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Modern Nefer is still every bit as dangerous as it was when the first colonists landed. But through hard work, and unbreaking determination, the Nefertans have tamed some of those dangers- or at the very least, they have learned enough to avoid them.  
Modern Nefer is still every bit as dangerous as it was when the first colonists landed. But through hard work, and unbreaking determination, the Nefertans have tamed some of those dangers- or at the very least, they have learned enough to avoid them.  


During the Magnate War, Nefer's largest ocean was struck by a kinetic impactor. Whether it was the result of Magnate planning, or just bad luck, is yet unknown. But what was known was the resulting carnage- millions died, and a large portion of Nefer's freshwater was ejected into space. In order to counteract this staggering loss of resources, several small comets were stationed at Nefer's lagrange points, where to this day research outposts harvest and purify water-ice for integration into Nefer's slowly recovering biosphere. Known as the Thousand Lotuses, one can spot them high in the sky on a clear evening, making their quiet sojourn to the dawn.
During the Magnate War, Nefer was struck by a kinetic impactor. Whether it was the result of Magnate planning, or just bad luck, is yet unknown.


= Heliopolis =
= Heliopolis =

Revision as of 13:09, 29 January 2010

Nefer
System Info
World Name: Neferti
Map ID:
Surface Gravity: 1.1 G
Climate: 84% Arid, 16% Temperate
Atmosphere: Nitrogen-Oxygen Mix
Population: 42,000,000
Population Breakdown: 98% Baseline
Capital: Heliopolis
Type of Power: League
Infrastructure
Net Income 810
Primary Industry: 910
Complex Industry: 910
Logistics: ++
Military: 27,500
Strategic Resources: 450 Theta Dust

Nefer (Planet)

History

Nefer is a windswept desert world in orbit around a too-hot G type star. With an orbital period slightly greater then that of Earth, the Nefertan year lasts longer then that of the interstellar standard. However, due to the planet's age and density of heavy metals, Nefer spins faster then Earth did, with a 'day' lasting no more then twenty two hours at the greatest.

Planetside, Nefer is primarily arid, with temperate belts encircling the poles. It's equator is uninhabitable, with temperatures typically in excess by anything sustained by human- or transgene life. However, with such temperatures comes an abundance of valuable resources that the Nefertans have set up numerous mining outposts and undercities in order to harvest.

Nefer has three seasons. 'Sky fall', 'The Great Scouring' and 'Marduk', roughly analogous to 'Fall, Winter, Spring. In the season of Sky Fall, the high altitude fungal colonies begin dropping out of the sky, a hundred million red gold leaves falling to the earth. Deceptively fragile, each leaf controls its flight by a near monomolecular edge, reading wind currents with an almost prescient instinct. Each leaf holds the seeds for the next generation of colonies, which dig into the Earth and mature over the course of winter. Like its name, the Great Scouring is a time of cleansing to the Nefertan people. As the temperature drops, the storm system shifts and stirs up tremendous dust storms that strip flesh from bone, and scour the mountains with cutting sand.

The Scouring is a hibernation period for both fauna and flora, for one cannot avoid the storms; only weather them. Marduk is a time of rainfall- of great monsoons, and raging rivers. The Great Scouring typically carries a significant amount of water-ice away from the poles, casting it across the entire planet. As the storms cease blocking the sun, and the temperature increases, this moisture is returned to the atmosphere where new storm patterns slowly return it to the poles. Where Marduk- the water of life- falls, life grows. New settlements are constructed. While Nefer is a beautiful planet, it is also a dangerous one, which will kill the unprepared faster then they can realize they're dead. This is particularly evident during Skyfall.

Modern Nefer

Modern Nefer is still every bit as dangerous as it was when the first colonists landed. But through hard work, and unbreaking determination, the Nefertans have tamed some of those dangers- or at the very least, they have learned enough to avoid them.

During the Magnate War, Nefer was struck by a kinetic impactor. Whether it was the result of Magnate planning, or just bad luck, is yet unknown.

