
Sol system is the birthplace of mankind.
Mankind have spread throughout the galaxy (and beyond) in the years since the introduction of hyperspace lines.
They are amongst the most prolific and numerous of races and are split into various groups, made up from Political, ancient geographical, military, business (and super colony-spanning conglomerates), religious/theological, scientific and other groupings who share and collide in many regions and frontiers. Each group owns shares, portions or sectors.
There is only one over-riding military organisation (like a UN made up from member states) which is called the Accord Navy. This is a vast fleet of people and ships who are centered in the Sol system at the two military bases (and the many sattellite and shipyard facilities) around Pluto, and the other around Mercury (though they exist mostly in the empty space between mercury and Venus and use vast solar collectors to power huge military bases.
The only legal system accepted on 'most' worlds is the Accord Marshal Service. These lawmakers either exist as large civilian authorities or lone gunmen and lawmakers - similar to the Marshals of the American West.
The political side of the Accord resides on Mars (A terraformed garden world), the member states all have representatives at this organisation which is so large and unwieldy that is serves mostly as a place to make quick political and trade alliances in one location.
Location of the Accord Military and their primary Nexus. There are hundreds of satellites and space stations sat in the orbits of Mercury and Venus. Almost all of them use sun-shields/collectors for protection and power. mercury itself has a vast underground base that is used for secure military matters that are very sensitive. Due to its proximity to a star and intense solar noise it is very hard for people to listen into this location. Mostly it must be infiltrated in a standard manner.
Venus is home to a number of pressure and temperature research
facilities and is the location where the Marines test their all-terrain
Combat exo-skeletons.
Mars was the first planet to be artificially terraformed by humans. As such it was protected by a vast number of orders for conservation and preservation, far more than any other planet. it is forbidden to build any permanant structures on the service, barring artistic structures for entertainment and sculpting of the landscape into parks and gardens.
As such mars is the most prime real estate in the known Galaxy and is also home to the Accord League of Civilised Organisations, a multi-plex and labyrinthine political structure with seemingly no other purpose than circumlocution. it is an orgainisation founded on negotiation and intrigue.
LIST of ORGANISATIONS:
Organisations can range from a single large corporation with offices on many worlds, to an outpost colony that declared itself independent to a world-spanning multi-organisation with varying political and social factions and billions of population.
POLITICAL GROUPS
NATION/SECTOR GROUPS
RELIGIOUS GROUPS
CORPORATE GROUPS
ORGANISATION GROUPS
OTHER GROUPS (Specify)
(MUST FILL IN SOME GROUPS AND POSSIBLE PLOT/STORY ARCS)
The Terra Gate Nexus is the busiest Nexus point in known space.
OLD FRONTIERS
The first colonised area of space which lost popularity when new areas were unveiled. the area is still rich in mining conglomorates and mining companies thrive there. Other to that it is a major hotbed of political unrest and activity. Most insurgent groups find bases there as it is thinly policed with many lawless or business controlled worlds.
OLD FRONTIERS GATE/LANE
There has always been significant pirate activity along the hyperspace lane to the Old Frontiers. pirates use a Hyperspace Boarding Lance (or rarely tractor beams). They sit still in the lane using low levels of power to prevent their forward motion after using a Hyper Lane Anchor. When a ship passes by they activate a lance and Board the vessel. The attacked ship cannot easily escape and must deactivate the the lance using weaponry or repel the attack. Most missiles do not work in hyperspace so cannons and hand weaponry is normally used.
