small military ships; heavily armed yet maneuverable.


    Frigates
    Large, heavily armored military ships with heavy weapons. Transports weapons and troops in addition to its firepower.

    Commuter Ship
    Large ships designed to transport passengers; they range from private rooms to cramped stalls.

    Yacht
    Private, personal ships owned by those wealthy enough to actually purchase them, yachts come in a range of sizes and can be custom-tailored (to a reasonable degree) to their owner's desires. Some are strictly for elegant living or a vacation home, while some are the equivalent of strike ships. Yacht modifications are regulated, though most any part is available at the right price.
  • Common tech, current tech, maybe some notes on culture and cultural tech?

    Communicators, communication. Translators. Food. Insert "fashion augs" bit here.
  • where does food and water come from -
    Most food comes from Haven's extensive hydroponics facilities. Crops at said facilities are chosen for their nutritional content and how easily/quickly they grow - taste is not a factor. Luckily, most of those crops are processed into a paste that's then used in simulating meals of just about any sort. Think...food replicators in Star Trek.
    Ice water is mined elsewhere in the system and brought to Haven - teleporting water would be a significant waste of energy, and it's easier to drag a chunk of ice through space than through an entire atmosphere. Haven's own water processing is extremely efficient, as well - grey water and blackwater produced by residents are thoroughly filtered (via nanotech?) then recirculated through the system.

    where does trash and waste go?
    Incinerated or recycled, for the most part. Anything that won't burn and can't be reused is launched into space?

    where does haven's power come from?
    Nuclear reactor, supplemented by solar panels laid across the asteroid's shell

    Medical tech -
    Bioprinting for lost/damaged limbs as a somewhat more expensive alternative to cybernetics
    Bioprinting for lost/damaged organs - these are typically not replaced with cybernetics, though they could be
    Human hospitals are still staffed with people aided by robotics that operate without AI, for the sake of person to person interaction and because humans distrust the fuck out of AI of any sort. Haven's hospitals are more automated than most but still have staff.
    Synthetic blood?
    Antibacterial & antiviral nanotech?
    Medical beds that stimulate healing and reduce scarring
    A good medical kit includes largely the same shit as one does now, just. y'know. Sci-fi. There's also a tube of gel that has a similar effect as a medical bed & provides pain relief, and a fancy laser for closing wounds - neater than stitches, in many cases.
 
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Haven's Factions
  • Factions. Lay out 1 corporate bullshit, 1 criminal bullshit, both of which are major players in Haven specifically. Let players dream up other factions as they need.

    CRIMINAL SHIT
    Major Criminal Bullshit Name
    Headed by Olivia and Vivian Lum, both psions. One is a telepath, the other sees the future. Between the two of them, they're unstoppable, and literal powerhouses in the business world.
  • CORPORATE SHIT
    Vanlith Enterprises
    Headed by a single cyborg. He's ruthless, clever, and rumored to be invincible.
  • Other factions of note. Governments, religious organizations, etc. gotta stick a template here so y'all can create factions of your own. also so I can create mine semi-coherently.

    To do:
    Haven's traffic control (they're well paid, they're well armed, they're in control of the station's defenses, and they're lawful fucking neutral)
    Big Bad Merc Group that controls the prison (operate legally as mercenaries, but hella dabble in illegal shit)
    Mining conglomerate trying to win better safety standards/such for miners in the system?
    The board that directs affairs in the system. (note to future me: seats on the board are granted to companies that do a certain amount of business in the system. after uberteleportation was connected in the system and there was a subsequent inrush of corps and shit, the original colonies and their own companies were quickly pushed to a minority on the board - they're fucking salty about it.)
 
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haven's denizens
  • Character related stuff. Cyborgs. Psions. Androids. Robots. AI and AI rights.

    Hoomans
    Deets on the default species up in this - hoomans. Most common in this section of the galaxy due to the system's proximity to Earth.

    Psions
    Humans with mental powers. Cannot be anything other than human...though they can be cyborgs. Powers, arranged from most to least common: telekinesis, psychometry, flyrokinesis, telepathy, precognition
  • Aliens
    Insert a vague bit about humanity's place in the universe and how the galaxy is fucking full of aliens and shit
  • Cyborgs
    Machine augmented people. Available in all flavors of human and alien. Common, nowadays, but there's still a decent percentage of people who opt to use external tech instead of having it implanted in them. Don't forget to talk prostheses and how advanced those are.
  • AI, AI Rights, and Robotics
    Hoomans are not a big fan of AI, after several semi-recent incidents. These incidents have lead to a political backing off from robots in general, but they're still extremely prevalent in hooman space. The system Haven is in does have far less restrictions on robotics and the development of AI than the rest of hooman space, though...
 