Heliopolis

History

The City of the Sun, Heliopolis is a massive Posthuman constructed structure situated on Nefer's northernmost continent, occupying the border between the dust plains of the south, and the fertile waters of the north. Initially hidden from view, Heliopolis was uncovered during a particularly violent sandstorm during the first Great Scouring experienced by the early Nefertans.

To the people of Neferti, Heliopolis' appearance was a gift from the gods- and one they rapidly adopted for their own use. Moving their main colony population into the city over the course of the next several months, the Nefertains discovered a glut of active posthuman technology. Most served unknown or unknowable purposes, but some- a small select- were within the realm of understanding by the expedition's researchers and engineers. Theta Fountains produced valuable Theta Dust, and at the heart of the City, in a structure known as 'The Temple', there is a posthuman device. A weather machine, it serves to keep Heliopolis free of the effects of the Seasons, protecting those living in its environs.

Modern Heliopolis

Today, Heliopolis is a bustling megatropolis, and one that has been expanded upon significantly by Nefertan construction. While the original structure is still visible in its golden glory, the people of Nefer have taken advantage of its immunity to the seasonal cycles and so every year the surrounding suburbs slowly expand. This expansion was made possible in thanks to the work of a brilliant scientist formerly of the Magnate Continuum. One of several defectors during the final phase of the Magnate War, this scientist yearned only to study the technology at the heart of Heliopolis. And it was after a particularly long period of seclusion that he emerged with the answer in hand.

It had taken him a great deal of effort and resources, but with the help of PYRAMID's R&D division, and a generous government grant, he had been able to construct a series of pylons that would act to extend the weather control device's range. While still tremendously expensive, the ability to protect large swaths of surrounding land from Skyfall, The Great Scouring, or even the waters of Marduk, was of great importance to PYRAMID.

And so it is that today you can see many Nefertans wandering from the outer city to the inner city, free of the bulky encounter suits worn by their ancestors, or those who operate outside city limits. The freedom is idyllic- but it is also an illusion. Around every corner, and under every bench is a PYRAMID standard encounter suit. Every third building acts as an emergency shelter, and PYRAMID is relentless in the continued drills and training excersises to ensure that no man, woman or child will be caught unprepared in the event of a catastrophic failure of the Weather Device.

PYRAMID Heavy Industries

History:

Born during the breakdown, PYRAMID started as a group of powerful individuals with interests across the board who came together during the economic recession that followed the loss of standard FTL effectiveness. With smaller companies no longer able to continue daily operations due to the cessation of trade, or even contact with the neighboring powers, many flocked to the banner of PYRAMID for the hope it embodied. While primarily a business concern, PYRAMID does appear to care for those in its employ and their dependents, going out of its way to ensure they are treated with a respect above the grade compared to its more coreward rivals.

Made up of five major corporations that unified in order to maintain their interests and that of their workers during the Breakdown, PYRAMID Heavy Industries supplanted the shattered remnant of Nefer's government, gradually picking up the slack left by the politicians and social workers whom had relied so greatly on foreign contact and trade to maintain their positions.


The Founding Interests

Toha Heavy Industries
Reliance Electrical Incorporated
Firebird Metalurgy
Ibrahim Aeronautics
The Khemet Agricultural Corporation




Modern PYRAMID

Modern PYRAMID is still a business- but it has also expanded into the role it took during the Breakdown, and later the Magnate War. As a full fledged government, it has generated social outreach programs, military spending, and spent a significant amount of time ensuring the safety of its dependents. While PYRAMID is naturally concerned with the continued growth, expansion, and wealth generated by its business operations, it also takes great care in managing the responsibilities that fall outside its corporate oversight.

Strengths

PYRAMID, like any other corporation, has areas of professional expertise, and areas in which its advancement has been hindered by lack of spending, or restructuring. Currently PYRAMID invests a considerable portion of its infrastructure into the production of naval vessels and armament, and uses the lessons learned in the Magnate War wisely. Taking advantage of their engineering knowledge, PYRAMID engineers build vessels that are larger and better balanced then those used by other powers- albeit with an increased cost that comes from employing such skilled labour.

