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Showing posts with label dungeon bitches. Show all posts
Showing posts with label dungeon bitches. Show all posts

Monday, May 23, 2022

Deep Space Bitches: Starships and the Haunted


Space travel is easy, cheap, and essential to modern interstellar civilization. Millennia have passed (give or take, considering relativistic time dilation and various calendrical resets) since the act of boarding a starship to worlds strange became as mundane as waiting in an airport. That said, most don't travel often. While gatespace has ensured that known space can be crossed in months rather than centuries, a few weeks aboard ship from star to star is a luxury vacation comparable to an all-expenses cruise.

Owning a starship merely for the sake of having it is an unthinkable proposition. Docking fees, exotic fusion fuel, regular maintenance, and crew salaries ensure that ships are commercial vessels first and foremost. Typically, a group of "freelance entrepreneurs" shares the risk and goes in on a ship loan together, then contracts to a corporation for gig work until they pay off the loan and can form their own independent company with better terms.

Starships are powered by fusion reactors, or antimatter for the really big ships. Artificial gravity is easy to install, but hard to maintain without dedicated techs, so regular tune-ups are highly recommended if you don't like being subject to microtides. Ship "classes" have crystallized around established sweet spots of reactor mass to thrust ratio, starport docking bay size, and gate aperture diameter. Various constraints, including legacy ship components, interstellar compacts, and of course jealously-guarded corporate patents cause starships to be relatively consistent in design and tech base, though every ship has unique quirks and histories due to its nature as a phenomenally intricate system.

As a general rule, starships have 20 cubic meters of interior space per full-time crew member. For easy reference, 20 cubic meters is the inside of a small moving truck. This includes cargo bays, engineering, and maintenance ducts, but not thrusters, wings, or purely structural components; the actual livable/recreation space in the ship is far smaller than the generous-sounding allotment above. Any cargo that can be is carried on the outside of the vessel in hermetically-sealed shipping containers of standardized size, mounting points, and volume, but many types of cargo require frequent check-ups - and half-assed extravehicular activity is one of the fastest ways to be buried at c.


Transports have 4-12 crew depending on their design. The most common ship class and the most diverse, including everything from postal freighters and smuggling vessels to luxury yachts and patrol ships. Thousands of transports dock and depart every day from major starports, corporate, local government, imperial, and independent alike. If the party has their own ship, this is what they fly.

Frigates have approximately two dozen crew, and are the most economically efficient way to transport bulk cargo. You'll see freight frigates (colloquially just freighters, such is their ubiquity) laden with shipping containers at every starport and idling in every jumpgate queue, and passenger frigates have minimally comfortable pod-bunks for a hundred starry-eyed vacationers. Tight-knit crews are rare aboard frigates; a well-off captain may own the ship and fly with a complement of officers they know well, but the rest of the crew signs on to the ship or the company that owns it on a gig basis. Pirates fly and raid frigates with regularity; it's a small enough ship to refurbish and arm, but not large enough to make a noticeable dent in a corporate balance sheet.

Cruisers are staffed with an average crew of 50, and function as the primary mobile harvesting and refining vessels. A cruiser is the smallest class of vessel that has the power capacity to be self-sufficient, if appropriately equipped with fuel harvesters and printer bays. Luxury cruisers act as mobile casinos for the rich and famous, freight cruisers refine megatonnes of ore en route from mines to factory worlds. Militarized cruisers are battlecruisers, and are the ship-of-the-line of choice for colonial militaries. They can be fitted with fighter launch bays, have reactors large enough to power broadside salvos or spinal mounts, and house a troop complement that can repel boarders or occupy a recalcitrant habitat.

Starliners are the largest ships in production, with a hundred crew and cargo space for entire prefab colonies. Only the most profitable corporations and the most stable governments can afford to maintain a starliner fleet, which are typically put to use in orbital infrastructure construction, fuel harvesting, and power projection. Militarized starliners are known as battleships, and fulfill a variety of powerful roles in the modern combat space ranging from central command to supercarrier to orbital bombardment.

Titans are uniquely vast. Generation ships attempting to escape the strictures of known space, imperial flagships constructed to comemmorate a new emperor's coronation, orbital habitats retrofitted with engines and inertial dampeners to escape inevitable disaster. Too large for any jumpgate, they carry their own collapsible gate to be deployed adjacent to extant jumpgates and piggyback on the seam in reality (the portable gate is then collapsed to the size of a cruiser and moves through the normal gate, docking with the titan to be carried to its exit gate where the process is repeated). A waste of resources by any metric of profit, the construction of a titan is motivated by ideology alone, a testament to an idea's sway in the minds of the powerful. Historians have made their careers studying the circumstances leading to a titan's construction, or delving into the treacherous depths of a titan lost to time.

Shuttles are intraorbital craft the size of a transport or smaller, unsuited for gate travel. Typically have a dedicated pilot and crew contracted by the corporation that owns the shuttle and fly predetermined routes. Shuttle pilot is the least glamorous space pilot job you can have; you're a glorified bus driver and the novelty of seeing the stars has long since worn off. Militarized shuttles (fighters, gunships, troop transports, bombers) are a common carrier payload on cruisers or battleships. Because landing and takeoff in gravity wells is prohibitively fuel-intensive for cruisers and larger vessels, they load a few shuttles and staff pilots for any planetary needs.

In the descriptions above, "crew" is the fewest necessary to carry out normal duties. Ships usually bunk extra and squeeze them in tight for extra work shifts or to train apprentice engineers, pilots, and life support techs. Ships can be flown by skeleton crews of half maximum, or a quarter who are veteran spacers.

Starships aren't automated. AI is more expensive than hiring perfectly good human intelligence, and while AI most certainly exists, the fact that most of it is android labor makes corporations reticent to install minds on machines as powerful as ships. Attempts at subsapient automated starships always go wrong outside of the most limited roles as communications relays, light intrasystem freight, and monitoring satellites - it turns out that when something goes wrong, the only machines that can fix themselves are ones that are smart enough to start wondering whose fault the fuckup was.

Life Support
Water and air recycling has been perfected. Unless something goes horribly wrong, the automatic reprocessors will keep working for decades with a 99.5% annual mass retention rate. If a ship remains hermetically sealed, it can be abandoned for centuries and still retain anywhere from one to three quarters of its original atmosphere.

Supporting a shipboard population is the complex part. People require inputs and produce outputs that can destabilize entire planetary ecosystems, especially when those outputs include the detritus of the conveniences of modern life (like single-use wrappers for syringes or rations). Being a life support tech is more of a garbage disposal job than anyone expects at first, and you can't automate it into a box. It's a complex problem, combining biology, chemistry, engineering, and animal husbandry, and people go to school for years to get accredited, because if it breaks down, everyone aboard is going to die one of a thousand awful deaths.
        
