Saturday, March 23, 2013

Planetary Profile Chiron

*warning: going to be a lot of copy +paste, as the Manuel does a better job of describing then I do. Also been typing all day the Zerg profile. 

**Made the planet to fight on by request 

Battleground Planet: Chiron (Alpha Centauri) 

Status: Garden/Death World 
Description: 
Chiron, or more commonly known as Planet, is an earthlike alien world orbiting Alpha Centauri A.Planet's landscape varies from rocky highlands to vast plains to fertile wetlands. Weather patterns altered by mountains or improvements like the Condenser and Thermal Borehole can either make dry places wet and wet places dry. Using terraforming vehicles called Formers, forests of gene-banked earth plants can grow and thrive in Planet's unforgiving environment. The world is covered by vast salty seas, with only one source of clean water at the landmark known as Freshwater Sea. There are also several distinct Landmarks that provide extra supplies of Nutrients, Minerals or Energy in the tiles they span. The Landmarks are known as Pholus Ridge, Garland Crater, Sunny Mesa, Uranium Flats, Great Dunes, Monsoon Jungle, Mount Planet, Geothermal Shallows, Freshwater Sea and The Ruins. Xenofungus is found covering most of Planet's land, and Sea Fungus covers the water like seaweed. 
--Native Life: 



XENOFUNGUS
Xenofungus is a hard, crimson mass of tubular shoots ranging in size from about
a foot across to microscopic. It grows in huge, heaped tangles capable of covering
thousands of square kilometers of land, with a depth ranging anywhere
from 2 to over 25 meters. Anything trying to move through a fungal area must
either have (a) the raw tonnage required to break through the mass, (b) the ability
to move over its top without shredding itself or becoming bogged down in
the mass’s many cavities, or (c) the firepower simply to blast its way through.
Xenofungus also grows in the oceans. Sea fungus is a bit more diffuse than
the land stuff (tending to grow much taller, but not nearly as dense), but is
otherwise basically identical.
Most xenofungus blooms are thousands of years old, and geographically stable.
On the rare occasions when they do appear, however, they literally appear
almost overnight, growing at a rate of up to a meter an hour, sprouting spontaneously
over an area that can encompass hundreds of square kilometers.
Chemical analysis of the fungus indicates that it’s a rich source of trace elements
and rare minerals with a high potential value in energy, nutrient and mineral production.
The only barrier to the full exploitation of the fungus as a natural
resource is the evolution of technologies to extract its benefits economically.
The fungus seems to exist in a semi-symbiotic relationship with the mind
worms (see Mind Worms, p. XX). Boils are often reported to originate from
fungus blooms, particularly when the blooms are somehow damaged. The
worms seems to provide the fungus with a natural defense.
One of the more mysterious and controversial aspects of the fungus is its
“song.” Certain individuals in the immediate proximity of fungal blooms (anywhere
from 5 to 200 kilometers, depending on the individual and the size of
the bloom) claim to hear a sort of hum or ululation from the fungus. This
“music” is not audible to most, and it cannot be recorded. If it exists at all, it                                may be a resonance created from the same “psychoactive” field that the mind
worms employ. Some (particularly among the Gaian faction, which believes
implicitly in the “Song of Planet” and has accorded it a mystical significance)
claim the song is ethereally beautiful. Others have alleged that prolonged
exposure can drive the human brain to distraction, or even madness.

