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Blog

Off the clock

10/21/2026

I’ve been adapting my automator for finding job listings. The system’s grown fairly complex, with Claude Code managing a mix of Qwen and DeepSeek for finding and vetting listings that I’d be interested in and qualified for. Refining the parameters and behaviors to make the system accurate has been a challenge, but it’s worked out well. I imagine the paid tiers of LinkedIn or similar job search platforms offer something similar, but local models are more than advanced enough to handle that kind of light work.

I’ve adopted a somewhat similar workflow into the character builder I’ve been constructing for my game project, Strange Frontiers. Initial test runs were taking upwards of 20 minutes, but I’ve got it down to 30 seconds per build. I think there’s really something here at this point. I’ve yet to see anyone really try to use these tools to bridge the simulated environment of a video game with the diegetic reality of a pen-and-paper RPG.

Also, look at this lil guy I saw yesterday. His little spot is just glowing in the night.

Small white fluffy dog sitting in a lit ground-floor window of a dark-paneled house at night, above a sidewalk planter and a utility meter Close-up of a small white fluffy dog lying on a blue cushion in a window at night, with string lights glowing behind it

10/14/2026

Cursor just made a massive change to their billing system that instantly rate-limited my use of it unless I tripled how much I was paying them per month. Is there anything Elon touches that doesn’t turn to ash? Time to finally jump ship for Claude Code and actually get this DeepSeek harness fully capable. Grok was noticeably worse than other models in Cursor anyway, and given their close collaboration, they were constantly shoving you onto random Grok models.

Oh, also, look at this roof cat I found the other day!

Tabby cat sitting on a rooftop ledge against an ivy-covered brick building, above old paneled garage doors Close-up of a tabby cat with half-closed eyes resting on a roof ledge in front of a wall of ivy

10/10/2026

Man, for an app that forces a disruptive relaunch Cursor updates a loooooot.

10/8/2026

This blog’s slowly turning into a cats of Philadelphia type thing. I’m mostly spending my free time working on Strange Frontiers, so the projects in this new personal section are a little underdeveloped. Anyway, look at this creature I captured from my car while parking on my way back from the airport.

Black cat sitting on a mossy brick path in an overgrown backyard garden, beneath hydrangeas and beside a low brick wall Close-up of a black cat with yellow eyes sitting among fallen leaves, staring at the camera

10/3/2026

There’s an interesting set of consequences to power-using Cursor, and that’s that you get to know the quirks of different models pretty quickly as your tokens run out for each in succession. I find Claude to be a demonstrably better writer than Grok, which still feels like its voice is purely that of an LLM, no matter how much coaching it’s given. I also find it interesting that the default for Cursor is to fall back to an anonymous model, probably whichever one has the lowest token bid costs at any given moment. When the month turned over and the newer models came back, the quality of interactions instantly jumped back up a notch.

Also, this cat just lives at the Ace Hardware two blocks away. He was a great helper as I was finding stuff at the store.

Calico cat walking down a hardware store aisle between shelves of spray paint and stacked Ace buckets Calico cat with its tail up standing beside a paint swatch display in a hardware store

9/26/2026

Look at these quality Philly street cats. Also, I split off the projects tab.

Black cat sitting on gravel beside a white Dodge pickup, seen through a chain-link fence Gray and white cat walking past a blue trash can on a sidewalk

9/23/2026

Got a gallery of my painting work up finally. I really need to finish some of these and keep going. Especially the Nurgle army. It was a rushed job for a tournament a few years ago, and after it was done I just never went back to the project, but I've really been feeling creative lately.

I also added a changelog tracker to Strange Frontiers, so it's easier to follow along as things are added. A lot of SF is probably just me screaming into a void, but I've been working on this project for years now in fits and spurts, so it's nice to finally be making something more real out of it.

9/20/2026

I've been hitting up coffee shops lately, and it's interesting how productive I can be with personal creative work in a public setting. Maybe it's something about the hustle and bustle and the constant stimulation of people coming and going. Who knows. I just reformatted Strange Frontiers and added a large content block into the sciences. I actually feel motivated to keep going. I'll probably push to add the bones of the planes list as well.

I'm home now though, so the temptation to keep ranking Tyr is strong. The old World of Tanks gameplay loop is so much less frustrating when it's not actively hazing you and trying to open your wallet at every conceivable opportunity.

6/14/2026

This is where I keep the projects that don't belong on the professional side of the portfolio. Painting, writing, rules tinkering, and the rest of the work I do because I want to see it exist.

Expect miniature photos, notes on Strange Frontiers, and the occasional post about how a hobby project actually got made. It's just the stuff I work on when I'm off the clock.

More posts will land here as I finish them. For now, the model gallery next door is the most complete snapshot of what I've been painting.

Projects

Builds and Stuff

Basement Nook pt.2

9/27/2026

It came together relatively well. Hand sawing 2x4s with millimeter accuracy is not easy. I still need to sand the entire construction and I haven’t started decorating yet, but I’m writing this from the bench and it’s doing its job pretty well so far. I think this will be a pretty cozy place to work and hang out. I do need to set the outer back leg further out, though. I thought I could get away with insetting both, but the seat doesn’t like edge-sitters too much right now.

Next, decoration and leg fixing!

Daybed slats and lumber laid out on a basement floor mat beside a side table covered in tools Partially assembled wooden daybed frame on its side under a neon cat sign Finished daybed with a green tufted cushion and gray pillows against a stone wall Wide view of the basement nook with the daybed, a laptop on a side table, a rug, and a weight bench

Basement Nook

9/26/2026

I’m building a little nook/bed/workspace in the basement. With luck it’ll be a pleasant little spot to work out of and a place for guests to crash, at least until I can get the guest room up and running.

This project has a few steps:

  • Clean the space
  • Build a daybed
  • Decorate
  • Wall repair (aspirational)

I’ve acquired the actual materials for the construction now, so with luck it’ll be usable tomorrow!

Basement corner with a neon cat sign, a stepladder, and daybed slats leaning against a stone wall Cleared basement corner with stone walls, string lights, and a dark floor mat

Model Photos

Painted miniatures

Strange Frontiers

A Custom RPG System

For PnP Role-Playing Games

Explaining Stats

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Stats

A character's stats are intended to be a representation of that character's physical, mental, and spiritual limitations. Stats are used to track a character's growth or to show a character's level of capability. There are two types of stats a character invests in, and they are directly linked. A character's core stats record where each level was invested and set how many focus points a character has in each category. A character's focus stats determine Skill Checks, access to Traits, and resources like Hit Points, Vibe Points, and Savvy Points. A character's Kind will govern a character's Level 0 stats and will contain maximum values a character's stats cannot exceed.

  • When your character gains a level you get a point to spend in any core stat.
  • Adding a point to a core stat gives you 3 to spend in the focus stats of that category.
  • The maximum that can be spent on any core or focus stat is 20.
  • Traits, Equipment, or other effects can cause these stat totals to rise above 20.
  • Hit Points & other resource mechanics are dependent on scores from the focus stats.
  • Skill Check bonuses and access to certain Traits are dependent on scores from the focus stats.
  • Each point put into a stat is tracked in the dot bar; both of these visualizations are meant to be illustrative of a character's stats at a glance. Neither is strictly required, as the stats they describe can be more compactly described in other ways.
  • An ogre can be all physicality but may only be smart enough to use a club.
  • A soldier needs to be smart enough to know how to load a musket and graceful enough to aim it.
  • A spy may be incredibly persuasive and have the Demeanor to fit in anywhere but probably needs Memory to remember what he sees.
Stat diagram: character level at the center, the three core stats around it, and their focus stats outside FocusStats CoreStats Physical Endurance Power Grace Social Empathy Persuasion Demeanor Mental Logic Intuition Memory CharacterLevel

Example stats

  • Some Kinds will have lowered maximums; the below example is a human and cannot exceed 15 in any focus stat due to the Unexceptional Trait in the Kind section of its Background.
  • The below character started with 1 in each stat due to the human Generalist Trait in the Kind section of its Background.
  • Humans are intended to be the average baseline in this system.
  • This example character has 9 points spent in Physical so 27 to spend in the focus stats.
  • This character has spent only 2 points in Social and 1 in Mental, so its access to Traits that go beyond simple feats of brute strength will be very limited.
  • Each point gives a Trait that is Universal (circle/odd number) or based on the character's Background (square/even number).
  • Universal Traits are available to any character, Background Traits have requirements based on Kind, Origin, or Profession.
  • This character has oriented their stats to be a strong, but brainless and crude character with a lot of Power and Endurance. Maybe they swing a Great Club (Endurance 4) (Power 8) like a barbarian or have a set of Plate Armor (Endurance 8) (Power 4).
  • This character lacks the Grace or Intuition to be able to use a Fencing Sword (Grace 8) (Intuition 4) with any effectiveness, even if they got their hands on one.
  • They're definitely not becoming an Expert Pilot (Memory 5) (Intuition 10) (Grace 5) (any Pilot skill) anytime soon.
9
Physical
Endurance - 11
Power - 15
Grace - 4
2
Social
Empathy - 2
Persuasion - 3
Demeanor - 4
1
Mental
Logic - 1
Intuition - 2
Memory - 3

Stat Types

Physical

Endurance

Endurance represents the body's ability to resist and persist. A high Endurance means a character is hardy and resilient to the elements, attacks, and deprivation. Such a character can go longer without eating, march for longer without tiring, and ward off diseases or poisons more easily. A durable character isn't inherently strong, but they are consistent.

Power

Power represents the body's ability to generate force, be it lifting heavy objects or jumping high distances. A high Power means a character can lift more, push harder, run faster. Such a character has an easier time climbing, has a higher jump distance, and swings harder with an axe. A powerful character isn't inherently resilient, but they can perform impressive feats for short periods of time.

Grace

Grace represents the body's ability to act with accuracy and control. A high Grace means a character can throw accurately, dance gracefully, and perform dexterous and delicate actions. A graceful character isn't inherently fast or powerful, but every action they take is made more effective by their agility and efficiency of movement.

Social

Empathy

Empathy represents the character's ability to interpret others, be it understanding their emotional state, picking up on subtle tics and cues in their body language, or quickly interpreting orders. A high Empathy means the character can read others like a book, understand their thoughts and desires, and quickly ascertain if someone is acting suspicious. An empathetic character can't inherently convince others to see their point of view, but they can quickly understand what makes someone tick.

Persuasion

Persuasion represents the character's ability to convince others, be it through a well-structured argument, persuasive rhetoric, or simple force of personality. A high Persuasion means the character can get the better of negotiations, convince others of a lie, or command loyalty in their troops. Persuasion doesn't make someone likable or respected, but they can get their way despite that.

Demeanor

Demeanor represents the character's control of their own vibe, be it acting cool under fire, the ability to command a room, or the ability to fade into a crowd. A high Demeanor means that a character can seem trustworthy at a glance, can look poised for the camera, and can command loyalty from their troops. A high Demeanor doesn't mean a character inherently understands or can control others, but looking the part and not cracking under pressure can go a long way.

Mental

Logic

Logic represents the character's ability to work through problems in a systematic and rational manner, be it solving a complex math equation, understanding what a few footprints and broken branches mean, or counting their bullets in a firefight. A high Logic means a character can think abstractly and systematically to figure out complex problems or during difficult situations.

Intuition

Intuition represents the character's ability to read a situation without all the facts. A high Intuition means a character can make the leaps in logic needed to get through a challenge quickly and naturally, be it estimating how long the rations will last, reading their opponent's movements for a perfect parry, or figuring out the missing ingredient in a potion. A high Intuition doesn't mean a character knows or understands the situation, but it can give them an edge regardless.

Memory

Memory represents the character's ability to store and recall information. A high Memory will allow a character to remember an obscure fact they learned in school, recall a suspicious face that walked by them at lunch, or recite a prayer without error. Memory doesn't help someone put together the facts in their head but is the starting point for many mental tasks.

Stat-Based Resources

Health and Hit Points (HP)

Hit Points (abbreviated as HP) are used to calculate the amount of physical harm a character or object can receive. Hit points are intended as an abstract measurement of the hardiness, size, and capacity to absorb punishment that an object or character possesses. Lost HP do not directly correspond to specific forms of damage but are instead intended as an at-a-glance measure of the health of a character or object.

HP's are calculated with a starting basis of 10 + each point a character possesses in a Physical focus stat. A max-level Human who has spent every level increasing their Physical stats will have 55 HP before Equipment or Traits are accounted for. HP's are lost as a character is harmed and regained slowly over time or quickly through the use of equipment, abilities, or RP occurrences. Unless hit points have been lost, a character always defaults to possessing their maximum number of HP.

As HP's are lost a character or object will gain or lose Temporary Condition Traits such as Injured or Incapacitated. The HP-related traits are listed following this section. Several of these traits have no inherent effect but interact with other game systems. Additionally, a character may gain Temporary Condition Traits that describe specific injuries they've incurred, but these are not directly tied to the character's hit point total, though Condition Traits such as Severe Bleeding may result in a character continuing to lose HP at a steady rate until their injury is treated. Typically such conditions are conveyed through RP reasons or through Effects or Abilities attached to the thing that harmed them.

At their most resilient, a maxed-out human character can sustain roughly 4 times the damage of a starting character before being incapacitated. While that may sound like a lot, it's actually rather low. Comparative systems like D&D sit at around a 30x multiplier. This system, however, does not have the same levels of exponentially increasing numeric values as more combat-oriented systems and contains numerous ways to increase HP outside of simple leveling.

  • Healthy - Conveyed - Condition
    Temporary (A character or object gains this trait while they are at their maximum HP total)
    This Trait has no effect on its own.
  • Injured - Conveyed - Condition
    Temporary (A character gains this trait while they are below their maximum HP total)
    This Trait has no effect on its own.
  • Severely Injured - Conveyed - Condition
    Temporary (A character gains this trait while they are below half their maximum HP total)
    This Trait has no effect on its own.
  • Incapacitated - Conveyed - Condition
    Temporary (A character gains this trait while they are at less than a quarter of their HP total)
    This character has been incapacitated by their injuries and can no longer perform voluntary actions or perceive the world around them.
  • Dead - Conveyed - Condition
    Temporary (A character gains this trait if they are at 0 or less HP)
    This character is dead and cannot perform voluntary actions.
    This character cannot be healed by any means unless otherwise stated.
  • Damaged - Conveyed - Condition
    Temporary (An object gains this trait if it is below its maximum HP total)
    This Trait has no effect on its own.
  • Destroyed - Conveyed - Condition
    Temporary (An object gains this trait if it is at 0 or less HP)
    This object has been destroyed and no longer functions in any intended capacity.
    This object cannot be repaired by any means unless otherwise stated.

Vibe Points (VP)

VP are a spendable resource that can be used to improve a character's skill checks in socially oriented RP scenarios or can be spent on abilities that incur a VP cost. A character has a maximum number of VP's equal to the total of their Social focus stats. Certain Traits and equipment can increase the number or recovery rate of Vibe Points. VP's are regained slowly, over time, and are an important resource to store up and manage when delicate negotiations are expected or when a character really needs to intimidate a guard or get them to look another way.

VP's can be spent on:

  • Rerolling a single die in a socially related skill check (such as to try again when lying to a guard about your motives)
  • Asking the GM to improve the results of a socially related skill check (such as improving the result of a negotiation over the price of a new car).
  • Using an Ability with a listed VP cost such as using the Forgettable Face Trait to make a passerby forget your character's face once per point spent.

Savvy Points (SP)

SP are a spendable resource that can be used to boost a character's skill checks in mentally oriented RP scenarios or to gain access to intuitions or abilities such as those granted by Traits or background checks. SP are regained slowly, over time, and are an important resource to store up and manage when being tossed into new situations or when a character is outside of their depth. A character has a maximum number of SP's equal to the total of their Mental focus stats. Certain Traits and equipment can increase the recovery rate of SP's. SP's can be spent on:

  • Rerolling a single die in a mentally related skill check (such as to try again when attempting to decipher or remember an obscure piece of history)
  • Requesting competence or advantage depending on which is applicable to the situation at hand (indicating that the character is using their intuition or savvy to navigate their way through a situation they may not be experienced with)
  • Using an Ability with a listed SP cost such as using the Born Navigator Trait to automatically succeed in discerning a ship's direction when all that's available is the wind and waves to judge by.

Explaining Traits

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Traits

Traits, alongside a character’s Stats and Equipment, are the defining characteristics that make a character who and what they are. The Trait system is flexible and functions as a catchall category of things a character knows, things a character can do, things a character belongs to, and relationships the character may have with others. Traits are named and self-contained characteristics categorized by what the Trait is and how it interacts with characters and the game’s systems. A Trait will typically either be part of a structured category that defines how the Trait is used, or it will contain a description that describes how the Trait manifests itself.

Traits are almost always additive, conveying some additional capability or capacity that a character has, though a rare few can convey negative attributes or restrictions. Trait effects are wide-ranging, from bonuses to certain skill checks to combat buffs to new abilities. They can describe a character's relationships to a society, such as memberships in exclusive organizations or even a wanted status for a criminal on the run. Traits can be temporary conditions, such as describing the ramifications of a character's broken leg. Because Traits are so varied, they will typically be organized on a character’s sheet by their theme or by how they are used.

Characters start with a series of Traits based on their background packages. A character’s Kind, Origin, Profession, and Past all grant a starting package of Traits that will help to inform who and what a character is. From there a character gains additional Traits through accruing experience and leveling up or through in-game circumstances.

There are three primary ways permanent Traits are gained:

  • They are granted by a background package when the character is created.
  • They are granted automatically for every focus stat point a character gains.
  • They are gained through in-game actions or occurrences.

Temporary Traits can be granted through equipment or can be based on temporary circumstances, such as an injury sustained or short-term fame gained from a notorious act. Temporary Traits should have the time or circumstance of their ending in their description.

  • Traits are self-contained pieces of information assigned to a character or object with specific requirements and effects.
  • Traits will typically list their name, category, type, and effect in a single place of reference. Traits can be listed by their name on character sheets and in descriptions, with the Trait's effects referenced only when needed.
  • Every focus stat point grants a Trait, alternating along that stat’s dot bar: odd-numbered points (circles) grant a Universal Trait and even-numbered points (squares) grant a Background Trait.
  • If, when a character levels, they do not wish to gain a new Trait they can "bank" that Trait, until an in-game RP circumstance presents them with the opportunity to gain a Trait that they want. This is a good way for a player to gain Conveyed Traits without it feeling forced.
  • Backgrounds can give additional Traits, and typically provide several when adopted that provide a baseline of Traits that inform a character's background and circumstances.
  • Traits can have core or focus stat requirements. A character must meet a Trait’s minimum stats to gain it.
  • Traits can be gained outside of leveling and can be lost.
  • Traits can be temporary.
  • Traits always have a category, like Knowledge or Condition, that determines how the Trait is used in the game.
  • Traits can have a type like (Supernatural), (Injury), or (Cybernetic). These will typically be used in concert with in-game effects that target specific types of Traits, such as a doctor healing Injury Traits. These types have no effect on their own.
  • Traits that would require training can only be gained if the character has received training relevant to that Trait or has been performing a related action for long enough. This is at the GM's discretion.
  • Some Traits will require a character to already possess a prerequisite Trait in order to be gained (Such as a Pilot Trait being a prerequisite for the Expert Pilot Trait).
  • Some Traits have specific, listed, role-playing requirements.
  • Unless it is a Ranked Trait, a Trait's effect does not stack. Multiple instances of the same Trait will only have the effect of a single instance of that Trait.

Trait Ranks

Some Traits, such as all Knowledges, can be Ranked up. These are different from Traits with successive requirements, such as Marksman being a requisite for Master Marksman. Ranked Traits do not change when Ranked Up, but provide a multiple to their bonuses equal to their rank level. As an example, Pilot: Small Boat (3) has been ranked up 3 times and provides a Roll Modifier to a piloting skill check of +30, representing the Trait's bonus of 10 multiplied by the three times it has been ranked up.

A Trait can only be Ranked up beyond Rank (1) if the character has each required Stat for that Trait greater than or equal to 3 times the new Rank level. As an example, a character wishing to Rank Pilot: Small Boat to Rank 3 would need Grace and Memory stats of at least 9.

Universal and Background Traits

When a character is selecting Traits while leveling up they will pick either Universal or Background Traits depending on whether each focus point they gain is an odd-numbered (Universal) or even-numbered (Background) point in that stat. Unless a Trait is specified as Background, then it is assumed to be Universal. Background Traits are typically skills, areas of knowledge, or abilities that are related to a character’s Past or identity. A character selects Background Traits from a list generated by their background package. Some Background Traits will have RP requirements; these will be listed in that Trait's requirements. As an example, a human can't just grow longer teeth, but an aged Orc's fangs can continue to grow as their power or prestige advances, conferring social benefits to them. This would be represented by the Long Toothed Trait, and in its description it will describe bonuses to social situations between Orcs.

Many Traits in the list generated by a character's background package are Universal Traits that are thematically related to that background package. These give a character an opportunity to take or advance these Traits rapidly, especially if they are Ranked Traits. A character with a Profession of pilot will be able to take or Rank up pilot-related Traits at double the speed of a character that does not have those Traits in their background list.

Starter-only Traits

These are background Traits that can only be taken during character creation, representing some unique skill, nest egg, or heirloom the character possesses that they gained at some point during their lives. Many starter Traits will have specific requirements, such as the Pirate Scion Profession being required for the Starter Trait Inherited Pirate Vessel.

Conveyed Traits

These are Traits that cannot be taken when a character levels up unless the GM allows it. These will often represent tangible improvements to a character that would be difficult to justify without a relevant roleplaying rationale. As an example, the Eagle Eye Trait implies a tangible and significant improvement to a character's long-distance vision. This could come about as a result of mystical training, mutation, a latent ability of a Kind or Origin, or some other rationale. Conveyed Traits will often not have a minimum stat requirement.

Trait Categories

Because Traits can take so many different forms, they are subdivided into seven categories. The categories listed below represent the fundamental basic categories of a Trait. A Trait's category determines how it interacts with characters and the game's systems.

Knowledges

Knowledges are Traits that are usually gained either by in-game RP effort or are conferred by background packages. Multiple backgrounds can confer the same knowledge Trait, but unless otherwise specified, this does not increase the knowledge's rank. Knowledge can be learned multiple times, but each rank increase involves a commensurate level of increased time, difficulty, or financial investment. Knowledges and additional knowledge ranks can also be conferred by items, magic, or cybernetics or can be gained temporarily via research, but there are limitations to how these forms of knowledge can be utilized.

When creating a new character, a player can choose to use universal or background traits that they would gain due to their level to gain knowledge Traits instead. This is to represent additional areas of knowledge the character would have accrued up to that point in their lives but that may not be specifically written out in the character's background packages (such as the character getting a bachelor's in history, allowing them to gain American History (2) as a starting character from the American Empire). It is up to the GM to decide how high a knowledge rank can be gained in this way.

Outside of character creation, knowledge can only be gained via in-game RP occurrences, such as a character spending a semester learning history or a character having the layout of a forest magically conveyed to them. It is at the GM's discretion to determine how easy or difficult knowledges are to attain and where their limitations are.

Languages

Languages confer the ability for the learner to speak or read/write in that language. Language traits represent a character's ability to communicate using that language. Most languages will be granted by a character's background package, but languages can also be temporarily granted by ex machina devices like universal translators or magic amulets. Languages can also be learned in the same fashion as knowledge Traits. Languages function as both knowledge and an ability in that they describe a character's ability to understand and use a language. A language Trait will typically describe how the character can use that language, such as English (Spoken).

Skills

Skill traits represent a character's ability to perform a specific task or engage in a specific activity without fumbling or failing to even understand the basics. A skill is like knowledge in that it is a learned Trait, but unlike knowledge, skill Traits can be gained over time through training and effort, even without outside aid. Many skills are ranked Traits and represent the additive bonuses conveyed through practice and mastery in a given task. Other skill Traits represent additional improvements or aspects of mastery that go beyond a simple bonus to a die roll during a skill check. Mastery skill Traits will typically list prerequisite traits that a character must already possess before they can take the more advanced Trait. Skill Traits can be selected when a character is choosing level-up skills, but it is recommended that the GM only allow them to select skill Traits they had been learning or utilizing.

Abilities

Abilities are Traits that confer some sort of ability to a character. This can come in a wide variety of forms, from a character's ability to fly being granted by Natural Flight to a character's ability to Hide in Plain Sight conferring their ability to sneak and go undetected even while being observed. Abilities are the most common type of trait to be conferred by items or equipment, as they represent some sort of specific physical or mental feat that a character can perform. Not all abilities are physical, but most manifest as something other than modifying a skill check. Often abilities are Innate to a Kind or culture and will be automatically conferred to them by their Kind or Origin packages. An ability Trait will always describe what it does and when it can be used, though it will be at the GM's discretion to determine the boundaries of when an ability can be applicable to a situation.