 Modded mealworms digest different kinds of plastics, chemical recombinators distill useful byproducts. Solid waste feeds the air processor's organic components or the fungal rad-shielding. The air processor's organic components are genetically engineered photosynthesites; hook up the fusion batteries and the bio-waste converter and you'll be fine.
 
 Waste recyclers are fine-tuned for shipboard packaging and garbage; consumer-grade products are marked SHIP-SAFE if they're fully recyclable through a ship's systems. Naturally, these labels are marketing bullshit, and cleaning out the bits of fibre and gunk that get stuck in the system is a constant headache.

Aliens
Some aliens are more biocompatible with human-baseline systems, and us with theirs. They tend to be preferred by imperial and corporate power structures. The ones that aren't - that have been deemed too expensive to accommodate - are hung out to dry, paying exorbitant rates to get quarters tuned to their physiology. That said, most life support systems can be hacked to be widely xenocompatible. You'll need to deal with some inconveniences - wear a filter mask, warmer clothes, adjust your sleep cycle, take supplements to deal with lower gravity - but your alien friends will appreciate it.

Food
Big ships, the luxury star-yachts and first-class colony ships, have stasis fields that keep real food fresh for years. You aren't on one. While mass is relatively cheap, power and radiating heat are at a premium - a refrigeration and freezer unit is a small luxury. Most food only keeps for a few weeks anyway, and your average journey is just on the upper end of expiration dates. So it's hardtack, tough cheeses, aged liquor, nutrient supplements, and if you're really unlucky, Corp Standard Meal Replacement "Beverage" No. 3. It'll give you all sorts of cancers that you legally refused to sue them for!

You don't need to have infinitely-stable food. That's long-haul talk, for the fuckers who want to point their ships away from the imperial core and just *go* - or whose paranoia that the galaxy is about to be invaded by hyper-advanced space aliens at any moment, or that psychics are about to hull out the brains of everyone in a system with a jump gate, or that the simulation's parameters are about to be changed to prevent faster than light travel gets the better of them.

Spices and pre-packaged grains are essential to keep spacer diets interesting. Cured meat fills daily protein requirements (usually vatmeat, unless you've been to a ranching world recently), instant noodles remain a quick and dirty fave even centuries hence. Tea and coffee are staples, and independent crews live and die by the power of their microgravity coffee-makers. "Old-school" vaccuum-sealed MREs have fallen out of fashion, but some spacers with a military background swear by them (as they're still preferred for ground operations).

Aboard ships, culinarily-inclined crew members spend their ample spare time brewing engine-room moonshine, grinding wormflour, and bravely coaxing the radshield's fungus into an edible form. The supplies to culture vat-meat aboard ships are more of a curiosity than anything sustainable, but it's a popular hobby (usually for life support techs who want a challenge that's a step up from mealworms). All you need for jerky is airflow and climate control. Still, once you've got a side of vat beef, you can just strap it to a rack and hang it in the coolant vents leading around the galley to get a mean dry-age. Baking bread is also a prevalent custom, as yeast does funny things in microgravity, and spacers making shipboard sourdough traditionally let it breathe in the bacterial flavors of every port they go through.

Old spacers get huge grins on their faces when a ship or station has a vermin infestation. For one, it's a chance to compete among ludicrious home extermination techniques, all of which give spacers more shit to pedantically argue about in the months and years between hamster or roach population spikes. And of course, a meat surplus is always welcome!

Interfaces
Habitats are littered with screenwrap. Imagine a sheet of plastic wrap, the durability of a plastic bag, see-through and running a digital display with a basic touchscreen interface. It's replaced paper. They make plastic bags out of this stuff, ponchos, umbrellas, banners, pamphlets - anything cheap, disposable, and that you can stick some virtual ad-copy on. It wrinkles, tears, glitches, and crumples like nobody's business, and collects in melted wads in gutters once it's been improperly disposed of.

No one knows how to use screenwrap properly. It's the texture of a plastic bag, so you can mostly flatten it out but it's always going to be crumpled. Scrolling and touch input is deeply finicky, it's covered in ad copy by design, and editing it requires a proprietary interface pen and software attached to a different computer altogether - but it's just so goddamn cheap it's impossible to get rid of.

Naturally, spacers hate it. Screenwrap collects in intakes, is just a little too hard to recycle through the waste processor, and if there's a sheet shorting out somewhere in your field of view you're going to want to strangle whoever brought it aboard. Instead, spacers swear by bulky monitors and mechanical controls.  Switches, keys, dials, levers, blinkenlights - all of these are easier to diagnose and manipulate than a screen that might lag at a crucial moment or misinterpret an input through some programming fault. Touchscreens have fallen by the wayside for control schemes, and joysticks are back in a big way because they're more space-efficient than mice.

Smartphones have been replaced with retinal contacts or smartglasses - smaller, more intrusive, and absolutely ubiquitous. Controls are based on contextual interaction with the environment, always-on subvocal commands, hand signs, or a control pad mapped to flat surfaces in your field of view (like your hand). Everyone knows at least one interface sign language, which is broadly mutually intelligible with spacer vac-sign.

Gatespace
Jump gates don't directly connect to each other. Instead, they act as thresholds into the strange sub-dimensional realm of gatespace, where jump gate apertures are far closer together than they are in the vastness of realspace - days or weeks of travel, rather than the years or decades that even near-c drives take to traverse between colonies. Gatespace weaves together interstellar societies, ensuring a modicum of both speed and safety for passengers, freight, and information travelling from star to star.

The pearlescent expanses and ever-shifting clouds of exotic matter that form the native substrate of gatespace are beautiful and deeply complex. All gate matter is simultaneously matter and space, a literal fabric of reality. When gate matter condenses from a dispersed fluid into a crystalline solid, the space around it compresses, allowing ships from realspace to travel an incredibly short distance between gates. However, this physical matter also acts as obstructions - clouds of gate-weather, fields of gatematter planetoids, even lifeforms that evolved in this strange biosphere. Engineering stable jump lanes through gatespace is difficult but of paramount importance. Optimal densities of gatematter for rapid transit create an environment like that of a gas giant's upper atmosphere, marked by beacons mounted on artificial nodes of ultradense gatematter.

by Pradal Aurele

Panpsychism, the belief that all realspace matter is conscious, has been conclusively disproven. Physical matter is an abnormally difficult medium for cognition to arise in. However, consciousness can arise in any sufficiently complex system of matter - whether baryonic (us), dark (long story), and yes, gate matter. Gate matter is incredibly easy for cognition to emerge within, and the current scientific consensus describes gatespace as a "panpsychosphere" - a holistic ecosystem that derives energy from cognitosynthetic processes.

