Difference between revisions of "Arbehen Dominion"

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The Arbehen Dominion is many things, but it is among the main talking points for opponents of all transhumanismNominally a baseline-controlled state, the influence of transhuman servants has created a society of de facto equality. The first generation of interstellar rulers in the Dominion developed advanced bioroid designs that would reduce the burden on it's shrinking population.  The shrinking population is also the reason why all bioroids are asexual - breeding is part of every Creator's responsibility.  The bioroids were quite successful, in that they were as clever as predicted, and yet did not rebel against their role.  However, the Servants desire to help their Creators was tempered with their own worldviewNaturally, the best way way to raise children was in the loving care of servants, and every person should have at least their own servant, of course. The result was as traditionalists predicted:
+
The Arbehen Dominion stands at a crossroadsA state based on loyalty, dedication, and camaraderie finds itself beset by one of the most menacing forces ever to be conceived - The Crimson Empire.  The Creators and their creations, along with a number of outsiders, are gearing up to face a war like to otherAs their lovingly crafted civilization is plunged into the crucible of war, the result is uncertain, save that nothing will ever be the same.
  
"If you let them raise your children and run your society, don't be surprised when the society changes to suit them."
+
== Castes ==
 +
All created Castes are conditioned to love and serve the Creators, though the devotion is not mindless or slavish.  A bioroid can and will disagree and criticize a creator if it is justified, and will complain if mistreated, but they will do so as if the creator was a family member.
  
== Castes ==
 
 
;Creator Caste
 
;Creator Caste
:"We run Arbehen society, and don't let anyone tell you different.  We are the descendants of the pioneers who developed the transgenic templates for the bioroids we love so much, and our wisdom ensures that our advancement continues.  Of course the Servants and Soldiers are important, and we benefit from both their advice and their example of service, but it is our honor and responsibility to rule"
+
:The most important thing to realize about Creators is that they are the only group that can create more Arbehen people, both by being fertile and having control over bioroid production.  This is the reason for their name, and one basis of their rule.  Recent research in conjunction with the Tarans has revealed that all of the Creators have some degree of psionic ability, not just those with the Gift of naturally controlling their abilities.  They also are the least modified of the castes, though superior psitech and cybernetics are allowing them to catch up without disrupting the Gift.
:The most important thing to realize about Creators is that they are the only group that can create more Arbehen people, both by being fertile and having control over bioroid production.  The second thing to realize is that by this time all of them have been raised mostly by Servants, grew up reading for the heroics of the Soldiers, and usually admire the virtues of the bioroids they rule over.  In fact, religion among them usually emphasizes similar devotion to divine progenitors.  They also are the only caste to possess the Gift, letting us see the thoughts of others and even possible futures.  Note that Creators are between grades 1 and 2 in genetic/cybernetic enhancement.
 
  
 
;Servant Caste
 
;Servant Caste
:"We make Arbehen society a wonderful place to live.  All of us help the Creators get the job done, while keeping Soldiers supplied and ready to fight.  All we ask it that they take good care of us.  Sure, we don't rule, but why would we ever want to do that?  That's a Creator thing, just like mating is."
+
:Servant bioroids are small, neotenic designs that are considerably more advanced than baseline humans.  A Servant bioroid is created with the ability to do their job as well as an experienced worker from most other cultures, and they continue to improved over the course of their lives.  Servant are neuters, though they usually adopt a gender of convenience, and they dwarf the other castes in terms of numbers.  They are carefully designed to lack a desire to rule, and to enjoy their jobs.  Servants take pride in serving within government institutions, often indirectly playing politics through their advice.  Every Creator is assigned a servant at birth, known as a Retainer, who looks out for them growing up and helps the parents raise their child, going on to become a personal valet/aide for the adult.
:Servant bioroids are small, neotenic designs that are considerably more advanced than baseline humans.  Servant are neuters, though they usually adopt a gender of convenience, and they dwarf the other two castes in terms of numbers.  They are carefully designed to lack a desire to rule, and to enjoy their jobs.  Servants take pride in serving as the retainers of important government officials, often indirectly playing politics through their advice.
+
 
 +
;H.E.W. Caste
 +
:Hostile Environment / High Endurance Worker bioroids are a recently introduced caste of bioroids developed by multi-caste working group convened after the Battle of Haven.  The H.E.Ws are unique for being the only non-humanoid caste (outside of Soldiers rigged as fighter or tank pilot modules).  They resemble a very large raccoon, commonly moving on all four paws, which are highly dextrous with fully opposable thumbs.  They are immensely strong and quick, and almost as bright as a Servant.  This, along with excellent senses and a hide that is design for exposure to hard vacuum, makes them quite capable of work on the battlefield.  New HEWs are starting their service, and many Retainers and Servants hope to transfer into a HEW nullbody, as the two designs are similar in mental architecture.
  