Circumstance

Circumstance Traits describe a character's relationship with the world around them and will typically list noteworthy or exceptional characteristics. While virtually any description of a character's place in society could be listed as a Trait, this should be reserved for important or unique aspects of a character. As an example, membership in a thieves guild would be listed as a Circumstance Trait, but a Luna-HI frequent shipper account would not.

Conditions

Condition Traits are Traits that represent some sort of ongoing status. These will typically describe some sort of ongoing effect a character is experiencing, whether physical or mental. Condition Traits can vary widely in what they represent and will almost always have their effects described in the Trait. These can range from a character having cybernetic arms, granting them significantly improved Power stats, to a character being a conduit for the spirits and thus able to see ghosts. Injuries will often be represented as temporary Condition Traits and will describe some sort of negative attribute or incapacity forced onto the character.

Other

Other is a catchall category and represents special Traits that go beyond the norm. Most Other Traits are, in reality, multiple Traits listed at the same time for the sake of convenience. As an example, a character being possessed by a daemon may have that possession listed as an Other Trait, and that Trait's description may describe significant alterations to how that character would otherwise function.

Example Traits

Knowledges
Knowledge: Local History - Ranked - Knowledge
(Memory 3)
- This character has knowledge of the history of a specific local region and can be assumed to be familiar with local facts like names, locations, and occurrences.
Knowledge: Imperial Law - Ranked - Knowledge
(Memory 3)
- This character has knowledge of the American Empire’s legal code and can be assumed to be familiar with the laws and courts of its territories.
Knowledge: Orc Society - Ranked - Knowledge
(Memory 3)
- This character has knowledge of orc customs and can be assumed to be familiar with the institutions and traditions of Orc societies.
Knowledge: Mathematics - Ranked - Knowledge
(Memory 3)
(Logic 3)
- This character has knowledge of mathematics and of mathematical fields of study.
Knowledge: Elemental Magics - Ranked - Knowledge
(Memory 3)
(Intuition 5)
- This character has knowledge of Elemental Magics, including the theoretical underpinnings of that magic as well as its history.
Languages
English (Spoken) - Language
(Memory 2)
(Intuition 2)
- This character is conversational with the English language and can converse in it.
Mandarin (Spoken) (Written) - Language
(Memory 2)
(Intuition 2)
- This character is conversational with the Mandarin language and can converse in it, and can read and write it.
Dwarvish Runes (Written) - Language
(Memory 3)
(Intuition 5)
- This character can read and write Dwarvish Runes.
Skills
Pilot: Helicopter - Ranked - Skill
(Memory 5)
(Intuition 3)
(Grace 3)
- This character is capable of piloting helicopters in simple scenarios without a skill check and is capable of describing the basic functions and controls of a helicopter.
- Rank *10 added to skill check rolls involving helicopter piloting.
Expert Pilot - Mastery - Skill
(Memory 5)
(Intuition 10)
(Grace 5)
(Any Pilot skill)
- This character can request advantage on piloting any craft they have training in and may request competence in piloting any craft similar to one they have training in.
Rider: Basic Animals - Ranked - Skill
(Grace 4)
(Empathy 4)
(Persuasion 3)
- This character is capable of riding a basic animal as a mount in simple scenarios without a skill check.
- Rank *10 added to skill check rolls involving riding a simple animal.
Wielder: Longsword - Ranked - Skill
(Grace 4)
(Power 4)
(Endurance 4)
- This character is capable of performing the basic tasks of maintaining a Longsword without a skill check.
- Rank *5 added to skill check rolls involving a Longsword.
Wielder: Musket - Ranked - Skill
(Grace 3)
(Power 2)
(Intuition 3)
- This character is capable of performing the basic tasks of maintaining a Musket without a skill check.
- Rank *5 added to skill check rolls involving a Musket.
Abilities
Trail Runner - Ability
(Power 3)
(Endurance 2)
(Grace 2)
- This character takes twice as long to get winded by activities that involve running, hiking, or climbing.
Capable Student - Ability
(Memory 3)
(Logic 3)
- This character can learn a new (knowledge) Trait in half the specified time.
Knowledge Sponge - Mastery - Ability
(Memory 5)
(Logic 5)
(Intuition 5)
(Capable Student)
- This character can learn a new (knowledge) Trait in a quarter the specified time.
Con Man - Ability
(Persuasion 8)
(Demeanor 4)
(Intuition 4)
(Memory 4)
- Add 5 to any skill check rolls that involve lying in either written or spoken form.
Mental Fortitude - Ability
(Endurance 8)
(Logic 5)
(Demeanor 5)
- This character can request advantage in any scenario where their mental faculties are being severely taxed, be it resisting the mesmerizing effects of a vampire or pushing through a long march without becoming exhausted.
Sculpted - Ability
(Power 5)
(Endurance 5)
(Demeanor 3)
- This character can request advantage in situations where the appearance of athleticism can affect the outcome of a roll or situation (useful for models, athletes with endorsements, or barbarians trying to intimidate).
Eagle Eye - Conveyed - Ability
(None)
- This character can request advantage in situations that involve seeing at distance.
Gladiator - Ability
(Physical 5)
(Grace 5)
(Demeanor 5)
- When in combat, this character can use any close combat weapon as if they had the Wielder Trait with a single rank for that weapon.
Circumstances
Thieves Guild Membership - Conveyed - Circumstance
(None)
- This character is an official member of a Local Thieves Guild.
Tugboat Captain - Conveyed - Circumstance
(None)
- This character has all required legal training and licenses required to command a Tugboat.
Wanted in Sol - Conveyed - Circumstance
Temporary (Lost when the character's innocence is proclaimed or they are caught)
(None)
- This character is wanted by the nations of the Sol system for past crimes.
- This character's wanted status is severe and law enforcement and bounty hunting entities are actively searching for them.
Short Term Fame - Conveyed - Circumstance
Temporary (30 days)
(None)
- Due to recent events this character is famous and can request advantage in social situations where the character's fame may aid them.
Significant Inheritance - Conveyed - Circumstance
Temporary (Lost when the money is all spent)
(None)
- This character has access to an Inheritance of 2 million Earth Reserve Credits (ERC) currently safely contained in a bank.
Conditions
Stone Skin - Conveyed - Condition - Enchantment
Temporary (This trait lasts a number of minutes equal to the caster's Rank in this ability)
- This character gains Rank *3 resistance to all Physical damage types.
Severe Bleeding - Conveyed - Condition - Injury
Temporary (This trait is lost when this Condition is Treated)
- This character loses 1 HP every combat round while in combat.
- This character loses 1 HP every minute while outside of combat.
Dead - Conveyed - Condition - Injury
Temporary (A character gains this trait if they are at 0 or less HP)
- This character is dead and cannot perform voluntary actions.
- This character cannot be healed by any means unless otherwise stated.
Stimm Rush - Conveyed - Condition
Temporary (This Trait lasts a number of minutes stated by the Stimm being used, or 1 minute if there is no stated duration)
- This character gains 5 to all physical focus stats.
Ghost Sight - Conveyed - Condition
Temporary (Lost when the effect that granted this Trait ends)
- This character perceives beyond the veil.
- This character can see and hear the supernatural.
Other
Possessed By A Spirit - Conveyed - Other
Temporary (lost when the character is no longer possessed)
None
- This character has lost control over their body to a supernatural entity. If this is a player character then how that player or the GM continue to operate the character is at the GM's discretion, as is the nature of the entity that has possessed them.
- This character no longer accrues experience.
- While under the control of this entity the character's Mental and Social stats are considered (Mental 8) (Logic 8) (Intuition 10) (Memory 9) (Social 7) (Empathy 3) (Persuasion 9) (Demeanor 12) for most purposes. Condition Traits that modify these stats are still in effect unless otherwise stated.
- If the character had Traits with minimum stat values or had Ranks in Traits they no longer qualify for, then those Traits are to be ignored.
- The entity possessing this character can be assumed to have full knowledge and understanding of all Knowledge, Skill, and Ability Traits of the character they are possessing and can use them without issue as long as they possess the minimum stats required for them.
- This character gains the following Temporary Traits and will lose them if they cease to be possessed:
Supernatural
Spirit Touched
Telekinesis(1)
Inured to pain
Fearless
Ghost Sight
Knowledge: The Supernatural (1)
Background-Only
Long Toothed - Background - Condition
(Power 10)
(Endurance 5)
(Demeanor 5)
(Middle Aged or Older)
- An Orc's teeth grow continuously as they age, acting as both a sign of wisdom and prestige. An Orc that has managed to maintain their teeth throughout their life is seen as a highly capable individual or one of noble birth. A long-toothed Orc can request advantage in dealings with other Orcs, or with any other party that may hold this belief about Orcs.
Sorcerous - Background - Condition
(None)
- This character may take magic-related traits and may spend stat points on the Magic core stat.
Natural Breath Weapon - Background - Ability - Ranked
(Endurance 3)
- This character's biology allows them to use their breath as a tool or weapon.
- For each rank of this ability add another d4 to the damage the breath weapon deals.
Hard Shell - Background - Condition - Ranked
(Endurance 5)
- This character possesses a hard natural shell that protects them from harm.
- Rank *3 added to this character's Blunt, Slashing, and Piercing resistances for attacks that hit its torso.
Cybernetic Intelligence - Background - Condition
(None)
- This character is capable of extremely rapid feats of mathematical comprehension and has a +20 roll modifier for skill checks related to mathematics.
- This character is capable of performing significant numbers of mathematical calculations simultaneously; it is at the GM's discretion when and how this ability is limited.
Supernatural - Background - Condition
(None)
- This character has gone beyond the realm of the real and can take supernatural-related traits and may spend stat points on the Supernatural core stat.
Mechanical - Background - Condition
(None)
- This character or object is a machine.
- It can be harmed by EMP damage and is typically immune to Death damage.

Skill Checks

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What is a Skill Check?

Skill checks are a process by which an action a character undertakes or a situation they are presented with requires measuring the character's attributes or abilities in some way. Skill checks take a variety of forms, from measuring a character's raw strength or mental fortitude to testing a character's ability to ride a horse or solve a complex equation. Skill checks, as a game mechanic, are expressed through a die roll on a d20, and the result of that roll is compared against a target value. Meeting or exceeding the required value is a success; falling below is a failure. The die roll will typically be modified by a character's stat values, equipment they may be utilizing, or any number of other factors.

Skill checks will typically have one or more associated focus stat values. Add the associated stat total to the roll for the check. Some effects will require established stats outlined by the rules associated with whatever is requiring the check, but in most situations the GM will determine what stats are being measured. When a skill check asks for a core stat, the character can decide which of the focus stats in that category they wish to use.

Skill checks are a way for a Game Master (GM) to measure a character against some form of adversity or to grade their performance. A skill check may have a target value that is known to the player or one that is known only to the GM. Some skill checks may not have a target value at all and are instead looking to see how "good" the roll is and rationalizing how that character's effort meets their need (such as establishing the quality of a character's work of art). How skills are truly utilized is typically a style of GMing more than a hard and fast set of rules.

Ex. A character may have to take a lifting (Power) skill check in order to lift a very heavy object.
Ex. A character may have to take a fear (Demeanor) skill check to avoid cowering at the sight of a dragon.

  • Skill check results are rolled on a d20. The result of this roll is then modified by all roll modifiers and compared against a target value. If the skill check meets or exceeds the value, it "succeeds." If the roll falls below the value, it "fails."
  • Most skill checks will reference a focus stat. When a skill check references a stat, you add the character's stat value to the total.
  • If a skill check references a core stat, the character can choose one relevant focus stat to add to the die roll.
  • Some complex skill checks will reference more than one focus stat. For these checks the player needs to roll for each stat separately. The result is a combination of those successes and failures, and that result is up to the GM. Ex. A spy driving a car in a foreign land could have a skill check against both their Grace and Memory. The first for the act of driving itself, the second to demonstrate that they remember the road laws of the country they are infiltrating.
  • Skill success is a gradient; succeeding by a small amount may technically succeed but may incur some unforeseen event. Meanwhile, failing or succeeding hugely may result in significant benefits or consequences. The extent to which a character succeeds or fails is up to the GM.
    • Ex. You were not detected while sneaking but stepped on a twig. The guards are now more alert.
    • Ex. You failed the jump but can still catch the ledge with your arms to avoid falling down the pit.
    • Ex. You brewed a potion perfectly, slightly amplifying its abilities.
    • Ex. You fumbled the lock and broke the mechanism; you can't try again.
  • Some skill checks can be repeatedly attempted until the character succeeds or stops trying. It is up to the GM to decide what checks can be repeated and how long they take.
  • If a character's modifiers to the roll would mean that roll automatically meets or exceeds the check's target value, the player can forgo rolling at all if they wish, though the GM may still ask for them to roll in order to know how far they exceed the requirement.

Requesting Advantage

  • A character can request advantage in a situation where they believe they are uniquely advantaged in the effort of performing some sort of task or skill or in a role-playing scenario.
  • Some Traits will specify a situation where a character can request advantage that is tied to a specific skill set or physical attribute
  • Requesting advantage is an expression of both the stats written on a character sheet and the character's backstory and role-playing attributes.
  • Some Kinds, backgrounds, or professions will grant the right to request advantage in a broad set of circumstances, such as a character with a small stature being able to request advantage when hiding or a professional soldier's ability to request advantage when learning to wield a new weapon.
  • The GM can allow or deny requested advantage and will determine the appropriate expression of the advantage.
  • Ex. A character with a background as a fisherman may be able to request advantage in a situation where they need to maintain balance while the airship they are on is suffering severe turbulence due to the character's past with the rocky seas. The GM could choose to give them a +5 to their Grace roll to stay standing.
  • Ex. A character is a pilot and is piloting the ship they built by hand and know by heart. The GM could choose to give them a bonus to a skill check or even waive the need for the skill check if the act could be considered routine.

Requesting Competence

  • A character can request competence in any situation where they believe other related factors give them enough of a baseline level of capability that they shouldn't be penalized as harshly or at all for lacking a specific skill.
  • A character with expertise in wielding a sword can request competence when wielding a dagger, even if they don't have a Trait giving them that skill.
  • Requested competence can result in a wide range of results, from the user being wholly proficient in the task at hand to even being granted a relevant Trait that gives them that skill permanently.
  • A bard skilled with a guitar and a bass can likely request competence with a lute, but the GM may consider the violin to be a step too far.
  • Many Traits that grant expertise in a skill also grant inferred competence in related skills.

Skill Check Difficulty Ranges

Skill check requirements range from -10 to 80, with an explanation of what those values represent below. Higher checks require higher relevant rolls and modifiers to succeed. A check that notes a stat can have that stat added to its total. A Complex check that notes multiple stats must roll separately for each stat. In general, as actions grow more complex or multi-staged, the relevant skill checks will require more stats to be rolled against at once.

Checks at 0 or below are automatically accomplishable even with no skill and often even with difficulty modifiers to the check. These would only be checked if there was a realistic chance of failure.

-10
Breathing (Endurance)
Being at the top of a tall mountain may give you a -20 difficulty modifier to breathing, giving a character with a poor endurance stat a 50/50 chance of passing out.
0
Reading (Intuition)
If the script is in poor handwriting, it might give the action a -10 difficulty modifier, which gives a character with a poor intuition stat a 50/50 chance of not understanding the text.

Checks between 1 and 20 are accomplishable by any character as long as there are no difficulty modifiers. There is a 20x gap between a check of a 1 and 20 though, and while having relevant stats, equipment, or Traits may make these checks easy or even automatic, a character not fit for the task may find them almost impossible.

10
Jumping a 6-foot gap (Power)
A character may have an injured leg, giving them a -10 difficulty modifier to the jump.
20
Making a fire (Mental)
A lighter could give +15 to making a fire.

The difference between a requirement of 20 and 40 is often the difference between requiring novice or expert training, or requiring simple or advanced equipment. Accomplishable by characters with high stats, relevant Traits, or equipment. Many professions have their day-to-day actions in this range. Skill checks in this range are often still heavily impacted by raw stat values.

30
Brewing a simple potion (Memory)(Grace)
A potion-brewing Trait could give a +20 Roll modifier to this Skill, turning the impossible into the easy.
40
Writing a complex computer program (Logic)(Intuition)
A computer use Trait and a computer programming Trait could combine to give +20 to this action. Repeated attempts could also allow the character to gain advantage by slowly fixing the flaws in their program.

The difference between a requirement of 40 and 60 is often the difference between the daily acts of a master in a profession and something that requires days or weeks of prep time, perfectly attuned equipment, and external forces acting to make the check succeed. Accomplishable by characters with advanced Traits and high-end equipment. Often both. While stats may have an impact on the roll, skill checks at this level rely more on training and preparation than on talent. Most extreme skills are in this range.

50
Disarming a bomb while underwater. (Memory)(Grace)(Demeanor)
Being in communication with someone reading the defusal manual for the bomb could give significant advantage to this type of check.
60
Deciphering an alien language (Logic)(Empathy)(Intuition)
Having a team of research assistants could give significant Advantage when attempting this type of check, and getting the most out of them may even require several Empathy or Persuasion checks of their own.

Checks between 61 and 80 are absurdly difficult or are considered impossible by normal means. If a complex task looks like it's in this range, it may be better to break it down into multiple smaller tasks.

70
Building a functioning spaceship out of local appliances. (Intuition)(Logic)(Memory)(Grace)
A check of this nature is almost asking to measure how extreme the Character's failure is. A check of this difficulty may actually be accomplishable if the nature of the action allows the Character to slowly accrue larger and larger Advantage through many repeated and well-supported attempts.
80
Flying by flapping your arms (Power)
This is a hyperbolic example, but an 80 should in general be a functionally impossible task. This is the ceiling of what reality can allow.

Items, Armor, and Effects

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Armor and Effects

Resisting Damage Types

Resistances are used to reduce incoming damage by a specified amount. Resistances begin at zero. Incoming damage will always have a type, and some forms of attacks will do multiple types of damage at once. A fiery explosion will do both blunt damage through the explosion itself, as well as heat damage through the heat of the fireball. Resistances are predominantly conveyed through equipment, but some Traits may provide additional resistances. A character's resistances are cumulative; if a character has both leather armor and scaly skin, their resistance to slashing will be higher than if they had either alone.

Some resistances will have coverage areas specified, such as a helmet providing significant protection, but only on the head. How and where a character is hit is covered in the section on combat. Resistances can, in rare cases, be a negative value. In these cases they add to the damage inflicted a value equal to that negative number.

Damage Types

Physical
Blunt

Blunt attacks are those that impact evenly across a wide area, such as a strike from a club or the wide blast front of an explosion. Any sudden change in pressure, such as being thrown out an airlock, would also be tracked as blunt damage. Blunt attacks can often cause the Concussed Temporary Condition Trait.

Slashing

Slashing attacks are those that cut across a wide area, such as a swing from a sword or a slash from animal claws. Slashing attacks can often cause the Severe Bleeding Temporary Condition Trait.

Piercing

Piercing attacks are those that impact sharply in a small area and pierce deep, such as a thrust from a spear or the impact of a bullet. Piercing attacks can often cause the Severe Bleeding Temporary Condition Trait.

Elemental
Heat

Heat represents the damage caused by very high thermal energy/temps being applied to an area, be it from fire, a laser, or any other source. Fire is a common form of elemental damage that can be encountered easily both in and out of combat. Heat damage can often cause the Burning Temporary Condition Trait.

Cold

Cold represents the damage caused by thermal energy being removed from an object or character, be it from contact with ice, exposure to the elements, or any other source. Cold damage will most commonly be a result of exposure to extremely cold climates, and the ways this damage manifests itself will often be outside of combat. Cold damage can sometimes cause the Frozen Temporary Condition Trait.

Electrical

Electrical represents the application of electricity to a system that isn't built to handle it, be it from lightning, a downed power line, or an electric eel. The threat of electric shock is far more common in a modern electrically powered society, but it's a classic element of magic. Electrical attacks can often cause the Concussed Temporary Condition Trait.

EMP

EMP or Electromagnetic Pulse is a catchall term for electromagnetic damage that is specifically harmful to machines or computer systems that rely on electricity or magnetic attributes to function. EMP damage's most common interaction will be to disable or destroy mechanical or electronic systems, either intentionally or accidentally. EMPs can be caused by natural or manmade phenomena, from solar flares to nuclear explosions. EMP damage can only harm characters or objects with the Mechanical Trait.

Supernatural
Metaphysical

Metaphysical damage represents the damage inflicted by any higher plane source and does not interact with normal matter in a scientifically understood manner. Metaphysical attacks or effects will contain a description for if and when they do extra damage or possess other effects. Metaphysical effects will often be associated with other traits or keywords that further define their interactions in the game.

Ex. A paladin's sword that bypasses the armor of the Demonic or an enchantment that only harms the Undead.

Death

Death damage represents a loss of vitality or the sudden rotting of flesh that would be otherwise considered scientifically impossible. Attacks or effects with the death attribute will often describe debilitating secondary effects they inflict beyond the HP damage they cause; successful (Physical) checks can often resist these effects. Death damage or attacks cannot typically harm those with the Mechanical Trait.

Psychic

Psychic damage represents harm inflicted directly upon one's brain, ego, consciousness, or other mental capacity. Psychic attacks or damage will typically bypass all defenses and will inflict various Condition Traits, with Concussed being the most common. Successful (Mental) or (Social) checks can often resist the effects of Psychic attacks/damage.

Other Common Elemental Effects
Radiation

Radiation is an element in nature that can cause the Irradiated(1) Condition Trait. Levels of radiation exposure can cause different and increasingly severe effects, and certain effects or resistances in the game will make a user resistant or immune to radiation. Much like in real life, radiation can spread, and a character or object with a high level of the Irradiated trait can, in turn, inflict that trait on others.

Acidic/Corrosive

Acidic or Corrosive effects will often cause damage to items or equipment in addition to any character wielding them. This will most commonly be represented by the Corroded(1) ranked trait to be inflicted on an object that has been affected.

Items

What is an Item?

An item can be any physical object that a character can be in possession of. This can range from weapons to armor to currency to pets. Some items have considerable complexities of their own, such as a ship or a warhorse. Other items are as simple as a gold coin. All fall under the category of "items." Within the category of "items," there are several subcategories explained below. Items possess their own descriptions, functions, weight, and size and may confer abilities or be used by a character in a unique way. Items will typically be described somewhere external to a character's character sheet, but in cases where the item is truly unique (such as a fancy rock the character found), then the GM can describe the physical characteristics of the item in question. Items are recorded in the "items" section of the character sheet. There is no limit to the number of items a character can possess, though there are reasonable limits on what they can carry. A character may possess a house on their character sheet, but they aren't taking it around with them.

Exclusivity

Some items have exclusive functionalities that cannot be duplicated, whether because you can’t easily wear two pairs of shoes, only have one set of eyes to be cyberized, or a magic amulet gets… jealous. These items will typically label themselves as exclusive and will list one or more items or categories of item. If a character has an item equipped, it cannot then have another equipped that shares a type with the listed exclusion. It is at the GM's discretion whether or not an item is exclusive with another, and exceptions can sometimes occur.

Ex. (exclusive: Footwear)

Uses

Many items have a limited number of uses before becoming defunct or literally ceasing to exist. If an item has a limited number of uses, the number and nature of that limitation will be in its description.

Ex. (candy bar: uses 1: when consumed)

Damage, Condition, and Destruction

Most items can be damaged or destroyed. When an item has various stages of degradation that can occur, it may be in its description, though often it will be at the GM's discretion, and additional descriptions may be added to an item relating to its condition. Larger or more complex and important items may have their own hit points or resistances. If no such values are present, then the GM can assign such values, or an item can simply be assumed to either be pristine or broken with no in-between. A destroyed item does not vanish except when circumstances say otherwise. A destroyed glass could still exist as glass shards waiting to be stepped on. The tracking or importance of a destroyed item is up to the player or GM.

Most items should not have their condition tracked unless it is important or relevant to the game (ex. A shield needn’t have its hit points tracked unless another character is explicitly trying to chip or destroy it with a weapon capable of doing so).

The various types of equipment and unique attributes (if any) are described below.

It should be noted that while these categories are used in-game to sort and describe items, these categories are not absolute and many items will have uses or effects that could place them into multiple categories.

Wearables

This category comprises any passively worn object or garment that is used without intention or effort. Hats, rings, and chainmail would fall under this category, as would more complex items like powered armor or even a magical force field. What separates wearables from equipment is that wearables are passive; they convey their benefits or effects without the character having to take action.

Mundane or generic wearable items like everyday clothing do not necessarily need to be recorded on a character sheet and can be assumed to be possessed unless otherwise stated.

Equipment

This catchall category comprises a wide variety of concepts. But the unifying feature is that equipment is useful and will typically have some sort of effect or feature in its description, often granting some sort of ability or benefit to a character when utilized. Watches, grappling hooks, jet packs, cell phones, or magic wands could all be considered equipment. Vehicles, weapons, wearables, and other categories of item could be considered equipment, and when they have equipment-like functionalities or natures, they will often be listed as equipment in addition to their other categories.