The cognitive processes of gate matter emerge as its state condenses from spatial fluid to matter and expands back to space. Low-density fluid states are higher-energy than high-density solid states; expanding from matter to space requires energy, condensing bleeds it off. Condensation runs thoughts to their endpoints, making large low-density areas small, and creating natural areas of high-density space that's very quick to travel through. Thought termina are navigational landmarks and natural starting points for jump lane construction.

Light is a common byproduct of gatematter condensation, creating gatespace "suns" of stable cognitive networks rhythmically expanding and contracting. However, the light is barely relevant to the psychosphere's food chain - cognitosynthetic producer organisms feed on the energy-dense contractions of gatematter thoughts themselves. Some gatespace organisms can convert entirely into fluid thoughtforms as part of their feeding process or to become more motile; most have partially immaterial components that they can condense or disperse as needed.

Sometimes - often - a jump gate opens into a low-density, spatially vast area of gatespace. Gatespace engineering conglomerates are hired to connect that gate to established networks. Bearings are taken to find the optimal gate to connect it to, and a process begins of creating an artificial thought terminus, a high-density endpoint in the psychosphere. Trained psychics interface with gatematter; construction ships unfold and process vast amounts of gatematter into information and matter-dense states. Military ships enter to protect the nascent lane from megafauna looking to chow down on this tasty nexus of condensation. Gatespace minds, vast and incomprehensible, find a new snarl of dead-thought in their consciousness. Psychics who've communed with the minds surrounding the jump network have reported intense trauma - a sad but necessary byproduct of progress in realspace (xenologies papers questioning the validity of deeming our universe more real than others are ignored at best and actively mocked at worst).

The thoughts of baryonic matter minds (us) function differently. Because they're unlinked from spatial components, our minds have the ability to indirectly communicate with gatespace. Psychics can even learn to consciously manipulate it, given time and training. This is not a one-way relationship - once a mind is inside a dense area of fluid gatespace, the matter will shift to reflect thoughts in uncontrollable ways. More than one ship has tried to chart a new, potentially lucrative jump route and escaped with naught but tales of being hunted by their nightmares. These properties make gatespace incredibly hostile to long-term habitation, though some pirate stations have found relatively stable areas to raid from.

Natural jump points between gatespace and realspace exist, but can only (as of yet) be charted from within gatespace. Certain ultradense formations of gatecrystal can wrap gatespace so thin it punches back into realspace, allowing small ships to transit through. These formations are highly inefficient and incredibly fragile compared to artificial jumpgates (which cannot be altered from within gatespace), but allow for exploration vessels to chart sectors far from inhabited space, hoping to strike gold.

Removing gatematter from gatespace is possible but not, as of yet, useful in any context outside academic study of its properties. Its space-altering properties seem to "roll up" and collapse into extra physical dimensions inaccessible even, seemingly, by other removed quantities of gatematter. Research is ongoing, though chronically underfunded and treated as an academic curiosity.

Interlude: Star-Gods
If you point a microphone at the sun, you hear screaming.  
 
You can read meaning into those screams, like making constellations out of the night sky, or seeing shapes in the clouds. It's the way we've always made meaning, the way we make myths and gods and friends.  
 
Psychic powers are what you get when the meaning takes shape. The medium is the message; the message becomes medium. The ink on the page absorbs heat and bursts into flame, and the flame traces letters, and if you put a microphone close enough to those flames you hear screaming.  But it's only screaming because we know what a scream is.  
 
If we work with a complex system, reading enough meaning into it and then pushing enough meaning into it back, it starts to be able to make meaning too. Not all systems are good for this; they need to be stable, high-entropy but not too high entropy, dynamic. Find someone who is good at reading meaning into things, who scores high on empathy and pareidolia and the standard battery of psychic aptitudes. Make them stare at the sun until they know it's screaming at them. Then have them scream back.  
 
Scream until its screams are dependent on ours, until ours are dependent on its. Make it part of our system and our culture, the same way we do to children and very smart computers. You can start building a common lexicon, it starts to say things that your interlocutor (now fully star-blind, but you have to break some eggs) taught it. It starts to scream louder, and if you ask it nicely, you can get it to scream at someone. A coronal mass ejection, a plasma burst more massive than worlds. We don't know if that hurts it or if it can feel pain; all the screaming makes it hard to tell.  
 
If you point a microphone at the sun, you hear static.  
 
We are the ones who make it scream.

The Haunted

Brevet-Admiral Kel Cheris, advised by General Shuos Jedao

+1 to Subtle and Queer, -1 to Soft and Hard

The Haunted is an information-gathering playbook that can become a powerhouse in a very specific field on demand. Observe the environment carefully, decide what is needed, then act decisively to enact your will upon the world.

Bitches cannot take cross-class moves from the Haunted. However, in the middle of a campaign, circumstances may transpire which cause a character to become Haunted. If they do, they immediately gain the Brain Ghost move and replace their sex move with Impromptu Threesome. Further moves gained must be from the Haunted, or from their Ghost's original playbook.

This isn't about playing a character who has multiple endogenous personalities. The Haunted is inspired by various SF&F lesbians (Harrowhark Nonagesimus, Mahit Dzmare, Kel Cheris, Baru Cormorant) who literally have the ghosts of other people in their heads. The Ghost is someone from outside who's now your roommate in the galaxy's most fucked up timeshare.

d6 ways to become Haunted
1. Have another person's mind forcibly inserted into your head by a nefarious actor.
2. It's a cultural tradition; mind-shares are a way to pass down institutional knowledge.
3. Someone important to you dies and your mind refuses to accept it, insisting they're still there as the world's worst coping mechanism.
4. Someone important to you dies and is stored in your head as a backup until they can be re-instantiated in a new body. New bodies are hard to come by.
5. Brain slugs.
6. A god or other extradimensional entity is sitting side-saddle in your brain.

Who or what haunts you?
1. Your lover.
2. Your ex-lover.
3. Your predecessor.
4. Your rival.
5. A legendary figure from your culture's history or myths.
6. A space god.

Three Questions
Who did you lose?
Why were they important to you?
What was their final request?

Two Relationships
Someone close to your ghost, or that they had unfinished business with.
Someone who cares about you deeply, and is worried about you in the aftermath of your loss.

Start with Brain Ghost, a move of your choice, and your Sex Move.

