[OOC/SIGNUP] Perfidy
Feb 19, 2017 23:39:09 GMT -6
Post by Grom on Feb 19, 2017 23:39:09 GMT -6
a science-fiction western space opera in TECHNISCOPE® TECHNICOLOR™
Seated at the controls, Railroad Engineer Layton Bennet yawned, his feet kicked up on the central console as he stared out at the desert and the thin silver line that stretched ahead to the horizon. Running the trains was an easy job, but it sure was boring. He’d been on shift for six hours now, staring out at a whole lot of nothing as the planet zipped by under the engine. Layton’d gotten the job through his father, who’d felt it was about time for his youngest son to contribute something to the family. Hauling freight from the mines back to Canyon for export was a routine run well outside any g’ard territory, so he didn’t even have to worry about locals scratching the paintwork.
Letting his head hang over the back of his chair, Layton stared at the clock as the second hand slowly rotated. Another four hours and he’d hand over to the other driver, but he knew he’d feel every minute. Union regulations stated they needed one driver on the controls at all time, even though the built-in AI was more than capable of handling pretty much anything that could go wrong. Passengers always wanted a human at the helm, though.
He let his eyes close for a second, and when they opened it was to a loud buzzing from the console. Layton jerked upright, cursing as he saw he’d been asleep for nearly forty minutes. The buzzing didn’t stop until he found the blinking red light above one of the displays his sleep-addled brain eventually recognised as a proximity alert. Something had entered the train’s sensor range, but staring out of the glass dome of his cockpit all he could see was baked earth stretching to the horizon. He quickly rebooted the console, but the light wouldn’t turn off. Grumbling, he checked the roof-mounted cameras – sometimes the local fauna would fly over – but there was nothing in sight.
Another light began blinking next to the first – whatever it was had entered the second sensor ring. Layton reached for the handset next to his console. He’d have the techs check the sensors – maybe someone’d spilled their coffee. Then the third light blinked on. He stared out through the glass again, mouth twisting downwards in confusion-
Then he smashed against the reinforced glass as the cabin turned sideways. The last thing he heard was a screech of metal as the train derailed.
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Over the last four months, three Union trains have been destroyed – something that’s never happened before on Perfidy. Recovery efforts have proven difficult thanks to constant dust storms, and expeditions have turned up little more than debris. In response, the governor has moved to restrict rail travel to official Union business only, raising tensions between the Union government and the colonists who still find themselves relying on regular supplies delivered by rail. As fingers of blame are pointed at anyone from the g’ard to bandits to deliberate sabotage by the colonists, you find yourself volunteering - willingly or otherwise - to investigate the incidents and hopefully put a stop to any more…
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Bandits often utilize hoverbikes to cross Perfidy's deserts quickly and quietly.
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Bandits often utilize hoverbikes to cross Perfidy's deserts quickly and quietly.
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They say everyone on Perfidy is running from something. Friends, family, debt, history – everyone has their demons. Whatever those demons are, they’ve brought you to the very edge of colonised space.
An arid world with two tiny moons, Perfidy is covered in rocky deserts with most water to be found deep below ground, Perfidy is a Class IX colony, officially designated as ‘developing’. It was tagged by a Union probe in 2852 and colonised one hundred and fifty years later, becoming officially settled in 3002. The first three colony ships carried over three hundred thousand settlers and billions of dollars worth of equipment to the surface. Financed by dozens of companies with portfolios ranging from mining to agriculture, the new colony should have had everything it needed to thrive. They didn’t. Perfidy wasn’t like other planets. The atmosphere was stable, sure, and the oxygen levels were within your standard breathable levels, but Perfidy had its own quirks.
For one, there were the dusters. Dust storms weren’t unique to Perfidy, but few planets boasted storms that lasted a couple weeks at best and an entire year at worst. The dusters stripped away solar panelling and ate away at metal, jamming up parts that moved and corroding the bits that didn’t. Unlike most planets, these storms didn’t seem to be localised
Then there were the natives. The probe detected life on the planet – that was why they’d sent the colony ships – but when the usual pattern of sending out signals across dozens of frequencies failed to lead to any kind of contact, the planet had been green lit for settlement. At first, the colonials assumed they were the only sentients on the planet, but it wasn’t long before they met their neighbours. They called themselves the g’ard, once translation software was patched to allow the settlers to talk to them, and they didn’t take kindly to strangers. Standing at over seven and half feet tall at their smallest, the g’ard are bipedal reptiles covered in hard scales and ridged horns. Loosely organised in dozens of tribes across the planet and fiercely territorial, the g’ard first made themselves known as the settlers pushed out into the wilderness. They seemed primitive at first, riding beasts into battle and wielding stone-tipped spears and bows. They favoured lightning raids on static settlements, destroying machinery and buildings and chasing the would-be settlers back into the desert. Before long, the settlers found the g’ard had upgraded their arsenal – energy weapons and vehicles stolen in raids were put to deadly use, often modified by their new owners. When Union soldiers took the fight to them, they found the g’ard’s knowledge of the planet made tracking them difficult and fighting them impossible. Before long, the settlers learned to avoid g’ard territory, and a wary peace was reached.