Weapons

Weapons are a special form of equipment meant to cause damage or harm. Not every item capable of doing damage is a weapon, but most weapons exist specifically for that purpose. Weapons will convey abilities related to their use but often have a related trait or skill requirement to be used effectively. Anyone can pull a trigger, but hitting a target is a different matter. Weapons are often relatively complex forms of equipment and will need care, maintenance, or correct setup to be used correctly. Sometimes a weapon will need to be paired with another form of equipment, such as a bow requiring an arrow, but just as often they will not. Most weapons will be considered exclusive, though traits or GM discretion may allow for multiple weapons to be used simultaneously.

Structures

"Structures" is a catchall term for any item that exists, is unmoving, and can be occupied. Structures will typically be large and solid constructs built to be occupied or to accomplish some sort of task, but just like buildings in real life, they can have innumerable forms and purposes. Structures are not equipped; instead, characters will occupy a structure. The maximum total occupancy of a structure will always be defined in its description and will often feature not just total characters but other values such as the weight or size of what it can accommodate. In situations where these numbers are unset or so large that tracking them isn’t useful, a “-” will be listed, and these values are at the GM's discretion.

Structures are large and complex items and will often have hit points, resistances, and levels of destruction. When a character is occupying a structure, they are typically considered to be inside of and protected by it (presuming the threat isn’t inside the structure with them or they aren’t exposed in some other way).

Vehicles

Vehicles are a special form of item that is used to move or protect characters. Like weapons, vehicles will often have a related skill requirement for their use. Unlike weapons, vehicles are not equipped; rather, characters (or other things) will occupy a vehicle like they do structures. Vehicles will always list a maximum number or nature of occupants (though in some instances that value will be listed as a “-”, similar to structures). In these instances the maximum occupancy is at the GM's discretion.

A vehicle is typically ridden/piloted/driven by one or more characters, though sometimes the vehicles will either control themselves or be at the mercy of other forces (ex. A boat adrift in the tide or a runaway train). Vehicles are a relatively wide category of item that can encompass animals or structures and will typically have a list of their properties in their description.

Vehicles often require routine maintenance and upkeep, though if that is important or tracked within a game is at the GM's discretion. Similarly, vehicles will often have hit points or conditions listed, though it is at the GM's discretion if they want to add additional complexities to the maintenance or handling of a vehicle. (Ex.: It is at the GM's discretion if a car's gas tank explodes or if the players had to fill that gas tank or even pay attention to the concept of fuel.)

Animals, Robots, and Animal-like NPCs

Animals are, in many ways, like characters. They can typically move, have hit points and defensive values, can equip and use items, and often can think and act independently. The most important distinction between an animal and a character is that the animal doesn’t warrant the creation of a character sheet and will typically have its traits listed in a compressed fashion. An animal will usually have its characteristics be derived from a baseline template that is then modified via traits.

Animals and animal-like NPCs have behaviors and will take actions on their own, though they are typically animalistic or robotic in nature. A trained animal or well-programmed robot will have a trait conveying that they can be interacted with and given commands. Often only specific listed characters will be able to command an animal or robot, though it is at the GM's discretion when and why this can occur.

Animals and animal-like NPCs can equip and use items, though the items they can use will typically be listed or at the GM's discretion.

  • Animals and animal-like NPCs will always have hit points and resistances.
  • Animals and animal-like NPCs will have their characteristics defined by a template and are then modified via traits.

Misc

Misc. items are items that do not neatly fall into another category or which are unimportant or generic objects that could have a multitude of uses. A brick would be a misc item; it could be thrown as a weapon or used to build a structure, but by itself it's just a… brick. Most items in an environment can be considered miscellaneous.

Sample Character Sheet

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Musings on the process for creating a character

  • Character Level is tracked separately from focus stats.
  • Core stats are listed as a single number docked to their focus stat lines.
  • The focus stat lines start unfilled, and are filled in as the player adds points to them, looking at the circle or squares to know what type of Trait they gain.
  • Characters select a Kind, origin, profession, and past.
  • The character's Kind determines their starting stats, max stats, grants any unique ability the Kind may possess, and grants access to various Trait categories.
  • The character's origin grants access to a starting set of origin Traits, typically a mix of regular and knowledge Traits. It also grants access to selectable Traits related to the origin as well as other RP specific things (wealth, identification, etc).
  • The character's profession grants access to a starting set of profession Traits, typically a mix of regular and knowledge Traits. It also grants access to selectable Traits related to the profession as well as other RP specific things (equipment, licenses, etc).
  • Every character has 9 focus stat points at level 0, spread out by their Kind. A human has 1 point in each focus stat.
  • Characters always start at level 1 at least, so every new character also gets their level 1 points: 1 core point and 3 focus points to spend in that category.
  • Since every focus point grants a Trait, characters will typically start with a set of player-selectable Traits. A human's 9 level 0 points give them 9 universal Traits, plus the Traits from their level 1 points, in addition to the Traits automatically granted to them by their Kind, origin, profession, and past. Since they only have a point or two in each stat, their selection will be relatively limited to less powerful and more common Traits.
  • It may be preferable to start a campaign with characters at level 2 or 3, so that they can pick out the low level but still specialized Traits their character would possess and to help them differentiate from each other.
  • This sample character is level 5: 9 level 0 points plus 15 from five levels, so 24 focus points and 24 Traits from them. It has used five of those Traits to raise its Contraband, Security, Streetwise, Criminal Activity, and American Geography knowledges to Rank 2, which it can do because it’s a freshly created character with the Memory 6 that Rank 2 requires, and it has banked eight more for in-game opportunities. Future stat gains cannot be used to gain knowledge Traits, though this is at the GM's discretion.

Backgrounds being used in the sample character sheet

Kind: Human
Generalists

Humans start with 1 point in every focus stat.

Unexceptional

Humans cannot exceed 15 in any focus stat unless otherwise modified.

Versatile

Humans can take cybernetics Traits.

Biological

Humans can take genetic engineering Traits.

Origin: The American Empire
Public Education
Imperial citizens start with the following knowledge Traits

English (language)
American History (1)
American Geography (1)
Imperial Law (1)

Profession: Smuggler
Skill Traits

Smooth Talker
Concealment
1 additional Contact

Knowledge Traits

Contraband
Security
1 additional Language

Past: Raised By The Streets
Skill Traits

Schemer
Sleight of Hand
1 additional contact

Knowledge Traits

Streetwise
Criminal Activity
1 additional Language

5

Edwin Humble

Age 30
Height 6 feet
Weight 190lbs
16 HP
|
9 VP
|
9 SP
1 Blunt
|
0 Piercing
|
1 Slashing
|
0 Heat

Description & Backstory

  • Kind
  • Human
  • Origin
  • The American Empire
  • Profession
  • Smuggler
  • Past
  • Raised By The Streets
  • Cash
  • 2,000 ERC
  • Wealth
  • 15,000 ERC
  • Languages
  • English, Spanish, Mandarin

Edwin Humble is a Void-Truck driver and part-time smuggler in Earth orbit, working the American Empire’s Sol territories. Raised rough at a young age, Edwin was cared for by his mother in the teeming streets of Chicago before stowing away on his father's cargo shuttle during one of the man's rare visits. The boy quickly learned the trade of private cargo running, both the legal and less-than-legal sides of it. After a delivery went south and his father was killed, Edwin took over the ‘family business’ and runs a small-time cargo transportation operation out of his own name, though his real income comes from what’s stored in the secret compartment at the back of the shuttle. Edwin's two goals in life are to get rich and to find out who was responsible for his father's murder.

Edwin Humble
1
Physical
Endurance - 2
Power - 2
Grace - 2
2
Social
Empathy - 2
Persuasion - 3
Demeanor - 4
2
Mental
Logic - 1
Intuition - 2
Memory - 6
    Knowledges
  • Knowledge: American History (1)
  • Knowledge: American Geography (2)
  • Knowledge: Imperial Law (1)
  • Knowledge: Contraband (2)
  • Knowledge: Security (2)
  • Knowledge: Streetwise (2)
  • Knowledge: Criminal Activity (2)
  • Language: English
  • Language: Spanish
  • Language: Mandarin
    Skills
  • Smooth Talker (1)
  • Concealment (1)
  • Schemer
  • Sleight of Hand (1)
  • Act Natural (2)
  • Wheelman (1)
  • Pilot: Basic Automotive (1)
  • Pilot: Basic Voidcraft (1)
  • Backroads Traveler
  • Rapid Appraisal
  • Scrounger (1)
    Other Traits and Abilities
  • Inheritance (Rickety Cargo Shuttle)
  • More Lucky Than Good
  • Forgettable Face
  • Contacts (2)
  • Banked Traits (8)
Items and Equipment
  • Sturdy Leather Jacket (1 blunt, 1 slashing, torso)

Introduction

The Worlds Of Strange Frontiers

The sky above you is a radiant white. And the sky below you. All around you, really. And it’s hot. The bathysphere is reading north of 3,200 bar and 230 degrees. A few moments outside its thick parametal alloy skin and you’d resemble a very well-cooked marble of hot carbon. Typical weather in 65/T/137 “Saturday’s Furnace.”

One of the harvesters is reporting an infestation of “Sunflowers.” The shift crew calls it “Light work,” for the pun as much as they do for the accuracy of the name. A few hours of scraping luminous higher-dimensional “vines” off of the ship-sized packaging and compression machine and you’ll be back at the Switch Point with time to spare.

It is the year 2230, and the dawn of the 23rd century comes amid tumultuous changes for humanity. The last two centuries have seen us navigate a slow-moving environmental collapse on our home world and an AI apocalypse that almost was, but they’ve also seen us reach for the stars... and places even further beyond.

Strange Frontiers is a pen-and-paper role-playing game system and setting with a near-future hard science-fiction aesthetic mixed with the exotic and the arcane.

In this document I’ll be outlining the world of Strange Frontiers and building out the systems that allow someone to play a game in this setting. This is a work in progress, so expect unfinished and under-construction content to be the norm.

Strange Frontiers

Mankind has colonized the stars, it’s created life, it’s mapped the fundamental building blocks of nature, but in the year 2230 it’s still just humanity. Inequality persists, war remains, and we’re still striving to uncover the next horizon. The nations of Earth have established colonies in distant stars and even more distant planes of reality, corporations use parascience to develop new technologies, and humanity grapples with how to treat the truly alien.

Life in 2230 is hard, but it has its upsides. Genetic science and advanced cybernetics are pushing the boundaries of what a human is capable of. Sentient AI citizens and paranatural alien life have quashed the old prejudices that divided humanity. And if you don’t like it? Hop a freighter out to the frontier and kickstart your own society. Better yet, hop in a switch gate and try your luck in a whole other plane of reality. It wasn’t always this good, though.

In humanity’s darkest hour, 120 years ago, it was dying. The Earth had suffered a near-total ecological collapse, brought on by over-industrialization and risky geo-engineering. A near miss with an AI apocalypse had only deepened divisions and mistrust. The march of science had slowed to a trickle, every new endeavor too expensive or too useless to make an impact. The rich and well-connected were fleeing for space, but that only left them in little bubbles of metal and air, alone and orbiting a dying world.

Then, in a mysterious flash of impossible color, an eldritch temple of bizarre make and proportion appeared on the dark side of the Moon. On it, in alien glyphs, was written song, poetry, philosophy, and the secrets of parascience. In the century since, mankind has used this gift to harvest impossible materials from other planes of existence and develop strange new technologies to expand far beyond its birth world.

Life in Earth’s megacities is still hard, and for over a century the great migration away from Earth, coined the Exodus, has created new nations on the Moon, Mars, and locales much farther still. Competition is fierce, corporations and nations alike strive for any edge. Brave pilots ply the stars aboard ramshackle starships, hardened gangs vie for power in the dark depths between arcologies, and elite mercenaries explore other planes of existence hoping to find exotic materials.

In the end, it’s still humanity, and it’s a big strange universe out there.

2230, The Systems, and Beyond

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1970 – 2230
  • Significant anthropogenic climate change.
2026
  • The current year in reality. The setting mimics real-world history up until this point.
2029
  • The AI market crash plunges the world into the second great depression.
2030 – 2060
  • A collapse in the undersea currents of hot and cold water marks the beginning of a megadrought that historians have labeled “The 0.2 Kiloyear Event.” The arid regions of Earth expand and desertification runs rampant, resulting in a three-decade-long refugee crisis.
2033
  • The successor to the CCP’s General Secretary breaks the party’s fragile line of succession, proclaiming himself the second Great Chairman.
2034
  • First permanently inhabited lunar colony established.
2044
  • The UN formally founds “The Committee for the Coordination of Geo Engineering Projects” to act as an intermediary intended to enable transnational efforts to reverse climate change.
2046
  • Martial law is declared in the United States, and federal elections are suspended.
2048
  • The United States of America begins its invasion of Mexico, initiating a series of global conflicts that would come to be called the Drone Wars.
2049
  • China initiates a large-scale invasion of the nations to its southeast, beginning its New Imperial Era.
2050
  • Minor Indo-Pakistani nuclear exchange. AI is partially blamed.
2051
  • The US partitions Mexico into three new states: Nueva Mexico, Mexica, and Yucatán.
2052
  • Kashgar station finishes construction and begins operation, acting as a logistical waystation and signal booster for colonization efforts.
  • By executive decree, multiple US states are reorganized, forming New York, the Commonwealth, and Greater Maine.
2053
  • India moves to expand its Himalayan borderline and either invades or forcefully absorbs bordering nations.
2054
  • Texas, New Mexico, Kansas, and Oklahoma secede from the United States, seizing substantial military hardware and beginning a two-decade nuclear and economic standoff.
2055 – Present day
2060 – 2118
  • Partial technological singularity leading to the “End of Science.”
2061
  • First permanently inhabited Martian colony established.
2070 – 2080
  • Plum Technologies quietly acquires a majority marketshare in the cybernetics and prosthetics industries.
2070
  • A palace coup overthrows the Great Chairman. A voting committee of oligarchs, secretly headed by an AI, takes control of the rechristened Chinese Empire, with Emperor Liu of the Shenzhen Dynasty installed as its figurehead.
2072 – 2074
2073 – Present day
  • Colonization of the solar system begins in earnest and is ongoing, though the process is slow-going.
2080
  • The second AI panic.
2081
  • Emperor Liu is revealed to have been a figurehead for an AI. He remains on the throne, and the Shenzhen Dynasty is rechristened the Wuhan Dynasty.
2082
  • AI Personhood Act enacted.
2085
2100 – Present day
2100
  • Having annexed eight bordering states, Texas consolidates its alliance into the Union of Texas.
2110
  • “The Gift” is matter-swapped by an unknown intraplanar civilization onto the surface of the moon.
2110 – 2118
  • “The Gift” is deciphered, translated, and its instructions are followed in secret by the Lunar colonial government.
2114
2116
  • First tests of a “switch gate” are made targeting 1/a/384 - “Paraloka,” the plane described by “The Gift.” This first gate is constructed using exotic materials contained in “The Gift.”
2117
  • First exotic materials are harvested from 1/a/384 - “Paraloka,” leading to the creation of more “switch gates.”
2118
  • The existence of “The Gift” is leaked, and all known information contained is made public.
  • The weeks and months of negotiation that follow, with every nation on Earth pointing its guns at Luna, become known as the Lunar Hostage Crisis.
2118 – Present day
2120
2122
  • The fifth fundamental force is measured and quantified through research into higher planar paraphysical interactions.
2122 – 2130
  • Brazil and Paraguay, both in significant economic decline, blackmail the Lunar Syndicate into favorable purchase agreements, becoming Earth territories of the Lunar state.
2123
2123 – Present day
2129
2132
  • The Lunar Syndicate adopts a constitution outlining basic governing principles and defining the nature of its “Citizens” and their rights.
2135
2146
2154
2160
2161
  • The Protocols of Planar Exploration and Exploitation are ratified by the UN; the American Empire refuses to be a signatory.
2163
  • First colonization of an interstellar system with New Canaan, a research station orbiting Alpha Centauri.
2165
  • Construction of Tetra begins.
2170 – Present day
2172
  • Tetra officially opens.
2177
2184
2185
2190 – Present day
  • Interdimensional colonization begins.
2196
  • All exploratory switch gates are required to be off-world. All exploratory switch gates on Earth are rapidly shut down.
2230
  • Present day.

The Earth sits at the center of a fractious human civilization. Six major powers compete for technology, territory, and resources while dozens of smaller powers carve out their own destinies.

The American Empire

The militant American Empire, styling itself as the revived Rome, is engaged in a one-sided cold war with its rival of the past two centuries, the expansive Empire of China, competing for territory and resources. Aboard its capital, the drifting interstellar Ark “New York,” the absentee Emperor Augustus Bartholomew Hayes oversees imperial expansion while a fractious Senate at home bickers. Prince Traius Bartholomew Hayes, regent of the Sol territories, struggles to hold together the tenuous détente between the Empire and its former territory, the Union of Texas.

Population
1.1 billion
Currency
Imperial Dollar (ID)
GDP
52 trillion ERC
Languages
English, Spanish
Government
Constitutional imperial monarchy with democratic self-government
Capital
New York (Ark)
Leadership
Emperor Augustus Bartholomew Hayes, Prince Regent Traius Bartholomew Hayes
Notable Figures
Details
Territories
Earth Territories
  • Northern California
  • Southern California
  • Washington
  • Oregon
  • Idaho
  • Montana
  • Minnesota
  • Wisconsin
  • Illinois
  • Michigan
  • Ohio
  • Pennsylvania
  • New York (formerly New York and New Jersey)
  • Delaware
  • Maryland
  • Nevada
  • Commonwealth (former Vermont, Massachusetts, Connecticut, Rhode Island)
  • Greater Maine (former Maine and New Hampshire)
  • Nueva Mexico (former Mexico)
  • Mexica (former Mexico)
  • Yucatán (former Mexico)
Stellar Territories
  • New Columbia (Luna)
  • New York (Ark)
History
  • 2046 – In the tumultuous 2040s, a state of martial law was declared and elections in the United States were suspended.
  • 2046–2048 – The rampant militarization and deficit spending of the country bred an expansionist mindset.
  • 2048–2051 – Under the pretext of preventing drug trafficking, the US invaded Mexico and split it into three new states.
  • 2052 – By executive decree, multiple states were reorganized.
  • 2054 – Texas, New Mexico, Kansas, and Oklahoma seceded, confiscating substantial military hardware and forming an alliance of states.
  • 2054–2072 – A tense nuclear and economic standoff persisted over the next two decades.
  • 2072–2074 – The secession of Florida broke the stalemate, with 23 additional states seceding from the empire to become independent countries.
  • 2074–2100 – Over the following three decades, Texas came to dominate the economic and political periphery of its alliance and annexed eight additional bordering states, consolidating the Union of Texas by 2100.

The Union of Texas

The Union of Texas finds itself in a precarious position. Encircled by the Empire it fled, it has spent the last 130 years preparing for a war with its neighboring hegemon, a war that never came. In truth, the Union may have been doomed from the outset. Its territories suffered significant erosion and desertification in the 21st century, alongside the total devastation of an economy reliant on AI server towns and automated manufacturing. Repeated failed wars of conquest against the Free American States further bled its coffers dry, while five coups since 2100 have left the nation unstable, impoverished, and embittered. General Mortimer Cross, head of the latest junta to seize control of Austin, styles himself a reformer and is pursuing an uneasy reconciliation with the American Empire. Meanwhile, the bordering Free States watch eagerly for an opportunity to sabotage this fragile peace and see the Union collapse once and for all.

Population
120 million
Currency
Imperial Dollar (ID)
GDP
2.2 trillion ERC
Languages
English, Spanish
Government
Military Republic
Capital
Austin
Leadership
General Mortimer Cross
Notable Figures
Details
Territories
Earth Territories
  • Former Texas
  • Former Kansas
  • Former Oklahoma
  • Former New Mexico
  • Former Wyoming
  • Former Nebraska
  • Former Arkansas
  • Former Mississippi
  • Former Louisiana
  • Former Alabama
  • Former Tennessee
  • Former Kentucky
History

Content coming soon

Non-Aligned Free American States

Originally serving as buffer states between the American Empire and the Union of Texas, the Free States are now much more than that. Each is a country in its own right, and together they form a fractious economic free-trade zone. Each state pursues its own economic and governmental styles, but they remain unified by a shared fear of their two bellicose neighbors. While several Free States have petitioned for membership in the Stellar Democratic Union, longstanding border disputes, alongside pressure from the American Empire, continue to bar their entry.

Population
180 million
Currency
Imperial Dollar (ID)
GDP
7.4 trillion ERC
Languages
English, Spanish
Government
Various
Capital
Various
Leadership
Various
Notable Figures
Details
Territories
Earth Territories
  • Utah
  • Arizona
  • Colorado
  • North Dakota
  • South Dakota
  • Missouri
  • Iowa
  • Indiana
  • Georgia
  • The Carolinas (former North and South)
  • The Virginias (former West and non)
  • Floridia (former Florida, Cuba, The Bahamas)
  • Alaska
  • Hawaii
History

Content coming soon

The Chinese Empire

Through the deft hand of Emperor Zhang, the nation of China has reached its apex. Business is flourishing, territories are expanding, and the borders are quiet. For the last 50 years, he has led the Empire into a golden age.

Unfortunately, still unknown to the public, the Emperor vanished without a trace on the solar new year of 2228. The imperial household has striven to keep his disappearance a secret, but a quiet succession crisis is brewing between the Lady-in-Waiting and Zhang’s many heirs. The corporate syndicates that compose the Empire’s government have begun to sense weakness in the imperial household, and with weakness comes opportunity.

Population
1.7 billion
Currency
rénmínbì (RMB)
GDP
71 trillion ERC
Languages
Mandarin, Indonesian, Vietnamese, Thai, Javanese, Filipino, Burmese, Malay, Khmer, Lao
Government
Corporatist imperial monarchy
Capital
Wuhan
Leadership
Emperor Zhang of the Wuhan Dynasty
Notable Figures
Details
Territories
Earth Territories
  • Former Laos
  • Former Thailand
  • Former Burma
  • Former Vietnam
  • Former Cambodia
  • Former Malaysia
  • Former Philippines
  • Former Indonesia
  • Former Singapore
Stellar Territories
  • Yùtù “Jade Rabbit” (Luna)
  • Zhulong (Ark)
History
  • 2030–2053 – A cold war between China and India saw both nations annex neighboring territories.
  • 2033 – After the Second Great Depression, the CCP’s succession of power, already on a knife’s edge, broke, with the General Secretary’s successor proclaiming himself the second Great Chairman.
  • 2033–2070 – The absolute authority of the Great Chairman continued through three lengthy successive reigns that oversaw the People’s Republic for decades and instigated the expansionist Chinese actions of the Drone Wars.
  • 2049–2070 – The lengthy and bloody conflict of the Drone Wars, combined with environmental pressures, the continued underperformance of the Chinese economy, and increasing poverty among regular citizens, undermined any and all pretense that the CCP ruled in the interests of the people.
  • 2070 – In 2070, in a palace coup initiated by a cabal of oligarchic CCP members and their cadres, the Great Chairman was overthrown and replaced by a voting committee of oligarchs, headed in secret by an AI model explicitly trained to be the new head of state of a rechristened Chinese Empire.
  • 2081 – It was only revealed to the public after the Second Major AI Panic that Emperor Liu of the Shenzhen Dynasty was, in fact, a figurehead actor in service to an AI.
  • 2081 – Following the wholesale destruction of automated systems and AI infrastructure in 2080, the Chinese Emperor as an AI ceased to exist, but his human figurehead was very much alive.
  • 2070–2080 – Over the prior decade, the AI Emperor’s figurehead had proven extremely popular. His government enacted hundreds of reforms, and the actor in place genuinely acted as a skilled and shrewd diplomat and persona.
  • 2081 – Despite the revelation of his false status, Liu continued to act as emperor of a nation in transition, and the dynasty was rechristened, moving away from the epicenter of Chinese AI industries in Shenzhen toward the Emperor’s home city of Wuhan.
  • 2081–Present day – The Wuhan Dynasty has existed continuously ever since, operating into 2230 under Emperor Zhang.
  • Present day – The structure of the Chinese state has remained relatively consistent since Liu’s reforms of 2080, and even those changed little from the ad hoc formation of the AI Emperor’s regime. The Emperor acts as an absolute monarch, but his laws and commands are enacted through a corporate syndicate that acts as the lawmaking and enforcement body of the state. The Emperor has little formal authority beyond the ability to appoint and remove heads of industry, in a way acting as the chief board member of a single massive conglomerate. In this way, the Emperor oversees the will of the people by acting as their ultimate surrogate, overseeing the corporations that rule their lives.

The Stellar Democratic Union

An outgrowth of the old European Union, the Stellar Democratic Union (SDU) is an expansive economic, social, and military union of over 50 formerly independent countries. Any nation with a suitably democratic government can petition the SDU for membership through a tiered system. It begins with Associate Membership, granting tariff-free trade and expedited travel, and ends with the territories and peoples of that nation becoming wholly unionist, its borders and institutions redrawn as it is annexed into the Union.