Brain Ghost
You have a Ghost in your brain. They talk to you, and you talk to them. Choose a basic move, a playbook, one of that playbook's moves, and one of that playbook's stat bonuses.

When you Commune With Strange Powers with your Ghost, you may ask one of the following questions in addition to the listed ones:
- Do you remember anything relevant?
- What would you do in this situation?

If you choose to gain a Bond due to an Overwhelming Success on a Commune With Strange Powers roll, you may gain a Bond on someone your Ghost knew who is relevant to the situation.

During a scene, you may spend 1 XP to let your Ghost take control. Whether this is you imitating them, or them piloting your body like a fucked-up mech suit, is up to you - and may change depending on the circumstances.
- While under your Ghost's control, all of your stats are at -1, except for the chosen stat (which is at +2).
- You may use the move you chose for your Ghost, but may not use any of your own moves.
- Your mannerisms, expressions, and cadence immediately identify you as your Ghost; this is deeply unnerving to anyone who knew them.
- Once you are under your Ghost's control, you cannot back out until the end of the scene.

Let's Put Our Heads Together
Whenever you Reveal Truths, you may also roll with Queer to let your Ghost take a look at the scene. Both results count, though only one Overwhelming Success can provide Experience.

I'm Your Gun
Your Ghost is at your beck and call, and you may use their move without being under their control. If it calls for rolls of their chosen stat, treat the stat as +1.

Strange Minds Think Alike
When you successfully Commune with a Strange Power that isn't your ghost, you can choose to either ask a follow-up clarifying question or get a bond on that power. You can't gain more than one bond per roll this way.

I Will Write Your Name Across History
The first time each session that you successfully use a move to further your Ghost's final request, gain 1 XP. Doesn't count for moves you use while under your Ghost's control.

I Am Undone Without You
In a wail of pure psychic grief, you manifest your Ghost externally. During a scene, you may spend 2 XP to summon your Ghost instead of using Brain Ghost. They appear as a dreamlike vision, appearing to whomever they so choose, but unable to physically interact with the world except by possessing an unoccupied body or item. They can use only their chosen Move (with the relevant stat at +2), but can take other actions as necessary. Obviously, your Ghost is not under your control - they can take suggestions and will use their Move as directed, but their actions are ultimately up to the GM (though never inherently harmful to you or your allies).

Old Codes
Automated systems recognize you as either your ghost or yourself, whichever is most advantageous to you at the time. You have access to all of their accounts and password-protected systems.

Sex Move: Impromptu Threesome
Is it really a threesome if one is riding side-saddle in another's head? I'm not sure, I think we need a larger sample size. When you and your Ghost have sex with someone, each of you gets a bond on another, where no two of you can have bonds on the same person. For example, you get a bond on your partner, your partner gets a bond on your Ghost, and your Ghost gets a bond on you.

Saturday, May 15, 2021

Deep Space Bitches: Galatea System Dossier

Within the next few weeks, if all goes well, I'm going to start running the first full-length campaign of Deep Space Bitches. This post is a player-facing setting document for that game, detailing the worlds of the Alpha Sculptoris system (more commonly known as Galatea). Details regarding planet classes and faction generation can be found in my previous posts on the subject. Redactions represent hidden information, future events, and conflicting rumors where everybody knows something's up but no one has the full story. Stellar bodies are ordered by distance from their primary, nearest to furthest.
1. ◎ Themis
Orange-class tidally-locked independent world. Scorched by proximity to system primary.
Outlaw base on terminator line in crater shadow, population ~10,000. Run by the pirate queen Costia Coriolis, formerly Brevet-Admiral of the Cepheii Republican Guard. The Coriolis pirate armada carved out independently-recognized territory several years ago after mutinying en masse from the Cepheii Ninth Expeditionary Fleet. Constant hazard to inner-system shipping. 
✧ Crimson Watch mercenary company reported taking shore leave on Themis between contracts, (in)famous for their high-collateral kinetic operations in the aftermath of the Periphery Wars.  
✧ ████████ spotted landing at Themis Docks and casing several ████████. Anomalous individuals, take necessary precautions. 
✧  ██████████████████████████████████████████████████████
2.
◎ Icarus
Green/Grey-class lost colony. INFOHAZARD RADIOHAZARD TECHNOHAZARD DO NOT APPROACH. QUARANTINE ENFORCED BY DAEDALUS COLONIAL COUNCIL, CEPHEI REPUBLICAN GUARD. 
Initial human settlement efforts (circa. -300 years) in the Alpha Sculptoris system chose Icarus, previously habitable Green-class, as first colony location. Records of first colonial era are sparse due to multiple spontaneous AI hard takeoffs and reduction of biosphere to raw materials for evolutionary adversarial network conflict protocols. Population decreased from >10,000,000 to below replacement levels in failed planetary evacuation to Daedalus. Over past centuries, Icarian self-optimizers have evolved beyond comprehensible combat strategies, deactivation deemed impossible without total obliteration of planetary crust.  
 
2a. ⧂ Daedalus
Blue/Red-class moon of Icarus, partially terraformed.
After fall of Icarus, refugee settlers established last-hope arcology habitat on Daedalus. Without access to abundant Icarian resources necessary for maintenance and interplanetary travel, estimated time until full collapse did not exceed 2 centuries. Imperial arrival in system provides hope for survival and opportunity for expansion; ongoing internal debates over how best to maintain unique culture while obtaining access to imperial resources. Current population ~20,000.
✧  “WHO KILLED THE WORLD” militant artist co-op committing art-terrorism against current government, demand accountability and reparations for the Icarian ecocide.
✧  Third Cosmic Internationale revolutionary thought leaders writing polemics about what Daedalus should do to survive the unstable political landscape. Prominent in system-wide ‘net discourses under pseudonym “Theseus” but not government or street activism; support largely comes from outside Daedalus.✧ Rumored ████████ intelligence presence funding ████████ factions in the Daedalan government and underground.✧ ██████████████████████████████████████████████████████
  
⁂ Minos Asteroid Belt
Rich in raw materials; noncitizen-workers contract out of Minos Station to harvest metals for Cephei presence in Galatea system. Often preyed upon by Coriolis Armada. Permanent population 0, employs ~50,000.
⧰
Minos Station 
Constructed and administrated by Cephei Republican Protectorate. Integrated jump gate, starship drydocks, industrial sectors. Residential citizen population 95,600; temporary worker and contractor population ~100,000.  
✧  AdamEx biotech conglomerate provides experimesntal but remarkably accessible healthcare to Cephei citizens, building medtech and synthesizing pharmaceuticals from biota harvested from Talos. Managed by Executive Officer of the Republic Emerson Tyler, rumored to be  ████████.  
✧  Extensive financial services industry. Sets price on dozens of intra-system commodities; stock indexes currently at all-time high. Under heavy audits by Imperial Accountant Rhea Blanche, rumored to be  ████████.  ✧ ███████████████████████████████████████████████

