DOSSIERS

Jan 22, 2007 17:36

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Index

GOTEI ENTERPRISES
Ships
Crew

THE CONFEDERATION

STARCHARTS
Beta system
Lambda system
Epsilon system
Alpha system
Chi system
Notable Locations

WEAPONS CACHE
Guns
Swords
Ships

MISCELLANEOUS

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Gotei Enterprises has been serving the solar system for nearly 50 years. Run by Yamamoto Genryusai, it is a large shipping company that dominates a market of independent ships and crews. Whenever a small business pops up, Gotei Ent. buys it out. It is in this fashion that Gotei Ent. stays on top -- and stays in business, considering the sometimes questionable content of its ships' cargoholds. Indeed, the solar system -- and the Confederation -- would be bereft without its services, and so the Feds are forced to let a few things slide. Sometimes.

You, the player, are an employee of Gotei Ent. Your position on the crew helds to keep your ship afloat and, in turn, the entire business on the top of its game. Of course, the shipping business, especially if you're the only one in the galaxy, is lucrative -- except maybe to you, the lowly delivery guy. So if you take on a few not-so-legal side projects to make ends meet, who's to blame you? Just don't tell the boss.

And most importantly, don't get caught. The Feds aren't above plucking a few ships out of existence for the sake of the "greater good." And they certainly aren't going to tell Old Man Yama. Outer space is a dangerous place, and it's not uncommon for entire ships to go missing. A few lowlifes aren't going to be missed for long.

Old Man Yama is going to miss that cargo, though.

Ships

Here's a side view.
Front view.
Top view.
Cutaway side view, for a general layout.
The first and second levels.
The "middle" level, a.k.a. crew quarters and cargo bay stuff.

(Yes, those were stolen from Serenity. stfu.)

Gotei Ent. currently has thirteen ships in its fleet, all ranging in size from small to large. Most small ships hold about 4 crewmembers, and large ships up to eight. That, of course, doesn't include any "unofficial" members who decide to join the party.

All ships are of the Shinigami class, version 3, either model number BH-15 or BH-17, and are equipped with a cockpit, a kitchen and common area, crews' quarters, passengers' quarters, an engine room, and a cargo bay. The cockpit is located at the front of the ship, and is surrounded by 180 degree windows, to better aid the pilot. Next comes the kitchen and common area, complete with refridgerator, sink, oven, stove, pantry, and a dining table and chairs. Most crews can fit a good deal of food in the cabinets, but that doesn't mean the food supply is inexhaustable. Slide the door open and you're faced with a metal catwalk, doors lining the sides that lead to the crews' quarters. Couples can usually request a double bed, but unless you're the captain, you're stuck with a bunk that takes up almost half the tiny room. Follow another catwalk, climb a few stairs, and you've reached the engine room, where the mechanic usually stakes his claim. Go down those steps, however, and you've hit the cargo bay, by far the most expansive part of the ship, taking up nearly the entire bottom half. Passenger's quarters are directly behind the cargo bay, and consists of a couple small rooms. Also, all ships are installed with intercoms that are attached to the wall of each room, though they are notorious for cutting off from time to time.

Obviously, the larger the ship, the more space it has. And the harder it falls. Keeping one of these suckers flying is no easy task, especially after all the wear and tear they're subjected to. It also doesn't help that they were all made over forty years ago. Just Yamamoto trying to keep costs down and all.

Crew

And this is where the crew comes in. Gotei Ent. requires a minimum of four crew members to each ship. Their titles and tasks are as follows:

CAPTAINS are, for all intents are purposes, the liaison between their crew and the Man. They keep the record books, report to headquarters, and generally just make sure that the entire operation runs smoothly. They require a lot of experience in their field as well as extensive knowledge of their ships and space.

LIEUTENANTS, more commonly known as FIRST MATES, are the captain's second-in-command. They assist the captain in the daily runnings of the ship -- trusted lieutenants sometimes run missions completely on their own. That's not to say all they have to do is be at the captain's beck and call; on the contrary, lieutenants have a considerable stack of paperwork to fill out as well, not to mention someone has to help unload cargo and keep the ship clean.

PILOTS are in charge of all navigational aspects of the mission. It is their job to set a course, keep the ship on that course, and find another one (or many) when they derive from it. A skilled pilot can maintain control of the ship under extreme circumstances -- say, when in an asteroid belt or under attack from another ship. It's not uncommon for pilots to hit things (or be hit by things) in these circumstances. That's what a MECHANIC is for.