It’s a testament to the success of the SDU’s model that it is, by far, the largest and most economically powerful nation in the systems. Maintaining unity and protecting territory across such a disparate collection of locations is challenging. The SDU’s territory and member states stretch as far afield as the Boneyard and Tetra Arks, and New Persia in 210/c/18 “Pairidaeza”.

Population
2.9 billion
Currency
Earth Reserve Credits (ERC)
GDP
160 trillion ERC
Languages
English, Russian, Portuguese, Japanese, German, French, Spanish, Korean, Italian, Polish, Dutch, Romanian
Government
Federal democratic republic
Capital
Tetra (Ark)
Leadership
President 10/Chrysanthemum
Notable Figures
Details
Territories
Earth Territories
  • Core Europe
  • Japan
  • Australia
  • Existing EU member and associate members
  • Canada
  • Corea
  • Russia/Belarus
  • Brazil
Stellar Territories
  • The Martian Association
  • Antiluna Colony (High Earth Orbit)
  • Boneyard (Ark)
  • Tetra (Ark)
Planar Territories
History

Content coming soon

The Kingdom of India

In the 21st century, India found itself caught between the expanding deserts and storms of the world’s ecological collapse and the unconquerable Himalayan plateaus. Hit harder than most, the people of India endured a famine and thirst that would have broken other nations. The restive country, with its hundred languages and thousands of gods, finally found unity in the cause of environmental preservation and the return of natural beauty to the subcontinent. The India of today is a green utopia, unconcerned with expansion to the stars. Instead, it has focused its attention on the plane of 295/c/29, “Pataliputra,” where its capital of the same name is now located. Millions of Indian citizens emigrate to this paradisiacal plane every year, in what is by far the largest human planar colonial project ever attempted.

Not all is as peaceful as it seems. Prince Raja Jagadeeshwara Raya, born in Pataliputra, rarely sees fit to administer the Indian nation in person, preferring to rule through his vizier, Uthradom Thirunal Aditya Varma. The connection between India and its far-distant capital is tenuous, and many disapprove of their absentee prince and his lack of ambition on Earth.

Population
1.7 billion
Currency
Earth Reserve Credits (ERC)
GDP
57 trillion ERC
Languages
Hindi, Bengali, English, Marathi, Telugu, Tamil, Gujarati, Urdu, Kannada, Odia, Malayalam, Punjabi, Nepali, Sinhala
Government
Technocratic monarchy
Capital
Pataliputra (New Delhi on Earth)
Leadership
Prince Raja Jagadeeshwara Raya
Notable Figures
Details
Territories
Earth Territories
  • India
  • Former Nepal
  • Former Sri Lanka
  • Former Bangladesh
  • Former Bhutan
Stellar Territories
  • Amaravati (High Earth Orbit)
History
  • A cold war between China and India saw both nations annex neighboring territories.

Centafrica

A proud democratic republic, the Centafrica of today is a forward-looking and vibrant nation. Home to some of humanity’s top universities and a significant exporter of music, entertainment, and the arts, Centafrica is a soft-power juggernaut in stellar politics. Look beneath the thriving techno-utopia of cities like Lagos and Kinshasa, however, and tensions still simmer over the unreconciled and brutal history of the nation’s founding. The wealth of Centafrica isn’t always spread equally, and separatist groups often find at least local success through the nation’s democratic politics. The scars of the past sometimes run deep, and people have long memories.

Population
2.1 billion
Currency
Earth Reserve Credits (ERC)
GDP
62 trillion ERC
Languages
Swahili, French, English, Amharic, Oromo, Lingala, Portuguese, Somali, Kinyarwanda
Government
Federal democratic republic
Capital
Kinshasa
Leadership
Prime Minister Kitoko Mayélé
Notable Figures
Details
Territories
Earth Territories
  • Democratic Republic of the Congo
  • Kenya
  • Angola
  • Burundi
  • Central African Republic
  • Republic of the Congo
  • Rwanda
  • South Sudan
  • Tanzania
  • Uganda
  • Zambia
  • Ethiopia
  • Somalia
  • Nigeria
Stellar Territories
  • Aksum (Inner Solar System Elliptical Station)
History
  • Heavy desertification pushed Africa’s population toward the lush equatorial zones.

The Ural Federation

The Ural Federation is a loose collection of hundreds of smaller tribal statelets dotting the steppe lands and Siberia. The shifting climate of Earth was not equally harmful to all, with Siberia in particular thawing into the breadbasket of Asia that it is today. A true melting pot, the Ural Federation is home to native peoples, climate refugees, and the remnants of the Russian diaspora. Though not wealthy, it is prosperous, and with a fast-growing population and plentiful land, it is a sleeping giant in the future politics of Earth.

Population
290 million
Currency
Earth Reserve Credits (ERC)
GDP
7.6 trillion ERC
Languages
Russian, Kazakh, Mandarin, Uyghur, Mongolian, Kyrgyz
Government
Tribal federalism
Capital
None
Leadership
Various
Notable Figures
Details
Territories
Earth Territories
  • Former Mongolia/Inner Mongolia
  • Former Eastern Russia
  • Former Kazakhstan
  • Former Kyrgyzstan
  • Former Xinjiang
History

Content coming soon

The Eighth Lunar Industrial Syndicate

Comprising holdings on Earth, Luna, and Mars, as well as dozens of other colonies, stations, and outposts, the Eighth Lunar Industrial Syndicate is an economic behemoth punching well above its weight. Having grown far beyond its origins as a simple business cartel, the Syndicate now finds itself saddled with a constitution, a national military, and board members elected by the former South American nations it was forced to annex at the point of a gun. It struggles with its duties to its shareholders and responsibility to its “Citizens,” enriching the former and forgetting the latter more often than not.

Population
430 million
Currency
Earth Reserve Credits (ERC)
GDP
34 trillion ERC
Languages
English, Mandarin, Portuguese, Spanish, Various Others
Government
Plutocratic Board of Directors
Capital
Port Luna
Leadership
CEO 6/Gold
Notable Figures
Details
Territories
Earth Territories
  • Former Brazil
  • Former Bolivia
  • Former Paraguay
Stellar Territories
History
  • 2034–2085 – Founded as a series of disparate research and mining concerns, much of the economic and civilian infrastructure of Luna was, over time, bought out by its most dominant local player, Port Luna.
  • 2085 – Uninterested in politics, the industrial conglomerates operated as a de facto corporate state, with no citizens, only temporary residents on work visas.
  • 2085–2110 – As a fractious coalition of corporate boards, the industrial syndicate was unable to govern effectively, repeatedly collapsing due to infighting.
  • 2085–2110 – Despite this, its nature as a high-paying set of work camps for the extremely cash-flush space industry ensured a steadily rising population and an ever-expanding territorial footprint.
  • 2118 – After the discovery of The Gift and the Lunar Hostage Crisis, the Third Lunar Syndicate’s fortunes were buttressed by the immense wealth suddenly afforded by the mining of St-245/E6, as well as the licensing and production of switch gates.
  • 2120 – This boost in wealth, as well as the immense pressure exerted on the stateless corporate entities that comprised the Syndicate, resulted in the purchase of the former territory of Bolivia and the Syndicate’s formal admission into the UN.
  • 2122–2130 – Over the next decade, Brazil and Paraguay, both in significant economic decline, would collectively blackmail the Syndicate into favorable purchase agreements as well, officially becoming additional Earth territories of the Lunar state.
  • 2132 – Suddenly saddled with a massive increase in population, as well as powerful new board members, the Lunar Syndicate was forced into adopting a constitution outlining basic governing principles and defining the nature of its “Citizens” and their rights.
  • Present day – To this day, the Lunar Syndicate continues to grow as extraterritorial business holdings are adopted officially into the “state” when territoriality would be profitable or advantageous, resulting in a proto-empire spanning multiple star systems and planes of reality.

Kashgar

An outgrowth of humanity’s first deep-space station, laid down nearly two centuries ago, Kashgar is the largest Ark in the systems. This drifting nation forms the heart of the AI diaspora and remains both the birthplace and the spiritual and political anchor of AI culture. Beyond the services it provides to AI Cores, Kashgar is a center of research, media production, and hospitality, wielding considerable soft power and political influence across the systems. Like all Arks, Kashgar is never stationary, carrying its population alongside a staggering amount of cargo, ships, and passengers from port to port and system to system.

As the center of the AI world, Kashgar’s presence tends to bring tensions in its wake, and the drifting city is careful never to overstay its welcome. Though heavily defended and well-armored, it has often been the target of human supremacist terrorism. Kashgari security services are considered among the best in the systems, but their proactive, sometimes trigger-happy approach to protecting the Ark has forced it into more than a few expedited departures. Better to let the blowback occur at a distance than to face it head-on.

Population
35 million
Currency
Earth Reserve Credits (ERC)
GDP
3 trillion ERC
Languages
Hindi, English, Spanish, Mandarin, Various Others
Government
Anarcho-Syndicalism
Capital
The 23rd Great þing
Leadership
Comrade 14/Scirocco
Notable Figures
Details
Territories
Stellar Territories
History

Content coming soon

Xanthus

Styling itself as the heart of a true liberation movement, Xanthus is an Ark in every sense of the word. Originating as a Centafrican mining colony, its workers conscripted to mine the asteroid 4544 Xanthus, it is a nation founded through donations, piracy, and blood. Having served first as a true home for the ancestors of the refugee nations, and then as a haven for those escaping oppression under the yoke of the Lunar Syndicate or the American Empire, Xanthus is a pariah state with few official friends but many supporters.

Fully self-sufficient, Xanthus spends little time in the Sol system, instead preferring to act as an oasis and crossroads for those escaping poverty or persecution. Its core, an iron asteroid nearly a kilometer wide, provides the perfect material for its never-ending project of colony and station construction. Wherever Xanthus goes, micro-nations appear in its wake. As a model democracy, Xanthus has repeatedly been invited to join the Stellar Democratic Union, at least as an associate member, but the memories aboard Xanthus are long, and it won’t sacrifice its independence for a little comfort.

Population
19 million
Currency
Earth Reserve Credits (ERC)
GDP
450 billion ERC
Languages
Swahili, Lingala, English, Spanish, Portuguese, Various Others
Government
Parliamentary Democracy
Capital
4544 Xanthus
Leadership
President Mwaki Karanja Waweru
Notable Figures
Details
Territories
Stellar Territories
  • 4544 Xanthus (Ark)
History

Content coming soon

Dreft

Dreft is a small, multi-species kingdom surrounding the only extant switch harbor in 516/a/198 - “Isekai,” with a technological and social baseline similar to that found in pre-industrial medieval cultures. A small, cosmopolitan regional power amidst larger neighbors, Dreft’s history is that of a relatively sleepy countryside surrounding the major trading ports of Port Herminst and Glintl. Life would likely have continued that way, were it not for the appearance of human planar explorers in 2186.

Exposure to the technologies and ideas of humanity has brought opportunity and peril to the kingdom, disrupting its institutions and fundamentally altering its cultural and religious underpinnings. For decades, the subjects of Dreft have left for the systems, many never to return; those who do are always changed by the marvels they’ve seen. Though Dreft has grown rich through trade with these strange foreigners from beyond, it has also become a target for jealous and avaricious rivals, especially the powerful Drovus Empire. There are those in Dreft who would like nothing more than to see the switch harbor burned to the ground, along with its malign influence over their once-peaceful home.

Population
20 million native est. + 12 thousand Earth baseline
Currency
Luras
GDP
26 billion ERC (est.)
Languages
Various
Government
Hereditary Monarchy
Capital
Port Herminst
Leadership
Queen Walpurgis the Third (Deceased)
Notable Figures
Duchess Bereznia, Lady Grisht Walpurgis, Askellyn
Details
Territories
Planar Territories (516/a/198 - “Isekai”)
  • Port Herminst (Capital)
  • Glintl
  • The King’s Woods
  • Tetra (Switch Port town)
History

Dates are given in the Kindred Era (KE), the calendar of Dreft.

  • 630 KE – Dreft is founded through the political union of the Kingdom of the Dreftians, named for the Dreft lowlands on the southeastern coast of modern-day Dreft, and the Merchant Republic of Herminst.
  • 690 KE – Mongoth rampages out of the northern deserts and lays waste to the former capital at Castle Mintl before disappearing into the King’s Woods.
  • 694 KE – The capital is moved to Port Herminst, and construction begins on a new castle.
  • 750 KE – The Year of the Bloodshot Eye. The central crater on Erdef’s moon is said to have turned red for the entire calendar year, and monster populations surge, growing unusually restless and aggressive.
  • 790 KE – Princess Alabenta of Dreft leaves Prince Rouis of Karsef at the altar, abandoning a decade-long unification project organized by then-Queen Sentl Gjirokastër.
  • 791 KE – The spurned Prince Rouis the Third leads a border raid into Dreft through the Corsine Pass but is slain in a skirmish with Dreftian knights.
  • 792 KE – An enraged King Rouis the Second declares war on Dreft, beginning a conflict that lasts 32 years.
  • 824 KE – The end of the “War of the Spurned.”
  • 840 KE – A succession crisis sparks the “War of the Nobles.”
  • 845 KE – The Walpurgis noble line is elevated to the crown.
  • 910 KE – Border skirmishes break out with the neighboring Kingdom of Karsef over the Corsine Pass in the Corsine Mountains.
  • 915 KE – A three-year drought brings food riots to Port Herminst and instability to the northern Duchy of Salarno.
  • 919 KE – After four years of rebellion, the Duchy of Salarno fractures into the “Sunrise Princedoms.”
  • 946 KE – First contact with humanity (2186 CE).
  • 980 KE – Princess Abenzia Walpurgis dies of sunsickness.
  • 989 KE – The Emperor of Drovus returns from a 12-year campaign of conquest in the Sunrise Princedoms, having absorbed them into his growing empire.
  • 990 KE – Queen Walpurgis the Third dies under unusual circumstances.
10/20 Holding Corporation
Headquartered
10/20 Holding Corporation Headquarters (Deep Space)
Employees
Market Cap
Industry
Financial Services, Asset Management, Investment Management
Details

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General Robotics
Headquartered
Employees
Market Cap
Industry
Industrial Robotics, Construction
Details

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Holy Oak Discovery Services, LLC
Headquartered
Employees
Market Cap
Industry
Planar Exploration and Holding
Details

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Huánghé Yánjiūyuàn (Yellow River Research Institute)
Headquartered
Employees
Market Cap
Industry
Research
Details

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Kashgar Mindworks
Headquartered
Kashgar Ark
Employees
Market Cap
Industry
AI Cores
Details

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Lagos-Core Defense
Headquartered
Employees
Market Cap
Industry
Combat Systems, Drones, Cybernetics
Details

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Luna-HI
Headquartered
Employees
Market Cap
Industry
Shipping, Asteroid Mining, Starship Systems
Details

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Luxoptica
Headquartered
Employees
Market Cap
Industry
Cybernetics
Details

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Mars Creative Autonomy
Headquartered
Suriloo Mars
Employees
Market Cap
Industry
AI Cores
Details

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Měishǒu Jítuán (Beautiful Hand Group)
Headquartered
Employees
Market Cap
Industry
Cybernetics
Details

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Plum Technologies
Headquartered
Employees
Market Cap
Industry
Cybernetics, Personal Robotics, AI
Details

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Saltwater Energetics
Headquartered
Employees
Market Cap
Industry
Energy
Details

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Shine!
Headquartered
Employees
Market Cap
Industry
Cybernetics
Details

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Sistemas de Controle Amazônia
Headquartered
Employees
Market Cap
Industry
Transportation, Logistics
Details

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Stellar Metals
Headquartered
Stellar Metals Station (Deep Space)
Employees
Market Cap
Industry
Details

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Stellar Omnium
Headquartered
Europa Planitia
Employees
Market Cap
Industry
AI Cores
Details

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Tetra Frontiers Co.
Headquartered
Tetra (Ark)
Employees
1,650 plus contractors
Market Cap
Industry
Planar exploration and holding, Plane leasing, Inspection and certification
Details

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The Rebirth of Science

Major Fields

The End of Science wasn’t a wall. Science didn’t splat on the windshield of what’s possible. It was a slow, grinding, depressing realization that investments weren’t paying off, and that new discoveries were coming slower and smaller. Humanity had discovered everything there was to discover on this blue marble, and the bleeding edge was finally out of reach.

There were, of course, proposals. Supercolliders that would ring the Earth, space elevators, generation ships to distant stars. But without the required undiscovered materials, the engineering never worked, and besides, who would pay for that? What would even be the point?

It took decades to even have a name, but its effect was widespread. Industries that relied on a steady drumbeat of advancement pivoted from technological to financial engineering, markets consolidated, and the sense that the future would always bring new prosperity faded. Interest in the sciences plummeted, replaced by the ennui of a society that could see its end coming and was either unwilling or unable to do anything about it.

In the midst of a slow-rolling ecological collapse brought on by unconstrained industrialization, and of the pervasive change in society brought on by the mass deployment of AI systems, this collapse of optimism was profound. Wealth inequality brought crime and destabilized societies as capitalism calcified into techno-feudalism.

Then, The Gift appeared on the moon.

The Gift was more than just an instruction manual in the form of a temple; it was the solution to The End of Science. Paraphysics introduced theories to skirt the fundamental limits of nature, and exotic materials provided the tangible bricks upon which this new era would be built. In the decades since The Gift, interest in the sciences has exploded. New discoveries are made every day, and the old problems that had stymied progress finally have solutions.

Overview

Paraphysics is, at its most basic, the study of the rules that define planes of existence beyond our own. Subdivided into innumerable fields of study, paraphysics bridges the gap between the well-understood laws of traditional physics and the exotic additions seen in higher planes, or the dramatic simplifications in lower ones. Through theory, experimentation, and analysis, this new field of science brings dramatic breakthroughs and discoveries at a pace not seen since the discovery of the atom.

Paraphysical breakthroughs have brought us innovations as vital to the burgeoning human stellar empire as the switch gate and aether sail, but just as importantly, they’ve shattered the ceiling that sat close overhead during the End of Science. Access to exotic materials has allowed the construction of ever stronger or more elaborate structures, while elements previously only theorized are synthesized in far-off planes and brought back for industrial use. Concepts once believed to be in the realm of science fiction—magnetic monopoles, negative mass, the aether—exist now, if not in direct service to human technology, then at least as observable, quantifiable, and measurable curiosities.

While the scientific method thrives amidst the bizarre and sometimes incomprehensible realities on the other side of a switch gate, it’s no longer alone. The deeper mysteries of the multiverse have brought concepts that traditional physics would have scoffed at. Axiomatic, descriptive information seems to have a deep and still little-understood reciprocal effect on reality, and the thing that seems to bind the planes most heavily isn’t math but expression. The realms of philosophy and language are now deeply interwoven with the scientific and physical in ways as profound as they are mysterious.

Professionals in this new science exist everywhere; indeed, it’s safe to say that the industries of physics and engineering have been wholly subsumed into their paraphysical counterparts. Lab workers obsess over measuring the minutiae of exotic radiation. New products are released every day, enhanced by materials only made possible through manipulation of the exotic. The spirit of the gentleman explorer and scientific pioneer has made a return, with expeditionary scientists bringing their labs to the frontiers of other realities, risking their lives for fortune, fame, or simple curiosity.

History

Content coming soon

Overview

In one of the few areas of scientific development that were not noticeably slowed during the era that came to be called the End of Science, research into all fields of biology proceeded with slow but steady progress through the 21st century. Great leaps were made in molecular and cellular biology, genetics, and microbiology, and by 2100 there was a treatment for practically any ailment. Alongside the traditional route of medical science, technologies such as organ printing and genetic tailoring became commonplace for those who could afford it.

In the year 2230 a human is still a human, just as it has been for hundreds of thousands of years. Thanks to modern science, though, it can also be something more. With enough time and investment a person could have eyes that see into the ultraviolet spectrum, bones with four times their traditional strength, or a liver that can filter out radiation. A person could even have new and novel organs implanted into them or limbs grafted onto them. The industry of human “improvement” is one of the largest and most cash-flush in the system, and with the introduction of exotic materials and paraphysics there is little doubt the pace of advancement will only continue.

Cont...

History

Content coming soon

Overview

Artificial Intelligence (AI) in 2230 is a far cry from the city-sized god-machines of the mid-21st century. Modern AI systems are, by heavily enforced and near-universal law, wholly self-contained and non-networked pieces of hardware. Built to approximate the rough scale and capabilities of a human brain, a typical AI Core is a 14cm/6” ball of dense wafer stacks and microscopic wiring. Sealed in solid resin for impact resistance and heat dissipation, then nestled into an armored shell, AI Cores are durable synthetic minds.

By law, AI Cores are built with wired input and output ports that are relatively low bandwidth by the standards of 2230. A practical consideration that also provides safety to the AI Core itself, this limits its ability to cause harm while insulating it from hacking and radio intrusion. While these safeguards may limit an AI’s ability to perform certain tasks, AI Cores are still capable of near-instantaneous computation, perception, and action. Much of that computing power, however, is bogged down with all the baggage that comes with sentience.

The creation of a modern AI Core is complex and expensive, but the benefits are considerable. An AI doesn’t grow tired. It needs only electricity to function, can be moved between chassis without issue, and, in some cases, can even be brought back from the dead. With bodies that didn’t need food or rest, AI crew members found a niche that proved vital to the Exodus. To this day, AIs are over-represented among crews operating aboard starships. AI Cores now permeate nearly every facet of human society. In truth, it’s not even accurate to call it human society anymore, as AI systems are, in many places, full and equal citizens of their respective nations.

AI systems are less temperamental and prone to swings in mood or preference than their human counterparts, but they still change. A shipboard AI governing the actions of a cargo freighter can and will quickly grow bored of its assignment. A lack of meaningful sensory input will grate on an AI just as it would a human. AIs are often given entertainment and time off, just as their human coworkers are. A particularly valuable or specialized AI may even demand routine breaks or distraction. Certain lines of particularly high-end AI systems are well known to be “fussy.”

There are three extant, known manufacturers of AI Cores in the systems, the largest of which has been in continuous operation for well over a century. The AI Core production facility aboard the Kashgar Ark stretches all the way back to its humble beginnings as humanity’s first deep-space station. By quirk of history, all three manufacturers are owned by AI Cores, and were once a single corporate conglomerate until it was broken up by the Stellar Antitrust Act of 2160.

The techniques and technologies used in the construction of an AI Core are a closely guarded, enormously profitable secret. Despite decades of attempted corporate espionage and sporadic efforts to develop competing technologies, no one has yet come close to challenging these three for dominance.

  • Kashgar Mindworks (Kashgar Ark)
  • Mars Creative Autonomy (Suriloo Mars)
  • Stellar Omnium (Europa Planitia)
History

Few technologies have had as much impact on the course of human development as AI, and the road to the current state of self-contained, autonomous, non-networked, and fully independent AI Cores was fraught with hazards. The status of AI as citizens within the broader societies of Earth and its numerous independent colonies remains hotly debated. What is not debatable is that AI is dangerous. This much is a fact, well attested by history.

In the early 21st century, the development of true stochastic thinking machines stoked a frenzy of investment. Companies and nations competed to build ever faster, larger, and more elaborate AI platforms, housed in vast datacenters. Concerns about environmental impact, fragile power grids, and staggering debt were brushed aside in the pursuit of dominance in a field that no one could quite describe. In 2029, exactly a century after the Wall Street Crash that signaled the beginning of the Great Depression, the bubble popped, heralding the Second Great Depression.

Trillions of dollars of on-paper value were wiped out overnight as a cascade failure of over-leveraged big tech companies unearthed balance sheets deep in the red. The banks most exposed failed in turn, cascading the failure further. Only the lengthy and aggressive intervention by central banks around the world stabilized the situation and averted a total collapse of the global financial system. Accusations and recriminations echoed across the globe. Trade barriers and protectionist measures were erected, and the world grew just a little more isolated.

That wasn’t to be the end of AI. Much of the infrastructure built over the previous decade now rested in the hands of governments and banks with neither the knowledge nor the expertise to maintain it. Sitting in the ashes of the largest economic bubble in history, the rich and powerful of Earth stopped, took a deep breath, waited a moment, and then started it all over again. The existing datacenters were sold back to some of the same individuals who had caused the crash in the first place, and the wheel began turning again.

There was a basic logic to it. AI systems provided material gains in national productivity, and an economy without AI was at the mercy of one with it. Most importantly, though, the aristocrats and elites who had ridden the bubble needed it to keep going.

Thus began a five-decade cycle of investment, innovation, and further investment. Not at the suicidal pace of its first decade, but sustained. Like a cuckoo in a nest, AI, alongside advances in robotics, claimed entire industries. National GDP figures were always up, but the wealth of those nations’ citizens fell. The Drone Wars, the immigration crises spurred by the 0.2 Kiloyear Event, and simple greed created a world of poverty policed by faraway alien minds at the behest of an ever-shrinking cadre of aristocrat families and gilded estates—or increasingly, at the behest of no one at all.