 
;Soldier Caste
 
;Soldier Caste
:"We defend Arbehen society.  The first responsibility of a nation-state is to defend its citizens, and that is our honorable duty.  We command a fleet like no other, and we will defend the other Castes to our last breath.  While some of the Creators serve with us, we are the experts in warfare."
+
:Soldier bioroids come in a variety of types, all cybernetically enhanced far beyond human.  The average soldier is normal human size, but vastly different in appearance.  Outside of bodyguard and police units, they are designed solely for practicality, often having modular limbs and MMI ports easily visible.  Fighter pilots are often simply a pilot module that plugs into the fighter.  Body guard, police, and leader units often look like humanoid suits of sleek metallic power armor.  Most are highly intelligent, with a comprehensive knowledge of tactics and the art of of war, as well as the use of their chosen weapon systems.  They all are extremely tough mentally and physically, and very agile for their size, with extraordinary reactions.
:Soldier bioroids come in a variety of types, all cybernetically enhanced far beyond human.  The average soldier is normal human size, but vastly different in appearance.  Outside of bodyguard and police units, they are designed solely for practicality, often having modular limbs and MMI ports easily visible.  Fighter pilots are often simply a pilot module that plugs into the fighter.  Body guard, police, and leader units often look like humanoid suits of power armor.
+
 
 +
;Infiltrator Caste
 +
:Masters of deception and disguise, they are recent developments of the latest in cellular biotechnology.  They can disguise themselves as almost any humanoid with a combination of morphing technology and holographic projections.  They also possess omni-savant capabilities that let them assume completely different personas as cover identities.  They are very capable in combat, with the ability to manifest weapon from their very flesh, as well as being skilled in all elements of covert operations.  If there is any flaw in their design, it is in their minds - they push the limits on even the best transhuman neurology.
 +
 
 +
;The Outsiders
 +
:Foreigners are welcome in the Dominion as long as they do not cause problems.  From the first Taran delegation, to the Talosian mission, to the North Sector Bureau Office Complex from the Foxes, there are plenty of people visiting, trading, and studying.  The major augmentation corporations do a good business with them, as did the shipbuilders until recently.  The most notable group has been the flood of minor magi and similar workers from the Sylvan Commonwealth.  The demand for magically-skilled labor remains high enough that the workers have not yet caused a disruption in the economy or society.
 +
 
 +
== The Gift and Psitech ==
 +
Recent research has shattered a number of illusions regarding the Gift.  First, all people seem to possess psionic abilities - even bioroids.  Bioroids and others lacking in natural control of the Gift can be granted limited control using psitech implants, though the net result is usually only basic sensation. Additionally, the use of psitech devices by the naturally gifted has broken the limitations on what the Order believed was possible.
 +
 
 +
;Chronomancy
 +
:No longer limited to simple foresight, this aspect of the gift can break through the timestream and see both future and past.  When combined with other senses, it greatly aids in intelligence gathering, and it can even be applied to large devices such as a ship's sensors.  With appropriate psitech devices, an Adept can even shift out of the ambient timestream, making everyone unaffected seem to barely move if at all.  This reverse effect can also be used to freeze an object in stasis.
 +
 
 +
;Psychomancy
 +
:Beyond the mere awareness of other people's minds is the awareness of other people's souls.  Also referred to as ghosts, these are the true essence of being, and represent the psionic core within all sentient life.  This has vastly advanced the understanding of psitech devices, and allowed for the use of psi-amp implants for the non-Gifted, but that pales in comparison to the ability to contain and transfer souls.  This allows a dead person to inhabit a nullbody shell and live again. With the use of psychic beacons linked to hyperspace, this can even be done over great distances of space, though it is still difficult to perform, requiring much strength of will from the soul.
 +
 
 +
;Topospatiomancy
 +
:Telekinetic control always seemed bizarre - the force did not produce an opposite reaction most of the time.  The recent research revealed that it in fact warped space itself.  This control over the fabric of space can also be used to grant a superior sense of space in three dimensions, useful for pilots, mechanics, and strategists.  This is in addition to the more traditional uses of TK, including moving oneself and making barriers.  With proper psitech devices, someone can perform fine manipulation of circuitry or toss a hyperfighter.  The most experienced users can open and close hyperspace portals, letting them cross distances in an instant.
  
