Capitro [Worldbuild and Sign-Up Thread]

Tomorrow I will lock sign-ups. This does not lock players who are still working on their sign-ups/who I'm still processing but does lock out players who haven't PM'd me yet on CFC.
 
Sign-ups are locked. Sign-ups in progress are cool. People who want to join can after the first update, which will be next week.
 
Powerbase: Colony
Archetype: Military Charter


Boons:
War Hero
Laurels of Victory
(I know technically I wasn't the victor, but I need to spend build points somehow)

Hinder:
War Eternal

First Generation Bonus:
War Coffers


Management Asset:
Morgan Ortaine: Unlike Jack, the founder of the company, Morgan prefers a more hands off approach. Rather than issuing directives and micromanaging the forces, she prefers shaping company policy through setting guidelines and allowing her subordinates to determine their own internal tasking. The result is that power is wielded through a complex interplay of local civilian governments, regional commanders, the generals in charge of each larger theater and the logistic officers in charge of making sure every military installment is supplied.

History: The war with Channada began rather roughly, but after the start of Operation Iron Curtain the EMSC began building the force and material to outlast Channada. The Cooperatives moral and economic support for the war seemingly sealed the fate of the Nazis - they were outnumbered, outspent and outfought. However, like cowards, the Nazis turned to terrorism. While inferior fighters, their tactics were successful in disrupting the supply chains and constant communication that allowed the various theaters to act as a cohesive unit. Soon morale dropped and the war ended in a negotiated peace, with the Nazis agreeing to stay in their corner, and the EMSC in theirs. After the war, Jack would continue to build up the EMSC's armed capabilities, and seek closer integration with the Martian government, until some point the EMSC operated less like a company and more like a military charter. Life with the cooperative was not without friction, but the leaders of the two factions came to a workable agreement in which the militar and economic functions of the city were neatly split and a joint cooperation was reached in areas where the two could not be separated. he two groups bought different politicians, sought different public contracts and generally stayed out of each other's way.
Jack would not live long to see his company flourish - he died of a Martian based disease a few years after the war paving the way for Valerie King, who would continue the EMSC's cold war with Channada. Under her leadership, the EMSC would be renamed to Eastern Mars Defense reflecting the faction's role as the security guarantee for free Mars. She died shortly after the 85th anniversary of the ceasefire with Channada paving the way for Morgan Ortaine, the daughter of French settlers. Morgaine has already begun to prove her mettle by landing a defense contract that leaves the EMD flush with cash. Only time will tell what she does next.
 
Sign-ups hard lock this Thursday. First update will be next Monday.
 
NSF-C:

Vital to the post-core history of the NSF-C was the Martian war. The Martian war began in the late 130's, a few years after the world-corps rebellion began. The NSF-C initiated the conflict due to its confidence that with the Cooperative as its ally, it could defeat it's new rival in the form of the EMSC. However, that alliance was in actuality, a lie. The Cooperative actually supported the EMSC, so when war-time came, it quickly jumped in to support its true ally. This betrayal dashed all hope of a real victory over its allies, and instead, it looked like the NSF-C was doomed. However, not only was a predator most dangerous when backed into a corner, there was also a fact many overlooked. The fact that, before moving to mars, it played a far dangerous game, with even more of the odds stacked against it, and survived.


So, when the war shifted, the NSF-C quickly switched gears. It knew that it could not take the combined powers in a full-frontal assault. It also knew that the allied powers were also not well-equipped to deal with espionage, and so, it waged a shadow-war upon them. The NSF-C started assassinating enemy leaders, destroying supply caches, leaking classified info, sowing confusion into the enemy's ranks, creating infighting, switching targets, striking were vulnerable, performing guerilla-warfare ,subverting assets, paralyzing armies, and so many terrorist attacks. It wore the allies out, as no progress was made on their side, but the NSF-C was also unable to progress beyond a stalemate. Though the NSF-C pulled off a few impressive stunts, it did not defeat the allies. Eventually, a sort of white peace was signed. The NSF-C did not win, but it did not loose either. It survived, and that was good enough.


After the conclusion of the Martian war, the NSF-C mostly turned inward into its own territory. Though it did sometimes performed actions outside it's turf, it wasn't an active thing. It focused instead on internal concerns and learning from the mistakes of the past. Most of what happened in this time-period is unknown, with how secretive the NSF-C is, but it seemed to be practicing some form of state-building, developing its lands however it saw fit. However, it seems the NSF-C has gotten over its isolation, as it seems to have begun to become active in the outside again. Whatever they have in store this time, we don't know.
Archtype: Syndicate
Power Base: Military compound: Mars compound still seems to be the home-base for the NSF-C, obviously renovated and modernized.
Management Asset: Overlord: There seems to be one leader that runs the NSF-C now, called Fuhrer. Everything else is unknown.

Boons: Law enforcement spies, Deadly reputation.
Hinders: Question of authority.
 