MECHANICS keep the ship in shape. Because Gotei Ent.'s ships are rather old and worn down, a mechanic is put to good use repairing and maintaining the various workings of their hunk of junk. Due to the nature of their job, a mechanic must have considerable knowledge and skill -- not to mention the ability to work under tight conditions.

In most cases, all of these positions are filled on a ship before it is ever allowed to leave port. However, unfortunate circumstances can leave a ship without one or two of these important crew members. Oftentimes, a mechanic may have to double for a pilot, or a captain would have to make do without a lieutenant. Also, on some of the larger ships, more crew members are sometimes needed. They include:

GENERAL CREW, usually referred to individually as GCs, are crew members that help load and unload cargo, perform basic repairs, and keep the ship clean and tidy. They are the lackeys and muscle men of the shipping world, and are usually stuck doing odd jobs. They can double as COOKS and informal DOCTORS -- sometimes. It mostly depends on their skill set.

COOKS are usually reserved for large ships that travel long distances. Because Gotei Ent. puts its employees' needs first, it will sometimes provide a cook for certain crews. Cooks generally have moderate knowledge of their trade, and most captains usually put them to work on odd jobs as well.

MEDICS are even rarer than cooks, and usually only stay on ships for a short period of time. They are more commonly found at office headquarters around the galaxy. Because the Confederation provides minimal medical care to its citizens, major companies often employ their own doctors to look after their employees. Medics are all medically trained professionals -- hopefully.

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The Confederation is the ultimate governing body in the solar system. Formed almost 100 years ago, after the destruction of Earth, the Confederation was the one to establish colonies throughout the solar system to save the human race from its own foolishness. Many people regard the Confederation as the savior of humankind -- others know better.

As an employee of the Feds, should you choose to be one, you have gone through basic training at their Intergalactic Law Enforcement Facility on the planet of Lambda-3. Smart officers are lifted up through the ranks -- which resembles traditional American military rankings -- and, of course, it doesn't hurt to have a mentor among the higher-ups. A Confederation IG officer (often referred to casually as IGs) is assigned to a Confederation ship that patrols an area of space. Confederation starships are all top-of-the-line, equipped with the latest in engineering, communications, and weaponry.

There are several branches of the IGLE, but perhaps the most secretive is a covert group of officers that are specially trained to track and catch the solar system's most dangerous and elusive criminals. People call them Hollows. But that’s if they know of their existence. Most people don’t, and that’s the point. Ships hurtling across the galaxy full of cargo and crew know better.

Because the Confederation's grip over its territory is tight, the Feds do not tolerate rebellion of any kind. It is revolution that can break an empire, and the Confederation will not be broken. Bounty hunters, smugglers, thugs-for-hire, and rebels are not welcome in their galaxy.

So get the hell out. Or the Hollows will make you.

And they won’t leave a trace.

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Starcharts

There are currently twenty five terraformed and colonized planets under the Confederate’s rule. They extend outwards into space in jagged rings; each ring is loosely classified by the general populous as a “system.” In general, the high class systems are at the center; conditions deteriorate the deeper you go into space.

The naming system is a combination of an old Greek letter assigned to each system, then a number for each planet in the system. For example, the fourth planet in the Lambda system is called Lambda-4.

Beta system

This system contains five planets, and is considered the richest and most prosperous system. The upper class all live in the Beta system, and this is where the majority of Confederate bases are located. Most space travelers avoid going here if they can, as the Feds’ presence is very strong. So make sure you dump -- or hide -- your dubious cargo before trying to enter the system.

BETA-1 is the capital planet, and by far the most advanced and urbanized of all locations. There are many major cities located here, and you can find just about anything you could possibly need to live in the lap of luxury -- for a price.

BETA-2

BETA-3 is where most politicians choose to live, as it’s just far enough from the capital to separate them from the hustle and bustle. Here you’ll find tons of sprawling mansions and elaborate manors bought and paid for in lies.

BETA-4

BETA-5

Lambda system

There are four planets in this system, and it usually consists of the upper middle class. You’ll find a lot of suburban areas here, and people are generally very disdainful of “space trash.” There are plenty of military families living here, so don’t get too worked up about it.

LAMBDA-1

LAMBDA-2 is home to one of the major Confederation military bases. So don’t mess. Unless you want to get messed right back.

LAMBDA-3 is where the Intergalactic Law Enforcement Facility is located. Each planet has more than ample amounts of police stations, but this is where the starry-eyed cadets go. Graduate from there and you’ve got a position on one of the Confederate’s best starships.

