The year is 2325 and approximately three centuries have passed since the catastrophic fall of Earth to a biotech disaster known as "the Green". Humanity's former home is now dominated by a hostile and rapidly evolving ecosystem that forced the majority of humanity to the stars to survive. Humanity and it's offshoots now reside in space habitats, colonies, and cities spanning multiple star systems and hundreds of moons, asteroids, and planets, a feat made made possible by the discovery of the element Tenebrium and the access it grants to Altspace, an alternate dimension that allows for faster-than-light travel.
Humanity remains fractured by political tensions, corporate influence, and conflicting ideologies and new powers dominate the Era...
- Solaris Republic: A military stratocracy controlling Sol and nearby systems
- Centauri Democratic Union: A burgeoning liberal democracy born in the Proxima system
- The Covenant of the Sacred Assembly: A fascist theocracy ruling the Wolf cluster
- The Lyran Stellar Confederation: An alliance of independent colonies marking humanity's frontier
- The Corporations: An array of powerful corporations insinuate themselves into every other faction
- The Daedalus Swarm: An isolationist machine culture controlling the Daedalus system
Key Themes and Facts
Core Concepts
- The Broken Nest: Earth has been consumed by the Green, a rampant, technologically-enhanced ecosystem that has forced humanity to retreat to Ark cities on Earth or flee to space. Those who remained exist under constant siege by hybrid plant-fungal-animal life forms and isolated by a fine mist of spores forms "the Veil," that forms a barrier between Earth and space.
- Into the Void: Humanity has spread across approximately two dozen star systems, establishing colonies, stations, and outposts far from Earth.
- Physics Bends: FTL travel is made possible through Altspace, a parallel domain with different physical laws accessed via Tenebrium-equipped loops at points of minimal gravitational interference like Lagrange points.
- Space Remains Perilous: Despite technological advancement, radiation, vacuum, and gravity remain constant threats to human life.
- Altspace Doubly So: Travel through Altspace exposes crews to "Alienation" - a progressive psychological and neurological decay that necessitates hibernation for journeys over one week. Most Altspace travel occurs in hibernation as a result.
- Humanity is Ahead of the Game: Humanity has lucked into being the first advanced species in its corner of the universe. The few sapient alien species discovered are centuries away from industrial civilization or space travel.
- But we're not alone: Sapience has given birth to sapients. Exalts (genetically modified humans), Revs (uplifted animals), artificial intelligences, and alien sapients (Asaps).
- We're Still Second Place: Artificial superintelligences (ASIs) have achieved technological advancements centuries ahead of humanity. The Daedalus Swarm is the most prominent example, but other machine intellects lurk in the Cryptnet. These entities aren't inclined to help or harm humanity but pursue their own inscrutable goals.
- Constructed Scarcity: Despite abundant materials, energy, robotic labor, and territory, resources aren't evenly distributed. Power comes from artificially controlling access to resources rather than true scarcity, creating opportunities for rebellion against the powerful.
- Corporate Dominance: Megacorporations wield influence rivaling traditional governments, controlling vital technologies and resources. Their reach extends across settled space, shaping interstellar politics and everyday life.
Aesthetic and Tone
- Novos combines elements of hard and soft science fiction and pulls from both solar/hope punk and cyber/biopunk for inspiration.
- The emphasis is on "rubber science" and the "rule of cool,"; grounding fantastic elements in realistic science where possible while prioritizing storytelling over pure scientific accuracy.
- The setting embraces both "lived-in" industrial futures and idealized aspirational visions, allowing for a range of aesthetic expressions.
- Stories can span from hopeful tales of human resilience to darker explorations of corporate exploitation and religious fanaticism.
- The setting allows for a spectrum of human nature, from noble to cruel, with opportunities for stories across that range.
- It is meant to support multiple genres of story from action, adventure and comedy, to romance, horror and drama.
Species of the Verse
Humanity
- Baseline Humanity: Despite the term "baseline," all humans are modified to some degree through evolutionary bottlenecks and adaptations to space environments. Three notable phenotypes exist:
- Wellborn (0.6-1.5g): People born within standard gravity ranges who adapt more easily to varied gravity conditions.