A group of g'ard mercenaries, armed with Union military equipment.
A group of g'ard mercenaries, armed with Union military equipment.
Between the locals blocking vast swathes of wilderness and dust storms scouring the rest, it wasn’t long before the Union’s corporate backers decided its resources were better spent elsewhere. The steady stream of supplies and settlers slowed to a trickle and settlements planted on the surface were quickly abandoned. The Union kept a token presence on the colony, but most of their heavier gear was pulled out as soon as they got their mines up and running. The criminal element made itself known, with gangs of bandits setting off into the desert in search of easy prey.
Perfidy might be ‘developing’, but it’s mostly an untamed planet – a new frontier the settlers are still only just discovering seventy years on.
Life on Perfidy is tough, but some folks appreciate that. Seventy years on, things are still pretty much as they were. Farmers struggle to eke out a living, miners scrape away at stakes in search of ore, and ranchers herd droves of beasts across the plains.
People on Perfidy live by one rule: keep moving. On Perfidy, everything is mobile, with only a handful of permanent settlements anywhere planetside. Faced with the ever-present threats of dusters, g’ard and bandits, the colonists showed their ingenuity by adapting their sedentary lifestyles to mobile ones. The best example of this is how they live, and that’s on the rocks.
On a colony like Perfidy, you like to know where your next meal is coming from, but farmers found the constant dust storms and bandit raids meant settling down anywhere long enough to grow crops nearly impossible. The solution was brilliant in a slightly crazy way, which sums up how most Perfidy think. Nobody’s sure who did it first, but the farmers pulled up roots – literally – and went on the move. Strapping jury-rigged treads onto enormous chunks of rock, the farmers took their crops and set off at speed. Pretty soon, just about everyone took a leaf from their books, and within five years living ‘on the rocks’ was the norm. Treads gave way to hovertech and the rocks grew and grew. Nowadays, most folk live on one rock or another – the biggest are cities themselves, supporting populations of thousands, while the smallest might host a farmer and his family or a lone prospector who’s ripped his stake from the ground.
This new way of life led to new challenges, but the people of Perfidy are tough, smart and just a tiny unhinged. Not every town has a doctor, lawyer or judge, and when towns move it’s hard to know when yours will next meet up with one that has the person or thing you need. Transport between rocks was a hot market for years, and people threw money at any idea they reckoned might work. Most folks stick with the two standards, though: travel by air or by crawler.
Travelling by air has its advantages, safety from bandits and critters being prime among them. This far from the core worlds, fuel is expensive and few spaceship captains are willing to brave Perfidy’s dust storms for long. Perfidy’s residents overcame this with something they had plenty of – hot air. It might not be as quick as traditional atmospheric flight, but Perfidy’s airships benefit from the thousands of years of science since lighter-than-air travel was invented. Airship captains tend to haul supplies and people between rocks for a premium, pointing to the lack of speed with which crawlers make the journey and the flexibility air travel provides. That said, every few months an airship will disappear without a trace, leading travellers to wonder if it’s as safe as the captains make it out to be…
Crawlers are holdovers from the early colonial days and, as the name implies, crawl along the ground at a pace that makes most tear their hair out. The advantage of crawlers, though, is their reliability. Designed to operate in Perfidy’s dust storms, they’re tough, rugged and practically self-sustaining. Most feature hydroponic gardens to grow food, air filtration systems and atmospheric water generators. These are particularly useful when severe dust storms can see a crawler trapped in banks of sand for days on end, and most crawler drivers are quick to point that out to potential passengers that. Riding a crawler has its own dangers, of course, and they’re prime targets for bandits, but it’s a rare crawler that isn’t loaded with weapons and men willing to use them.