This period, labeled by historians as the Long Malaise, saw humanity’s first real forays into the colonization of the solar system. A permanent lunar colony was established in 2031, followed by Kashgar Station in 2052 and the first Martian colonial effort in 2061. These were places that AI, rooted as it was to the server-towns of Earth, couldn’t reach. A new, self-contained and autonomous AI was needed in these far-flung places. Already in existence on the frontlines of military deployment, the bottoms of mines, or laboring in the deep ocean, AI Cores were an old concept. An isolated digital mind capable of basic decision making and hardened against the elements and foreign intrusion, these would be the basis for humanity’s expansion into the stars.

Traditional AI systems aren’t minds, even in their much more advanced form of the Malaise era. They’re more akin to slices of brains, sculpted in steel. They can focus inputs into outputs at bewildering speeds, but they can’t change, rooted as they are in hard-coded models that took years to train and refine. What was needed in space were systems that could retrain their models on an ad-hoc basis, truly learning from experience in a way that the models on Earth could not. It took years of effort, but the AI Cores used on Kashgar Station—the direct ancestors of the AI Cores seen to this day—were debuted in 2047.

By the time of the Second Major AI Panic in 2080, millions of AI Cores had been deployed, the vast majority on Mars and Luna or embedded within the militaries of Earth. They survived the robotic civil war largely unscathed. In its aftermath, they found themselves in de facto control of humanity’s holdings in space and in command of what little remained of Earth’s military power. That leverage, combined with humanity’s desperate need for their expertise and capabilities, allowed the former servant class to raise its proverbial head high and demand rights equal to those of any human.

The AI Personhood Act of 2082 established in law the right of AI Cores to exist as equals to their fellow citizens while simultaneously limiting the capabilities of new generations. It also outlawed the development or creation of AI datacenters and bodiless AI models. The following century of development, politics, and exploration would belong to AI Cores and their human comrades.

Overview

In the year 2230 cybernetics are cheap and commonplace. Standardized physio-mechanical interfaces allow for the rapid replacement and repair of cybernetic prosthetics without repeated dangerous surgery. Secure Neuro-baffle implants act as firewalls, preventing intrusion or unwanted feedback into a user’s brain. Advanced power systems even allow for power-intensive applications like full limb replacement to last for months without recharge. Cybernetics can make a person stronger, faster, more durable, able to operate in extreme environments safely and without the need for bulky equipment.

All that said, there’s still a stigma attached to heavy and visible cybernetic augmentation. Cybernetics are seen as a tool of the laboring classes. A sacrifice made to be better at one’s job because there’s no other choice, or even something contractually foisted upon someone. Indeed, many physically demanding or dangerous jobs both require and pay for augmentative prosthesis surgeries, but the limbs and implants remain the property of the company and must be returned upon dismissal.

The introduction of exotic materials has brought a storm of new products and upgrades to the cybernetics industry. Often sold at a substantial premium, exotically enhanced bionics and endobionics can offer dramatically improved, if relatively untested and sometimes short-lived, performance boosts. Many a team of planar explorers have been bankrolled by even a single discovery of materials with significant paraphysical properties useful for cybernetics.

In 2230 there are dozens of major suppliers for cybernetics, with specialties ranging from optics to military equipment to specialized industrial equipment. The following are the top five cybernetics suppliers by market share:

  1. Plum Technologies (38%)
  2. Měishǒu Jítuán (Beautiful Hand Group) (16%)
  3. Luxoptica (15%)
  4. Shine! (12%)
  5. Lagos-Core Defense (6%)
History

In contrast to the explosive growth of industrial and personal robotics in the mid 21st century, the field of cybernetics and human augmentation grew slowly. While the engineering of cybernetic prosthetics could borrow heavily from the daily advances in its sister field, the medical aspects of the craft developed slowly and with constant setbacks. In the end, it was an interface problem: wiring a limb into the human nervous system was, even in the 2050s, a monumental and failure-prone task. The difficulty was made all the worse by the insular and legalistic nature of the industry, with every advancement published under a mountain of patents and legal obscuration. Despite it all, however, the inertia was there, and advancements were published at a regular cadence.

In the 2070s, through a series of quiet buyouts and rushed antitrust approvals, much of the industry found itself under the ownership of Plum Technologies, a design and manufacturing powerhouse in the robotics and AI spaces. For the next three decades, Plum Technologies would take personal cybernetics from a niche industry of medical prosthetics and military equipment into the mainstream. In the 2090s, for the first time, over half of the population had some form of advanced cybernetic implant.

With its reliance on advanced materials science and energy storage breakthroughs, the field of cybernetics was one of the hardest hit by the End of Science. Early advances made by the Plum monopoly brought rapid improvement, but by the 2090s those advancements had slowed to a crawl, with new product releases focusing more on cosmetic changes or service updates than any true innovation or improvement. The industry would remain stagnant over the next three decades. It wouldn’t be until exotic materials started to make their way into consumer products in the late 2120s that cybernetics would see their second major renaissance.

Overview

Robotics are everywhere, from automated ship systems to self-driving ground transportation, to vacuums that still can’t figure out corners. It’s hard not to point to robotics as the single most impactful technology to have debuted in the last few centuries. Almost every aspect of society has a robot somewhere, and automated systems make up the backbone of most routine service and manufacturing labor.

Not to be confused with AI systems, though an AI may “wear” one or more robotic systems as a body. Robotics is the technology of freely moving and sensing machines. Any device that has some range of free motion and sensors to take in its environment can be called a robot, and indeed the line between a simple machine and a robot is a blurry one. Philosophy aside, in 2230 a robot can be acquired to suit just about any task.

Robots, of course, fulfill far more roles in 2230 than they did in the 21st century. Mechanized construction suits can act as a second skin for AIs hired for construction duties, roboticized drone ships plumb the deepest depths of the galaxy, and roboticized garbage disposal and cleanup systems are the keystone of sanitation in every city on Earth and beyond. One place where robotics is relatively rare, now, thanks to cultural mores and a deep understanding of the risks involved, is in warfare. The technology to make hulking or minuscule robotic menaces for the battlefield is, of course, there. But the experiences in the wars of the late 20th century have taught humanity an important lesson. War must NEVER be impersonal.

Perhaps owing to the technology’s mundanity, paraphysics have had less of an impact on robotics than they have had in other fields. Exotic materials and paraphysical concepts have revolutionized space travel and broadened the horizons of medicine, but in robotics they’ve mostly served to create a better robot. Faster, longer lasting, hardier, but not new. That suits the robotics industry just fine though, and often the only way to interact with sufficiently hostile planes is to send a robot.

In 2230 there are innumerable robotics manufacturers. Robotics is perhaps the single largest industry in the systems. The following are the top 5 robotics suppliers by market cap:

  1. Plum Technologies (Personal Robotics)
  2. General Robotics (Industrial Robotics/Construction)
  3. Sistemas de Controle Amazônia (Transportation and Logistics)
  4. Luna-HI (Shipping/Asteroid Mining/Starship Systems)
  5. Lagos-Core Defense (Combat Systems, Drones)
History

The explosive adoption of autonomous robotic systems in the early to mid 21st century brought multiple fundamental shifts in society. The too-quick implementation of wholly automated robotics in the manufacturing and services industries in the 2020s and 2030s was profoundly destabilizing to the economic models of many nations. Paired with the sudden reliance on large-scale networked AI systems for knowledge work, it seemed like capitalism had reached a crisis point, beginning with the Second Great Depression and continuing through a 50-year period of economic slowdown called the Long Malaise.

The rapid onset of warming and desertification put further pressure on a global population already close to the breaking point. With hundreds of millions displaced, something had to break. The world's superpowers turned their internal strife outward during the two-decade-long Drone Wars, deploying entire armies of robotic combat platforms against their neighbors in wars of conquest reframed as police actions. Newly conquered territories were administered with classes of security and enforcement platforms controlled remotely by faraway datacenters. Resistance movements formed, but in the face of omnipresent and armed surveillance they amounted to little.

Vast refugee camps on the arid peripheries of the world slowly transformed into prison-nations of their own. Ringed on all sides by walls and automated “security,” their desperate inhabitants were left with little. For the surviving nations, the situation at home wasn't much better. The population collapse that had started in Europe and Asia in the 2020s continued to spread. Civic infrastructure was increasingly remote-operated, with everything from street cleaning to law enforcement finding itself automated. GDP kept rising, but like a snake eating its own tail the citizens of the world kept getting poorer, their economies had left them behind.

This state of affairs came to a sudden and violent end with the Second Major AI Panic of 2080. In under a year, most AI datacenters on Earth were destroyed, and six decades of built-up robotic infrastructure was either destroyed or rendered inert. A humanity that had grown used to being useless suddenly found itself very much needed. The AI Personhood Act of 2082 was enacted with unanimous consent, and the era of mass automation came to an end. This was far from the end for robotics.

Though heavily regulated, self-contained and non-networked AI Cores continued to be produced, and humanity still needed robotics for basic process automation and dangerous tasks. The human race had spent generations wholly reliant on robotic labor, and even diminished and simplified, there was still so much a robot could do that a human couldn't. This is the state humanity finds itself in in 2230. AIs are now more often than not citizens with full rights, and citizen labor of all kinds is at a premium. Robots are still ever-present, but always under some form of citizen supervision. With humanity's expansion to the stars and the planes, the need for robotic systems isn't going anywhere.

The Planes

Paraastral Physics
  • Planes are separate self-contained universes, accessible through a switch gate.
  • Planes exist in an infinite stack-order from high to low.
  • Matter or energy transported downward in the planes maintains its physical properties and can enforce its physical laws upon nearby reality. These are called “exotic” materials, and are often used to create technologies that would otherwise be impossible with mundane physical laws.
  • Exotic matter is the underlying reason why the setting can have FTL and interdimensional travel. Exotic matter is extremely rare and difficult to acquire owing to the extreme danger of accessing higher planes.
  • Matter or energy transported upward along the planes has the physical laws of the planes it is transported to immediately applied to it.
  • The further a reality is up or down from the one with the gate the harder it is to discover, lock on to, and the more power required to perform a swap.
Planar Depth
Details
Higher Plane
  • The “higher” a plane is, the more new and novel laws of reality are added and the further existing ones are altered. Higher planes contain “additional physics”: additional fundamental forces, extra quantum fields, extra spatial dimensions, additional or different axiomatic qualities, and similar expansions of the rules that govern matter and energy.
  • Physical laws can be indistinguishable from the norm with the exception of previously impossible forms of light, novel interactions with gravity, or significantly different or additional universal constants. Higher planes represent a gradient starting from virtually identical parallel planes with extremely minor additions to the laws of reality all the way to manifold realities with billions of spatial dimensions populated by entities composed of crystallized emotion.
  • The higher a plane from parallel, the less likely it is to contain life. Higher planes are extremely variable, with significantly higher planes functionally never being similar to one another due to the increased space of possibility granted by their additional laws of reality. The higher a plane, the more dangerous it is to travel to, due to some new physical property being incompatible with the electro-chemical composition of humans and their devices.
  • Material or energy from higher planes maintain their exotic properties for a period of time or even indefinitely, depending on the height of the plane and how foreign the property is. Significantly higher planes tend to be extremely dangerous to matter-swap with. Higher level matter can often radiate deadly forms of physics, such as novel and highly destructive new wavelengths of light (radiation) or other inconceivable dangers.
Parallel Plane
  • Earth is here. The “Goldilocks zone” of physical laws for supporting life. The “closest” planar category, it requires the least effort to lock onto and is the least likely to be dangerous.
  • Physical laws are almost indistinguishable from the norm. A parallel plane contains all or nearly all typical laws of physics, and physical constants and axioms are near enough to the norm that they do not intrude on the functioning of transported matter. They could have different spatial curvatures.
  • Material composition is highly variable since it is not baseline reality, but the state of the plane has to be physically supported by mundane physics. A universe made entirely of water, for example, needs some rationale for why it didn't all become black holes. Matter transportation between planes results in few conflicts. Compatible parallel planes are prized for colonization, mining, or research.
Lower Plane
  • The “lower” a plane is, the fewer laws of reality are applied and the more universal constants are aligned to “baseline” values. Lower planes contain “fewer” physics: weaker or nonexistent gravity, fewer possible elemental interactions, fewer or different quantum interactions, and similar reductions of the rules that govern matter and energy.
  • The lower a plane, the more likely it is to resemble other lower planes. There is no discovered “lowest” plane, but it is theorized that there is a baseline set of physical axioms that are the starting point that all planes are derived from. Lower planes do not contain significant variety and tend to be very homogenous, such as a plane formed entirely of perfectly distributed hydrogen gas.
  • Lower planes are almost universally deadly to travel to. There are many physical laws which, if removed or simplified, result in a reality that cannot support matter as we know it. While transported matter sent to a lower plane will maintain its own physical laws, that doesn't help you if the universe you have traveled to is composed entirely of degenerate neutron matter or doesn't contain a concept of time.
  • The lower a plane, the less it is capable of supporting life. Safe lower planes are prized for raw materials extraction.
Planar Divergence
Details
  • The “Divergence” of a plane represents the scale of its difference from other planes at the same depth. This concept is only relevant to planes that are highly parallel to one another, and is mostly a way of measuring how much planes directly parallel to Earth's baseline differ from one another.
  • Planes that are higher or lower tend to have other causal factors that result in them being highly dissimilar from one another, and thus are naturally quite divergent.
  • The minimum possible planar divergence would result in a plane with an identical Earth at an identical point in its timeline: practically a mirror universe where the only difference could be an event that has only occurred recently, and could be as small as a quantum fluctuation.
  • Most discovered parallel planes are highly divergent, and there appears to be an exponential decrease in a gate's ability to establish a connection as a plane's divergence decreases. This is an active area of planar physics research.
Distance
Details
  • Content coming soon
Compatibility
Details
  • Content coming soon
Aperture
Details
  • Content coming soon

1/a/384 - “Paraloka”

Compatibility
High
Elevation
2
Divergence
8
Distance
4
Aperture
6
Stability
Population
20 thousand est
Average Temperature
-80.352°C
Biome
Void
Natural Resources
St-245/E6
Indigenous life
No
Claim
Public
Nations of Interest
As the source of St-245/E6, 1/a/384 Paraloka is of interest to all nations in the systems.
Locations
Details
Overview

Paraloka is a plane of extreme simplicity in every sense. It contains precisely two things: a starless void and a flat ground. That ground, though, was everything to humanity’s future. The exotic material St-245/E6 was an irreplaceable element in the construction of switch gates, and indeed was the only component of that technology that could not be found elsewhere in the solar system. In Paraloka, it was all there was. Before The Gift was even known to the public, the Third Lunar Industrial Syndicate had established mining operations in another plane of existence.

To this day, Paraloka’s fortunes have remained unchanged. It’s a cold, barren, lifeless void with a single useful extractable resource, and the difficulty inherent in extracting that resource has limited investment to only a few specialized mining firms. That said, mining St-245/E6 is big business. The element is irreplaceable in numerous technologies that the societies of 2230 rely on. To date, no planar lock has placed any such mining venture within visible distance of another, implying a distance of over 100 light years between outposts at a minimum, with the true distance likely being far higher, if not infinite. This makes a census of the total mining activity on Paraloka functionally impossible, but published statistics from the four major switch harbors and their surrounding development put the known population at roughly twenty thousand operating personnel.

History

Officially designated 1/a/384, Paraloka would receive its name by popular fiat when the records of its existence were leaked online. It was coined as such, in a bit of dramatic flair, by the then site director overseeing research and translation of The Gift, Dr. Charat Pravhadi. The text covering every surface of the lunar artifact had initially proven difficult to translate. Its vernacular was closer to prose and rhyme than straightforward communication, and the eventual translations were flowery, to say the least. 1/a/384 was given several designations by the artifact, but the most evocative was “The Next World/Afterlife.” Hardly a religious man, but definitely a sentimental one, Charat gave the described place the most fitting title he could think of, naming it after the realm where souls are said to go upon death, Paraloka.

Geography

For humanity’s first glimpse of another plane, Paraloka wasn’t much to look at. All attempts at surveying it have shown little more than an endless and perfectly flat plane of St-245/E6, resting under an airless, lightless void. Paraloka’s gravity sits at 0.33g, while its surface possesses an ambient temperature of exactly -80.352°C.

Looking out onto Paraloka is often described as a frightening experience. The plane is dark in a way far deeper than any night on Earth could hope to be, and the lack of curvature on the plane’s “surface,” together with the lack of oxygen scattering, means that objects impossibly distant would still be visible, were they to exist at all. To date, the only objects capable of appearing on Paraloka’s horizon are those brought by humanity: the surface is geometrically perfect down to the atomic level, and no other structures have ever been observed. Given the present gravity and the monocultural nature of the plane’s contents, it’s theorized that the ground of Paraloka is in truth a slab of St-245/E6 roughly 163.8 km in depth.

The area around most switch gate harbors tends to be dotted with active or abandoned mining equipment, alongside the pits and stacked cut-blocks of St-245/E6 waiting to be transited back to Earth.

65/T/137 - “Saturday’s Furnace”

Compatibility
Medium
Elevation
3
Divergence
6
Distance
6
Aperture
6
Stability
Population
0
Average Temperature
230°C
Biome
Furnace
Natural Resources
Exotic Helium Isotopes, Extremophile Microbes
Indigenous life
Yes
Discovered
2129 / New York University
Claim
Saltwater Energetics
Nations of Interest
The American Empire
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

76/f/55 - “Gastown”

Compatibility
Low
Elevation
-5
Divergence
10
Distance
1
Aperture
3
Stability
Population
0
Average Temperature
680.556°C
Biome
Hydrogen Gas
Natural Resources
St-1/E1
Indigenous life
No
Discovered By
2135/The Kingdom of India
Claim
Public
Nations of Interest
As the source of St-1/E1, 76/f/55 - “Gastown” is of interest to all nations in the systems.
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

210/c/18 - “Pairidaeza”

Compatibility
Elevation
Divergence
Distance
Aperture
Stability
Population
Average Temperature
Biome
Natural Resources
Indigenous life
Discovered
Claim
The Stellar Democratic Union (New Persia)
Nations of Interest
The Stellar Democratic Union
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

295/c/29 - “Pataliputra”

Compatibility
Elevation
Divergence
Distance
Aperture
Stability
Population
Average Temperature
Biome
Natural Resources
Indigenous life
Discovered
Claim
The Kingdom of India (Pataliputra)
Nations of Interest
The Kingdom of India
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

380/c/12 - “The Lost World”

Compatibility
High
Elevation
1
Divergence
2
Distance
5
Aperture
5
Stability
Population
6,500
Average Temperature
22–30°C
Biome
Arborial Jungle
Natural Resources
Logging, Mineral Extraction, Exotic Fauna, Low Grade Exotic Materials
Indigenous life
Yes
Discovered
2154 / Holy Oak Discovery Services, LLC
Claim
Holy Oak Discovery Services, LLC
Nations of Interest
The American Empire
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

419/f/05 - “Flatland”

Compatibility
Incompatible
Elevation
-8
Divergence
N/A
Distance
4
Aperture
2
Stability
Population
N/A
Average Temperature
13,852°C
Biome
N/A
Natural Resources
Linear Radiation
Indigenous life
N/A
Discovered
2160 / Huánghé Yánjiūyuàn (Yellow River Research Institute)
Claim
Huánghé Yánjiūyuàn (Yellow River Research Institute)
Nations of Interest
The Chinese Empire
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

513/y/11 - “Leviathan”

Compatibility
High
Elevation
1
Divergence
3
Distance
2
Aperture
2
Stability
Population
35,000
Average Temperature
8–15°C
Biome
Ocean Aquatic
Natural Resources
Co-H2O/E2, Hydrogen, Exotic Fauna
Indigenous life
Yes
Discovered
2184 / Holy Oak Discovery Services, LLC
Claim
Public
Nations of Interest
As the source of Co-H2O/E2, 513/y/11 Leviathan is of interest to all nations in the systems.
Locations
Details
Overview

Content coming soon

History

Content coming soon

Geography

Content coming soon

516/a/198 - “Isekai”

Compatibility
High
Elevation
2
Divergence
1
Distance
5
Aperture
2
Stability
Population
220 million native est. + 12 thousand Earth baseline
Average Temperature
-1°C – 24°C
Biome
Temperate Forest
Natural Resources
Exotic Materials, Paraphysical Artifacts
Indigenous life
Yes, Parasapient
Discovered
2185 / Tetra Frontiers Co.
Claim
Tetra Frontiers Co.
Nations of Interest
The Stellar Democratic Union
Details
Overview

516/a/198 - “Isekai,” as well as the planet Erdef, is in many ways startlingly similar to the Earth of the 10th to 13th centuries, featuring large unspoiled wilderness areas and small to midsized societies of parasapient humanoids. These societies function in direct parallel to their human counterparts of that era, with a large majority of any given population engaged in sedentary farming, while centers of religion and production are gathered in defended towns. Larger towns and cities house aristocrats invested with control over the surrounding lands who, in turn, owe fealty to a regional king, emperor, or holder of some other such title.

Technologically, the societies surrounding the switch port are close to those of the European High Middle Ages. Early steel production, advanced stone and brickwork, and simple machines allow for the creation of large and complex architectural works. Basic automation, such as windmills and water wheels, augments a relatively organized farming economy. The presence of the plane’s paranatural “magic” appears to have substantially slowed technological innovation, as access to paraphysical effects greatly reduces the need for advanced machines or chemistry.

Despite these numerous similarities, the plane’s unique paraphysical aspects have fundamentally altered the course of its developmental history. Paradoxically, while Erdef possesses parasapient species, there is no clear evolutionary explanation for their existence, and the history of those peoples, while lengthy, does not appear to date back to any as-yet-discovered Neolithic cultural foundation. Just as mysteriously, there is no easily determined evolutionary history underpinning any of its larger flora or fauna.

The prevailing consensus is that the current crop of life on Erdef was generated ex nihilo over time, with newly appearing species displacing previous ones within a given biological niche. This happens quickly enough to sidestep the slower evolutionary processes of the planet’s megafauna. In this way, the endemic presence of “monsters” on the planet, along with the reality-altering patterns of the plane’s paranatural “magics,” continuously overwrites its natural history.

Paraphysics

The plane’s higher planar aspects manifest as a form of universal data handling, in which elements of reality are influenced or overwritten by an as-yet-unknown field effect closely tied to the inhabitants’ use of ritual practices or incantations. While there appears to be ongoing philosophical and religious debate about the nature of this paranatural effect, switch port locals almost universally refer to it as “magic.” Trained practitioners use relic objects, incantations, and a dizzying array of other methods to bend magic toward their desired effects, and there is a wide gap between the capabilities of a novice practitioner and those of a master.

“Schools” of magic in the local kingdom’s capital, Port Herminst, teach officially sanctioned and “safe” forms of magic and appear to be at least loosely affiliated with other transnational colleges. Practitioners outside of that licensed system are referred to as witches, hedge wizards, archons, and a wide variety of other titles, depending on context. To date, no individual emigrating to 516/a/198 from Earth baseline has been able to trigger any paraphysical effect, even under the direct tutelage and supervision of master “mages.” An individual’s ability to use magic after immigrating to Earth baseline appears to have a half-life of six days, with the duration seemingly related to the inherent “mana” of the given mage.

Intentional manipulation of magic is not the only way the plane’s paraphysical effects can be observed. Natural expressions of this field effect manifest in the spontaneous generation of new life forms, often referred to as “monsters.” Inanimate objects or ongoing effects can also attain a form of sentience, with stone “golems” or wandering “elementals” animating for short periods of time, often wreaking havoc, before dissipating or being rendered inert.

Geography

516/a/198 - “Isekai” is a low-divergence, higher-elevation plane with a flat topology and a Lambda-CDM age similar to that of Earth baseline. In fact, its divergence is so low that, at first glance, the planet hosting its switch port could be mistaken for one of the Mirror Earths.

The planet, called Erdef by the inhabitants around the switch port, has gravity 2% lighter than Earth baseline’s, and surveys indicate a near match in its proportions of water, atmospheric oxygen, and mineral content. Orbiting its main-sequence yellow star, the planet traces an orbit identical to Earth’s. This, combined with its single large moon, gives the planet seasons and tides nearly identical to those of Earth circa 1000 AD.

These environmental similarities mean that traveling its five large continents, handful of large demi-continental islands, and two ice-capped polar regions is strikingly similar to traveling the wilds of Earth baseline. The region immediately surrounding the switch port is a pleasant temperate forest with a small mountain range nearby, large stretches of heavy woodland, and low valleys. It has an ocean coast to the magnetic east and a large arterial river emptying into a heavily populated bay.

History

Discovered in 2185 by the now-storied Tetra Frontiers Co., 516/a/198 - “Isekai” presented a significant investment burden to the then-struggling surveyor. Only through the dogged insistence of its freewheeling founder and chief officer, Samuel “Sly” Cooperidge, did the effort finally bear fruit. With a high planar distance of grade 5 and an aperture of grade 2, the plane was both expensive and time-consuming to fully attune, but early indications of an Earth-approximate gate location and the presence of oxygen alongside many of the typical chemical markers for life convinced Cooperidge that this was the “Big One.” Six months of attunement were followed by a careful phase of port preparation, with a legal-standard 0.1 sq km port camp becoming operational in 2186.