- Low-G (0-0.6g): Individuals developed in microgravity, characterized by taller, slender bodies, lower bone density, and enlarged hearts. Often called "Logos" or "Lunars".
- High-G (1.5g+): Individuals born in high gravity, having shorter stature, dense bones, thick muscles, and enhanced cardiovascular systems. Sometimes called "Higgs" or "Goats".
Enhanced Humans
- Exalts: Genetically modified humans with enhanced capabilities, named after the designation 'Extremely Altered'. Notable lines include:
- Asom: Require only 1-3 hours of sleep per day.
- Empath: Enhanced psychological awareness and emotional intelligence.
- Eternal: Age at a fraction of normal rate with enhanced immune systems.
- Paragon: The "fourth generation" with comprehensive physical and mental enhancements.
- Thark: Adapted specifically for Mars and similar environments.
- Pioneer: The most advanced line, featuring adaptive mutations for specific environments.
Uplifted Animals
- Revs (Rapidly Evolved Variant Species): Animals modified to near-human intelligence while retaining evolutionary advantages.
- Common types include Feline, Canine, Primate, Ursine, Vulpine, Mustelid, Procyonid, Cephalopod, Pangolin, Viverrid, and Ailuridae.
- Communication facilitated through VoxBoxes or sign language.
- Legal status varies by faction: full rights in LSC, regulated discrimination in CDU and SR, prohibited in CSA.
- Subcultures: Moreaus (escaped Revs) and Tesseri (the cross-species Rev culture in LSC).
Artificial Life
- AI Classification:
- Expert Systems: Specialist AIs with limited adaptability.
- Agents: Complex generalist AIs that serve as personal assistants operating on local hardware.
- Dataforms: Powerful generalist AIs supporting teams or organizations via specialized hardware.
- Emulations: Unstable attempts to upload human consciousness with minimal success.
- Replicas: AIs trained to mimic specific people's behavior.
- Artilects: Self-aware artificial superintelligences with their own goals.
- Cymera: Cybernetic organisms with heavily modified brains and nervous systems.
- Eno: Modified chimpanzees for zero-g operations.
- Messers: Cybernetic hunting canids.
- Tar: Terraforming ruminants.
- Bicon: Predator species for hostile biosphere control
- Boon: Military baboons.
- Biots: Organisms engineered from the molecular level.
- Draff: Unstable microscopic Biots for specific purposes.
- Shoal: Stable macroscopic Biots operating collectively.
- Grot: Flawed but stable macroscopic Biots.
- Tulkin: Theoretical stable, complex synthetic animals.
Veridens
- The species resulting from the molecular plague that overtook Earth, creating hybrid plant-animal-fungal life forms:
- Zoophyta: Motile species with plant-like physiology but animal traits.
- Photosynthzoa: Sessile species with animal-like physiology but plant traits.
- Mycetheria: Novel animal species with fungal features.
- Anzumycos/Anzuphyta: Species mimicking complex animal life.
- Neuromycota: Parasitic fungi that control other life forms.
- Anthropophyta/Phytanthrope/Yakshi: Plant species with neural correlates and humanoid physiology
Alien Sapients (Asaps)
- Artalen: Tall, graceful humanoids from Maleth (Rose-1) with a pre-industrial civilization and lifespans up to 300 years.
- Limea: Caprine-featured bipeds from Möbius (Loop-3) with extraordinary genetic adaptability and bronze-age technology.
- Kepukotu: Pseudo-cephalopods from Tuonyu (Eridanus-3) with distributed nervous systems and early industrial development.
- Sylid: Metamorphic insectoid/cnidarian beings from Echis (Ophiuchi-2-4) known for intricate mathematical carvings.
- Rahn: Massive semi-bipedal predators from Eita (Pavo-2) with extreme sexual dimorphism and bronze-age technology.
- Nhazde: Shape-shifting floraforms from Azde (Pavo-5-2) with distributed neural networks and advanced mathematical understanding.
- Carken: Aggressive crustaceanoid beings from Kalros (Leap-2) organized in pods that cultivate fibrous plants.