1-50 - Safe travel
51-65 - Attacked by Pirates in a Skirmish, moderate damage without being caught
66-85 - Attacked and pirates try to board
86-90 - Pirates significantly damage your ship by accident, you may have to defend still or they may leave you as scrap
91-93 - Lane accident - End up on Military Lanes to Frontiers, need to explain yourselves
94-96 - Lane accident end up at random location in Frontiers
97-99 - Ship damaged by energy overload - needs 21 days to repair
00 - Ship attacked by pirates and badly damaged - dead in space: roll 1d10 (1-6 engines destroyed. 7-8 Bridge and all computers destroyed. 9. All electrics destroyed. 10 - Kaboom - ship explodes)
NELSON GATE
This are a of space is often patrolled as there is a vast ammount of pirate activity. If hunting pirates as part of a military or bounty group use this table:
1-30 - No pirates found
31-60 - See pirates but they evade capture
61-90 - Engage pirate ship (single pirate vessel)
91-95 - Engage pirate Small fleet
96-99 - Pirates engage your vessel - they are hunting you
00 - Space lane accident, appear in random location in Old Frontiers
THIS NEEDS SOME RANDOM PIRATE SHIPS AND CREWS - VESSEL GROUPS AND SIZES AND SOME NOTORIOUS SHIPS?CAPTAINS WOULD BE NICE
OLD FRONTIERS
The first colonised area of space which lost popularity when new areas were unveiled. the area is still rich in mining conglomorates and mining companies thrive there. Other to that it is a major hotbed of political unrest and activity. Most insurgent groups find bases there as it is thinly policed with many lawless or business controlled worlds.
OLD FRONTIERS GATE/LANE
There has always been significant pirate activity along the hyperspace lane to the Old Frontiers. pirates use a Hyperspace Boarding Lance (or rarely tractor beams). They sit still in the lane using low levels of power to prevent their forward motion after using a Hyper Lane Anchor. When a ship passes by they activate a lance and Board the vessel. The attacked ship cannot easily escape and must deactivate the the lance using weaponry or repel the attack. Most missiles do not work in hyperspace so cannons and hand weaponry is normally used.
1-50 - Safe travel
51-65 - Attacked by Pirates in a Skirmish, moderate damage without being caught
66-85 - Attacked and pirates try to board
86-90 - Pirates significantly damage your ship by accident, you may have to defend still or they may leave you as scrap
91-93 - Lane accident - End up on Military Lanes to Frontiers, need to explain yourselves
94-96 - Lane accident end up at random location in Frontiers
97-99 - Ship damaged by energy overload - needs 21 days to repair
00 - Ship attacked by pirates and badly damaged - dead in space: roll 1d10 (1-6 engines destroyed. 7-8 Bridge and all computers destroyed. 9. All electrics destroyed. 10 - Kaboom - ship explodes)
NELSON GATE
This are a of space is often patrolled as there is a vast ammount of pirate activity. If hunting pirates as part of a military or bounty group use this table:
1-30 - No pirates found
31-60 - See pirates but they evade capture
61-90 - Engage pirate ship (single pirate vessel)
91-95 - Engage pirate Small fleet
96-99 - Pirates engage your vessel - they are hunting you
00 - Space lane accident, appear in random location in Old Frontiers
THIS NEEDS SOME RANDOM PIRATE SHIPS AND CREWS - VESSEL GROUPS AND SIZES AND SOME NOTORIOUS SHIPS?CAPTAINS WOULD BE NICE
Nebula Arm Gateway (Goes to the Orange Nexus)
The Nebula Arm is named because the series of connected systems are all within 10 parsecs of a large Nebula (The Orange Nebula) whose light fills two thirds of the sky for most systems. There are a large number of mining colonies in this sector - due in part to the large number of newly-forming systems. Many of them may have been the product of a smaller nebula cloud that was absorbed into the Orange Nebula leaving behind a group of two-thirds formed systems.
As such there is less pirate activity than in other parts of the Old Frontiers. Much of the ore and refined metals that are shipped are too bulky and of sufficiently low value except in bulk to make them attractive to Pirates, and more expensive materials such as precious metals, gems and radioactives are often shipped under heavy guard and sometimes with military escort. There are however a vast number of smugglers, either carrying illicit cargo out of mining sectors, or -more often- shipping in materials for the miners. The mining colonies often employ very tough individuals, many of them with no past they care to discuss, who take both their work and their pleasure activities very seriously.
Some mining colonies are run by unscrupulous managers who will take many criminals or deviant workforces and trap them into long-term low-pay contracts with no questions asked.
RANDOM ROLLS:
1-60 - Uneventful Trip
61-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-90 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
91-96 - Boarded by a military patrol/marshal looking for smugglers
97-99 - Attacked by smugglers who believe you to be marshal
00 - Lane collapse - end up in a random system
Orange Nexus
Gateway for the Nebula Arm of the Old Fronters, names as the Orange Nebula is clearly visible in the region.