 
== Stat Block ==
 
== Stat Block ==
 
;Population 3 (5 pts)
 
;Population 3 (5 pts)
 
;Transhumanism 4 (6 pts)
 
;Transhumanism 4 (6 pts)
Normal humanity is a distant memory, with bioroids and a caste system only as the beginning
+
Normal humanity is a distant memory, with bioroids and a caste system only limited by a preference for the human form.
;Infrastructure 3 (2 pts)
+
;Infrastructure 4 (3+1 pts)
Servants know how to crank out machinery in vast automatic construction facilities.
+
The entire society has mobilized for war, with countless factories processing materials both imported and from native sources.
;Growth Potential 3 (2 pts)
+
;Growth Potential 3 (2+1 pts)
 
Most of the space that was inside the bubble was rich in habitable worlds and colonies
 
Most of the space that was inside the bubble was rich in habitable worlds and colonies
 
;Military Support 3 (3 pts)
 
;Military Support 3 (3 pts)
;Space Fleet 3 (2 pts)
+
;Space Fleet 3 (2+1 pts)
 
The various wars with the Qalbeq remnants and the Iron Hives have kept the Soldiers on their toes
 
The various wars with the Qalbeq remnants and the Iron Hives have kept the Soldiers on their toes
;Diplomacy 2 (2 pts)
+
;Diplomacy 2.5 (3 pts)
 
The combination of normal humans and excessively cute assistants should be enough to keep most nations neutral.
 
The combination of normal humans and excessively cute assistants should be enough to keep most nations neutral.
;Espionage 2 (2 pt)
+
;Espionage 2 (2 pts)
Arbehen society has had no real need for espionage for a long time.  The Qalbeq are not exactly subtle, and the Iron Hives are hardly sentient.  The recently formed Ministry of Forewarning aims to correct this, and the new espionage bioroids are showing their value in the field.
+
The recently formed Ministry of Forewarning has begun applying the full resources of Dominion society to intelligence, and the new espionage bioroids are showing their value in the field.
 
;General Advancement 1 (4 pts)
 
;General Advancement 1 (4 pts)
 
No glaring weaknesses here
 
No glaring weaknesses here
 
;Unique Technology 3 (5 pts)
 
;Unique Technology 3 (5 pts)
Some of the technology of Arbehen is mind-bending for other powers, including inertialess drives, incredible combining fighters and ships, as well as some fairly bizarre weapon technology.
+
Some of the technology of Arbehen is mind-bending for other powers, including inertialess drives, incredible combining fighters and ships, as well as some fairly bizarre weapon technology. (General theme - anime space opera)
 
;Emergent Technologies 1 (1 pt)
 
;Emergent Technologies 1 (1 pt)
The use of nanotech is becoming more common.  AI development is somewhat limited due to Servant worries about being replaced.
+
The use of nanotech is becoming more common, though usually on a primitive level.  AI development is somewhat limited due to Servant worries about being replaced.
;Magic 2 (3 pts)
+
;Magic 3 (4 pts)
The Gift is the sole province of Creators.  Generally, it functions in three modes - Awareness (precog/scrying), Control (TK), and Transmission (Telepathy).  Most people have only one mode, a few have two, and a literal handful have all three.  Recent work with Tarans has begun furthering their understanding of the Gift and other magic.
+
The Gift is mostly the province of Creators.  Recent work with Tarans has greatly furthered their understanding of the Gift and other magic, and large numbers of Sylvan immigrant mages have swelled the population.
 
 
 
===Fleet===
 
===Fleet===
Starting Points 490 pts  Current Points 652pts (52pts Bases) Fleet Support 600pts
+
Starting Points 490 pts  Current Points 652pts (52pts Bases) Fleet Support 720pts
 
;Size 1 Multi-Fighter Squadrons
 
;Size 1 Multi-Fighter Squadrons
 
72 (72 pts)
 
72 (72 pts)

Revision as of 15:11, 2 January 2012

The Arbehen Dominion stands at a crossroads. A state based on loyalty, dedication, and camaraderie finds itself beset by one of the most menacing forces ever to be conceived - The Crimson Empire. The Creators and their creations, along with a number of outsiders, are gearing up to face a war like to other. As their lovingly crafted civilization is plunged into the crucible of war, the result is uncertain, save that nothing will ever be the same.