Similarly, PYRAMID has a healthy focus on stealth technology, as it was used in many significant strikes during the Magnate War- and later during acquisitions of new territory- business or otherwise. While PYRAMID is an old hand at the industrial espionage game, it has taken particular care to apply that know-how to its military structure, using a combination of stealth vessels and spynets to ensure the safety of it's dependents and its interests.

Another strength of the corporation is, perhaps, the most obvious. During the BREAKDOWN, and the subsequent restructuring of the Nefertan goverment by PYRAMID, many efforts were made to discover a more potent means of faster than light locomotion- and these efforts climaxed in the PYRAMID effort to crack the posthuman FTL drives utilizing the potent Theta Dust. As Heliopolis produced a moderate amount of the valuable material for no discernible purpose, researchers and engineers harvested it and set to work on producing a viable drive. While the first such engines were crude, hand crafted experiments, eventually PYRAMID managed to crack the secret to producing the drive efficiently and safely. This expertise became crucial during the Magnate War conflict, as the mere potential for the existence of Theta on Neferti was enough to draw a sizable Magnate strike force to invade in their search for it. Only by their superior mastery of faster than light travel was PYRAMID- and by extension Nefer, able to push back the Magnate forces.

Rules & Mechanics

A1: Late National
A2: Dominantly Baseline
A3-A4: Hell World | Make Do
B1-B3: Military Action | Training Ground
C1-C4: Artifact Find | Active Machinery
N1: Corporate Direction
D1-D2: Isolated | Experimental Drives
E1-L1: TZO | Make My Own Bloc
L1: Be Interventionalist
L2: Regional Port
L3: Magnate Killteams
CE: Cut to the Bone

Totals:

420 Pop
300 Dust
450 Theta
810 Wealth
910 CIP
910 PIP

Other Bonuses (not counting starting apps)

Scraphunters
+Tech
+Stealth Tech
+FTL Tech
++Shipbuilding Application
++Sneaky Stuff
++Logistics
++++Doctrines
+2500 Military

Penalties

-Ground Tech

Ships

Nep Class Medium Corvette

Mobility: 8
Evasion: 6
Armour: 17
Structure: 4
Hits: 8
Space: 36.5/37 (4x Patroller)
Power: 26/30

Internal Components

6x Fusion Thruster (-6 Spaces, -24 Power, +6 Mobility, +3 Evasion)
2x Jump Drive: (-0.5 Spaces, -2 Power)
2x Fusion Reactors (-2 Spaces, +30 Power)
6x Laminate Armour (-6 Spaces, +15 Armour, +3 Structure, +3 Hits)

Armament & Active Defences

2x Vulcan Point Defence (-4 Spaces)
4x Flak Cannons (-8 Spaces)
2x Anti-Air Missile Launchers (-10 Spaces)

Akhen Class Heavy Battleship

Mobility: 3
Evasion: 1.5
Armour: 22
Structure: 17
Hits: 116
Space: 279.5/280 (4x Battleship)
Power: 150/150

Internal Components

3x Fusion Thrusters (-60 Spaces, -120 Power, +3 Mobility, +1.5 Evasion)
3x Jump Drive (-7.5 Spaces, -30 Power)
10x Fusion Reactor (-10 Spaces, +150 Power)
2x Structural Reinforcement (-40 Spaces, +6 Structure, +40 Hits)
2x Belted Armour (-16 Spaces, +4 Armour, +1 Structure, +16 Hits)
4x Laminate Armour (-32 Spaces, +10 Armour, +2 Structure, +20 Hits)
4x External Latch (-8 Spaces)

Weaponry & Active Defences

4x Vulcan Point Defence (-8 Spaces)
2x Charge Launcher (-10 Spaces)
6x Anti-Ship Missile Launcher (-30 Spaces)
2x Anti-Air Missile Launcher (-10 Spaces)
4x Flak Cannon (-8 Spaces)
2x Large Naval Rifle (-40 Spaces)