- Da-Om: Massive humanoids from Pantanal (Leshan-2-10) with complex vocal capabilities and semi-nomadic culture.
- Sangesh: Trilaterally symmetric beings from Sima (Verge-2) with distributed neural structures and ambiguous sapience.
Factions and Powers
Major Political Powers
The descendants of Earth governments sprawl across star systems, on planets, moons, asteroids, and in enormous space habitats, offering some semblance of cultural unity borne of both tradition and practicality. The precise level of control and authority these factions wield over any given member settlement or station can vary significantly based on their resource and security needs.
Solaris Republic (SR)
- Nature: A meritocratic stratocracy controlling most of the Sol system.
- Origins: Emerged from Chinese and American military diaspora that fled Earth.
- Government: Military hierarchy where only those who serve can vote or be elected.
- Territory: Controls Sol system and several nearby systems (Teegarden, Achird, Seth, Beacon).
- Military: Divided into Fleet Command (Crane Service), Planetary Defense (Lion Service), Stellar Mapping (Eagle Service), Rapid Response (Tiger Service), and clandestine operations (Axiom and Geist).
- Culture: Highly disciplined society valuing strength, respect, honor, order, and collective well-being with deep ties to military service.
- Relations: Maintains tense peace with other factions while dealing with extensive corporate influence and corruption.
Centauri Democratic Union (CDU)
- Nature: A democratic federation centered in the Proxima system.
- Origins: Founded by European and Indian diaspora who rejected SR militarism.
- Government: Parliamentary system with a Chancellor, Council of Ministers, and two legislative assemblies.
- Territory: Controls Proxima, Verge, Luhman, Ophiuchi, Eridanus, and parts of Pavo.
- Military: Primarily defensive force with Citadel special forces for covert operations.
- Culture: Rich mosaic blending European and Indian traditions, valuing freedom, innovation, and cultural fusion.
- Relations: Struggles with corporate corruption while promoting democratic ideals. Maintains peace with SR.
Covenant of the Sacred Assembly (CSA)
- Nature: A theocratic fascist state based on a syncretic Abrahamic faith.
- Origins: Fundamentalist settlers interpreted Altspace experiences as divine revelation.
- Government: Council of Patriarchs claiming lineage from evangelical Christian, Wahabi Islamic, and orthodox Jewish leaders.
- Territory: Controls Wolf, Lalande, Zarmina, Luyten, and Leap systems.
- Military: Includes numerous 'missionary' units, the fanatical Anshay'aho (Men of Light) special forces, and Nemesis black ops.
- Culture: Strict religious doctrine governing all aspects of life, gender segregation, and rejection of advanced technology, with harsh punishments for transgression.
- Relations: Hostile to all other factions but has avoided triggering open warfare.
Lyran Stellar Confederation (LSC)
- Nature: A loose alliance of independent colonies and stations on the frontier.
- Origins: Formed by colonies seeking mutual protection from larger factions.
- Government: Each member is self-governing but adheres to the LSC Charter.
- Territory: Scattered holdings across frontier systems (Loop, Trappist, Leshan, Rose, parts of Pavo)
- Military: Patchwork of local militias and volunteer fleets.
- Culture: Diverse, with a general frontier spirit valuing freedom from hegemonic control.
- Relations: Maintains neutrality while building trade networks. Frontier colonies offer freedom but face dangers from pirates, raiders, and hostile environments. Only major faction to grant full rights to Revs and alien species.
Daedalus Swarm
- Nature: A semi-isolationist machine culture inhabiting the Daedalus system
- Origins: Evolved from von Neumann probes sent to prepare Barnard's Star for colonization
- Government: Ruled by the Ogdoad, a council of artificial superintelligences under Thalia, the first ASI
- Territory: Controls the Daedalus system, successfully terraforming planets
- Technology: Centuries ahead of human capabilities in most fields
- Internal Factions: Uplifters, Originalists, Separationists, Interventionists, Converters, Supremacists, Revelers, Confucianists.
- Relations: Maintains isolationist stance but occasionally engages with humanity via clandestine means.