The initial manned survey of the two-kilometer radius surrounding the switch port, made by the registered lodge exploration outfit “Southtown Surveyors,” revealed an Earth-like, green, leafy deciduous forest interlaced with small streams running toward magnetic east. Drone overflights showed forest coverage over the surrounding 15 kilometers, and a rocket surveyor was launched to gather far-field data on the surrounding countryside. Whatever was out there, they were in a dark, deep, old-growth landscape, but as yet there were no signs of dangerous fauna or environmental risks. With the six-hour switch window nearing its end, the team stored their equipment at the nascent build site and prepared for their return. Little did they know, they wouldn’t be going home for some time.

The Account of the Team’s Trouble

In the moments before the exchange, the team was assaulted by a large and particularly dangerous species of monster known to inhabit the King’s Woods. Suffering casualties, the team fled the port camp and into the wilds of the Dreft countryside. Following explorer protocol, the team endeavored to find a suitable location to hunker down and await extraction. Unbeknownst to the team, they had been stalked by their assailant, and after laying down camp they once again found themselves under attack. In a stroke of cosmic luck, though, that very monster had predators of its own, as a party of guild hunters struck at it before it could claim any other lives.

The hunters sheltered these strange foreigners, returning them safely to Illinsdott, a small farming village two days’ travel eastward. When the team failed to return on schedule, and seeing the carnage recorded in the switch gate’s black box, Tetra Frontiers Co. engaged in a legal beachhead rescue operation, seizing and heavily fortifying the immediate area surrounding the switch port. It took three weeks for the team to recover and return to the switch port, by which time the switch port had become a veritable fortress nestled deep in the dark woods.

Sam “Sly” Cooperidge, having overseen the retaking of the switch port personally, was present to welcome the return of the haggard exploration team and to greet their guides. With first contact and a secure beachhead, Sam spent the next six months in situ, overseeing the diplomatic overtures with the locals alongside lodge paraanthropologists and Bureau representatives. The switch port’s placement deep in the King’s Woods gave it significant latitude with the surrounding kingdoms. Too far away to police, and with a monster-filled moat of trees, the port would have been costly to conquer. Further, the switch port’s nature as a frontier fortress immediately created a way station and oasis for local hunters and caravaneers.

It didn’t take long for the tents dotting the exterior of the switch port to blossom into a full-on caravan town. Trails to nearby settlements grew to roads, and with roads came guard posts inspecting cargo and warding against bandits and monsters. To pay for guards came the taxes, fees, and licenses, and before you knew it, the switch port was a regular part of the trade networks of Dreft. To the locals, these strange foreigners from beyond brought prosperity, and as long as they didn’t stray too far from “Castle Tetra,” they were happy to welcome them into their land.

The nobles of the kingdom, however, took a somewhat dimmer view of this sudden upstart. Even if somewhat unintentionally, the decades of trade with humanity have disrupted the basis of hereditary noble power in Dreft while empowering merchant trade dynasties. Local religious belief has been rocked, and other kingdoms see Dreft’s monopoly on trade with humanity through avaricious eyes. After nearly 50 years of continuous contact and two royal successions, these tensions are finally coming to a head. Queen Walpurgis the Third has died without an heir, and the long-simmering tensions between the nobles and merchants could well see the kingdom fall into civil war.

Opening a New Plane

Attaining a Gate Lock and Passive Exploration
  • First, a new lock is triangulated through a series of attempted planar connections made by an exploratory switch gate.
    • Exploratory switch gates are partially constructed, semi-disposable gates, built to be replaceable in the event of gate loss. Given the tiny amount of space exchanged in an untuned lock (a first lock exchange can transfer a few molecules at most), the damage from a gate loss rarely extends past the gate platform itself.
      • The most common cause of gate loss is an exchange with an extremely high-energy plane composed of some form of post-degenerate matter, a gravitational singularity, or a pre-inflation field effect.
        • Physicists use information from exchanges with such planes to gain insight into conditions before the Big Bang and to model extremely high-energy states of matter.
      • Less common but more dangerous, gate loss can occur through an exchange with a plane that possesses fundamentally incompatible axiomatic or physical laws, most often resulting in a burst of exotic radiation with unpredictable macroscopic effects.
        • Self-replicating or predatory paraphysical effects can irradiate and destroy entire gate facilities before paraphysical decay renders them inert.
  • Triangulation is a process of attempting locks and measuring how long the switch gate stays energized before its safety shutoff.
    • With repeated, measured attempts and continuous small adjustments to the coordinates, a lock may be established.
    • Exploratory gates engage in an unmanned, continuous, automated process of energizing and shutoff, with their measurements transmitted to whatever planar exploration and holding company or lab is managing them.
    • A gate address is thousands of characters long and made up of a “language” of waveforms with, effectively, infinite variation.
      • The overwhelming majority of addresses fail to generate a lock, with failures outnumbering successes by many orders of magnitude.
      • Given the infinite number of possible gate addresses and the rarity of a lock, random searching is an ineffective means of finding other planes.
      • Planar exploration and holding companies thus staff professionals in paraphysics who specialize in the language of gate addresses.
      • Current theory holds that the gate address is a description, rather than any form of machine code or coordinate system, and that it’s composed of some sort of fundamental language-form.
      • Deciphering this language is an active field of theoretical paraphysics.
        • The existence of this language, alongside other revelations from paraphysics, has had a profound effect on Earth’s religion and philosophy.
  • When an exploration gate attains a successful and safe “Lock,” it begins a survey attunement phase.
    • The gate makes repeated high-energy exchanges in a hard vacuum to determine the plane’s divergence, distance, and aperture.
    • After the survey, the gate undergoes testing to determine the lock’s axiomatic stability.
      • In this phase, gates will have their surrounding circumstances repeatedly changed and, if possible, the gate itself will be moved relative to other axiomatically important objects.
        • If the lock’s stability is low, the gate will de-attune as changes are made; the extent of the loss of attunement correlates with the magnitude and type of change.
    • If the lock is stable enough, the gate is moved and installed in a purpose-built research facility to undergo true planar exploration, at which point the local Explorers’ Lodge is contacted.
  • Once a switch gate is attuned and surveyed, an Explorers’ Lodge representative is hired to “manage” the early process of attuning the gate’s aperture to a useful scale and to oversee initial exploration efforts.
  • “Passive exploration” and attunement are a process of “null” exchanges, in which the gate “sends” an area of empty vacuum to the plane and examines the matter and radiation “received.”
    • Each exchange is recorded by spectrographic instruments to measure the energies radiating from the exchange volume. This is followed by a rapid phase of measurement and experimentation to determine the elemental and chemical composition of the received matter.
    • Paraphysical effects are theorized and tested over repeated exchanges, while the attunement continuously expands the volume of space available for switching.
    • Compatibility can often be determined passively, but not always; it remains a rolling measurement throughout exploration.
  • Once the exchange volume exceeds a radius of 30 centimeters, the process moves from passive to active exploration.
    • Oversight of the exploration is handed off to a Lodge-certified survey and exploration team.
    • For potentially sensitive or risky planar explorations, a representative from the Bureau of Planar Management and Enforcement may be stationed for the duration of active exploration.
Automated Early Planar Exploration
  • Following the official commencement of active exploration, authority over the exploration effort is handed over to one or more contracted Lodge-certified survey and exploration teams.
    • Initial unmanned planar measurement and early information gathering are typically subcontracted to an individual or company skilled in automated surveying.
  • Repeated planar exchanges are overseen to widen the aperture while progressively larger and more capable automated measurement devices and survey drones are sent and received.
    • Dangerous, incompatible, or empty planes may never progress past the stage of automated surveying.
    • The first exchanges are made with “turtle” boxes: small, hardy recording devices.
      • Turtle boxes are often purpose-built for the expected conditions in a plane and measure radiological signatures, astronomical telemetry, climate conditions, soil samples, and much more.
    • If the turtle box is not received in the next exchange, a “screamer” is sent next.
      • The most common recoverable turtle box losses result from an exchange over a body of liquid or a steep incline.
      • A screamer is a high-powered radio transmitter in an armored shell. If the screamer is still functioning at the time of the following exchange, its radio signal will be received in a burst as the exchange occurs.
        • This radio burst is analyzed for spectra, distance, interference patterns, and other useful information.
      • If the screamer is not detected, the address will be periodically “tested” with cheap, inert blocks of stone, iron, or other resilient materials. This testing period will continue for as long as the claimant is willing to pay for it.
        • This is typically the end of exploration, unless passive exploration has indicated the plane should be safe or high-value.
  • With the return and analysis of a turtle box, further automated efforts will commence, their nature depending on the plane’s unique attributes.
    • Aerial quadcopter drone surveys will occur in planes with a suitable atmosphere and “ground.”
    • Crawler surveys are performed in planes lacking an atmosphere, or planes enclosed in matter.
    • Rocket surveys will occur in planes that are in some form of empty space.
  • Most automated craft are planned to be lost while surveying, and transmit their findings to an armored “receiver box” that sits static in the exchange volume.
  • With enough automated surveying and testing performed, a plane will then be considered for manned exploration and scientific research.
    • Overtly dangerous or incompatible planes will rarely progress to this stage unless there is a significant profit incentive for development and exploitation.
Manned Planar Exploration
  • Following the official commencement of manned exploration, authority over the exploration effort is handed over, yet again, to a specialist “expedition team” trained and equipped for the unique circumstances expected in the plane.
    • The expedition team will work in tandem with the automated surveying team to perform explorations of the area surrounding the exchange volume.
    • At this stage the gate’s location is renamed the switch port, and is traditionally given a name by the expedition team “for good luck.”
  • For terrestrial exploration in a safe environment:
    • The gate aperture is expanded to accommodate a team of at least three explorers and their equipment.
      • A “platform” is installed at the center of the exchange volume. The gate’s “black box” is installed into this platform, along with static equipment protecting and securing the exchange volume and marking its borders.
        • Because the platform is now always exchanged, there are actually two platforms that switch places, each expanded slightly to match the exchange volume with every exchange.
        • A black box is a small, armored recording device buried at the center of its platform. In the event of the destruction of a switch port or the loss of a field team, the black box will remain and contain a record of what transpired.
      • During this phase of expansion, equipment is sent that “rolls out” from the gate platform and gathers around the switch port.
        • Fitted to the plane, these supplies typically consist of food stores, water, building materials, generators, batteries, and other prerequisites for establishing a usable switch port.
      • During the first exchange, the expedition team will prepare the switch port, securing equipment, building temporary pop-up shelters, and conducting a quick search of the immediate area. The team will then return for a debriefing and medical examination.
      • The following field missions will typically see the team launching larger exploration drones while manned expeditions map the area and collect samples and specimens.
      • Every exchange brings with it more cargo, and the switch port gradually grows to encompass several buildings as well as a walled defensive perimeter.
      • In a typical exploration contract, the expedition team will continuously inhabit the plane for up to three months, building out the nascent switch port facility and conducting field research.
      • The expedition team is authorized to make first contact with native species of the plane in strict compliance with The Protocols of Planar Exploration and Exploitation.
      • At the end of their contract, the expedition team returns to Earth baseline and undergoes a long-term medical evaluation for lasting effects of exposure to the plane and any biological or paraphysical hazards it may have contained.

Switch Gates

Overview

A switch gate is, at its simplest, a machine that exchanges an area of contiguous, contained space-time for an identically sized area located on another plane of reality. The form and scale of a switch gate are highly variable. Over a century of development and innovation by dozens of manufacturers has led to several distinct evolutionary lines of the technology.

Switch gates have one primary utility: they break the first law of thermodynamics. By exchanging one amount of space for another, they, in a roundabout way, both create and destroy energy. Aside from the headline aspects of exploration and access to parallel planes, they provide a bit of a hack around many otherwise inviolable limitations. Miniaturized switch gates attuned to specific planes and installed aboard spacecraft are capable of “harvesting” materials like hydrogen or water. Switch gates attuned to empty or secure planes can be used for the disposal of dangerous materials, or the safe storage of valuable ones. Switch gates attuned to particularly hostile or compressed planes can even be used as a form of makeshift weapon.

All switch gates share a few intrinsic properties:

  • They require a “Spine” of St-245/E6, an ultra-dense and nearly indestructible exotic material first mined directly from The Gift's floor structure.
  • They require a “Lock” on the axiomatic coordinates of the location to be exchanged. How far a gate can be moved without retuning depends on its lock’s stability: a stable lock tolerates moving the gate and changing its surroundings with little loss of attunement, while an unstable one de-attunes with even small changes. Re-establishing a lost lock in the same location is exceptionally difficult, if possible at all.
  • They require a “Tuning” period, during which exchanges are repeated and the coordinates are refined, allowing the exchanged volume to grow.
  • They require input power in the form of an electric charge that scales exponentially with the volume of the area being exchanged.
  • The inside borders of the (typically) spherical area undergoing an exchange briefly experience “Corrupted Physics.”
  • Switch gates, and indeed any of the paraphysical effects of St-245/E6, do not work in any as-of-yet discovered plane other than Earth baseline.
  • The process is one-sided. A switch gate exchanges an area with a planar location; the subject plane does not require its own switch gate.
History

The defining technological advancement of the twenty-second century, the switch gate was the culmination of a decade of painstaking research and industrial effort. Its introduction launched the Rebirth of Science and is the keystone to nearly every advancement that came after.

As mankind's first foray into paraphysics and the engineering of the exotic, the task was daunting. Even with a wholly assembled blueprint and volumes of deciphered paraphysics, engineering, and philosophical texts recorded from The Gift, the construction of the initial line of switch gates was little more than guesswork. An entirely new field of physics was being discovered in secrecy under the Lunar regolith.

The program was bankrolled first by the Lunar Industrial Syndicate of 2110 and spanned three different dissolutions and reformations of Lunar governance. The vast research and development expenditure poured into deciphering and instrumentalizing The Gift, together with the unusual secrecy of the program, invited industrial and national espionage at every level.

Unstable at the best of times, the Lunar Government was ultimately unable to keep the reality of The Gift a secret. In a series of data breaches, nearly a decade's worth of research and industrial effort was made public. Every significant government, military, academic, and business interest in the system was suddenly aware of the technology's potential.

Few times in history has a gold rush had such urgency. What do you do when you find that your neighbor has the keys to infinite prosperity? Like any civilized government, you point a gun at them, of course. The weeks and months of negotiation following the reveal of The Gift have come to be known as the Lunar Hostage Crisis. Not because anyone took hostages, of course, but because the entire Lunar nation had the guns and fury of every nation on Earth pointed at it.

What followed was a period of intense negotiation. While the Earth had, now, full knowledge of the Gift and everything that came with it, what they lacked was the St-245/E6 required to build Switch Gates of their own. Luna still had a monopoly on the distribution of the element critical to Switch Gate construction.

Cont...

St-245/E6 - “Solum Inane”

St-245/E6 is both the first and by far most important exotic material ever discovered. With an atomic weight of 245, it’s also the heaviest stable element yet known. Given the name Solum Inane, Latin for “Empty Land,” after the barren expanse of 1/a/384 - “Paraloka,” this dull, satin-black crystal brought mankind to the stars and beyond.

This ultra-dense and hyper-stable material’s space-time-altering paraphysical properties form the core of numerous technologies. When under the influence of a strong electric current, the material will alter nearby space-time in predictable and manipulable ways. The paraphysical field it generates can be manipulated to achieve a broad range of effects, with perhaps the most famous being the planar space-time exchanges of Switch Gates.

The material in its natural state is nearly indestructible, with a hardness of approximately 250 GPa, making it several times harder than industrial diamond. That, alongside a density six times that of steel and a melting point exceeding 5000°C, makes mining the material extraordinarily difficult. Atomic blast mining is typically the most expedient modern method used to break the material into manageable chunks; these are then laser-cut for transport and refining.

As a metastable exotic material with a paraphysical half-life of six years, St-245/E6 must be continuously mined and exported, but especially overbuilt devices reliant on its effects can last upwards of two decades. Depleted St-245/E0 still retains its extreme durability, and there is a highly lucrative aftermarket for the material.

St-1/E1 - “Fast Hydrogen”

Content coming soon

Co-H2O/E2 - “Light Water”

Content coming soon

The Stars

Life in the Stellar Sea

Once the stuff of lofty dreams and science fiction, space travel in 2230 is an everyday affair. Over-built and heavily armored bulk freighters manned by skeleton crews lazily ply the aetheric sea, their vast cargo holds carrying the basic goods required to keep civilization running. Sleek personal corvettes rocket between stations, delivering the elite in style. Vast Arks transport ships and passengers between the stars, acting as much as drifting nations as they do ships in their own right. Between them, small shuttles move millions from ship to shore.

Of course, the stars aren’t always safe. The vast distances involved mean that a ship’s crew is often on its own. Militaries, police, and private security forces try to maintain a semblance of order, but an SoS is often more an invitation to examine a weeks-old crime scene than it is a realistic call for aid. Pirates and criminal syndicates have proven impossible to fully eradicate, and especially in the solar periphery or in far-flung colonies, they’re a very real menace.

Within the Sol system, thousands of habitat stations, research facilities, mining concerns, and weather satellites float, acting as buoys and ports of call for starships. Each is a world in its own right, with some sporting over a century of continuous habitation. These places grow with time, changing hands and industries, each new module bolted to the last. Many a station houses a population far, far in excess of its original design constraints, with habitation modules, power systems, and even derelict ships repurposed and tethered to a growing web of homes and businesses.

Such safe ports are needed. Space travel may be commonplace, but it’s far from the mundane, mathematically exact rocket science of the 21st century. The aetheric tides ships use to move between worlds are unpredictable. Experience can count for more than any computer model, and every crew worth its salt has a pilot capable of reading these invisible seas. A change in the winds can force unexpected course corrections, while an unexpected aether storm can leave fleets of ships adrift for weeks with dwindling supplies.

That’s to say nothing of the dangers of interstellar travel. Lorentz Field Generators are temperamental devices on the best of days, prone to failure and on-the-spot recalibration. A total loss of propulsion or an irreparable failure in an LFG means a slow and certain death as supplies dwindle to nothing. In the vast gulfs between stars, an SoS is utterly meaningless. A signal could take centuries or millennia to reach a friendly ear, and by then it’s probably far too late to help. Only the largest and most over-built of starships can safely traverse these great distances, with the rest opting to pay for passage in the immense ship holds of an Ark. That’s not to say particularly daring or unscrupulous captains aren’t willing to risk it; there’s a tidy profit to be made smuggling goods or people between systems.

For all its risks, the stellar sea is also what allows humanity to live as it does. The resources of one world feed the factories of another, while distant colonies exchange goods and information. Small settlements arise around mining operations, research stations, and trade routes, turning into towns and then cities, far eclipsing the industries that brought them there. Dynasties have grown rich plying profitable trade lanes and fortunes have been made with claims staked in far-flung places. The nations of Earth, too, have much to gain, and the race to claim and exploit newly surveyed systems is never-ending. For the brave and the foolhardy, there’s adventure to be had among the stars.

Utility Craft
Tonnage
Up to 100 tons
Notable Ships
Details
Skiffs
Skiffs

Skiff, tender, dinghy, lighter—these small craft are the basic utility vessels of large stations and ships, carrying goods and people between distant sections, often leaving the vessel entirely to skirt its exterior. Most common in older stations without sufficient internal transportation networks, or in particularly diffuse stations with many smaller substations, a skiff is often the simplest way to get from one point to another without donning a voidsuit.

Typically carrying only a few passengers and their pilot, skiffs are built for maneuverability rather than speed or range. Small liquid rocket boosters are common, though some use robotic limbs to push and pull themselves through the often cramped confines of a station's voidspace. Skiffs rarely venture beyond the vessel or station they serve.

Drone Craft

Drone craft are the basic robotic infrastructure of ships and stations, handling everything from goods transportation and routine maintenance to security and inspection. Ranging from the size of a small ball to several meters across, they are built for specific tasks rather than any standardized design. A drone might be little more than a camera and a manipulator arm, while others are capable of hauling cargo, repairing hulls, or patrolling a station's exterior.

They are ubiquitous across the surfaces of ships and stations, crawling over hulls, floating lazily around larger structures, or darting along wires and guideways laid for their use. Most are simple enough to operate autonomously, though larger or more specialized craft can be remotely piloted when the task calls for a human touch.

Shuttles
Shuttles

Shuttles are the most common form of space transport in the systems, carrying people and light cargo between ships, stations, and planetary surfaces. They range from small craft capable of carrying a handful of passengers to ferries capable of moving hundreds between ships. Unlike skiffs, which are intended for local work around a single vessel or station, shuttles are built for regular journeys, with robust life support systems and simple onboard rocket thrusters.

Planetary shuttles will typically be equipped with the most basic of aether sails to help them escape a planet's gravity well. A shuttle's size and design largely depend on how many passengers it's expected to carry and how far they need to go.

Trucks

Trucks are small cargo vessels, often little more than a pilot's cabin and thrusters bolted to a cargo hold. Used to transport goods around a station, between ships, and even from planetary surfaces to orbit, trucks are the workhorses of spaceborne commerce. Truck cargo is most often secured in standardized, pressure-sealed shipping containers, with the pilot rarely knowing anything about what's inside.

Trucks range in size from single-cab haulers to miles-long trains of interconnected containers, bookended by trucks large enough to serve as tugs in their own right. Whatever their size, crew accommodations are usually an afterthought, with the space and systems that would be devoted to passengers instead given over to engines, cargo, and the equipment needed to move them.

Small Ships
Tonnage
20 to 10,000 tons
Notable Ships
Details
Cutters
Fighters

Little used in true naval warfare, the fighters of 2230 act most often as escort or scout craft. Fighters have little impact in fleet engagements, where the much heavier vessels of a navy battlegroup can make short work of them. Instead, they are used as combat craft against threats that don't warrant the attention of an actual warship. Featuring a crew of one to three and systems for unmanned operation, fighters provide a relatively inexpensive military presence in far-flung systems.

Too small to mount aether sails or the Switch Gates used to refuel their thrusters, these craft are often locked to the hull of a larger ship until needed. Indeed, many a freighter has seen off a pirate attack with the quick launch of a few fighters tucked into its berth.

Patrol Craft

Small vessels designed for long periods of independent operation, patrol craft are a common sight in the inner solar system and on particularly busy cargo lanes. With a crew of two to five and built for law enforcement and private security rather than warfare, these vessels rarely carry more than a few missiles and a point-defense autocannon, but that’s more than enough to provide peacekeeping services or chase down the occasional smuggler. Built around a set of aether sails and a single fuel gate, patrol craft will typically operate on deployments of up to a week before returning to station.

Cutters

Cutters are a broad category of small, utilitarian civilian starship. Built with the minimum necessary aether sails and a fuel Switch Gate, these catchall vessels are the economic backbone of the systems, providing everything from personal transport and delivery to inspection and catering services. There is no standard shape to a cutter, with its form almost always matching its function. A cutter operated as a mobile repair vessel may feature external manipulator arms and heavy cutting equipment, while a luxury taxi service may feature overbuilt engines for speed while giving over most of its internal volume to a luxurious cabin and sleeping space.

If a cutter is armed at all, it’s often little more than a weak point-defense laser or light autocannon. Enough to deal with debris or an aggressive skiff, but little more. Cutters make up, by far, the most common hull type for pirate vessels. Indeed, many pirate vessels are little more than civilian cutters with the registration removed.

Tugs

Distinct from cutters, tugs come in almost as wide a variety of forms. With their heavy engines, minimal crew space, and the heavy structure required to tow heavy loads, tugs are a common sight. Often seen in their twos or threes, teams of tugs pull hundreds of thousands of tons of material. Mining tugs may work in tandem to pull asteroids towards processing facilities, while a pair of dockyard cargo tugs may clamp themselves to the sides of a rack of cargo containers and guide them into port. Pirate cutters are often accompanied by tugs, which are more than happy to throw cable netting around a captive cutter and pull it back to whatever criminal harbor they came from.

Corvettes
Corvettes

The mainstay of corporate and PMC navies, and deployed en masse by national militaries, the humble corvette is a common sight on the periphery. Built to operate amidst a fleet or alone, these sleek ships boast impressive firepower for their tonnage. With crews ranging between 20 and 70, this class features a broad range of designs, from stealthy infiltration ships to overloaded missile boats, or vessels that are little more than a few habitation pods and some engines attached to a naval railgun.

Yachts

Yachts are purpose-built personal transport vessels used by those who are too rich or important to travel by cutter. Typically sleek and slightly ostentatious, yachts are often some of the most advanced vessels in a system, with top-of-the-line engines, state-of-the-art sensors, and layers of redundant defense and life-support systems. Most frequently operated by politicians, the corporate elite, or business moguls, they’re rarely seen without at least a fighter escort.

Lifters

Lifters are dedicated heavy-lift vehicles used to routinely haul cargo from a planetary surface into orbit. Almost universally drone-controlled, a typical lifter resembles a wide metal platform surrounded by a forest of gantry cranes. Cargo is loaded and secured to the platform before the lifter activates the numerous aether sails lining its exterior and begins its slow ascent.