MIND WORMS

The dominant land species on Chiron is the mind worm. From a distance, an
individual worm specimen, with an average length of 10cm, hardly seems a
threat. Get closer, however, and a human may experience the power of this
species. Visions of horrible tortures and frightful deaths assail the mind,
straight out of the victim’s worst nightmares. This effect multiplies with the
number of worms present, each individual adding its own voice to the attack.
With sufficient numbers, the victim goes numb with terror, causing spasms,
paralysis, and even death as the autonomous nervous system shuts down. This
attack is only a precursor to the worm’s main goal: to implant freshly hatched
larvae inside the host’s brain. One gravid worm, if sufficiently agitated, can
burrow through a human skull in thirty seconds — less, if the worm finds easy
entry through an eye socket or nasal passage. Once inside the brain casing, the
worm implants its ravenous larvae, which thrive and grow as they devour the
nutrient-rich tissue around them.
Adult mind worms live for less than a month (explaining their urgent need to
reproduce as quickly as possible), although they can enter a dormant state that
lasts for years when they are in contact with the xenofungus. They reproduce
sexually, but are hermaphroditic — each mind worm is capable of both impregnating
another and of producing larvae itself. In particularly harsh environmental
circumstances, a mind worm is even capable of impregnating itself.
Genetically, one mind worm is virtually indistinguishable from any other anywhere
else on Planet, right down to the chromosomal level.
Giant swarms, or “boils,” of these mottled 10cm nightmares occasionally wriggle
out of the fungal beds, attacking settlements and their outlying farms and other enhancements. Victims are paralyzed with terror, and then experience an
unimaginably excruciating death as the worms burrow into the brain to implant
their ravenous larvae. Only the most disciplined security squads can overcome
their fear long enough to trigger the flame guns that can keep the worms at bay.
There is one advantage to destroying a mind worm boil (other than the
increased feeling of security). When mind worms combine into boils, their
metabolisms change. A few begin building concentrated deposits of rare elements,
and when a mind worm boil’s “life” is cut short (for example, when one
is flamed), these deposits can be recovered and converted directly into energy
stores. The value of these deposits, and their mode of recovery, lead to their
informal name — planetpearls. Mind worms that naturally dissipate do not
leave the “husks” in which planetpearls are found — they are only recoverable
if the boil is “killed.”
There are three distinct vectors of the mind worm boils — land, sea and air.
The aquatic vector, dubbed isles of the deep, appears to form when suboceanic
worms come together into a boil. The biochemical processes of the boil
itself produce sufficient gas to make the mass buoyant, causing it to rise to
the surface. At that point it takes on a life of its own, including apparent independent
movement, and even the ability to perceive and pursue particularly
attractive food sources (like human vessels and sea colonies). Isles of the deep
in shallow coastal waters have been known to spawn land-based boils that
break off from the mother mass and proceed on their own cross-country
hunts.
The final vector, the air-borne Locusts of Chiron, is the strangest. Periodically,
a pre-boil mass of mind worms in a xenofungal bloom spontaneously, and for
unknown reason, metamorphoses so that they all grow wings, whereupon the
worms take off as a boil-swarm. Locusts of Chiron are rare, and “wild” locusts
are rarely seen outside of periods of unusual mind worm activity.
There are three current theories regarding the nature of the mind worms’
attack. One depends on biochemistry, suggesting that the species produces
some pheromone-like atmospheric chemical which induces hallucinations in the human brain. A second, more exotic explanation has also been posited,
that the worms manipulate electromagnetic radiation to attack. The third theory
is that the mind worms are able to manipulate a totally new form of energy
— a purely psychoactive waveform capable of interfacing with, and distorting
the thoughts of, all self-aware creatures.
PLANT LIFE
The bulk of the biomass of Planet, however, consists of basically earth like
green vegetation — algae, fungi and small plants, the most complex of which
can be compared to a terrestrial palm tree. Over most of Planet, this vegetation
takes the form of a savanna-like carpet of grass and moss, with the occasional
“vine” or small “bush” relieving the monotony. The sole exception to
this rule is the Monsoon Jungle, where anomalous green vegetation can reach
a height of several dozen meters. Whatever its size, however, the green biomass
provides many useful proteins that can be efficiently processed for use
by humans as nutrients.
SYMBIOSIS
Despite the most obvious life-forms (xenofungus and mind worms), life on
Planet, in general, is neither hostile to humankind nor particularly noteworthy.
However, the intricate and sophisticated symbiosis in which nearly every
species participates is noteworthy. (In fact, no observed species, whether flora,
fauna or otherwise, does not participate in this symbiotic dance.) It is common
on Earth for two, or sometimes even three or four species, to engage in a symbiotic
relationship. On Planet, the symbiotic network essentially embraces
every native species. This network works together with extreme efficiency and
produces very little organic residue — everything is used, then reused.
Therefore, contrary to planetologists’ expectations, fossil fuels and the like are
unknown on Planet.
It is not too great a stretch to suggest that this intricate network has been
woven by conscious intent (without attempting to answer the obvious rejoinder,
“Whose intent?”).

Fungal Towers:

These occur randomly wherever native life might be
found. They are immobile and fight using PSI combat, as all native life
forms. They first spawn fungus, then move onto Mindworms and Spore Launchers. 


