Nefer
Nefer | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
System Info | |||||||||||
| |||||||||||
| |||||||||||
Infrastructure | |||||||||||
|
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:
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.
Modern Heliopolis:
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.
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)