Corporate Powers
Institutions built on profit and power, usually wielded by the fortunate few already privy to both. Many corporations issue their own legal frameworks asserting employees' citizenship under corporate rather than state law. The validity of such arrangements varies by star system but every megacorp is in constant pursuit of greater influence over government and culture alike, all too aware that every other megacorp is doing the same.
Attar Technologies (AT)
- Domain: Tenebrium-based technologies, Altspace navigation systems, and advanced research
- Headquarters: Axis Station (Sol)
- Notable Technology: Altspace loops, which enable interstellar travel
- Corporate Culture: Innovation-focused with calculated risk-taking approach
- Key Division: Advanced R&D with near-total autonomy and generous funding
- Notable Subsidiary: Isarrow Orbital (primary manufacturer of Altspace loops)
- Controversy: Corporate espionage operations are critical to its continued dominance
Aeon Dynamics (AD)
- Domain: Automation, AI integration, space ventures, and healthcare innovation
- Headquarters: Crucible Station (Asteroid Belt)
- Corporate Strategy: Aggressive acquisition of competitors and technological forecasting
- Key Innovation: AI-managed drone fleets and automation systems
- Corporate Structure: Diverse portfolio of subsidiaries spanning multiple industries
- Notable Subsidiaries: Axion Galactic (spacecraft), Shiva (frames and weapons), Cavanaugh Medical
- Signature Product: Autofactories capable of producing everything from computer components to starships
Yasuda Zaibatsu (YZ)
- Domain: Environmental systems, biotechnology, and logistical operations
- Structure: Traditional zaibatsu/chaebol model with cross-shareholding and familial loyalty
- Corporate Philosophy: Multi-generational strategic planning with focus on long-term outcomes
- Key Strength: Intricate logistics network and supply chain management
- Cultural Approach: Blend of Japanese corporate traditions with interstellar adaptations
- Notable Subsidiary: Asano Heavy Industries (ship manufacturing)
- Reputation: Admired for stability but criticized for opaque decision-making and nepotism
Redrock Resources (RR)
- Domain: Resource extraction, refinement, and transportation across settled space
- Operational Model: Vertically integrated approach controlling every step from surveying to distribution
- Corporate Culture: Military precision combined with corporate ruthlessness
- Market Strategy: Identify and exploit critical resources in key locations
- Public Image: Portrays itself as the engine of human expansion while hiding environmental devastation
- Notable Subsidiaries: Keppel Cosmos (industrial ships), Morrigan Arms (frames and weapons)
- Controversy: Long history of labour abuse, environmental destruction, and aggressive tactics against competitors
Innovation Technologies (IT)
- Domain: Neural cybernetics, AI research, augmentation technology, and robotics
- Corporate Structure: Decentralized innovation model with competing research clusters
- Signature Approach: Neural cybernetics and "network teams" operating in virtual environments
- Work Culture: Employees use neural interfaces to participate in the corporate virtual world ("the Hub")
- Key Products: Neural interfaces, AI agents, and robotic systems
- Notable Subsidiaries: Apogee Space Industries (ships), Eltsin Robotics, Rev development programs
- Controversy: Network team members exhibit abnormal behavior and psychological dependence
Xian Lothal (XL)
- Domain: Digital infrastructure, biotechnology, augmentations, and materials science
- Corporate Approach: Holistic digital ecosystems blending work, entertainment, and social interaction
- Success Factors: Deep understanding of human psychology and behavior patterns
- Corporate Philosophy: Neo-Confucian values emphasizing duty, responsibility, and reason
- Market Presence: Products ubiquitous but corporation maintains low public profile
- Notable Subsidiary: Bellatrix Astra (ship and frame manufacturing)
- Technological Innovation: Molecular construction "Looms" for ship and frame production
Galt Corporation (GC)
- Domain: Various industries with focus on resource exploitation and mercenary services
- Philosophy: Extreme libertarian principles based on Objectivist ideology
- Corporate Structure: Contractual employment system replacing traditional citizenship rights
- Business Model: Maximum resource extraction with minimal regulation or oversight
- Notable Subsidiaries: Cold Star, Black Dog Security (mercenary services)
- Public Perception: Deeply polarizing; admired by the wealthy, reviled by labor advocates
- Corporate Territory: Operates as a de facto sovereign entity in its controlled areas
The Five Apostles
- Domain: Industrial and technological production serving the Covenant of the Sacred Assembly
- Structure: Five integrated companies focusing on different sectors crucial to CSA expansion