Spore Launchers: 
These are almost plant-like life forms capable of
normal movement. They contain thousands of large fungus spores, used as a
weapon to destroy elements disturbing the local ecology. A spore launcher
attempts to destroy improvements first, and then proceeds to attack what built those improvements. 
--SeaLurk: A more powerful oceanic predator then the Mindworm. 



Native Factions: 14!

In true Alpha Centauri style all of these 14 factions start off at war with each other and only possess 1 small state starting out.  However they might be able to eventually form a pseudo-U.N. Planetary Council and form a unified front against invades.  Each faction constantly improves their technology. 


GAIA’S STEPDAUGHTERS (LED BY LADY DEIRDRE SKYE)
"In the great commons at Gaia's Landing we have a tall and particularly beautiful stand of white pine, planted at the time of the first colonies. It represents our promise to the people, and to Planet itself, never to repeat the tragedy of Earth.
-- Lady Deirdre Skye, "Planet Dreams"
The Gaians are determined not to repeat the environmental mistakes of old Earth.
They seek to live at peace with Planet. They start out with the Centauri Ecology
technology and advanced abilities to interact with the native life, including the
ability to move freely through xenofungus  and gather extra nutrients
from fungus. Their empathy with Planet gives them the ability to place ravaging
wild mind worms directly under their control. Their experience with recycling systems
makes their bases more efficient, but their pacifist leanings undermine the
abilities of their military units, and they resent police control in times of crisis.
They will choose environmental protection above all else. 


SPARTAN FEDERATION (LED BY COLONEL CORAZON SANTIAGO)

"Superior training and superior weaponry have, when taken together, a geometric effect on overall military strength. Well-trained, well-equipped troops can stand up to many more times their lesser brethren than linear arithmetic would seem to indicate."
-- Col. Corazon Santiago, "Spartan Battle Manual"

The Spartans are paramilitary survivalists. They believe in both a right and a
duty to keep and bear arms. The Spartans start the game with the Doctrine:
Mobility technology and a fast scout rover vehicle, and they do not have to pay
extra to develop prototypes of new units. Morale of their units is exceptionally
high, and their citizens accept strict police control as a necessity, but their
extravagant military needs weigh down industrial operations. 


HUMAN HIVE (LED BY CHAIRMAN SHENG-JI YANG)

"Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outwards, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendent, and to embrace them is to achieve enlightenment." -- Sheng-ji Yang, "Essays on Mind and Matter"
This faction is ruled under harsh collectivist/authoritarian principles. The good
of the individual is totally subordinate to the state. They are isolationist, and
militaristic. They are controlled by Chairman Sheng-Ji Yang of Great China, the former Executive Officer (second-in-command) for the Unity mission, who tends to see his people as only being of value if they contribute to the growth of society.The Hive begins with the Doctrine: Loyalty technology. Their basesare built underground, giving them the equivalent of a pre-installed PerimeterDefense facility. Their population growth and industrial development are above
average, but their economy tends to lag behind others. Colonel Corazón Santiago, a survivalist from Puerto Rico, and a UNS Unity Security officer, leads the faction. The Hive hates Democracy. 


UNIVERSITY OF PLANET (LED BY ACADEMICIAN PROKHOR ZAKHAROV)


"The substructure of the universe regresses infinitely towards smaller and smaller components. Behind atoms we find electrons, and behind electrons quarks. Each layer unraveled reveals new secrets, but also new mysteries."
-- Prokhor Zakharov, "For I Have Tasted The Fruit"

The University is completely dedicated to research and the free exchange of
information.The University is led by Academician Prokhor Zakharov of Russia,  Unity's chief science officer. They are rumored to sometimes put the pursuit of knowledge
ahead of ethics. They start the game with the Information Networks technology
and one additional bonus technology. Each University base receives a free
Network Node when founded. The University’s research progresses quickly, but
their open-access philosophy makes them susceptible to attacks by covert
“Probe Teams,” while their callous elitism can easily lead to unrest among the
workers. They hate religion. 


THE PEACEKEEPING FORCES (LED BY COMMISSIONER PRAVIN LAL)


"As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last loose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master."
-- Commissioner Pravin Lal, "Librarian's Preface"

The Peacekeepers exist to support the humanitarian principles of the United
Nations of Earth, the organization that originally commissioned the Unity
expedition to Alpha Centauri. Led by Commissioner Pravin Lal of India, the UNS Unity's Chief Medical Officer and third-in-command after its arrival in the Alpha Centauri system.They start the game with the Biogenetics technology.
The idealism of this faction attracts an intellectual elite, but their society
possesses a tendency towards bureaucratic inefficiency. Their bases can

exceed normal population limits . Due to his experience with parliamentary
maneuvering, Lal’s vote counts double when the Planetary Council is convened
for election of a Planetary Governor or Supreme Leader. The Peacekeepers can
not make the “Police State” social choice.