LAMBDA-4 is notable only for the fact that it rains more often on this planet than any other. A clear day is a rare thing; more often than not, you'll find dark clouds hanging in the sky and people toting umbrellas as they walk the wet streets.

Epsilon system

The Epsilon system consists of six colonies, and is very middle of the road -- while it’s not bathed in luxury, the people here live a fairly comfortable life. It’s commonly considered middle class, and contains a mixture of both urban cities and country acres. The people here carry on with their lives with little government interference, mostly because they never do anything to merit any.

EPSILON-1 is home to one of the last pure Japanese neighborhoods in the solar system. People here generally hold their culture in high regard, and it’s one of the few places that produces authentic Japanese food.

EPSILON-2

EPSILON-3 is best known for its enormous factories and power plants. It specializes in machinery and engineering, and is known to sell every concievable part ever made -- if you know where to find it. If you want a machine made, you probably want it made here. It's rumored that the Confederation keeps a covert research facility here, but then again... it's just a rumor.

EPSILON-4 is a mostly tropical planet, and very sparsely populated. Small cities have been cut out of the rainforest, but the majority of the land there is unused as of yet. This planet is famous for its bananas, cocoa, and rubber.

EPSILON-5

EPSILON-6 is nearly 90% water. The people here drive boats instead of cars, and it's set up almost like a modern Venice, with wide canals seperating rows of houses and business all built on top of one another. Land here is a precious commodity, but people do take pride in their beaches -- they leave them relatively untouched, to be enjoyed by citizens and travelers alike.

Alpha system

There are five colonies in this system, and the planets fall around the lower middle class. Here is where things begin to get difficult for inhabitants, as it isn’t as well connected to the supply chain as the inner colonies, so it may take a while for medicine and resources to make it here.

ALPHA-1 is where Gotei Enterprises Headquarters is located. While each planet has its own ports to make repairs and restock on supplies, headquarters takes up the majority of this planet's resources and space. Most people living here work for Gotei Ent. in some form or fashion, or has family members and friends who do.

ALPHA-2 is another industrial powerhouse, known for assembling ships and producing ship parts. It is a convenient neighbor for Gotei Ent. to have, and the company ends up buying all of its ships and their parts from this planet.

ALPHA-3 is a planet known for its extremes. Temperatures here can climb into the 100's during summer and drop below zero in the winter. The people are generally very hardy and tough; they don't like being messed with, especially if it's during one of the few days of the year it's actually a cool 70 degrees.

ALPHA-4

ALPHA-5 is an arctic planet, with the majority of its surface covered in ice and snow during the year. Temperatures here can drop far below freezing, so remember to bring a parka -- or twenty.

Chi system

This system contains five planets, and all of them subsist of the poorest of the poor. Resources are scarce, and even essentials such as running water and electricity have been known to blink out from time to time. Because the planets are so far flung, people here are much farther behind in the times -- but they also tend to be less loyal than their Beta counterparts. Rumors run more rampant here, where the Feds aren’t breathing down everyone’s necks.

CHI-1

CHI-2 is a completely desert planet, in spite of scientists' -- minimal -- efforts. Large sand dunes and the occasional cactus or oasis dot the landscape, and it is considered a stereotypical throwback to the "Old West."

CHI-3 is the poorest planet in the solar system. Cities are more like shantytowns, and peoples' lives are relatively short and miserable. People tend not to visit this planet unless they absolutely have to -- or if they're feeling generous enough to donate a little money or resources.

CHI-4

CHI-5 is the farthest planet from the bull's-eye, and for this reason it is a bit more accepting of the less-than-lawful. If you're looking for a criminal, chances are you'll find one hiding out here. In fact, you'll find thousands of them. Just be careful not to draw attention to yourself -- Confederation presence still exists, especially for you sore thumbs.

Notable Locations

GOTEI ENTERPRISES HEADQUARTERS is an enormous, intimidating building located on Alpha-1. The entire first level consists of a gleaming lobby and customer service section, in order to present the best face to its beloved customers. Go out the back, however, and that's where you'll catch all the employees hanging out with their ships. The building is equipped with a full-fledged spaceport at its back half, where ships come in and out, picking up and dropping off cargo to be passed on to the giant warehouses sprinkling the Alpha-1 landscape.