3. ◎ Talos 
Green/Yellow-class world, recently settled by the Cephei Republican Protectorate.  
Toxic-to-humans atmosphere hosts diverse ecosystem of photosynthetic flora-fauna; low gravity allows for vast organism growth. Prefabricated bubble-cities under martial law to survive megafauna depredations. Citizenry heavily armed. Population ~300,000 first and second-generation colonists, spread equally across three cities in close proximity. Exports pharmaceutical organics, agriculture, and reality entertainment shows about hard-bitten mech-suited warriors surviving the Talosian jungle.  
✧  Autonomist Talosian sovereignty movement demands right to self-determination. Primary spokesperson is mech-warrior and prominent actor Akina Jakande, who’s managed to escape the colonial gov’t’s repression through the threat of mass popular outrage and her Republican Guard commission (honorably discharged).
✧  Charismatic demagogue Heath Burke building biochauvinist power base in reaction to autonomists. Uses threat of monsters as easy rhetorical tool to demonize anyone who would challenge “safety” of status quo, reportedly heavily invested in AdamEx.   
✧ █████████████████████████████████████ 
✧  Primary criminal enterprise is poaching rare flora and fauna to smuggle off-hab. ✧ ████████████████████████████████████████████████████████
 
4. ⦵ Rhea
Coral-class ringed gas giant. 
Atmosphere is rich in fuel gasses, hydrocarbons, and recently discovered ██████. Permanent population 0, employs ~100,000.
4a.
⧂ Hestia
Red-class moon of Rhea with thin, barely-breathable artificial atmosphere. 
Private habitat owned by Brett Lightspeed, trillionaire founder of LightSpeed Enterprises. Population ██.  
✧  Brett Lightspeed’s private estate is the size of an entire city. Hosts lavish parties for the system’s elite, both corporate Cepheii and noble Siriac. The afterparties are legendary for brutal ████████████, which Lightspeed has elevated to a spectator sport.
✧ ██████████████████████████████ 
✧  The Green Light Brigade operates out of Hestia, as an informal club of biochauvinist paramilitary thrill-seekers with extensive combat experience.
 
4b. ⧂ Hera
Grey-class asteroid moon of Rhea. 
A fully-privatized rentier habitat. Occupants are billed for breathing – plan visit costs accordingly. Houses the workforce for the Rhean megacorporate gas mine, owned and operated by by Lightspeed Enterprises. Gas harvesting, mining ship construction/maintenance, and gas refinement are all vertically integrated into Hera habitat; worker turnover is 85 percent within 5 years. Population ~500,000.
✧  Labor organizers with the Gas Miners’ Local 19520 are working to get a growing general strike off the ground, obstructed by both dissent within union and from larger workforce.
✧  Dissent within workforce fueled by LightSpeed Marketing’s extensive propaganda campaigns and the recent discovery of ██████. Union boss Talia Lin, respected for her unmatched 20 years working Hera habitat, has not yet weighed in on dispute.
✧ █████████████████████████████████████████████████████
 
4c. ⧂ Demeter 
Blue-class ocean moon of Rhea with a thick, icy crust. 
Independent research commune runs a wildlife preserve for theoretically fascinating but visually unremarkable local ecosystem. Researchers hail from across the Sculptoris sector, with a focus on pure (read: unweaponizable) science. Population ~2000.✧ Primary export is rare food and narcotics, manufacturing process is highly secretive and tightly controlled by the commune so as to maintain leverage that can keep them independent from LightSpeed.✧  Famous for bite-sized farm-raised xenofish, fed on a diet of proprietary ███████████████, kept in ██████████████████████████████ until they can be dispensed onto the plate and flop around a bit before being eaten whole and alive as an affront to every deity on record. 
✧  Demeter ecosystem recently discovered to be substantially more interesting than previously thought in submersible █████████████████████████████████ disaster, precipitating recent LightSpeed acquisition demands.
by alexson1
5.
◯ Mnemosyne 
Cyan-class ice giant. High water concentration, in ice rings and vapor atmosphere.
5a.
⧂ Semele
Purple-class frozen moon of Mnemosyne with Siriac naval base.
Being strip-mined to construct next-generation battlefleet. Mining operations are owned and operated by minor nobility exploiting android labor. Population ~100 aristocracy, ~500 familial servants, ~5000 administrative staff. Android labor force ~50,000.✧ The family patriarchs of the mining houses aspire to become Holo-Men, and pride themselves on emulating their inhumane detachment.✧  Royal Bank of Galatea established in moon’s spaceport to fund fleet construction. Holds unmatched wealth in Second Dark Age art, imperial treasury bonds, and ██████. 
✧ Android noncompliance incident rate rising by  █ month over month, in loose correlation with shipments from ███████.
 
⧮ Mnemosyne Station 
Constructed and administered by the Royal Navy of the Federal Kingdom of Sirius. Integrated jump gate, heavy military cordons. Imperial naval shipyard and base - all traffic must be sanctioned by local admiralty. Population ~5,000 permanent support staff, ~25,000 naval personnel, docking capacity ██. 
✧  Under administration of Admiral Viktoria Zakharova of the Siriac Royal Navy’s Nova Fleet. Highly decorated in the Periphery Wars, but took heavy casualties at the Battle of Gamma Sculptoris III and was ultimately forced to retreat by Costia Coriolis.  
✧  Most non-military personnel on station are part of an archeological dig excavating potential relics of a long-dead civilization in Mnemosyne's atmosphere. 
✧ ████████████████████████████████████████████
6. ◎ Theia
Grey/Purple-class dwarf planet, ice-cold, in eccentric elliptical orbit. 
Potentially a captured rogue planet. Vivarium House Sculptoris’ local satellite campus. While established less than a decade ago, enrolment is already highest in the sector.✧ Affiliated with the Federal Kingdom of Sirius, unable to settle any world closer to star because of strained relations with current Cephei government.✧  Governing council is research-focused, with the primary goal of ███████. Advancing psychic research at startling rate.  
✧ ███████████████████████████████████████████████████✧ █████████████████████████████████████████████████████ 
??? HESIOD ASH ??? 
REDACTED REDACTED REDACTED DO NOT APPROACH. QUARANTINE ENFORCED WITH EXTREME PREJUDICE.✧ ████████████████████████████████████████████████████████✧ ████████████████████████████████████████████████✧ █████████████████████████████████████████████████████

 

Tuesday, February 16, 2021

Habitats and Factions in Deep Space Bitches

In Deep Space Bitches, the world you put your players in is as important as the players themselves. This isn't a game about thousands of years of history or the grand wars that shift power from empire to empire - rather, it's about what the galaxy looks like to everyone who's caught in the middle. The scope and detail of the game world should be on the order of individual planets, space stations, and star systems; grand galactic maps are out of scope (no matter how fun they are to draw).