Welcome to San Francisco!
Please submit to the search-scan.
Enjoy your Stay!
In the aftermath of the Fourth World War, the United Nations found itself in a remarkable position. For decades, it had been sidelined and made irrelevant by the hegemonic power of the CoreGPA. When the Steaddunno Core increased its hold on Earth's state powers, the United Nations implemented reforms that included the disbanding of the Permanent Security Council. The Core would be the sole wielder of veto power, but now that the Core was gone, where did that leave the UN?

Many nationstates had found themselves made...irrelevant. The Twilight of Nations meant that power rested increasingly in the hands of less and less individuals. The cyberpunk motto was given expression in this post-war world: High Tech, Low Life. The United Nations following the war was forced to absorb entire countries into its care. While nominally independent, the newly christened "Protectorates of the United Nations" found that their budgets, military policy, and domestic agendas were going to be set in San Francisco in exchange for recovery credits. This system worked, for the most part, for the better part of half a century until the late-22nd century. By 2190, the number of protectorates had barely budged since the 2140s, and there was a lack of clear objectives and goals in the program. It was growing increasingly difficult to direct the security forces of one country to move into another country to resolve internal unrest.

Once again, privatization became the name of the game. Pacific North America was used as a test case for the New Horizons program. US federal powers had devolved since the days of the Pax Americana. This process of devolution peaked in the 2150s when several states in the Western United States, along with Vancouver Island, British Columbia, and Alaska, petitioned to be admitted into the Protectorate. Washington DC protested, but was still reeling from the surprise destruction of a GPA mechanized formation consisting of much of the American Auxiliary Force.

Pacific North America was organized under the New Horizons initiative, a private-public partnership between New Horizons, a UN-owned corporation, and the various states in the West. The company was immediately beset with several major regional issues that it would need to solve to have its mandate expanded.

In the 2190s, a global outbreak of a virulent flu strain was hitting Earth particularly hard. Martian Flu, which is believed to be the first interplanetary pandemic, wasn't particularly deadly, but its impact on the interstellar economy was immense. The disease struck the American West Coast hard. To solve for x, New Horizons, then under the control of Director Alaia Carr, implemented a massive program of healthcare restructuring. The company forced state governments to sell shares of their state healthcare services to New Horizons in exchange for the company directing its treasury into establishing procedures and processes for dealing with the existing outbreak and future ones. The success of this program led to a surge in morale for employees of the New Horizons program which, for the first few years of its existence, seemed to be sputtering.

On the side, New Horizons was getting into high-stakes gambling. It seems odd that the program would go this direction, and the immediate complaints about the company seizing control of casinos were ignored. New Horizons pointed to court rulings and agreements between the protectorates, the United Nations, and New Horizons that gave it surprisingly broad authority to tackle "socioeconomic issues". New Horizons argued that seizing control of casinos and continuing to operate them was within its mandate because it would ban low-stakes gambling in these casinos and use the revenue from high-rollers to fund social programs.

Between the casino seizures and the Martian Flu procedures, there weren't very many people anywhere in the Western Protectorate who didn't know who New Horizons were and haven't formed some kind of opinion. A marketing program, blessed by the United Nations, sought to portray New Horizons as a "hip", new movement, not just a company, aimed at the heart of the social and economic malaise that has gripped the once vibrant region. They wouldn't be the first major company, after all, to sell merchandise, but the company was quickly becoming a conglomerate. It wasn't enough to sell branded clothing, but these clothes had to be produced locally, using locally or protectorate-sourced materials when and where possible.

New Horizons stepped into the 23rd century with a strong sense of purpose and dozens of fingers in dozens of pies. To detractors, New Horizons wasn't a person in any analogy: it was a kraken. The fabled megacorporation or trust of old.

As the New Horizons mandate expanded, so did its power. One example is its acquisition of the Aluminum Mercenary Company, once of many mercenary companies to form in the aftermath of the Cobalt Mercenary Company's shift into legitimacy and the destruction of centralized state forces. AMC was one of the largest Terran post-Cobalt mercenary companies in the business, but that didn't leave it immune to incompetent management or the dreaded specter of peace. For Earth, the days of needing large private paramilitaries had come to an end.

AMC was bought out by New Horizons, but only after the Horizons director made his case to the UN Protectorate Council. In the end, they approved of this purchase.

Today, New Horizons operates across the Protectorate and in several non-Protectorate countries. It has even turned its eyes skyward and sees its mission of social and economic uplift as more than just its mission, but the mission of all mankind. To this end, it only makes sense that it opens up shop on Mars, on Chiron, and beyond.

It is aided by a venerable legion of commercial psychics, who took kindly to the company's mission of social cohesion after decades of near witch hunts across Earth. When its own resources fail, the New Horizons can call upon the support of the United Nations, a supranational organization that is more powerful than its 21st century self, but still not quite a confederation of nationstates and protectorates.