THE LORD’S BELIEVERS (LED BY SISTER MIRIAM GODWINSON)


The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesteryear. But it was never the streets that were evil.
-- Sister Miriam Godwinson, "The Blessed Struggle"

The Believers seek a life of prayer and religious worship. Because of the
strength of their convictions, they get a bonus when attacking their enemies.
They start the game with the Social Psych technology. The Believers are resistant
to probe brainwashing, but their suspicion of secular science retards their
research efforts, and their belief that Planet is their promised land sometimes
interferes with their ecological sensitivity.
Led by Sister Miriam Godwinson (Unity's chaplain) from the Christian States of America
 The Believers hate science. 









MORGAN INDUSTRIES (LED BY CEO NWABUDIKE MORGAN)


"Human behavior is economic behavior. The particulars may vary, but competition for limited resources remains a constant. Need as well as greed have followed us to the stars, and the rewards of wealth still await those wise enough to recognize this deep thrumming of our common pulse."
-- Nwabudike Morgan, "The Centauri Monopoly"

The Morganites are organized along corporate lines, and dedicated to laissezfaire
capitalist economic principles. They start the game with 100 energy credits
and the Industrial Base technology, and receive a bonus to all income from
commerce between factions. Morganites have expensive tastes, making it difficult
for them to support units in the field, and requiring them to build Hab
Complex facilities before the population of any of their bases can exceed four
citizens.
 Led by self-made mogul and diamond tycoon Nwabudike Morgan (whose company funded the Unity mission, and had a secret, private sleeping pod installed on the ship for him) of Namibia.





The Cybernetic Consciousness (led by Prime Function Aki Zeta-Five)

"Those who join us need give up only half of their humanity--the illogical, ill-tempered, and disordered half, commonly thought of as 'right-brain' functioning. In exchange, the 'left-brain' capacities are increased to undreamed potential. The tendency of Biologicals to cling instead to their individual personalities can only be attributed to archaic evolutionary tendencies." --Prime Function Aki Zeta-5, "Convergence"
This faction is led by a mysterious figure from The Unity who has apparently
been part of an experiment in artificial intelligence. It is surmised a research
technician working for Prokhor Zakharov was subjected to an implanted AI algorithm,
and is now sharing her consciousness with this intelligence. Aki Zeta-Five
offers her followers a pure intellect less fettered by greed and other distressing
emotions. Her society is advanced and efficient in industry and technology.
However, this society is unfamiliar with human emotions; therefore, concepts
like sex lead the Cyborgs to have a difficult time with population growth. They
are immune to the negative effects of the Cybernetic social choice.


The Nautilus Pirates (led by Captain Ulrik Svensgaard)

"The sea ... vast, mysterious ... and full of wealth! And the nations of Planet send their trade across it without a thought. Well, the sea doesn't care about them, so it lets them pass. But we can give the sea a little hand in teaching the landlubbers a lesson in humility." -- Captain Ulrik Svensgaard, "The Ripple and the Wave"

T
he Pirates believe the oceans of Planet are actually far more suitable for





human life than the land masses. They are dedicated to a life at sea, exploiting
the untold riches of the water. Their intimate knowledge of the deep allows
them to construct enhancements even in deep sea areas. Their sea combat units
are especially well trained for shipboard actions (free Marine Detachment ability
for sea units once the appropriate technology is discovered). They also get
a free Naval Yard in every base upon discovery of the appropriate technology,
and pay no prototype costs for sea formers and sea colony pods. They are also
able to extract extra raw materials from shelf sea-squares.








The Free Drones (led by Foreman Domai)


"Now it's day and night the irons clang, and like poor galley slaves
We toil and toil, and when we die, must fill dishonored graves
But some dark night, when everything is silent in the town
I'll shoot those tyrants one and all, I'll gun the flogger down
I'll give the land a little shock, remember what I say,
And they'll yet regret they've sent Jim Jones in chains to Botany Bay."