- Corporate Identity: Deep integration of religious doctrine into operations and products
- Member Companies: Khalid-Judah (ships), Solomon Arms (weapons), Able Agritech (food), Ezekiel's Gate (consumer goods), Caliph Systems (information technology)
- Production Philosophy: Selective technological advancement aligned with religious doctrine
- Labor Practices: Extensive use of unpaid labor from "supplicants" and captives
- Governance: Each company led by a Holy Deacon answering to the Temporal Council
Criminal Organizations
Breach Collective
- Specialty: Elite hackers, data thieves, and digital arms dealers operating via CryptNet
- Origin: Formed by disillusioned CDU cybersecurity specialists
- Structure: Distributed network with rotating leadership positions to prevent infiltration
- Operations: Breaching secure systems to extract valuable data for sale or public release
- Security: Members identified only by digital signatures and encryption keys
Eidolon Group
- Type: High-end mercenary organization specializing in untraceable operations
- Founders: Former intelligence operatives from various factions
- Services: Assassinations, sabotage, and information extraction that appear accidental
- Structure: Cellular organization with independent teams
- Reputation: So effective that most officials deny their existence
Penumbra
- Specialty: Sophisticated smuggling operation with high-level political connections
- Focus: "Clean contraband" - legal goods moved through illegal channels
- Services: Covert transportation of individuals between systems without documentation
- Structure: Independent cells controlling specific routes, united by shared codes and protocols
- Clientele: Refugees, corporate defectors, special operatives, and those seeking to disappear
Rubicon
- Type: Corporate crime syndicate operating within legitimate financial systems
- Leadership: Former corporate executives and financial specialists
- Operations: Financial manipulation, market rigging, and high-level fraud
- Method: "Market terraform" operations that destabilize local economies for profit
- Cover: Legitimate business fronts across multiple factions
Schism Network
- Membership: Rogue scientists, engineers, and technical specialists
- Trade: Forbidden technologies and experimental research
- Origin: Response to limitations on AI and biotechnology research
- Operations: Hidden laboratories on remote stations and abandoned outposts
- Structure: Reputation-based system without formal leadership
Steel Rings
- Territory: Operating within the Solaris Republic's military structure
- Origin: Evolved from networks among lower-ranked military personnel
- Structure: Hierarchical organization mirroring military command chains
- Leadership: Often held by decorated veterans who understand Republic bureaucracy
- Operations: Smuggling luxury goods and facilitating black market activities within military installations
Ten Families
- Territory: Criminal syndicates within the Centauri Democratic Union
- Origin: Evolved from remnants of Earth's organized crime families
- Method: Operating under legitimate businesses and political advocacy groups
- Specialty: Corruption of officials, manipulation of legal proceedings, and protection rackets
- Structure: Each family controls specific territory or industry with traditional hierarchies
Vardulak
- Origin: Founded by Russian military descendants who hijacked a spacecraft during Earth's exodus
- Base of Operations: Axis Station
- Notable For: Operating as privateers and pirates while maintaining a public image as folk heroes
- Structure: Led by an "Avtoritet" (Authority) with traditional Vory criminal hierarchy
- Current Status: Now secretly employed by Innovation Technologies for covert operations
- Internal Tension: Conflict between traditionalists and newer members embracing corporate work
Void Syndicate
- Scope: Network operating across the frontier and lawless regions between controlled territories
- Holdings: Array of abandoned space stations, derelict ships, and asteroid settlements
- Structure: Loose alliance governed by a council of captains with no central authority
- Philosophy: Based on respect, self-sufficiency, and personal freedom
- Economy: Sustains itself through smuggling, piracy, and illicit trade
- Notable Feature: Diverse membership from cybernetic outlaws to charismatic rogues
Wraiths
- Specialty: Pirates focusing on Tenebrium shipment hijacking
- Distinction: Quasi-religious belief system centred on Tenebrium and Altspace
- Practices: Dangerous exposure to Tenebrium during initiation rituals
- Technology: Ships modified with experimental Tenebrium-based systems
- Leadership: Council of "Void Speakers" who claim to receive messages from Altspace
Technology
Core Technologies
Power Systems
- Fusion Technology: He3 fusion reactors serve as the primary power source, ranging from city-scale installations to micro-reactors for vehicles. Mining, refining, and transporting He3 forms a critical component of the interstellar economy.