Habitats are self-contained structures built to house a permanent sapient presence. They range from small bubble-domes on far-flung planets, to orbital port stations, to vast asteroid field refinery-cities, to entire megalopoli in the imperial core. Each habitat is constructed for a reason - it's far easier to expand an existing hab than set up an entirely new one. Whatever its purpose, there will be various factions who have different, typically conflicting demands, and exploited workers that make it function (whether they like it or not).
 
Very few habitats are fully self-sustaining. The infrastructure necessary to keep a population alive and healthy is complex, and while processes like radiation shielding and oxygen recycling are solved problems, there are always resources that a small habitat has to import in order to keep its people in working condition. While habitats have largely been standardized for ease of deployment and expansion, each faces unique material challenges based on its location - whether environmental, logistical, or political.

Keep the following in mind as you design a habitat for Deep Space Bitches, as players should be able to interact with the systems that undergird life in the distant future in order to understand how they're exploitative and how they can be changed.
 
Why was this habitat built here? Who controls it?
Fungal radiation shielding, gravity plating, fusion reactors, and molecular recyclers allow livable habitats to be constructed virtually anywhere in a star system. This doesn't mean they're easy to assemble, and whoever builds them always expects a return on investment. Typically this means they're sponsored by an empire or a megacorporation, in response to some material or strategic necessity for another nearby population. A resource is discovered, or a phenomenon must be observed, or a tactically vital jump point needs to be claimed for the glory of the nation - and the bidding wars begin.
 
Contractors compete for the right to construct the habitat (and thereby get a stake in the finished product), it goes to the lowest bidder, and they ship in workers and supplies to begin construction. A few years later (depending on the size of the hab, the stability of the economy, any competing interests), something somewhat resembling the original plans is in place, ready to exploit resources and win profit for whoever commissioned its construction. The workers who assembled it are either granted the right to live there and maintain it, or are shipped off to another project - in either case, they have no access to the fruits of their labor, and no say in how it's used.
       
Sometimes, other concerns commission habitats. Research conglomerates may want to study a unique local phenomenon, an eccentric trillionaire might like the view, cults might want to build their holy land from scratch, the planet might be in legal limbo with no clear enforceable tax regime. Roll on the following d20 table to figure out why this habitat is here.
 
Why was this habitat founded?
1. Basic resource (1. raw minerals, 2. water, 3. organic compounds, 4. helium-3 fusion fuel, 5. food, 6. processing power).
2. Luxury resource (1. spices, 2. rare lifeforms, 3. precious metals/gemstones, 4. antimatter fabrication, 5. biotech and pharmatech, 6. great views)
3. Research (1. anomalous phenomenon, 2. unique ecosystem, 3. xenoarcheology, 4. xenoanthropology, 5. weapons testing, 6. [CLASSIFIED]).
4.
Easily terraformable (1. indigenous species under siege by empire, 2. highly-populated imperial hub world, 3. battlefield between competing colonizing powers, 4. project faced unforeseen difficulties, 5. demanding independence, 6. roll twice). 
5. Manufacturing and industry (1. androids, 2. financial services, 3. finished goods, 4. technology, 5. resource processing, 6. starships).
6. Social experiment (1. anarcho-capitalist, 2. doomsday cult, 3. biochauvinist, 4. singularitarian transhumanist, 5. leftist splinter, 6. historical reconstructionist).
7. Under the radar (1-3. criminal syndicate, 4. psychic haven, 5. android liberation, 6. anti-imperial revolutionary).
8. Military base.
9. Refueling port.
10. [CLASSIFIED]
11. Trillionaire's vanity project.
12. Prison.
13. Trade hub.
14. Luxury resorts.
15. Refugee camp.
16. First-wave lost colony.
17. Competing with rival power.
18. Megaproject.
19. Roll twice, it's both.
20. Roll three times, it's all three.

Remember that no matter the main principles a habitat was founded on, even the basic necessities require a workforce to maintain. Not everyone in a luxury vacation habitat is desk staff, a cleaner, or a concierge - every habitat needs technicians, farm workers, medical personnel, dockworkers, construction workers, shuttle pilots, and more.

Where do food, water, and fresh air come from?
Small habitats need to import food and often water; molecular recyclers in the life support system are effective to within 90% of mass reclaimed - but the second law of thermodynamics always holds sway, and without ongoing shipments a hab will inevitably starve. Larger habs may have hydroponics bays, and planetbound habs are typically founded on worlds with access to the building blocks of water and breatheable air. While the hab still likely needs to be sealed against thin, toxic, or simply unbreathable air, systems exist to turn almost any atmosphere mix into something technically breatheable (though reprocessed air typically retains some unique scents from whatever was mostly filtered out). Overall, this means that whoever controls the life support and food shipments has life-or-death power over the habitat at large.
 
How is the habitat powered? 
Fusion reactors are the most common power source for structures, stations, and starships. They're large, finnicky, and heavy - typically requiring a whole team of technicians to maintain. Solar power is potentially cheaper and less volatile, especially on smaller habitats, but requires a large surface area with consistent access to sunlight. More esoteric power sources exist like antimatter cores or gravity-wave turbines, but are restricted to habitats and starships that require vast amounts of power while space is a premium. On planets, hydropower, geothermal, or wind power may be even easier to access. Persistent rumors always spread that psionic energy can be harvested and converted into electricity, but no such facility officially exists.
 
How can residents access medical care? Who is denied it?
Hospitals are typically run by the same corporations that provide life support. While health insurance is provided to all corporate employees (and often to all imperial citizens), the vertical integration of medical care into corporate structures means that you're always going to end up in more debt for a procedure than you can afford anyway. And if you're unemployed, or not an imperial citizen, you're shit out of luck. For the rest, or those who don't want to go into vast debt, dark clinics in the underbelly of the habitat will fix you up for a price - but lack the resources to give you the kind of care that you could take for granted at a corporate facility. That said, street docs tend to be more compassionate, and they don't bother putting their terms in fine print.

That said, modern technology allows for a vast suite of procedures and treatments that pre-starflight civilizations could never imagine. Gene therapy and biocompatible replacement organs have tripled the average lifespan (for those who can pay), and cosmetic body-modding allows for full-body reconstruction. Entire fashion subcultures have grown up around extreme bodymodding, though they tend to the rich or medically-savvy.
 