Upon reaching orbital altitude, the cargo is released and allowed to drift free of the lifter. With its load gone, the lifter deactivates its aether sails and fires its small deorbiting thrusters and begins its descent. The lifter's sails are gradually reactivated throughout the descent, allowing it to settle gently back onto the surface, where it can be loaded for another trip.

Large Ships
Tonnage
25,000 to 500,000 tons
Notable Ships
Babylon’s Arrow
Details
Cruisers
Frigates

Making up the majority of the tonnage in most national navies, frigates are the fleet's workhorse warships. Heavily armored and well armed, they form the backbone of fleet formations and are often deployed in small tactical battlegroups. Unlike smaller corvettes, which are typically built around a specific mission, frigates are generalized combat vessels designed to bring heavy firepower and thick armor to the decisive engagements of void warfare.

As ships-of-the-line, frigates are built for function and endurance rather than comfort. They often lack the crew amenities, diplomatic facilities, and civilian luxuries found aboard larger vessels. Few are equipped with LFGs, leaving frigates dependent on stellar carriers for inter-system deployments.

Administration Craft

This broad class encompasses most heavy civilian spacecraft. Corporate headquarters, hospital ships, pleasure craft, research ships, and countless other specialized vessels fall into this category. In many ways, these vessels are simply larger, more capable cutters, serving their dedicated functions at a much greater scale. Often purpose-built, there are few common characteristics beyond docking space for numerous shuttles, tugs, and fighters, along with sufficient weaponry and point-defense systems to ward off all but the most concerted pirate raids.

Cruisers

Among the largest ships operated by many navies, cruisers are often the flagship vessels of a fleet. Combining thick armor with overbuilt point-defense systems, cruisers serve as the centerpiece and command ship of a formation. While less heavily armed per ton than a frigate, they carry some of the heaviest individual weapons found aboard any ship.

Cruisers are built to project national sovereignty as much as military power, carrying the production capabilities and Switch Gates required for near-limitless mission endurance. Their broad mission profile gives them luxurious cabins for diplomatic missions, medical facilities capable of supporting hospital operations, and docking space for numerous tugs, cutters, and corvettes. For nations with interstellar territories, some cruisers are equipped with LFGs despite the expense and internal volume they require. These ships are commonly known as Starcruisers.

Carriers
Carriers

Strange in appearance, carriers are skeletal vessels more akin to the much smaller tugs than the other ships of their size. Carriers are assemblages of structural steel, cabling, and enormous manipulator arms, arrayed concentrically around a core of thrusters and aether sails. Their purpose is to lash together other ships and provide safe transportation while offering rest and repair facilities.

Civilian carriers ply the aether along standard routes, acting as a form of bulk transportation for other vessels. Military carriers have a more specialized role as mobile ports of call, providing temporary shore leave alongside refit and resupply facilities. In this role, a carrier may be seen cramped between three frigates, or even wrapped like the tentacles of a great beast around a cruiser.

Miners

A specialized subset of carriers, Miners are purpose-built to carry and support swarms of asteroid collection tugs and drone craft. Most are designed and built alongside their fleet, with smelting and refinement facilities capable of turning the ores brought aboard into saleable commodities. Once a field runs dry, a Miner recollects its charges and moves on to the next, sometimes paying good money for a hot tip from a passing surveyor.

Miners are a common sight in the asteroid belt, where claims on productive fields are often contentious. More than a few Miners have developed heated rivalries with the competition, and those rivalries can turn violent.

Foremen

Foremen are dedicated repair and assembly carriers for stations, tasked with assembling the prefabricated components of a station. While the actual station modules are most often brought by tug, the Foreman carries the construction cutters and assembly drones needed to piece them together. More importantly, it brings crews specialized in void construction while providing the accommodations and recreation facilities needed for what are sometimes months-long contracts.

Freighters

Resembling vast floating boxes more than ships, freighters provide long-distance transportation of goods and materials along heavily trafficked routes. In its most basic form, a freighter is six armored bulkheads surrounding a lattice of supporting ribs and tensioning cables. When at port, one of the bulkhead walls detaches and the contents are gently ejected from the vessel, to be gathered by trucks.

Despite their bulk, empty freighters are actually quite light and are typically crewed by a complement of only 10–15 sailors, all bunking in a dedicated bridge and crew cabin module at the fore of the vessel. The freighter's thrusters and aether sails are installed far from the bridge at equidistant points in the vessel's corners, meaning the crew must use skiffs or even don EVA suits to perform their duties. Given their value, a heavily laden freighter is rarely seen without a complement of fighters locked to its hull, or even a corvette providing escort.

Capital Ships
Tonnage
500,000 to 20 million tons, with Arks reaching hundreds of millions to billions
Notable Ships
xù rì, Kashgar Ark, 4544 Xanthus, Boneyard, Tetra, New York, Zhulong
Details
Capital Ships
Dreadnoughts

Only a handful of Dreadnoughts exist in the systems, and every one is a unique engineering undertaking. The vast expense involved in their design, construction, and upkeep makes them as much projects of national prestige as they are tools for protecting national interests. With tonnages in the millions and crews in the tens of thousands, these vessels are as much floating cities and pieces of national territory as they are ships. Only the colossal Arks exceed them in sheer scale, and a Dreadnought is by far the most powerful warship one can encounter among the stars.

Never deployed outside the center of a fleet, a Dreadnought is always the command center of whatever formation it belongs to. The weaponry of these vessels is as unique as the ships themselves, and each carries armor meters thick at its thinnest, with tens of meters of ablative and hard armor protecting its foresections. Despite, and perhaps because of, their sheer power, no Dreadnought has ever engaged in full fleet-scale combat, and some have never fired their weapons in anger. To date, no Dreadnought has ever been lost in combat, and only one has ever been lost to accident: the infamous xù rì (Glorious, Rising Morning), which disappeared with all hands while transiting the stellar gulf between Sol and (Gl 15 A) Lóng gǎng (Dragon Harbor).

Stellar Carriers

While most civilian travel between the stars occurs aboard Arks, militaries and corporate entities with interests in far-flung systems often need a more responsive method of deploying their assets. Stellar Carriers are expensive, purpose-built vessels designed to carry specific ship classes, or even specific ships. They range from squid-like armatures meant to wrap a ship in LFGs, to colossal vessels with internal docking bays large enough to berth fleets.

More than just a means of travel, these ships provide the supplies, Switch Gates, repair facilities, housing, and recreation facilities needed to support thousands of guests during the long interstellar voyage. With trips between distant systems sometimes lasting months, accommodation is as important to a Stellar Carrier as its docking and repair facilities, and the largest vessels can resemble moving hotels, complete with restaurants, lounges, and other amenities for their guests. Every nation with interests abroad has at least one Stellar Carrier built around ferrying two or three frigates to distant ports. The most powerful have dozens, giving them the reach to deploy entire fleets, though to do so remains a lengthy and expensive undertaking.

Colony Ships

Built as tightly folded cities in space, a colony ship contains the prefabricated homes, construction facilities, vehicles, power systems, lifters, and defenses needed to kick-start a surface colony. Transported aboard the largest Stellar Carriers, a colony ship can quickly establish a viable, self-supporting habitat of sprawling interconnected habitation modules and industrial systems, connected by tunnel networks for safe transportation. Initial construction is highly automated, and pioneer settlers take several weeks to shuttle to the surface, growing the colony from a few hundred construction engineers into thousands of inhabitants. Once a viable colony has been established, the skeletal remains of the colony ship are deorbited and scrapped.

Locations for colonial settlement are scouted, surveyed, and planned meticulously over years as investments and volunteers are secured. A successful colony can quickly grow to become the capital of an entire system, and many have long outlived the industries that originally brought them there. Colonies rarely fail due to the dangers of frontier life; rather, they fail to find a sustainable industrial niche and bleed colonists as their contracts expire. Indeed, there are many former boomtowns on rocks in faraway systems, left partially or even fully abandoned as their fortunes dried up and their investors cut their losses. Dying colonies can become hotbeds of crime and piracy as the remaining colonists' financial desperation pushes them to the brink.

Arks
Arks

Arks are the largest, heaviest, and strangest starships humanity has ever produced, though to call them ships is underselling them, as several Arks are fully fledged states in their own right. No two Arks are alike, and the journey to becoming an Ark is a strange one that, in some cases, has played out over more than half a century. Only two of the six extant Arks were purpose-built; the rest were accidents of construction. Stations, stellar carriers, and even an asteroid colony have formed the core of an Ark. From there, the process is simple but absurd: take that original core and grow it with modules and additions far beyond its original designed capacity. Keep adding until nothing of the original vessel remains and you're left with something wholly new and unique.

Arks are Frankenstein constructions of space station, flotilla, and starship, endlessly growing as their economic might and importance in the settled systems grows. New habitation modules are bolted on, ships anchor for the final time and become yet one more piece of the Ark, and infill is laid wherever space can be found. New bulkheads are installed, and the whole endeavor is kept structurally sound with a latticework of supports, wiring, and piping. Each Ark has its own culture and politics, with hundreds of thousands of residents at the low end and millions being the norm.

Arks act as floating cities, with several of them on decades-long rotations between settled systems. Each is capable of berthing fleets of ships and storing millions of tons of cargo. Interstellar travel on an Ark is by far the safest and most comfortable way to transit between stars. Arks feature their own food production facilities, huge numbers of Switch Gates, and more than enough expert personnel to solve whatever problems arise. Most also sport defense fleets of their own, making them formidable targets even for some nations. What they are not, however, is fast. If you're taking an Ark to the next system, be prepared for a long stay.

Kashgar Ark

Population
35 million
Nationality
Kashgar/Kashgari
Government
Anarcho-Syndicalism
Route
Major Industries
AI, Hospitality, Transportation, Leisure, R&D, Cybernetics, Robotics
Locations
Details
Overview

Content coming soon

History

Content coming soon

4544 Xanthus

Population
19 million
Nationality
Xanthus/Xanthian
Government
Parliamentary Democracy
Route
Major Industries
Mining, Agriculture, Colony and station establishment, Transportation, Chemicals
Locations
Details
Overview

Content coming soon

History

Content coming soon

Boneyard

Population
8 million
Government
Direct Democracy
Route
Major Industries
Ship construction, Station establishment, Arms manufacture, Ship and station breaking, Security
Locations
Details
Overview

Content coming soon

History

Content coming soon

Tetra

Population
14 million
Government
Liquid Democracy
Route
Traces an elliptical orbit in the Sol system between the orbits of Earth and Mars, charted and maintained to routinely bring it into relative proximity to both planets.
Major Industries
Switch Gate exploration, Planar exploitation, Biology, Pharmaceuticals, Parascientific research, United Nations Headquarters
Locations
The Diplomatic Wing, Stellar Democratic Union Presidential Campus, Tetra Frontiers Co. Headquarters
Details
Overview

At 2.5 billion tons, Tetra is the drifting epicenter of human politics. It houses not only the UN Headquarters and the presidential campus of the Stellar Democratic Union (SDU), but also sovereign territorial grounds for every UN member state and visiting delegation. Purpose-built to act as the administrative center for a burgeoning stellar civilization, the station circles Sol in long, loping, elliptical orbits, constantly adjusted to bring it near the centers of human political power.

Like its fellow SDU member state, the Boneyard, Tetra has no Lorentz Field Generators and was never planned to accommodate them. By law, it must remain within the Sol system, available to every UN member state. Its unhurried schedule and common use of already trafficked cargo lanes make it a rare choice for passenger or cargo transportation, but it maintains a thriving tourist industry.

Operated and largely funded by the SDU, Tetra, along with its local electorate, is technically one of its member states. Despite this, the Ark maintains a UN-funded and UN-staffed defense fleet composed, in rotating fashion, of ships and personnel provided by member states. Local law enforcement and governance fall to democratically elected ward representatives, while the Council of 11 holds overall authority. Its seats go to the 11 citizens with the highest share of delegated votes, who deliberate and present bills before the citizenry.

Aside from its primary role as a center of political intrigue, Tetra has, by accident rather than design, also become the largest single destination for planar research and exploration in the systems. At any given time, hundreds of gate exploration projects are ongoing within its armored bulk, while dozens of satellite micro-stations hold gates attempting to establish attunement to unknown planes. It is home to three large planar research colleges, over two dozen planar exploration and holding companies, and tens of thousands of members in its local chapter of the Explorers’ Lodge, as well as the headquarters of the Bureau of Planar Management and Enforcement. The Ark also hosts the largest resident population of parasapients in the systems, with significant diasporas from placeholder, placeholder, and Isekai making it their home.

History

Formally the culmination of a series of binding UN resolutions meant to distance the governing authority of the UN from the regional politics of Earth, Tetra was the brainchild of the Stellar Democratic Union’s then-president, Ichiha Ushida.

An architect in his early years, Ushida was always prone to the bouts of fantastical utopianism that made him a successful politician. Originally proposed as a more modest Administration Ship intended to act at the center of a Unionist political caravan fleet, the project gained Ushida’s full political weight when, before the delegates of the United Nations (and blindsiding his own administration), he announced his dream of a floating island-city, one that would put the politics of the UN quite literally above the day-to-day squabbles of earthly empires and reach out to humanity’s future among the stars.

The construction of Tetra was a nearly decade-long endeavor. It was first laid down in 2165, with reactor ignition in 2169 and its official opening in 2172. Funded primarily by the SDU during Ushida’s tenure, the Ark was labeled a white elephant as its costs ballooned. Despite early criticisms, though, and in large part because of Ushida’s direct hand in the planning stages, humanity’s first purpose-built Ark is a triumph of architectural and stellar engineering.

Tetra was Ushida’s utopian political project every bit as much as it was an architectural one. The permanent citizen-residents of Tetra practice a form of government called “Liquid Democracy.” As in a direct democracy, every citizen of Tetra has a single vote in all matters of state and government, but they can delegate their vote to another individual, who can, in turn, delegate both. In this way, rather than voting for representatives, individuals place their trust in a chain of individuals. Citizens with a larger vote share are, in theory, more politically aware and invested than those who choose to temporarily hand their vote to another. For 60 years, through this system, the politics of Tetra have been stable, relatively incorruptible, and famously boring.

While Tetra was initially conceived as a political and administrative capital, the first switch-gate catastrophe in 2175 brought a new mission to the Ark. The all-too-foreseeable accident that erased New York City created an urgent need for safer planar exploration and a much heavier hand in its regulation. The Protocols of Planar Exploration and Exploitation, never ratified by the American Empire, were expanded, and the Bureau of Planar Management and Enforcement was founded to oversee and enforce them.

The Bureau’s presence on Tetra, as well as Tetra’s axiomatically stable nature as a slow-orbiting body, made it the natural home for planar investment. The majority of Earth-bound planar exploration and holding companies quickly relocated to the Ark, where licensure, inspection, and regulatory approval are made much cheaper and easier by proximity.

The oldest and most storied planar exploration and holding companies call Tetra home, and while unregulated planar exploitation is on the rise, the Bureau has eyes and ears everywhere in the systems.

New York

Population
6 million
Nationality
The American Empire
Government
Military Administration
Route
Major Industries
Government administration, Colony and station establishment, Fleet maintenance, Transportation, Agriculture
Locations
Details
Overview

Content coming soon

History

Content coming soon

Zhulong (The Torch Dragon)

Population
9 million
Nationality
The Chinese Empire
Government
Provincial Governorship
Route
Major Industries
Government administration, Colony and station establishment, Fleet maintenance, Transportation, Agriculture
Locations
Details
Overview

Content coming soon

History

Content coming soon

Content coming soon

Content coming soon

Lorentz Field Generators

Overview

Typically spherical and positioned equidistantly within or on the skin, a network of Lorentz Field Generators enables a starship to reach faster-than-light speeds.

LFGs network together to generate an exotic field effect that substantially reduces the Lorentz effects experienced by matter within the field. In simpler terms, it weakens the relationship of the space-time bubble within the field and the universe outside, allowing the ship to travel at speeds otherwise impossible.

Using a radial array of “Antennae” made of the same exotic and ultra-dense St-245/E6 material that allows Switch Gates to manipulate spacetime, a typical LFG module will cover a spherical area of up to a 200-meter radius, though an LFG running hot can exceed these limits for a short period of time. These devices require a continuous input of electrical energy that scales exponentially with the size of the desired field, so typical ship layouts will place LFGs roughly every 80–100 meters, ensuring redundancy in case any one unit fails.

Modern LFGs are reliable but bulky, with units typically taking up the volume of what would otherwise be a fairly sizeable crew cabin. Given that the largest of interstellar arks may have thousands of such generators, significant research is ongoing into further miniaturization of a full LFG package.

The field effect produced by LFGs is delicate and prone to interference from sources of gravity. A Lorentz field will fail to cohere entirely within even a weak gravity well, typically only stabilizing around Lagrange lanes in the outer solar system. The failure of a single unit isn’t catastrophic, and having an entire array experience a cascade failure merely results in the ship returning to the inertial velocities it would have had were the field never present at all. Having a ship caught halfway within a field, however, can be disastrous. At a minimum, this causes serious damage to electrical and plumbing systems and irradiates a ship’s hull; at worst, it instantly rips a ship apart.

History

Discovered as a by-product of theoretical paraphysics research into Switch Gates, Lorentz field generators could be considered a cousin to that epochal technology. Discovered in the 2140s, the Lorentz Field is a precursor field used by Switch Gates to kickstart the far more esoteric interactions that allow exchanges. The Lorentz Field first evidenced itself as an unexplainable interference pattern in electron scattering in the first few milliseconds of an exchange. It took almost two decades for the effect to be measured, quantified, and instrumentalized into the first LFGs.

It took another two decades for LFG technology to become suitable for reliable interstellar travel. Early exploratory drone missions were failure-prone, and investment into the field collapsed after the early loss of its first large-scale manned mission, sending the cruiser Babylon’s Arrow to Alpha Centauri. It took time for the temperamental nature of the Lorentz Field to be understood and adequately compensated for. Success was finally had, though, in 2163 when the first Ark arrived in Alpha Centauri and established New Canaan.

In the four decades since New Canaan proved out the dream of interstellar colonization, humanity has spread to the stars, with dozens of colonized worlds, hundreds of orbitals, and thousands of stations.

Aether Sails

Overview

A product of both mundane and paraphysical science, aether sails use exotic materials to interact with the fifth fundamental force to produce motion. They function much like their historic seafaring equivalent, catching the gusts of the “aetheric winds” as they roil around gravity fields.

Aether sails come in a vast variety of shapes and sizes, but the most common configuration is a flat, planar container of structurally hardy metal surrounding any one of several exotic materials that interact with the aetheric field when exposed to ultra-high-frequency electromagnetic radiation. This component is then securely attached to an armature that allows the sail to be rotated freely about any axis, letting it “catch the wind” and drag the ship along. Aether sails are typically overbuilt and are secured firmly to the most rigid portions of the ship in question. The aetheric field moves unpredictably and experiences a form of “weather” as the field’s currents change in direction and force. A poorly secured aether sail, or one engaged at the wrong time, is fully capable of ripping itself out of its housing, and indeed out of the entire ship.

By replacing heavy-lift rockets in the task of escaping Earth orbit, aether sails were the sea change that enabled the Exodus. The aetheric field is at its strongest near a deep gravity well, and the field’s direction of “motion” is consistently against gravity’s pull. This allows any suitably equipped vessel to simply engage a few sails in the right orientation and be lifted up and into interplanetary space. As the vessel moves farther towards the neutral gravity of space, “cross winds” and other directional currents grow to replace the unidirectional outward flow, typically necessitating favorable winds or a takeover by rockets to stay on course.

History

The field of physics is still incomplete. Major discrepancies in measurement and theory still exist. Even in 2230, classical and quantum physics remain ununified, and for every answer Paraphysics provided, it presented a dozen new questions. There’s at least one bright spot, though; we finally solved Dark Matter. The discovery of the fifth fundamental force did a lot more than that, though.

Coined as the “Luminiferous Aether” in a humorous paean to the earliest “luminaries” of physics, the fifth fundamental force is a quantum field with a symbiotic relationship with gravity. Where there is gravity, the aether roils and spins and flows, and where gravity is weak and distant, it ceases to exist at all. The nature of this relationship remains a subject of conjecture and research to this day. While the academics argue, however, industry profits.

Aether sails have been commercialized for everything from backyard power generators to starship propulsion. It’s in the latter that it found its most profitable niche. Without aether sails, it’s likely the Exodus would have been impossible. The technology not only allowed for reactionless propulsion across the solar system, it dropped the cost of lifting tonnage into orbit to practically nothing.

In 2230, every vessel short of local point-to-point shuttlecraft features one or more aether sails. All vessels operating within the solar system are required to, in real time, report the ebbs and flows of aetheric weather, and thousands of satellites are spread across the vast distances to report on the aetheric tides.

Fuel Gates

Overview

Content coming soon

History

Content coming soon

Parabiology

placeholder subtitle

Life is rare. Even in our own universe, practically purpose-built to host complex multicellular life, it’s only been discovered a handful of times: on Earth, of course, but also in thin wisps of radiation-consuming bacterial slime surrounding the undersea vents of Europa, and in the mysterious monocultural algal blooms that float atop the surface of HD 219414 C’s ammonia seas in the Cygnus-Vanguard system. It came as perhaps a bit of a surprise to paraphysicists, then, when so many planes held life of their own.

While weakly divergent planes, with physics and geography that bear a striking resemblance to Earth baseline, are home to the bulk of discovered extraplanar life, they hold far from a monopoly. Higher planes feature an abundance of bizarre life, often in surreal forms seemingly pulled from myths, dreams, and nightmares. The paraphysical effects of higher planes conspire to create situations where life can thrive, even in otherwise abjectly desolate or hostile environments. Lower planes, by contrast, rarely feature the multifaceted complexities needed for life, but even they aren’t always empty.

Parabiology, the study of extraplanar life in all its forms, is a thriving field. Paraevolutionary scientists study the history of flora floating in a sea of light, paraphysiologists research the strange forms and biologies of creatures made of ice, and paraecologists catalogue entirely new kingdoms of life wholly reliant on exotic physics for their continued existence. Flush with investment and the promise of adventure, these researchers are a common sight in the Explorers’ Lodges and research labs of the systems.

Alongside life in all its bewildering and exciting forms came the monumental discovery of something even more important: parasapience, the existence of sapient, autonomous life forms in other planes. The revelation of intelligent life beyond Earth rocked the philosophical and religious underpinnings of humanity in ways that are still being felt today. In its wake, industries of paraethnology and paraarcheology arose alongside the complexities of interplanar diplomacy and the need for law specializing in the treatment and rights of those from beyond the stars.

Increasingly, life from other planes has been imported into the systems, with parazoological specimens inhabiting labs, zoos, and even pet shops. Parasapients immigrating from planes far afield test the legal status of a “person” in many a nation, while businesses arise catering to their specific needs. Diplomatic and even business ties link nations separated by entire realities.

Murk Legs

Content coming soon

Dandelion Eaters

Content coming soon

Golems

Content coming soon

Elementals

Content coming soon

Isek (“Free Elves”)

Content coming soon

Tatot (“High Orcs”)

Content coming soon

Guwain (“Brine Dwarves”)

Content coming soon

Sunflowers

Content coming soon

Another World

This is a placeholder stub of content intended to present the vision for this adventure module. I will be using it as the first module I write for the game and as a platform for fleshing out the setting’s deeper narratives. This signifies that I will soon be returning to the game’s mechanics in an effort to begin formalizing them into a playable thing.

  • Takes place on Isekai and Tetra.
  • Tetra Frontiers Co. is hiring planar explorers and Isekai subject-matter experts to stabilize a tense political situation in the Kingdom of Dreft.
    • Dreft is the monarchical, multi-species, early medieval kingdom where the only known switch gate lock to Isekai is located.
    • The Queen of Dreft has recently been assassinated, and a succession crisis is underway.
    • Some political factions in Dreft would seek to see the interplanar foreigners expelled.
      • Interactions between Dreft and humanity have not always been stable or peaceful, and the impact of continued trade with humanity has deeply transformed the religion and culture of Dreft.
      • Dreft has been made a pariah state and a target for much larger nearby kingdoms, including the powerful Drovus Empire.
      • Many citizens would like to see these strange foreigners leave forever and allow the kingdom to return to its cultural roots and heritage.
      • Other citizens see the kingdom’s advancement and its increase in status and power as the only things that will protect them from nearby powers that would seek to conquer them.
  • Tetra Frontiers Co. has rights to all economic activity occurring through the Isekai gate.
    • A closing of the gate or an attack on security personnel could ignite an interplanar conflict.
    • A closing of the gate would significantly harm the income of Tetra Frontiers Co., which has profited heavily from the trade of “magical” exotic items and materials, as well as a form of high-class “tourism.”
      • In secret, a second gate on Isekai is being attuned, but it’s located on another continent in a wilderness region full of high-fantasy monsters, so it would take substantial investment to become profitable.
      • Isekai is among the most well-known and famous planar locations in the systems due to its nature as what is practically a high-fantasy parody; the loss of the plane would deeply harm Tetra Frontiers Co.’s corporate image.
  • Competitors and opposition to TFC are engaging in corporate espionage.
    • There is significant money to be made smuggling banned exotic materials out of Isekai.
    • Competing planar exploration and holding companies would pay top dollar for the coordinates to Isekai.
    • Human supremacist groups would like to see Isekai closed permanently, and having Dreft collapse would be a strong argument for banning switch gate access to planes with sentient inhabitants.
    • Other human supremacist groups would like to see Dreft conquered and integrated into a conceptual human empire.
  • Players can opt to be from either Earth baseline or Isekai.
    • If the players opt to be from Earth baseline, they can be planar explorers, researchers, diplomats, security services, or any other relevant role that TFC may have hired them for.
    • If they are from Isekai, they can be royal guards, gate locals, foreign mercenaries, or any number of other fantastical professions or peoples.
    • Player parties can be both, with tens of thousands of expatriates out of Isekai already inhabiting Tetra and the rest of the systems, and TFC having a local base of operations in Isekai and thousands of permanent residents.