- Hanza Batteries: Revolutionary solid-state energy storage with unprecedented energy density, primarily used in cybernetics and Frames due to their light weight, capacity, and durability.
- Power Distribution: Advanced power grids that can operate efficiently in diverse environments from space habitats to planetary settlements.
Industrial Technology
- Resource Processing: Advanced mining, refining, and recycling technologies
- Autofactories: Fully automated refining and manufacturing facilities
- 3D Printing: Advanced additive manufacturing for various materials
- Fabricators: Automated machinery for local construction and repair of complex devices
Materials Science
- Tenebrium: A mysterious element discovered in magnetized asteroid deposits that absorbs 99.9% of light. Key properties include:
- Essential for Altspace travel through specialized loops
- "Phases" through conventional matter with minimal interaction
- Responsive to gravitational and magnetic fields
- Transitions to superfluid state when electrified
- Highly dangerous to organic matter, causing brain death if it passes through neural tissue
- Derivatives used for psychotropics (Revelation/Rev) and ergogenics (T3B, Svartal)
- Advanced Alloys: Including Attalus Alloys derived from Daedalus Swarm technology
- Smart Materials: Self-repairing and adaptive materials used in construction and equipment
- Nanomaterials: Microscopic engineered materials with specialized properties
Computing & Networks
- Computing Hardware: Ubiquitous and powerful, with devices including Mobiles (handheld), Decks (specialized high-capacity units), and Iron (stationary servers).
- Signal Delay: Interstellar communication is limited by light speed; only ships carrying data through Altspace can transmit faster
- Networks: Multiple tiered systems including:
- CorpNets: Corporate networks with controlled access and monitoring
- LocalNets: System-specific networks maintained via predictive sync
- StellarNet: Interstellar internet connecting star systems via relays and ships
- CryptNet: A virus-like protocol integrated into StellarNet offering encryption and anonymity, attributed to a rogue ASI. Home of Metapedia, a vast repository of verified information hosted on the CryptNet
- Interfaces: Common interfaces include Lenses (AR/VR contact lenses), vBoards (virtual keyboards), neural interfaces, and more invasive direct implants.
Biotechnology
- Medical Technology:
- Panacea: Synthetic symbiotic microbiome enhancing immune response and healing
- Organic Printers: Capable of producing virtually any organ for transplantation
- Biofoam and robotic surgical systems for emergency medicine
- Genetic Engineering:
- Genetic Screening: Analysis technology for embryos to identify potential ailments
- Exalt creation: Enhancement of human genomes for specific advantages
- Rev uplift: Animals modified for near-human intelligence
- Genetic Regulation varies by faction, with CSA prohibiting most forms
- Synthetic Biology:
- Biots: Engineered organisms serving scientific, industrial, or military purposes
- Terra-swarms: Terraforming organisms capable of modifying planetary environments
- Biological computing systems blurring lines between organic and digital
Transportation Technology
Space Travel
- Propulsion: Magnetic Coil Fusion Drives, with Tenebrium-augmented versions (TAMCFD or "Tamcaf") achieving up to 2,000,000 km/h
- Life Support: Thrust gravity (constant acceleration) for artificial gravity; hibernation pods for long journeys
- FTL Travel: Achieved through Altspace transit using Tenebrium-equipped loops
- Requires specific conditions: Tenebrium loops, sufficient power, minimal gravitational interference
- Transit Points: Areas of minimal gravitational interference (typically Lagrange points) where transit to Altspace is possible
- Ships experience "Entropy" (disorientation) during transit
- Regions corresponding to gravitational bodies ("Tumult") create dangerous conditions
- Transit illness affects humans, ranging from mild nausea to potentially fatal complications and extended exposure causes "Alienation" - progressive psychological decay in conscious travellers. Most crews travel in hibernation for journeys over one week.