A large section of the Old Frontiers is made up of the many worlds making up the Takeshi sectors. Named after the first system to be discovered and mapped by Captain Takeshi almost six hundred years previously. The Takeshi system has three terraformed worlds. Many of the other worlds in this region are former mineral colonies or agricultural worlds and scientific bases that have now become abandoned or overlooked in favour of more convenient and richer worlds.
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
Takeshi is an old group of three inhabited worlds in a system containing twelve planets, they are the third, fourth and fifth planet in the system. Kappa, the sixth planet was a former mining world - now mostly mined out; Takeshi, the fifth planet was intended to be a replacement Earth but the terraforming process did not work very well and this quickly turned into a world where heavy monsoon rains pour down for eight months of the year and most of the population live in giant communities on stilts above turbulent lakes; New Takeshi, the fourth planet from the sun, is a giant agricultural world and the aptly named 'breadbasket' of the Old Frontiers.
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
The Pilanic systems were former mining company systems. Four hundred years previously the Pilanic Corporation went from system to system mining the worlds and their asteroid fields for any mineral source they could. When they moved on the often left small ragged communities in each system struggling to survive on worlds with little natural resources and often inhospitable conditions.
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
The Pilanic systems were former mining company systems. Four hundred years previously the Pilanic Corporation went from system to system mining the worlds and their asteroid fields for any mineral source they could. When they moved on the often left small ragged communities in each system struggling to survive on worlds with little natural resources and often inhospitable conditions.
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
The Pilanic systems were former mining company systems. Four hundred years previously the Pilanic Corporation went from system to system mining the worlds and their asteroid fields for any mineral source they could. When they moved on the often left small ragged communities in each system struggling to survive on worlds with little natural resources and often inhospitable conditions.
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
The Pilanic systems were former mining company systems. Four hundred years previously the Pilanic Corporation went from system to system mining the worlds and their asteroid fields for any mineral source they could. When they moved on the often left small ragged communities in each system struggling to survive on worlds with little natural resources and often inhospitable conditions.
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
Hunt's World Gateway
Hunt's World is the only planet in this star system originally designated YK7294-65839. The planet was colonised from the largest of a vast number of asteroids by Christopher Hunt an entrepaneur and former mining planet chief. He recognised the the unique honeycomb nature of this large planetary body leant itself to easy construction in an otherwise inhospitable system. Hunt's dream was to build a unique pleasure planet from the vast number of tunnels, creating a different environment in each one. The large amount of radioactive material in the system that was simple to mine would provide a ready and cheap power source. Unfortunately it was too far away from the regular space lanes to attract anything but miners and their families, with cargo ships and smugglers being the other regular visitors. Hunt's World soon turned into a hive of criminals and a great place for illicit smuggling and gang rings.
1-39 - Uneventful Trip
40-65 - Ship in distress (probably a small smuggler/independent cargo ship)
66-67 - Boarded by a military patrol/marshal looking for smugglers
68-76 - Attacked by smugglers who believe you to be marshal
77-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
Arracorra V Gateway
1-69 - Uneventful Trip
70-75 - Ship in distress (probably a small smuggler/independent cargo ship)
76-78 - Encounter a large cargo transport - convoy of many ships - join their convoy if you wish
79-80 - Boarded by a military patrol/marshal looking for smugglers
81-82 - Attacked by smugglers who believe you to be marshal
83-84 - Attacked by Pirates
85-86 - Jump fails and you take d10 extra days to arrive
87-90 - Jump fails and you take d10 weeks to arrive
91-93 - Engines are damaged by storms, will take d10 weeks to fix at destination
94-96 - Ship severely damaged by storm, half the value of the ship needed in repairs
97-98 - Ship is carrying a virus that manifests during journey
99 - Captain/essential crew member dies in an incident
00 - Lane collapse - end up in a random system
The Nebula Core was the first area of colonised space (from a Human point of view) it was also the area of the galaxy where humanity first met and contacted sentient alien life, a race that humanity calls the Ariels.