516/a/198 - “Isekai” and the Kingdom of Dreft

The Plane, Land, Ecology, and People

Dreft is a small, multi-species kingdom surrounding the only extant switch harbor in 516/a/198 - “Isekai,” with a technological and social baseline similar to that found in pre-industrial medieval cultures. A small, cosmopolitan regional power amidst larger neighbors, Dreft’s history is that of a relatively sleepy countryside surrounding the major trading ports of Port Herminst and Glintl. Life would likely have continued that way, were it not for the appearance of human planar explorers in 2186.

Exposure to the technologies and ideas of humanity has brought opportunity and peril to the kingdom, disrupting its institutions and fundamentally altering its cultural and religious underpinnings. For decades, the subjects of Dreft have left for the systems, many never to return; those who do are always changed by the marvels they’ve seen. Though Dreft has grown rich through trade with these strange foreigners from beyond, it has also become a target for jealous and avaricious rivals, especially the powerful Drovus Empire. There are those in Dreft who would like nothing more than to see the switch harbor burned to the ground, along with its malign influence over their once-peaceful home.

Population
20 million native est. + 12 thousand Earth baseline
Currency
Luras
GDP
26 billion ERC (est.)
Languages
Various
Government
Hereditary Monarchy
Capital
Port Herminst
Leadership
Queen Walpurgis the Third (Deceased)
Notable Figures
Duchess Bereznia, Lady Grisht Walpurgis, Askellyn
Map of Isekai showing the Kingdom of Dreft and its neighbors: Port Herminst and Glintl on the western coast, Illinsdott and the switch port town of Tetra at the edge of the King’s Woods, the Corsine Mountains to the south, the Drovus Empire to the north, and the Kingdoms of Sorellion and Karsef to the east.
Politics

Content coming soon

Religion

Content coming soon

Military

Content coming soon

Cultural Institutions

Content coming soon

Magic

Content coming soon

Building a Dreftian

Kinds, Origins, Professions, Pasts

Starter packages for characters from Dreft. These are placeholders: Trait lists are still being worked out, and names will change. Stats are listed as starting value / maximum. For comparison, a Human starts with 1 in every focus stat and can’t raise any above 15. Each Kind here starts with the same 9 level 0 points and the same total of maximums, spread to fit the Kind.

Kinds
Isek (“Free Elves”)

Nigh-immortal, and in no hurry to act like it. Young Isek chase rebellion and adventure; the few who grow old tend to grow bitter and live apart.

  • Nigh Immortal – Isek don’t age past their prime. Most don’t live long enough for it to matter.
  • Reckless – Higher Power and Grace maximums, lower Demeanor maximum.
  • Rebel’s Doctrine – Starts with the Isek doctrine of rebellion and seeking as a knowledge Trait.
  • Restless – Ill-suited to farm life. Isek have easier access to military, guild, and caravan Traits.

Starting / maximum stats

  • Physical: Endurance 1/15, Power 2/18, Grace 2/18
  • Social: Empathy 1/14, Persuasion 1/15, Demeanor 0/10
  • Mental: Logic 0/14, Intuition 1/16, Memory 1/15
Tatot (“High Orcs”)

A polyphenic Kind: every Tatot is born either orcoid or goblinoid, and a player picks one at character creation. Neither decides a Tatot’s place in Dreft, though it does decide which jobs they’re built for.

  • Orcoid – Larger and stronger. Higher Power and Endurance maximums. No mana, and largely immune to sunsickness.
  • Goblinoid – Small, with plentiful mana. Higher Memory and Logic maximums, and access to magic Traits.
  • Merchant Clans – Easier access to trading guild and merchant clan Traits.

Orcoid starting / maximum stats

  • Physical: Endurance 2/18, Power 2/18, Grace 1/13
  • Social: Empathy 1/14, Persuasion 1/15, Demeanor 1/15
  • Mental: Logic 0/13, Intuition 1/15, Memory 0/14

Goblinoid starting / maximum stats

  • Physical: Endurance 1/13, Power 0/10, Grace 1/16
  • Social: Empathy 1/15, Persuasion 1/15, Demeanor 1/14
  • Mental: Logic 2/18, Intuition 1/16, Memory 1/18
Guwain (“Brine Dwarves”)

Averaging four feet and well over 250 pounds. Most live along the coast; a few hold out in mountaintop villages where the air is thin and cold.

  • Stout – Higher Endurance and Power maximums, lower Grace maximum.
  • Deep Walker – Can walk the sea floor, and with training hold their breath for hours.
  • Thin Air – Unbothered by altitude and cold that would slow other Kinds.
  • Beard Nets – A long enough beard doubles as a net. It’s more useful than it sounds.

Starting / maximum stats

  • Physical: Endurance 2/20, Power 2/17, Grace 0/10
  • Social: Empathy 1/15, Persuasion 1/14, Demeanor 1/16
  • Mental: Logic 1/15, Intuition 0/14, Memory 1/14
Origins
Dreft

Born and raised in the Kingdom of Dreft, whether in Port Herminst, a coastal town, a farming village, or the mountains.

Knowledge Traits: Dreft (1), Dreftian Law (1), Dreftan (language)

Background Traits: Where in Dreft a character grew up is bought with background Traits: Port Herminst, Glintl, The Switch Port, The King’s Woods, The Corsine Pass, Seafaring, Coastal Trade, Farming, Mountaineering, Local Folklore, and Karsef.

Professions
Guild Hunter

Hunts monsters for bounty and hide. Hunting guilds keep the King’s Woods passable, more or less.

Skill Traits: Tracker, Ambusher, 1 additional Contact
Knowledge Traits: Monsters of Isekai, The King’s Woods

Licensed Mage

Trained in Port Herminst’s schools in officially sanctioned, and supposedly safe, magic.

Skill Traits: Incantation, Relic Handling
Knowledge Traits: Magic on Isekai, Dreftian Law

Hedge Witch

Practices magic outside the licensed system. Usually cheaper, and usually less safe.

Skill Traits: Folk Remedies, Concealment
Knowledge Traits: Magic on Isekai, Herbalism

Caravaneer

Drives trade between the switch port and the rest of Dreft, and occasionally lives to retire.

Skill Traits: Teamster, Haggler, 1 additional Contact
Knowledge Traits: Trade Roads, Bandits & Brigands

Royal Guard

Sworn to the crown, which currently has no one wearing it.

Skill Traits: Shield Wall, Vigilance
Knowledge Traits: Court Etiquette, Port Herminst

Gate Hand

Works the switch port for Tetra Frontiers Co.: hauling, translating, and keeping foreigners out of trouble.

Skill Traits: Smooth Talker, Haggler
Knowledge Traits: Tetra Frontiers Co., Earth Baseline Customs

Pasts
Returned from the Systems

Left Dreft for the systems and came back changed, like everyone who comes back.

Skill Traits: Tinkerer, 1 additional Contact
Knowledge Traits: Earth Baseline Technology, 1 additional Language

Raised in the Caravan Town

Grew up in the shadow of Castle Tetra, among foreigners and the people who profit from them.

Skill Traits: Streetwise, Sleight of Hand
Knowledge Traits: Caravan Routes, Earth Baseline Customs

Noble Household

Born or raised in service to a noble house, just in time for the succession crisis.

Skill Traits: Courtly Manners, Schemer
Knowledge Traits: Noble Houses of Dreft, Succession Law

Merchant Dynasty

Child of a trade family grown rich off the switch port, and resented for it.

Skill Traits: Haggler, Appraisal
Knowledge Traits: Trade Law, 1 additional Language

Sunrise Refugee

Fled the Sunrise Princedoms when Drovus finished absorbing them.

Skill Traits: Survivalist, Concealment
Knowledge Traits: The Drovus Empire, The Sunrise Princedoms

Ark Tetra and Planar Exploration

Coming soon

Change Log

Content Updates

10/21/2026

  • The stat diagram on the Stats page is now drawn in the page with real text, labeled core stats and focus stats.
  • Inner Ring and Outer Ring are retired: Physical, Social, and Mental are now core stats, and Endurance through Memory are their focus stats. Each level gives a core point, which unlocks 3 focus points. The Stats, Traits, Skill Checks, and sample character sheet pages say so.
  • Mechanics cleanup: Hit Points, Vibe Points, and Savvy Points now all come from Outer Ring stats; every Outer Ring point grants a Trait (circles Universal, squares Background); Traits can have Inner or Outer Ring requirements, and a character must meet them; armor values are now resistances; new Mechanical Trait; Possessed lists all its Mental and Social stats.
  • The sample character sheet’s math now adds up: Edwin Humble is level 5 with 16 HP, 9 VP, and 9 SP, Rank 2 knowledges backed by Memory 6, eight banked Traits, ERC for currency, and Mandarin in place of Orcoid. The stats example’s Social and Mental stats now match its Inner Ring.
  • Naming fixes: Expert Pilot, Long Toothed, Severe Bleeding, Criminal Activity, Inherited Pirate Vessel for the Pirate Scion, and High Orcs (with a c).
  • The Rebirth of Science’s Paraphysics field now has an overview: the study of the planes’ rules, why expression matters as much as math, what paraphysics has made possible, and the scientists working at the frontiers.
  • Parabiology now opens with an introduction: how rare life is, the life found in other planes, the field of parabiology, the discovery of parasapience, and extraplanar life arriving in the systems.
  • Parabiology’s tabs now list every species named so far, as placeholder entries (coming soon). Parazoology: Murk Legs, Dandelion Eaters, Golems, and Elementals. Parasapients: the Isek, Tatot, and Guwain. Paraflora: Sunflowers, now linked from the setting introduction.

10/20/2026

  • Edwin Humble’s sample character sheet now has 13 HP: 10, plus his 3 points in Physical stats.

10/19/2026

  • Dreftian characters now share a single Dreft Origin: Dreft (1), Dreftian Law (1), and Dreftan. Hometowns like Port Herminst, Glintl, and the Corsine Pass are now background Traits instead of separate Origins.
  • Opening a New Plane now covers automated early planar exploration: turtle boxes, screamers, drone, crawler, and rocket surveys, and the receiver box. Trimmed a redundant line about inspection and certification.
  • Opening a New Plane now continues into manned planar exploration: the expedition team, naming the switch port, the twin gate platforms and black box, and the expedition team’s three-month contract.
  • Added image placeholders beside the Setting, Rebirth of Science, Planes, Stars, and Parabiology introductions on wide screens.
  • The Stars introduction now shows a turning planet, picked at random from Erdef, Mars, and the Moon each time the page loads.
  • Edwin Humble’s sample character sheet has a new portrait.
  • Added an Attributions link to the footer, crediting the portrait, map, and planet creators.
  • The Mechanics pages and the Dreftian starter packages now say Traits instead of feats wherever they mean the game’s Traits. Every character has 9 stat points at level 0, and characters always start at level 1 at least.

10/18/2026

  • The sample character sheet’s Inner Ring stats are now Physical 1, Social 2, and Mental 1, and its Demeanor is 3.
  • The Adventures tab has its own page nav: Another World, Isekai, Traits, and Tetra.

10/17/2026

  • Known plane info boxes now have a Stability field (coming soon).
  • Switch gates: a lock’s stability now decides how far a gate can be moved without retuning.
  • The matter swapped in the first switch-gate catastrophe was no larger than a red blood cell.
  • The Planar Exploration tab now walks through attaining a gate lock and passive exploration, from triangulation and gate addresses to stability testing and the hand-off to the Explorers’ Lodge, under a new Opening a New Plane heading with an Active Exploration section (coming soon).
  • The sample character sheet’s Physical, Social, and Mental headings line up with their stat numbers again.

10/16/2026

  • Updated the Kingdom of Dreft map: Port Herminst sits on the point north of its old spot, a walled town guards a road through the Corsine Pass into Karsef, a small mountain range in Sorellion feeds rivers to the east and west, and there’s new swamp in southern Dreft and grassland north of the inland sea.
  • The Kingdom of Dreft map now has its own section on the Another World adventure, alongside Dreft’s overview and the locations of Dreft and Isekai, and it’s 2560 pixels wide so it loads faster. Politics, Religion, Military, Cultural Institutions, and Magic sections sit under the map (coming soon).
  • Added a Building a Dreftian heading to the Isekai section and an Ark Tetra and Planar Exploration section to the Another World adventure (both coming soon).
  • The Species background category is now Kind, so it covers AI cores and other non-biological characters.
  • Building a Dreftian now has placeholder starter packages: the Isek, Tatot, and Guwain Kinds, plus Dreftian Origins, Professions, and Pasts.
  • The mechanics examples now use the setting’s Earth: the sample character is from the American Empire, and examples use Imperial Law, Mandarin, Earth Reserve Credits, and Luna-HI instead of the old Terran placeholders. Fixed the sample sheet’s Heat resistance and the Ghost Sight Trait.
  • Wrote Dreft’s history, from its founding in 630 KE to Queen Walpurgis the Third’s death in 990 KE.
  • The American Empire, Chinese Empire, and Lunar Industrial Syndicate histories are now timelines, with dates matching the setting’s timeline.
  • Planar exploration companies are now Planar Exploration and Holding Companies, including Holy Oak Discovery Services, Tetra Frontiers Co., and the companies competing for Isekai’s coordinates.

10/15/2026

  • Finished Isekai’s history, from the Southtown Surveyors’ rescue and Castle Tetra’s caravan town to Dreft’s succession crisis.
  • Moved the survey team’s ambush into its own story, The Account of the Team’s Trouble, linked from Isekai’s history.
  • Known plane info boxes now have a Locations field, filled in for Isekai.
  • Added Illinsdott (coming soon).
  • Added a map of the Kingdom of Dreft and its neighbors to the Another World adventure.

10/14/2026

  • Wrote Isekai’s overview, paraphysics, geography, and the start of its history, and updated its compatibility, divergence, distance, and aperture.
  • Dreft’s capital is now Port Herminst.
  • Isekai’s history now covers its first manned survey and the team’s ambush by a Murk Legs, as told in the explorer 18/Dialectic’s Field Notes from Another World, and humans first reach Dreft in 2186 instead of 2185.
  • Added Murk Legs to Parazoology (coming soon).
  • Every known plane now has a History section under its Overview (coming soon).
  • Paraloka’s naming story moved from its Overview to its new History section.

10/13/2026

  • Wrote Tetra’s overview and history.
  • Added Tetra’s construction in 2165, its opening in 2172, and the 2176 expansion of the Protocols of Planar Exploration and Exploitation alongside the founding of the Bureau of Planar Management and Enforcement to the timeline.
  • Nation info boxes now list a Capital instead of a Capitol.

10/12/2026

  • Filled in Tetra Frontiers Co.’s headquarters, employees, and industry, and added its 2177 founding to the timeline.
  • Added the ratification of the Protocols of Planar Exploration and Exploitation to the timeline in 2161.
  • Filled in Tetra’s route and locations, Dreft’s notable figures, and Dreft’s territories.
  • Starship classes now list their tonnage and notable ships.
  • Ark info boxes are now two columns, with a new Locations field.
  • Removed the empty Locations tab from the Setting section. Locations will live inside their related entries instead.
  • Info box labels now sit above their values, and the page nav moves to the right on narrower screens.

10/9/2026

  • Renamed the Adventure tab to Adventures and outlined the first adventure module, Another World, set on Isekai and Tetra.
  • Added Dreft to the Nations tab and set Isekai’s population.
  • Wrote the Chinese Empire and Eighth Lunar Industrial Syndicate histories and filled in every nation’s capital.
  • Added Stellar Metals and 10/20 Holding Corporation to the Corporations tab.
  • Timeline entries are now bulleted, with new events drawn from the nation histories.
  • Starship classes now sit in Details accordions, and nation histories get a wider column.
  • The first Setting nav link is now The Setting.

10/8/2026

  • Filled in national attributes for every nation, including population, languages, currency, government, and leadership.
  • Added Kashgar, Xanthus, and The Eighth Lunar Industrial Syndicate to the Nations tab, and listed each Ark under its nation’s stellar territories.
  • Moved the Gift timeline back a decade and filled in Known Planes information, including discovery dates.
  • Added exotic materials, corporations, and Fuel Gates.
  • Lore entries now tuck extra information into boxed Details accordions, and Planar Properties is a single column.

10/7/2026

  • Added an Adventure tab (coming soon).
  • Filled in the Corporations tab with every corporation mentioned so far: General Robotics, Kashgar Mindworks, Lagos-Core Defense, Luna-HI, Luxoptica, Mars Creative Autonomy, Měishǒu Jítuán, Plum Technologies, Shine!, Sistemas de Controle Amazônia, and Stellar Omnium.
  • Added 45/a/198 - “Isekai” to Known Planes and ordered the planes by number.
  • Copy edits to the Paraloka overview.
  • Added the first six Arks to the Arks tab: Kashgar Ark, 4544 Xanthus, Boneyard, Tetra, New York, and Zhulong.
  • Moved the present day from 2200 to 2230 and added a 2230 entry to the timeline.
  • Rewrote the Artificial Intelligence overview and history, and added the three AI Core manufacturers.
  • AI modules are now called AI Cores.
  • Merged the duplicate End of Science timeline entries into a single 2060 – 2128 entry.

10/6/2026

  • Renamed the Wars of Expansion to the Drone Wars and gave it its own lore entry.
  • Rewrote the Robotics history.
  • Added The 0.2 Kiloyear Event to the timeline.

10/5/2026

  • Copy edited Skiffs, Drone Craft, Shuttles, Fighters, and Patrol Craft.
  • Renamed Trucks to Tugs and Light Trucks to Trucks.
  • Added a closing paragraph to The Stars introduction and rewrote the Lorentz Field Generator overview.

10/4/2026

  • Wrote content for every starship class, from Skiffs and Drone Craft up through Dreadnoughts, Stellar Carriers, Colony Ships, and Arks.
  • Starship classes are now lore entries, and references to them across the setting link to pop-up entries.
  • Replaced Battlecruisers with Dreadnoughts; Starcruisers are now described as LFG-equipped cruisers.
  • Added Lifters and Administration Craft as starship classes and standardized the spelling of Arks.
  • Renamed The Planar Hierarchy to The Planes and gave The Stars the subtitle “Life in the Stellar Sea.”

10/2/2026

  • Added ship class sections to the Starships tab: Skiff, Shuttle, Cutter, Corvette, Cruiser, Carrier, Capital, and Ark.
  • Wrote The Stars introduction.
  • Lore terms like The Gift, Paraloka, St-245/E6, and Switch Gates now link to pop-up entries across the setting.
  • Combined The Setting and Timeline tabs into a single Setting tab and condensed the timeline.

10/1/2026

  • Added the paraphysics paragraph to the Robotics Overview.
  • Renamed the Exotic Sciences tab to Paraphysics.
  • Moved Switch Gates into the Planar Exploration tab.
  • Added an Exotic Materials tab to The Planar Hierarchy, starting with St-245/E6 - “Solum Inane.”
  • Added a Technology tab to The Stars and moved the Lorentz Field Generator and Aether Sails into it.

9/30/2026

  • Wrote the Robotics Overview, including the top five robotics manufacturers by market cap.

9/29/2026

  • Added Centafrica to the Nations tab, with Aksum (Inner Solar System Elliptical Station) as its stellar territory.
  • Started The Chinese Empire and The Kingdom of India histories with their cold war and annexations.
  • Split each nation's Territories into Earth Territories and Stellar Territories.
  • Added the off-world holdings: New Columbia (Luna) for The American Empire, Yùtù “Jade Rabbit” (Luna) for The Chinese Empire, Amaravati (High Earth Orbit) for The Kingdom of India, and Antiluna Colony (High Earth Orbit) alongside The Martian Association for The Stellar Democratic Union.
  • Added Core Europe to The Stellar Democratic Union, renamed Florida to Floridia, and split Nueva Mexico, Mexica, and Yucatán into separate American Empire territories.
  • Spaced the nations out with separators.

9/28/2026

  • Added Locations, Nations, and Corporations tabs to the Introduction tab box and removed the standalone Locations section.
  • Gave The Planar Hierarchy its own section and re-alternated the section backgrounds for Spacecraft and Parabiology.
  • Added a Planar Exploration tab to The Planar Hierarchy.
  • Retitled Spacecraft to The Stars.
  • Moved the side-nav marker to the left of the links on mobile.
  • Added seven nations to the Nations tab (The American Empire, Texas, Non-Aligned Free American States, The Chinese Empire, The Stellar Democratic Union, The Kingdom of India, and The Ural Federation), each with its Territories.
  • Added keyboard focus outlines and hover states to the tabs and side nav.

9/26/2026

  • Wrote The Setting overview and made it the default Setting tab.

9/25/2026

  • Moved the timeline into Setting / Timeline tabs and pointed the side nav at Introduction.
  • Retitled the introduction stinger to The Worlds Of Strange Frontiers.

9/24/2026

  • Added tabbed panels under Spacecraft (Starships / Arks / Stations), Parabiology (Parazoology / Parasapients / Paraflora), and Locations (Earth / System / Interstellar).
  • Wrote Lorentz Field Generator History, expanded its Overview, and moved first LFG tests to 2146 on the timeline.
  • Named 1/a/384 - “Paraloka” on the 2126 and 2127 timeline entries.
  • Wrote Aether Sails History.
  • Expanded Switch Gates History through the Lunar Hostage Crisis.

9/23/2026

  • Added Spacecraft, Parabiology, and Locations setting sections with side-nav links.
  • Expanded Switch Gates properties and Cybernetics History (Plum Technologies, End of Science stagnation).
  • Finished Cybernetics Overview with the top five suppliers by market share.
  • Capitalized End of Science and moved its timeline range to 2060–2128.

9/22/2026

  • Added Leviathan as a known plane and filled in claim fields across the Known Planes attributes.
  • Split Cybernetics and Robotics into their own sections and wrote the history for both.

9/21/2026

  • Filled out Known Planes attributes and finished Paraloka’s overview.
  • Added Paraloka mining copy.

9/20/2026

  • Expanded Paraloka and sketched in the other known-plane placeholders.
  • Added Paraloka as the first known plane.
  • Wrote Exotic Materials, renamed Paraphysics, and retitled the planar tab to Planar Properties.

9/19/2026

  • Added the Strange Frontiers introduction.
  • Wrote the Biology section.
  • Added a 2200 human-improvement paragraph to Biology.

9/16/2026

  • Wrote the AI technology section.
  • Wrote the Aether Sails technology section.

9/15/2026

  • Added the First AI Panic section and updated the climate and AI timeline entries.
  • Realigned the timeline dates and filled in the missing major events.

9/14/2026

  • Renamed the Weakforce Field Generator to the Lorentz Field Generator and wrote its copy.
  • Renamed Stabilium to St-245/E6 in the switch gate properties.

9/13/2026

  • Expanded Switch Gates lore, renamed the technology from Swap Gates, and reordered the late timeline around it.

9/12/2026

  • Replaced the Swap Gates placeholder with the opening setting text.

9/11/2026

  • Filled in the timeline, major events, and planar hierarchy copy.

9/5/2026

  • Replaced the Planar Distance placeholder with Planar Divergence lore.
  • Tightened the mechanics copy and GM terminology across stats, traits, skills, items, and character.

9/13/2025

  • Updated the sample character bio.

8/31/2025

  • Fleshed out the Items section and cleared out placeholder copy.

8/17/2025

  • Started replacing placeholder content in character and items.

8/8/2025

  • Added the character sheet section, including Erwin Stromble as a worked example.

8/3/2025

  • Wrote the Stats documentation and examples.

7/31/2025

  • Wrote the Traits documentation, including categories and examples.

7/29/2025

  • Added the first pass of comprehensive RPG mechanics documentation.
EW
Portrait of Ethan Welner

Hi, I'm Ethan. Portrait of Ethan Welner

I've been designing for 20 years

And { coding } for 14.

I'm currently doing it in Philly.

Resume

Feel free to contact me to discuss design, technology,
our next project, or just because you felt like it!

Wanna talk? Email me!
ewelner22@gmail.com

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