THE FLOWER BAR SYSTEM is a chain of bars located at various planets in the solar system. The owner is usually friendly to space travelers, as they make up a good portion of his customers. He also doesn't punish you too harshly for creating "disturbances" -- but be careful before starting something. Wouldn't want to bite off more than you can chew, right? Here's a list of all the bars and their locations:

Centaurea -- Beta-5
Cyclamen -- Lambda-2
Chrysanthemum -- Lambda-4
Gentian -- Epsilon-1
Lily of the Valley -- Epsilon-2
Camelia -- Epsilon-5
Iris -- Alpha-1
Strelitzia -- Alpha-3
Papaver -- Alpha-4
Daffodil -- Chi-1
Yarrow -- Chi-2
Dianthus -- Chi-4
Paphiopedilum -- Chi-5

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Weapons Cache

There are many weapons available to you in the game, though they might not always be legal. Weapons were banned by the Feds over 100 years ago in an attempt to give them more control; it worked. Now only Feds are allowed to carry weapons of any sort, though it doesn’t stop most space cowboys from picking up a thing or two in their adventures.

Guns are a thing of the past; indeed, most people have never seen one, or even know how they would work. Even fewer people have possession of one, and the vast majority of them are Feds.

Guns were the first thing to be outlawed completely, mainly because of rampant abuse in the days leading up to Earth’s destruction. It was decided that guns had no place in human hands, not with the devastation they caused. The Feds kept the secret of how to make them, however, and they intend to keep it that way.

As a result, handguns are only given to a handful of their most senior, trusted officers. If you ever get the chance to look down the barrel of a gun, you won’t live long to talk about it.

Swords, while just as illegal as guns, are far easier to find. Most people in the shipping business own one -- discreetly.

The level of familiarity your character has with their sword -- if they even have one -- is up to you. Most people don’t have the luxury of formal or even informal training; a sword is simply a way to protect yourself from the uncertainty of space. Even then, they can be more of a burden than a boon. Since they are rather difficult to hide, you have to be very, very careful with your sword. Get caught with one and you can kiss your freedom goodbye.

Feds, however, regularly and very openly wear their swords at their hips. Standard-issue Confederation swords resemble traditional katana, and they also come with training. So think twice before messing with a Fed and their sword. They know how to use it.

Ships’ weapons are greatly varied, depending on where you find them. Weapons on ships are just as illegal as weapons on your person. Most crews decide to make a few “modifications” to their ships, if only for some much-needed defense points. These modifications are usually fairly weak in comparison to the real deal, but the crews get by.

The Feds, on the other hand, are equipped with the best of the best. Their ships a loaded with weapons, mainly laser guns that can shoot an asteroid to bits. The Confederation loves to play with their toys, so going up against a Fed ship may not be the best of ideas.

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Miscellaneous

MECHANICAL JARGON

Mostly to help out our poor mechanics out there. This list is by no means exclusive or exhaustive. It's just a guide.

Dual Core -- the main processor of the engines computer -- two cores is relatively new and most older ships lack the technology this brings.

Bio Neural Circuitry -- refers to the various wires and computer chips that make up the enterer of the engine. Most mechanics hate this aspect of their job because of the precise control needed when working with these circuits -- one wrong move and your whole engine could blow.

Power Conduits -- sends power to the various areas around the ship, one of the most important parts of a mechanics job is to ensure that all conduits are clear and working before each take off.

Power Couplings -- what powers the main computer in the engine; these have to be monitored and replaced constantly.

Hydro Converter -- processes the main computers readings into electronic pulses for the rest of the ships computers.

Power Converter -- converts the magnetic pulses created by the ship into a power source for the engines.

Optic Sensors -- the computers ability to take fast pictures of objects on the outside world and translate them into moving pictures

Internal Sensors -- monitors each individual aspect of the ship from the proper heat level to the number of people on each level.

External Sensors -- monitors oncoming objects, from planets to asteroids

Short Range Sensors -- short range offers up close monitoring of the objects outside of the ship

Long Range Sensors -- looks at long range objects and identifies them

Hull Plating -- the plating on the outside of the ship that protects it from shock - normally this is double pleated in order to keep the hull from being ruptured. This is the most important part of the ship and is made from silver titanium - the strongest known metal in the intergalactic universe.

Deflector Tech -- the technology that converts the various outputs of the computers electronic resources into a magnetic shield that protects the ships hull, the shield itself is constantly renewing itself in a constant recycle in order to keep strain off the computers themselves. When this goes the hull is the only thing protecting the ship.

Bulkhead -- the main aspect of the ship -- holds everything together.

Internal Dampeners -- keeps the internal balance of the ship normal -- if this goes gravity, and the ships internal ability to keep things normal at high rates of speed go as well.

Polymer Dielectric -- controls the radio of the ship.

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Note: The dossiers are an ongoing project. Information can and will be changed and added as the world expands and becomes more detailed.

info, background

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