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roleplay stuff
  • Character index goes here!
  • NPC directory here!

    To do:
    Olivia Lum (precog, leader of unnamed gang, a shining beacon of badassery, the public face of the gang)
    Vivian Lum (telepath, second leader of unnamed gang, scary puppet master, pulling strings behind the scenes)
    Constance Avlogg (warden of the big scary prison, scary, serious, possibly a boss fight should the players command it)
    Monty (alien bartender and bar owner, friendly, warm af, such a fuckin soft bro)
    Debbie (cook and co-owner of Monty's bar, sassy af, such a stoic snarkmaster)
    Unnamed head of Haven Traffic Control (alien? maybe hooman, scary, eats bowls of nails and acid like most people eat cereal, rumored to have ruinous blackmail material on all of Haven's major players, but that's just a rumor...right?)
    Unnamed Cyborg Man (cyborg, regional head of Vanlith Enterprises, chill yet scary, probably not a major feature of this roleplay but important to have for ~reasons~)
  • Draft of the character sheet (this is NOT the final character sheet):
    This is the base character sheet. Please fill out all applicable fields, and feel free to reorganize or add fields as needed. History sections are required, but not in the main sheet.

    Backstory information must be sent to me in a private message on Iwaku or on Discord.

    Legal Name:
    Alternate names:
    Age:
    Birthplace: (Location of first activation, if inorganic)
    Identification: (Human, cyborg, psion, psionic cyborg, android, robot, etc.)
    Sexuality: (optional, but suggested if you'd consider romantic pairings)
    Occupation:
    Reputation: (Professional reputation - what others might know of your character's work history.)
    Appearance:
    Height:
    Distinguishing Features: (This refers to all tattoos, scars, and augments - please be descriptive)
    Abilities: (This includes psionics, abilities granted through augments or hardware, and anything your character specializes in or is especially good at)
    Gear:
    Personality:
    Writing Sample: (An example of a post written from your character's POV. Possible topics could be a noteworthy happening during a past job, coverage of their trip to Mars, details on how they received their summons - feel free to be creative.)
  • needs a thorough proofread, plus additional terms

    AI
    - Short for "Artificial Intelligence". An umbrella term for all robots, machines, and software capable of performing complex tasks and/or intelligently imitating human behavior. It is legally divided into two smaller categories:
    • Strong AI
    - Strong AI are defined as any robot, machine, or software capable of matching or exceeding the human capability to reason and react independently in specific situations. The definition is intentionally left vague to allow the law as much flexibility as possible, as strong AI are considered illegal.
    • Weak AI
    - Weak AI are defined as any robot, machine, or software that can perform complex tasks or intelligently imitate human behavior without matching human reasoning. The definition is intentionally left vague to allow the law as much flexibility as possible when dealing with problematic AI and AI creators.
    Android
    - A robot with a human appearance. The standard android is equipped with a "weak AI" programmed for a set of tasks and therefore they lack "true" intelligence; a "strong AI" could be loaded into an android shell, but that action is considered illegal. See "AI" and "Robot".
    Augs
    - Short for "Augments". An umbrella term for any mechanical or electrical parts that can be attached to or surgically implanted into a human. Sensory enhancers, artificial limbs, machine gun attachments, any extra wiring, that cool little holocall device you can get embedded into your palm, et cetera.
    CorpSec
    - Short for "Corporate Security". Corporations, especially those with a foothold on Mars, tend to maintain a force of well-trained security agents and robots to protect their assets. These are different from traditional police forces in that their job is protecting things belonging to a single private organization, and they aren't peacekeepers of any sort.
    Cyborg
    - An augged human. The moment someone is implanted with their first augment, they become a cyborg. Depending on the augments they have acquired or plan to acquire, cyborgs may need to apply for specific permits with their local government.
    Mods
    - Short for "Modifications". Any mechanical or electrical part that can be implanted into a human, especially ones that alter the human's outward appearance. See "Augs".
    Parts
    - An implanted augment or any of the specialized parts required to make augments. See "Augs".
    Psions
    - Superpowered humans. Psions are gifted with:
    • Psionics
    - Strange abilities that center around the mind.
    Robot
    - An umbrella term for machines physically capable of performing complex tasks. Robots come in all manner of shapes and sizes; they are typically loaded with a "weak AI" programmed for the tasks the robot was designed for. A "strong AI" could be loaded into a robot, but strong AI are highly illegal on Earth. See "AI".
 
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