Cybernetics are commonplace, though finnicky and expensive. On some habitats, everyone has a datajack and corneal displays to interfact with a persistent digital layer of reality - on others, every worker is subject to mandatory augmentation to fit their job and indebted to the corporation until they pay off their rig.
 
Who does the work?
Labor is always the source of profit. In a vast galaxy of near-infinite resources, the only bottleneck between the engines of neo-hyper-imperio-capitalism and unlimited expansion is how quickly it can get people onto a new extractive habitat and toiling away for the investors. Profit is contingent on these workers never demanding more than a token sum to keep them alive and working - everything above that goes to their bosses, their bosses' bosses, their bosses' bosses' bosses, and their investors' dividends.

In most empires, androids are classified as property and tools. Workforces extracting raw materials or constructing starships and stations often are fully composed of android labor, with a minimal non-android presence to maintain critical systems and sound the alarms in case of an escape or revolt. In other habitats, the workforce is made of whoever got there first - the laborers who constructed the habitat subsequently staying on to keep getting their paychecks, first-in colonists whose plan to create a better world was dashed against the profit motive, or indigenous civilizations held at gunpoint by imperial troops and corporate mercenaries.

These groups form the basis of autonomist movements, demanding self-governance and freedom from the corpro-imperial system. Each empire deals with them differently, but all know that they pose a critical threat - and so the goal is always to wipe out autonomist sentiment, in any way possible.
 

What passes for entertainment in this hab?
Any empire will collapse without bread and circuses. Media is an essential part of everyone's daily lives, helping them find some joy in the cracks of the dystopian spacefuture. With media comes propaganda - corporations and empires have always forced entertainment produced under their thumb to conform to social norms, and act as a vehicle for both advertisement and manufactured consent. Idols, dramas, movies, virtual spaces, games, newsfeeds, books, designer drugs, music, religion, pornography - everyone has their vice, and if the corporations can provide them (at a profit), the people might not ask why they feel so beaten down at the end of the day.
 
The narratives shown in media shape the lives we see as livable, and if alternatives to the empire and corporations' dogma are allowed to spread, there's no telling how much damage they could do. Stamping out competing, unapproved sources - whether anti-imperial, anti-corporate, pro-android, pro-psychic, pro-indigenous sovereignty - is imperative.

The 'net has grown from individual, isolated information networks on dozens of worlds into an interstellar data hub of unimaginable size and complexity. Local 'nets convey information instantly within habitats, and near-instantly within star systems, but interstellar communication is still reliant on small-throughput links between relays at jump gates and giant interstellar info-freighters carrying racks of servers full of information to download into every database on their route. Not all local information filters up to the interplanetary or interstellar 'nets - if you want to know something about a place that only locals know, you'll probably have to go there. Different empires have also close off their 'nets from each other, especially when they're preparing for war.

A variety of social media platforms fill the 'net on every habitat. While each habitat has their own local forums and bulletin boards (both corporate-approved and unlicensed), these are household names.
 
buzz!: Microblogging, filled with idols and politicians and brands disseminating their PR in catchy slogans like airborne pathogens. It's a marketing and news platform, with strange emergent communities stapling themselves to the sides. Every day there's a new queen of the hive, whose every move is under scrutiny - pray it isn't you.
 
LifeLog: A personal branding platform where you're expected to socialize with your best foot forward. Like Facebook plus Instagram plus Linkedin - it's awful, but if you want a job you need one, and most people have an account from birth. Pretends it's the friendly town square, ends up being nothing at all.
 
Quiki: Hookup & dating app. Has a dedicated kink and fetish community that it consistently mistreats.
 
Crunch: Counterculture fandom; like a metastatic fusion of tumblr, archive of our own, and fandom wikis. Call themselves "Crunchies", to everyone's annoyance.
 
n-on (pronounced "anon"): The absolute filth that is an anonymous imageboard; the chans, the worst parts (most) of reddit. A malignant tumor that thinks its the sewer of the internet, underpinning everything else and belching toxicity into the rest.
 
fullStack: An ancient help and technician network, too vital to discard, maintained like stone tablets. Forums and helpthreads cluster around it, tent cities on the tops of skyscraper-canyons of millennium-old archival data.
 
Where are finished goods manufactured?
The bits and bobs of daily life - from furniture to utensils to clothes to hardware, and more besides - are hard to manufacture at scale in a single habitat. While large and highly-developed habitats (especially planetside) will often be mostly self-sufficient with regards to manufacturing, smaller habitats are dependent on freighter shipments from other planets to provide the basics. These are usually dispensed at company-run general stores, though again larger and luxury habitats may have a market level where independent local businesses can set up shop (or, more likely, interstellar chains can open a new branch). Shipments of finished goods are what tie most of the galaxy together; new habitats are rarely constructed outside the range of shipping lanes, and interstellar shipping is a multi-trillion dollar industry.

Who protects this habitat from outside threats?
The galaxy is a dangerous place, according to (and usually because of) empires and corporations. The threats (real or imagined) of infiltrators from rival empires, corporate wars, psychic extremism, alien invasion, and daily petty crime demand a response - as do the less-publicly-acknowledged threats of unionization, political dissidents, collective uprisings, android liberation, and secession. Corporations contract private security companies to dp day-to-day policing, both to look like they're keeping everyone safe and to make sure that everyone knows their place and doesn't get ideas. When things go sideways, they might petition imperial authorities to send a detachment of their better-equipped forces, or (if the empire deploying its jackboots would reflect poorly on it) contract a mercenary organization to kill movement leaders and pacify the rest.

Habitats on the borders of an empire's territory will often play host to troop regiments and even entire fleet starbases. These habitats often fall under military rule in times of crisis, and their education systems are built to ingrain the values of loyalty, service, and sacrifice for the empire. Major war is always on the horizon, minor wars and uprisings are always setting the galaxy aflame. The last galactic wars resulted in the entire imperial power-balance shaking up like a snow globe. The winners are desperate to protect their gains, and the losers are eyeing their former glory with vengeful eyes. Never mind that all the flags look the same if you never look up.

 
Who else is here?
When there's space, organizations will show up to fill it. Rarely do they match up with the habitat's initial purpose - to habitat-management corporations, all rent money is good rent money. To fill out the population of the habitat, roll d6 times on the following table.