As we enter 2220, New Horizons finds itself under internal strain. Industrial, commercial, and military spies riddle the company, each searching to gain some kind of advantage against New Horizons and their dealings.

Dynasty: New Horizons
Archtype: Conglomerate
Power Base: Conflict Zone*
Management Asset: Overlord

Boons:
1. Commercial Psions
2. United Nations Backing

Hinders
1. Spies in the Network
2. Demands of the United Nations**

*The security situation in California in the 2190s was increasingly dire. While many organizations forged in the pits of conflict are usually militant in nature, New Horizons merely adapted to the environment.

**At the End of Generation Upkeep, after all else has been settled, half New Horizons wealth goes into UN coffers. The amount is 1 at minimum.
 
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Shadow Perimeter has been retconned because I couldn't really figure out interesting things to do with a NPC that wants left alone.
 
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So let me tell you about the Boss.

There was a gang on Earth called the Diamond Tombs Syndicate about a century ago. They were a big deal. Back then, when they really wanted to kill a guy and let others know it was them, they would bury him in a shallow grave beneath a heavy pile of gems: diamond tombs. Get it? The leader of the Diamond Tombs was Adrian Stryker, and he ruled his empire of crime from the Penthouse Crown, his home atop his nightclub. Anyway, that all went to hell once he got his hands on illegal Core weapons. Bam, you got the FBI, Cobalt mercs, and Perimeter agents busting down the door right before they could sneak out the backdoor.

This would've killed most gangs, but for Stryker this was an opportunity. He and his loyalists left Earth for Mars during the war, started up a smuggling operation, and flourished in the post-war scenario. They tried to start an independent colony, but that failed, so they merged back into the shadows of the major settlements like Ria. The Diamond Tombs Syndicate slowly morphed into the Stryker Family as Adrian delegated more tasks to aging sons and daughters instead of outsiders. This didn't mean the family didn't have friends on the outside. Early on, he forged an alliance with steaddunno gangs, providing shelter and arms to militiapersons fighting Nazis.

This came to a head in the 50's when Adrian's eldest son and heir apparent personally led the charge against one of those Nazi militias. Outgunned and outnumbered, he bought enough time for the settlement to be evaculated. Guy's a hero.

We're heroes. Yeah, we smuggle and kill people. You don't think the Coop and EMSC do that too? At least we have a moral compass, I guess. But you know what they say: no good deed goes uncover. The governments want us gone. We got bounty hunters on our ass, Nazi and non-Nazi alike. That's bad, but it isn't the biggest bad. Stryker had a lot of kids, and that means a lot of...claimants. A lot of guys and gals who think who think, "I got his blood; I'm family. Why can't I run things?"

I feel bad for the guys running things. I don't really care personally. I get paid either way.

Dynasty: Stryker Family
Archtype: Syndicate
Power Base: Conflict Zone*
Management Asset: Overlord

Boons:
1. Deadly Reputation

Hinders
1. Bounty Hunters**
2. Question of Authority

*OOC: It might seem strange that I picked this as a power base. Realistically, the sharp division between the pre-raid and post-raid period reflected such a sharp change in direction after a period of such intense weakness required a change of power base. Why conflict zone? I had the Strykers break their adult teeth in the covert and overt settlement conflicts across Mars between the NSF-C and associated organizations.

**The Stryker Family, like the DST, are masters of pissing people off. You can't undermine major corporations and interests without drawing targets on your back. It doesn't help that some shadow bounties come from within.
 
Dynasty: Sunmax
Archtype: Media Empire
Power Base: Megalopolis
Management Asset: Board of Directors

Boons:
1. Gossip Rags

First Generation Bonus
1. Military Reporters

Sunmax, headquartered on Freehold, humanity's largest extrasolar colony, rose to prominence over the last thirty years for its...particular editorial bias. Controlling a venerable legion of local, global, and interstellar publications and media, Sunmax specialized in sensational war reporting, to put it kindly. It is today the largest media organization in settled space, much to the annoyance of most right-thinking people and joy to the right-thinking people.

It became the largest media organization after it bought out a rival. While several (dozen) Terran nations had a problem with this merger, interstellar law had yet to catch up with the present, and Sunmax's ability to direct the donations and ire of its viewership with surprising ease, few democracies have had the patience or inclination to challenge Sunmax's power, so long as Sunmax didn't go overboard.

Even during the civil war that rocked Freehold in the early-2200s, Sunmax managed to survive and prosper, escaping the worst of the media blackouts rolling over the system's media sphere.
 

This is the map. Red systems are systems that have finished SDFs. Orange systems are in progress. White systems haven't been started and are open to worldbuilding.

The number above above the system name is the number of worlds in the system. Banneker actually only has one. The program I use updated after I created the station.

Systems within six hexes or so are established, settled, worlds.
 
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