First off — if you're in the Cairo Bar EP group, stop reading now or I'll take all your moxie away forever. This means you, Höhle. EDIT: The original idea for this habitat came from the DIY Shipyard in Rimward (pg 86). DIY had a population of 10k and was much more organized, while Memari is a much smaller scale operation. In our campaign, the PCs have just managed to blow up Whiskey Station (!!!!) and all of its 15k residents, although the chaos of the exsurgent outbreak they were running from means they're unlikely to be noticed, let alone blamed, in the post-mortem. As they make their way out, I'd like to have them in a somewhat smaller location for a while, but one with some interesting potential for intrigue rather than gunplay. I'm curious if anyone else would be interested as I flesh some of this out with additional maps, background dossiers on hab residents, etc… Also, any thoughts on potentially interesting plots that could work in this setting? I've got a lot kicking around, but if it gets shared, a meaty list of potential hooks could be nice to include… [h1]Memari Habitat[/h1] [b]Memari[/b] is a 4-year-old anarchist manufacturing microhabitat ~2.4AU from Whiskey Station (roughly 1.5 months in a hydrogen-powered LOTV shuttle). If you can get out there, and you're willing to volunteer specialist skills for a long enough shift, you can get a ship designed and manufactured to spec. Memari produces about 2-5 ships per year, depending on the complexity of the projects and the number of volunteers available. A small number of "science tourists" are in residence there, in addition to volunteers and full-time team members. The hab AI is Ganapati, the elephant-headed Hindu god known as the *remover of obstacles*. The physical layout revolves around the construction platform and support infrastructure; most of the people on Memari live as infomorphs or sleeve directly into the manufacturing platform's equipment while they're working. [h1]Layout[/h1] In physical space, there's a shared [b]rec room[/b] and [b]exercise area[/b]; a shared [b]bunk room[/b]; 2 [b]private rooms[/b] that go to the highest rep-bidders on the hab; a fairly well-stocked [b]medical bay[/b]; and a [b]comm bubble[/b] that houses as the hab's farcaster and impressive sensor cluster. The comm bubble's gear is rented out fairly regularly, as a node in sensor networks or as a darkcasting hub, to secure usable funds for raw materials. The [b]fab pit[/b] contains small-to-midscale fabbers and a large-scale industrial fabber used to produce larger ship components without the need for assembly. The pit is adjacent to [b]the yard[/b], an open area used by the team to assemble ships once their superstructures have taken shape. Technically, there are no boundaries around the yard; anything outside of Memari's airlock is colloquially referred to as "the yard." There's no docking bay as such; because so much of the microhab is open to vacuum, transport ships simply unload transponder-marked cargo near the hab and head off. There are a number of shared hab-wide simulspaces, as well as generous compute resources for residents. The primary rule is an obvious one — everything is run through Ganapati's gauntlet of security probes before it can be instantiated. Less obvious is the fact that the fabbers in the yard are not mesh accessible: they are airgapped, and can only be controlled by operators sleeved into a body or puppetting a bot. No one talks about it much, but an early visitor tried to bring a seed AI onto the hab network while they were staying, and the entire hab network had to be burnt and rebuilt. No one wants to repeat that, and these security measures are designed to slow down any contagion. Popular shared virtual spaces include: [b]Havana Mod[/b], a bootlegged recreation of free-wheeling 2036 Cuba originally created for a VR game but shelved when production was canceled. The "Legit" version is locked in IP hell while the consortium sorts out the legitimate owner. In the meantime the cracked version has become a popular vacation sim in in areas beyond the PC's reach. [b]Wasteland[/b], a competitive simulspace that pits two tribes against each other in post-collapse Seattle. One tribe serves a malevolent AI housed in an underground cavern that survived the collapse. Designed before the fall, playing Wasteland is considered rather morbid by most casual gamers. [b]Playground[/b], a design and collaboration space used by the technical crew when planning and building ships, also has simulspace analogues for all of the hab's physical spaces. [h1]Who[/h1] * Ranvir Liddar, Memari's founder. Infomorph. * Ganapati, Memari's hab AI. [h2]Designers[/h2] Sokolov and Prokler were part of the original Memari team recruited by Liddar. Atkinson was recruited by Sokolov ~8 months ago when a particularly exotic commission required her skills. * Alisa Sokolov, Russian propulsion systems expert. Infomorph. * Mariya Atkinson, Russian with experience designing self-sustaining deep-space probes. Works in a crab morph, likes to "get her claws dirty." * Daniel Prokler, German in a Sphere synthmorph. Integration specialist at a Luna shipyard before Liddar recruited him. [h2]Technical Team[/h2] Most of this group was recruited by Ranvir Liddar when he founded Memari. Others arrived via friend-of-friend referrals. Along with the designers they're the semi-permanent staff; they handle most of the buildout work, but a few split their time keeping the habitat's own infrastructure running. * Akuti Mewati, infomorph. * Khayali Swamy, bouncer. * Jhatalika Gupta, infomorph. * Priya Srinivas, infomorph. * Navneet Panag, crab. Handles most hab infastructure work. * Manjot Bansi, infomorph. [h2]Visitors[/h2] * ~20 current visitors. * 5 are volunteering for rep and/or love of the work * 10 are "clients" working through their positions in the ship-building queue. * 3 are "tourists" * 2 are renting time in the comms bubble for undisclosed projects [h1]Possible Plots[/h1] * Ganapati is secretly an alpha fork of a fugitive from pre-fall justice. Guilty of war crimes committed in a pre-TITAN regional conflict. Optionally, one of the visitors is hunting him. * One of the visitors to the habitat is found murdered, and his research is the key to discovering who killed him. * The malevolent AI in the Wasteland simspace game is actually a surviving shard of the AI that was brought aboard early in the habitat’s history. It’s trying to break out of the simulation space’s confines.
Tue, 2016-08-09 17:04#1