The Drones are led by a former drone who has come to understand the horrible
oppression under which his peers labor. He seeks to build a nation with
great industrial might, without exploiting his workers like the other faction
leaders. The Drones believe in an orderly society and gain Police benefits. Their
industrial capacity is, of course, unmatched. Believing in a labor society means
elite scientific research is very slow, however. Bases revolting against their current
owners, anywhere on Planet, have a significant chance of proclaiming
themselves members of the Drone faction. Finally, Free Drone bases have fewer
discontented workers (“drones”) and are thus easier to manage.


The Data Angels (led by Datajack Sinder Roze)

What's more important, the data or the jazz? Sure, sure, 'Information should be free' and all that--but anyone can set information free. The jazz is in how you do it, what you do it to, and in almost getting caught without getting caught. The data is 1's and 0's. Life is the jazz." -- Datatech Sinder Roze, "Infobop"
The Angels are dedicated to a flow of free information and equal opportunity
for all. Their detractors call them “hackers” and thieves—but the Angels are
mostly interested in the excitement of covert operations. Their lack of social
structure makes police procedures more difficult, but they are highly effective
spies—their bases are very difficult to penetrate, and Angel probe actions cost
less than those of other factions. In addition, the Angel faction automatically
gains any technology known by at least three other infiltrated factions, due to
their constant covert activities. They also acquire a free Covert Ops Center in
each base, after they discover Pre-Sentient Algorithms.


The Cult of Planet (led by Prophet Cha Dawn)

"Mankind has been blind for thousands of years-for all of its history. We have come to a place whose wonders are a hundred-fold more amazing than anything on Earth. Around us is clear evidence of the will of a higher power. I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears of men. I will make them see it. I will make them hear it." -- Prophet Cha Dawn, "Planet Rising"
The leader of the Cult of Planet appeared under mysterious circumstances a few
years after Planetfall. Though clearly just a young boy, he claims to have the
Word of Planet in his ears, and promises to lead his followers to a cleansing
jihad, making them (and the will of Planet) supreme. The Cult has little interest
in material things, causing a general economic slowdown in their faction.
However, they are supremely in tune with Planet, and have better capabilities
with native lifeforms than even the Gaians. They get a free Biology Lab in each
base upon discovery of the appropriate technology, and their people are so in
awe of the native life forms that mindworms (which can be used for policemanship)  count double for police duty.



The Manifold Caretakers (led by Guardian Lular H’minee)

Tau Ceti Flowering: Horrors visited upon neighboring systems must never be repeated. Therefore: if it means the end of our evolution as a species, so be it." -- Caretaker Lular H'minee, "Sacrifice : Life"
The Caretakers are members of the Progenitor race, the original creators of the
living experiment called Planet. The Caretaker faction is dedicated to noninterference
with Planet’s life forms and destiny; they believe the Manifold
experiment must be allowed to run its natural course. In human terms, this
means they can draw more sustenance from Planet (support more units), and
have a greater bond with Planet. They acquire a free Recycling Tank in every
base, and their method of energy-gathering is very different: they gain energy
depending upon the number of base facilities at a base. They also receive
a defensive bonus in combat due to a combination of sensory capabilities
unkown by humans, collectively know as “resonance sensitivity”. This sensitivity
hinders any attempt at surprise or trickery on the part of opposing forces.
Finally, Progenitors are ahead of humans in technological know-how; though
the landing party must re-discover most technologies, the alien headstart is
represented by the ability to direct research more specifically.



The Manifold Usurpers (led by Conquerer Judaa Maar)

"Risks of Flowering: considerable. But rewards of godhood: who can measure?" -- Usurper Judaa Marr, "Courage : To Question"
The Usurpers are an opposing faction of Progenitors who believe the Manifold
experiment has reached a logical conclusion, and it is time for the powers of
Planet to be used for military purposes. They have highly efficient resource management
(recycling tanks), but instead of a defensive combat bonus, they receive
a bonus of attack, growth, and morale. They, too, receive resonance sensitivity
bonuses and directed research. The Caretakers and Usurpers are locked in a bitter
civil war, and their main goal is the destruction of the other faction; humans
are an insignificant annoyance to them, and are used or discarded at need.


Also eventually the planet will become sentient via a neural network and make the planet even more inhospitable. Technology description Here

Danger Status: 4.6:
14 hazardous factions, very unfriendly fauna and the inevitability of a planet eventually going self-destructive? Yea its very dangerous planet to live on. 









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