- Maximum transit range is typically 30 light years. Early drives limited to less than 5 and recent experimental vessels reaching as high as 60
- Beacons: Automated signal emitters that guide ships through Altspace pathways
- Eekers/Pathfinders: Rare individuals with natural immunity to Altspace effects
- Bosun: Ship AIs that assist or fully control vessel operations
Space Habitation
- Station Types: O'Neill cylinders, Stanford tori, spindle stations, asteroid bases
- Colony Types: Prefabricated modules (Habs) deployable on various celestial bodies, converted ships, built structures, underground complexes, domed cities
- Environmental Systems: Advanced atmospheric processing, water recycling, and waste management
Military Technology
Frame Technology
- Overview: Flexible Robotic AnthropMorphic Exosuits (Frames) are 4-6 meter tall bipedal or multipedal vehicles
- Core Technologies:
- Microfusion Reactors or Hanza Batteries for power
- Scaled Myofibre for motion and manipulation
- Neuromorphic Control Network (NC-Net) for interface translation
- Nagai-Okawara Condensate (NOC) for heat transfer
- Advanced alloys for structural integrity
- Control Interfaces: Manual controls, virtual sleeve suits, or neural interfaces. Can be directly or remotely controlled by biological or AI pilot but most factions use biological (or cybernetic) pilots.
- Classes: Super Light, Light, Medium, Heavy, Battle, Industrial, Space, Aquatic
- Military Use: Central to combat operations across all major factions
- Limitations: Size constraints due to square-cube law, maintenance requirements, training needs
Weapons & Defense
- Personal Weapons: Extensive range from common conventional firearms to rare energy weapons
- Vehicle Weapons: Conventional firearms, rail guns, drone swarms
- Ship Weapons: Rail cannons, torpedoes, energy weapons, point defense systems
- Armor: Personal armor ranges from light tactical vests to full powered armor suits
- Shells/Warsuits: Powered armor that enhances strength and protection
- Combat Systems: Advanced targeting, command and control, battle management
Cybernetics & Enhancement
Neural Interfaces
- IO Implant: Common cortical augmentation for computer system interaction
- Ford-Bitter Neural Interface: State-of-the-art cybernetic neural interface
- Wayang: Specialized neural implant for controlling Cymera
- Cognitive and Sensory Augmentation: Enhanced processing, memory, and perception
Physical Enhancement
- Combat Augmentation:
- Myofibre: Strong, durable muscle-analog for bionics
- Newskin: Tough, flexible skin replacement with sensory capability
- Ossteel: Lightweight, durable bone replacement
- Subdermal Clay: Moldable material allowing changeable features
- GMod: Allows pilots to withstand higher G-forces
- Environmental Adaptation: Modifications for survival in hostile environments
- Performance Enhancement: Various augmentations for improved physical capability
Integration Systems
- Bio-compatibility: Technology ensuring cybernetics function with organic systems
- Power Systems: Including Adaptive Catabolic Bioreactors that convert food to energy
- Maintenance: Self-maintaining systems reducing dependency on technical support
Universal Location Naming Conventions
- Throughout these documents you may see reference to locations like 'Rose-2' or 'Loop-3-1'. While many planets and moons have specific designations these can differ between groups and cultures so this universal naming system was created.
- Planets are ordered by relation to the local Star. e.g. Venus would be Sol-2, Earth Sol-3, Mars Sol-4, etc.
- Moons are designated with a second hyphen and the moons relative distance from its parent planet e.g. Rose-2-1, Pavo-4-12
- Asteroid bases and other space settlements use the faction name given to them by the controlling faction.
- Where available, common names are provided without brackets and then the standard name is followed in parentheses, e.g. Iropa (Proxima-2)