Castes

All created Castes are conditioned to love and serve the Creators, though the devotion is not mindless or slavish. A bioroid can and will disagree and criticize a creator if it is justified, and will complain if mistreated, but they will do so as if the creator was a family member.

Creator Caste
The most important thing to realize about Creators is that they are the only group that can create more Arbehen people, both by being fertile and having control over bioroid production. This is the reason for their name, and one basis of their rule. Recent research in conjunction with the Tarans has revealed that all of the Creators have some degree of psionic ability, not just those with the Gift of naturally controlling their abilities. They also are the least modified of the castes, though superior psitech and cybernetics are allowing them to catch up without disrupting the Gift.
Servant Caste
Servant bioroids are small, neotenic designs that are considerably more advanced than baseline humans. A Servant bioroid is created with the ability to do their job as well as an experienced worker from most other cultures, and they continue to improved over the course of their lives. Servant are neuters, though they usually adopt a gender of convenience, and they dwarf the other castes in terms of numbers. They are carefully designed to lack a desire to rule, and to enjoy their jobs. Servants take pride in serving within government institutions, often indirectly playing politics through their advice. Every Creator is assigned a servant at birth, known as a Retainer, who looks out for them growing up and helps the parents raise their child, going on to become a personal valet/aide for the adult.
H.E.W. Caste
Hostile Environment / High Endurance Worker bioroids are a recently introduced caste of bioroids developed by multi-caste working group convened after the Battle of Haven. The H.E.Ws are unique for being the only non-humanoid caste (outside of Soldiers rigged as fighter or tank pilot modules). They resemble a very large raccoon, commonly moving on all four paws, which are highly dextrous with fully opposable thumbs. They are immensely strong and quick, and almost as bright as a Servant. This, along with excellent senses and a hide that is design for exposure to hard vacuum, makes them quite capable of work on the battlefield. New HEWs are starting their service, and many Retainers and Servants hope to transfer into a HEW nullbody, as the two designs are similar in mental architecture.
Soldier Caste
Soldier bioroids come in a variety of types, all cybernetically enhanced far beyond human. The average soldier is normal human size, but vastly different in appearance. Outside of bodyguard and police units, they are designed solely for practicality, often having modular limbs and MMI ports easily visible. Fighter pilots are often simply a pilot module that plugs into the fighter. Body guard, police, and leader units often look like humanoid suits of sleek metallic power armor. Most are highly intelligent, with a comprehensive knowledge of tactics and the art of of war, as well as the use of their chosen weapon systems. They all are extremely tough mentally and physically, and very agile for their size, with extraordinary reactions.
Infiltrator Caste
Masters of deception and disguise, they are recent developments of the latest in cellular biotechnology. They can disguise themselves as almost any humanoid with a combination of morphing technology and holographic projections. They also possess omni-savant capabilities that let them assume completely different personas as cover identities. They are very capable in combat, with the ability to manifest weapon from their very flesh, as well as being skilled in all elements of covert operations. If there is any flaw in their design, it is in their minds - they push the limits on even the best transhuman neurology.
The Outsiders
Foreigners are welcome in the Dominion as long as they do not cause problems. From the first Taran delegation, to the Talosian mission, to the North Sector Bureau Office Complex from the Foxes, there are plenty of people visiting, trading, and studying. The major augmentation corporations do a good business with them, as did the shipbuilders until recently. The most notable group has been the flood of minor magi and similar workers from the Sylvan Commonwealth. The demand for magically-skilled labor remains high enough that the workers have not yet caused a disruption in the economy or society.

The Gift and Psitech

Recent research has shattered a number of illusions regarding the Gift. First, all people seem to possess psionic abilities - even bioroids. Bioroids and others lacking in natural control of the Gift can be granted limited control using psitech implants, though the net result is usually only basic sensation. Additionally, the use of psitech devices by the naturally gifted has broken the limitations on what the Order believed was possible.