Factions (d100)

1. Artists
    1. Art academy, incredibly exploitative but the only option for arts education
    2. Propaganda mill dumping vast amounts of pro-imperial memes into the sector
    3. Thriving art scene, renowned across the empire
    4. Independent revival of underclass artistic movements, empire trying to quash it
    5. Underground art scene internally feuding over petty drama
    6. Anonymous virtuoso producing masterworks, identity is tabloid mystery
    7. Constant anonymous anti-establishment meme art, constantly evolving to avoid suppression
    8. Militant artist co-op committing art-terrorism
    9. Haven for artists producing and distributing seditious/banned works
    10. Auction-houses selling ancient masterworks for prices that could buy worlds
2. Corporate
    1. Monopolist megacorp, owns half the habitat, trying to own the other half
    2. Stock market trading hub, complete with hedge fund managers and gentrification
    3. Startup with billions in funding and no path to profitability, ads everywhere
    4. Research university, STEM programs only, does pure research that's coincidentally weaponizable
    5. Terrifying data-harvesting surveillance network, open secret
    6. Research blacksite committing heinous acts in the name of science
    7. Rapidly expanding branch of interstellar pyramid scheme
    8. Boutique artisans crafting luxury goods at the changing whims of the megarich
    9. Trillionaire's private estate, the size of an entire city
    10. Libertarian fully-privatized rentier hab, breathing costs $
3. Criminal
    1. Financial crime; insider trading, tax havens, money laundering, embezzlement writ large
    2. Smuggling ring landing shuttles at a hidden dock
    3. Crime family, carved out independently-recognized territory
    4. Protection racket harassing anyone who doesn't have the money to fight back
    5. Narcotics and proprietary medication manufacturing under the noses of the pharmacorps
    6. Rogue scientists experimenting with banned technologies
    7. Arms dealers selling to highest bidder
    8. Hacking enclave whistleblowing corporate and imperial secrets
    9. Fixers connect corporate managers with teams of deniable assets to prosecute intercorporate shadow-wars
    10. Poachers hunting rare flora and fauna to smuggle off-hab
4. Entertainment
    1. Sports league, based on unique local environmental quirks
    2. Film industry, exploitative and hedonistic in equal measure
    3. Luxury vacation hotels and casinos, deeply rigged, but with vast vaults
    4. Gentleman's clubs for the system's rich and famous
    5. Celebrities, with carefully constructed lives and images far above the workers who maintain the hab
    6. Red-light district, criminalized to keep them down
    7. Bloodsport league, underground and advertised by word of mouth
    8. Livestreamed revenge-killings by charismatic slasher
    9. Wonder of the galaxy and obligatory theme park
    10. Rare food and/or narcotics, export tightly controlled
5. Industry
    1. Agriculture, growing vatmeat or ranching local fauna or vast hydroponic grow-ops
    2. Mining, tearing worlds apart for large deposits of starship-grade metals
    3. Chemical harvesting, typically nitrogen, water, or carbon compounds
    4. Construction, of starships or luxury residences
    5. Biotech, building medtech, synthesizing pharmaceuticals, or growing clone parts
    6. Terraforming; this planet will one day be a garden
    7. Luxury fabrication, making trinkets no one needs and you could never afford
    8. Tourism, marketed as a place to vacation - but not a place to live
    9. Financial services, with all the upscale districts you can never afford to live in
    10. Energy, helium-3 harvesting or antimatter fabrication - as vital as it is dangerous
6. Installations    
    1. Bank and vault, incredibly secure, holds unmatched wealth in art and imperial treasury bonds
    2. Museum full of stolen treasures from colonized civilizations
    3. Starship junkyard, valuable components illegally salvaged for resale on secondary market
    4. Prison, holding the marginalized, indebted, and dissenting for imagined crimes and using them for slave labor
    5. Vanity megaproject construction site
    6. Jump gate and consequent trade hub, spaceport
    7. Archeological dig excavating relics of a long-dead civilization
    8. Wildlife preserve for unique local ecosystem
    9. GATEWAY top-secret research and containment facility, full of paracausal wonders
    10. Vivarium house and attached academy, with secret governing council-cult trying to wake the local star-god
7. Military
    1. Imperial military detachment, deployed as deterrent to rival empire
    2. Imperial naval shipyard and base, complete with fleet in orbit
    3. Police force, armed to the teeth and looking for anyone they can stomp on
    4. Imperial intelligence office, with a small psi-corps presence
    5. Mercenary company on shore leave, waiting for their next contract
    6. Entrenched invasion force from another empire, no-man's-land between them and the hab
    7. Rival imperial intelligence network, connected to the underground, fomenting unrest
    8. Revolutionary militia stockpiling weapons in secret for a massive strike
    9. Mercenary company contracted for defense against local threats, whether hostile fauna or revolutionaries
    10. Private security company, making up for lack of training by rapidly resorting to violence
8. Politics
    1. Aristo dynasties fopping about and demanding ludicrous luxuries
    2. Imperial military governor, heavily guarded and armed
    3. Holo-man in off-hab dreadnought, optimizing economic output
    4. Functionaries for imperial court, corporate lobbyists
    5. Charismatic demagogue building biochauvinist power base
    6. Nonprofits, well-meaning at best and deceptive at worst - always ineffectual
    7. Autonomist independence movement grudgingly acknowledged by those in power
    8. Revolutionary thought leaders writing but not fighting
    9. Deeply corrupt local governor siphoning funds off local industry
    10. Ostensibly representative democracy in an election year
9. Reactionaries
    1. Biochauvinist church, followed by double-digit percentage of population, dictates social norms
    2. Biochauvinist boy's club, well-dressed, armed, and defended by the cops no matter who they hurt
    3. Holo-man bunker, empty and well-defended for the days when it will inevitably be needed
    4. Vivarium house satellite campus, emphasizes bleeding-edge occult research
    5. Cult, deeply abusive of its members, highly litigious
    6. Conspiracy theorists, blaming the marginalized for their struggles, with an outsize platform
    7. Petty-bourgeoise holo-man aspirants
    8. Biochauvinist paramilitary thrill-seekers with combat experience
    9. Imperial intelligence agents, viciously rooting out dissenters
    10. Psi-corps bounty hunters hunting down anomalous individuals
10. Revolutionaries
    1. Liberatory church preaching unity and resistance to power, heavily surveilled
    2. Unions, split by industry, squabbling with each other
    3. Splinter group of larger revolutionary movement, constantly infighting and about to splinter again
    4. Off-grid unperson mutual aid network
    5. Autonomist sovereignty movement
    6. Android freedom network, operating in total secrecy
    7. Psychic monastery hiding in abandoned infrastructure
    8. Echo server cluster, highly-developed, ever-watching for signs of attempted ascension
    9. Labor organizers working to get a growing general strike off the ground
    10. Refugee camp from nearby disaster

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