In fact, just about the only static thing on Perfidy is the railway. Built to service the mines dotting the planet and protected by the Union, Perfidy’s rail network spans the planet, transporting people and supplies at high speed and in relative comfort and security. The trains themselves are state-of-the-art, designed to operate in the most hostile environments and under the worst conditions, and they’re heavily guarded by Union soldiers and corporate mercenaries. The railway is dotted with stations standing well above the desert, each designed for rocks to dock with them for transfers of passengers and supplies. The railway links back to Perfidy’s largest permanent settlement, Canyon. Canyon hosts Perfidy’s only spaceport and is home to the planet’s Union governor, meaning it’s the only real link the colonists have with the Union. Heavily depended and regularly resupplied, Canyon is about the only real city on Perfidy. Its residents tend towards affluence and snobbery, which rubs most colonists the wrong way. If you’re from Canyon, don’t expect a warm welcome on most rocks.
Canyon, Perfidy's Union-controlled capital. A bustling hub of commerce compared to the rest of the planet.
Perfidy is a sci-fi western at heart, and will mostly be based around the tenets of the latter genre with the trappings of the former. Kooky prospectors dig away with fusion lasers for rare ore and bandits ride hoverbikes and strike at caravans of rocks making their way across the desert. I’m deliberately keeping the setting quite vague with the world outside Perfidy painted with a very broad brush to allow you guys a lot of flexibility in characters, so feel free to make up background elements you think fit in. The only themes I’m pushing are going to be your typical western-y themes, so plenty of adventure, betrayal and ‘east-versus-west’ going on.
In your characters, I’d be more than happy to see archetypes of the western genre with your own twist to them. Gunslingers, outlaws, frontier doctors and trackers all have their place here, so feel free to take a genre staple and get creative with them.
Name: This is pretty simple. Humans should have fairly human names, with or without a sci-fi slant depending on how you’re feeling. Feel free to come up with a name that fits your character’s race if they’re not human (see below).
Age: It’s the future, so this is flexible. Humans probably live up to a hundred and twenty years naturally, but with advances in technology this could be stretched out. On Perfidy, the rough lifestyle of a colonist means you’re probably not going to live much longer than a hundred and you’re unlikely to be off on many adventures when you’re that old so keep it logical.
Gender: Male, female or anywhere in between.
Race: Feel free to use your imagination here. The only races I’m creating are humans and the native g’ard, so beyond that it’s up to you guys. I’d like to see a g’ard character if anyone finds them appealing, but beyond that - go nuts.
Appearance: Picture or text works here.
Role: What does your character do? Are they a miner? A sawbones? A gunslinger? A Union official? I’d like a bit of a mix here so we’re not too flush with gunmen, but colonists are likely to have a bit of experience at most things so don’t worry too much about that. Think western archetypes here but feel free to throw a sci-fi spin on them.
Bio: Tell us a little about yourself. Who's your character and what do they do? Why? How did they get to Perfidy? This doesn't have to be long and doesn't necessarily need to deal with any of the things I just mentioned but should give us an idea of who the character is. Bonus points if you can tie in your Role (above) and Strengths/Flaws (below).
Bio: Tell us a little about yourself. Who's your character and what do they do? Why? How did they get to Perfidy? This doesn't have to be long and doesn't necessarily need to deal with any of the things I just mentioned but should give us an idea of who the character is. Bonus points if you can tie in your Role (above) and Strengths/Flaws (below).
Strengths: This is where I’m going to get a little bit creative with the GMing. I’d like you guys to pick two (2) strengths that define your character. If you’re a gunslinger, that might be that you’re Quick As A Snake and possessed of True Grit. If you’re a doctor, maybe you’re Educated and Logical. I’m not going to restrict anyone to a list here, but try to think of Strengths that apply in a few situations. Using the above examples, a Quick gunslinger might be quick on the draw or equally quick on the uptake in a conversation or speedy on his feet, while a Logical doctor might be able to work out tricky puzzles as easily as he’s able to keep calm in a crisis. You’ll also have two (2) wild cards here you can fill in later with additional strengths, so don’t worry if you can’t get everything in you want to.
Flaws: As above, I’d like you guys to pick two (2) flaws that define your character. These should also be applicable in a variety of situations. If we’re using the above examples, maybe the gunslinger is Jaded from his career of killing and finds it hard to trust people, or maybe he’s a Wanted man with a bounty on his head and men after him. Like the strengths, you’ll also have two (2) wild card flaws to fill in later.
Personality: What’s your character like? This should tie in with the Strengths/Flaws you picked above – try not to contradict yourself.
Gear: What does your character bring with them when they’re out and about? Most colonists will have some sort of weapon, and I’m not going to be restrictive on what kind of technology is used so feel free to be creative. Keep in mind that if you’re hauling around a military-grade bazooka you’d probably better have a reason for it (maybe that can be a strength you throw in ) or attract the wrong kind of attention. This can also cover vehicles, gadgets, beasts of burden and anything else you’d like to have access to.
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