Chronomancy
No longer limited to simple foresight, this aspect of the gift can break through the timestream and see both future and past. When combined with other senses, it greatly aids in intelligence gathering, and it can even be applied to large devices such as a ship's sensors. With appropriate psitech devices, an Adept can even shift out of the ambient timestream, making everyone unaffected seem to barely move if at all. This reverse effect can also be used to freeze an object in stasis.
Psychomancy
Beyond the mere awareness of other people's minds is the awareness of other people's souls. Also referred to as ghosts, these are the true essence of being, and represent the psionic core within all sentient life. This has vastly advanced the understanding of psitech devices, and allowed for the use of psi-amp implants for the non-Gifted, but that pales in comparison to the ability to contain and transfer souls. This allows a dead person to inhabit a nullbody shell and live again. With the use of psychic beacons linked to hyperspace, this can even be done over great distances of space, though it is still difficult to perform, requiring much strength of will from the soul.
Topospatiomancy
Telekinetic control always seemed bizarre - the force did not produce an opposite reaction most of the time. The recent research revealed that it in fact warped space itself. This control over the fabric of space can also be used to grant a superior sense of space in three dimensions, useful for pilots, mechanics, and strategists. This is in addition to the more traditional uses of TK, including moving oneself and making barriers. With proper psitech devices, someone can perform fine manipulation of circuitry or toss a hyperfighter. The most experienced users can open and close hyperspace portals, letting them cross distances in an instant.

Stat Block

Population 3 (5 pts)
Transhumanism 4 (6 pts)

Normal humanity is a distant memory, with bioroids and a caste system only limited by a preference for the human form.

Infrastructure 4 (3+1 pts)

The entire society has mobilized for war, with countless factories processing materials both imported and from native sources.

Growth Potential 3 (2+1 pts)

Most of the space that was inside the bubble was rich in habitable worlds and colonies

Military Support 3 (3 pts)
Space Fleet 3 (2+1 pts)

The various wars with the Qalbeq remnants and the Iron Hives have kept the Soldiers on their toes

Diplomacy 2.5 (3 pts)

The combination of normal humans and excessively cute assistants should be enough to keep most nations neutral.

Espionage 2 (2 pts)

The recently formed Ministry of Forewarning has begun applying the full resources of Dominion society to intelligence, and the new espionage bioroids are showing their value in the field.

General Advancement 1 (4 pts)

No glaring weaknesses here

Unique Technology 3 (5 pts)

Some of the technology of Arbehen is mind-bending for other powers, including inertialess drives, incredible combining fighters and ships, as well as some fairly bizarre weapon technology. (General theme - anime space opera)

Emergent Technologies 1 (1 pt)

The use of nanotech is becoming more common, though usually on a primitive level. AI development is somewhat limited due to Servant worries about being replaced.

Magic 3 (4 pts)

The Gift is mostly the province of Creators. Recent work with Tarans has greatly furthered their understanding of the Gift and other magic, and large numbers of Sylvan immigrant mages have swelled the population.

Fleet

Starting Points 490 pts Current Points 652pts (52pts Bases) Fleet Support 720pts

Size 1 Multi-Fighter Squadrons

72 (72 pts)

Size 2 Bases

26 (52 pts)

Size 5 Destroyer Squadrons

48 (240 pts)

Size 7 Cruiser Squadrons

20 (140 pts)

Size 8 Explorers

6 (48 pts)

Size 10 Dreadnoughts

7 (70 pts)

Size 15 Flagships (Aurore Victoire, Mardan)

2 (30 pts)

Dramatis Personae

  • Commodore Pierre Jourdan - Commander of the ADS Explorer [i]Midlothian[/i]. Made first contact with the Tarans.
    • Cecily-8A0DC - Pierre's Retainer. Likes magic!
  • Adept Raymond Idrac - friend and colleague of Pierre, Gifted in Awareness and Transmission.
    • Jacques - Raymond's Retainer
  • Maurice Deleuze - Head of the recently formed First Contact Division.
    • Louise - Maurice's Retainer. Has fox ears now!
  • Director Phillipe Aragon - Head of the Ministry of Forewarning
    • Claude 99330A - Phillipe's Retainer.
  • Alice 99369A - Monitor specialist serving the Ministry of Forewarning
  • Mistress Ferro - Ancient member of the Order, Highly Gifted in Awareness
  • Senior Captain Luc Bressard - Commander of the ADS Explorer [i]Channahon[/i]
    • Maurice - Luc's Retainer
    • Captain Becker - Chief Soldier Officer on the [i]Channahon[/i]
  • Yardmaster Galois - Head operator, Mardan 2 Naval Yards
    • Jean - Galois's retainer
    • Colonel Massena - Head of Mardan Naval Yards Security Detail
  • Duchess Genevieve Colombeau - First Lady of the Admiralty, Governing Council member, and centuries old Heading the Crusade, because she can.
    • Marie - Genevieve's retainer. Almost as old as Genevieve.
  • Captain Emile Fourcade
    • Melanie - Emile's retainer
  • Mathilde Dumaine - Foreign Minister of the Arbehen Dominion.
    • Anders - Mathilde's retainer.