6/28/19

Byst


Byst

Location
Allegiance
Starport
Climate
Atmosphere
Hydro %
(-12.89, -15.54, -6.13)
Independent
III
Infernal
none
0%
Gravity
Diameter
Moons
Avg. Orbit R
Stars
Day Length
0.24
1,903
0.15
M1 III
31
Population
Government
CR
TL
Resources
Year Length
12 million
Corporate
6
9
Abundant
18.04

Languages
Amerish, Esperanto
Background
Byst was originally settled just over a century ago by a Colm-based mining corporation, with Mr. Kord listed as the sponsor. Its highly abundant radioactives made the company very wealthy in short order. That wealth led the colony to declare its independence and completely sever ties with Colm.
The colony consists of 8 domed cities and several semi-permanent mining operations. All of the domed cities started out as smaller mining operations, and active mining continues beneath each of them. There are several abandoned mining settlements across the planet over mines which have either played out or otherwise become economically non-viable.
Shortly after declaring independence from Colm, the Byst Mining Company (BMC) shifted its mining responsibilities from contract labor to a genetically engineered slave race. The Byst Lightworlders were tailored to the rigors of mining on Byst, having radiation resistance and bodies adapted to working in a low-G environment. One unexpected attribute of their slave race was natural telepathy and ESP abilities.
Byst has evolved to have 4 distinct classes. At the lower end, there are the Byst Lightworlder slaves. They have limited rights: they are allotted meager food, housing, clothing, etc., in exchange for working long hours. Most eventually succumb to mining-related diseases or injuries.
The next strata of Byst society are the security forces. They are almost exclusively composed of Spartan Series I-D bioroids, which, owing to their genetic self-destruct feature, are illegal in most systems. They are tasked with keeping the workers in order, serving as police and customs, and manning the system’s defense fleet.
The middle strata consists of ordinary employees of the company. Most of them are Colmites, though other systems are represented among this population. The final strata are the upper crust – major functionaries, shareholders, etc. Among them, it is en vogue to consume monstrous quantities of food and drink, leading many to become extremely obese. The low gravity prevents them from suffering most of the physical maladies which would ordinarily accompany their girth. Such obesity is a status symbol and standard of beauty on Byst.
The major cultural events on Byst revolve around feasting, oratory, and “high” festivals which are little more than bacchanalia. The lower two rungs of society are not included in these entertainments. Among the Spartans, wrestling, boxing, and martial arts are the preferred entertainments. The slaves are reduced to singing, dancing, and their own strange spiritualism.
Port of Byst (Class III)
Byst has a utilitarian highport, used primarily as a staging point for bulk freighters. Recreational facilities and lodging are minimal – a few cheap rooms meant for transient spacers and a handful of watering holes and restaurants for starship crews. The resident population is almost entirely made up of Spartans and Byst Lightworlders; other workers commute from the surface for their shifts.
Each domed city has a small downport. They see mostly shuttle traffic – cargo and passenger service to the highport. Small freighters can also be found there, usually seeking to purchase radioactives in exchange for other offworld goods. Likewise, all of the smaller settlements have shuttle ports, many of which are capable of receiving vessels of up to hull class +8. Traffic to these ports is less common, but many small traders prefer to buy and sell directly.
Government
Byst’s government is patterned as a typical corporate state, with a board of directors, CEO, COO, CFO, and other standard corporate officers. Shareholders are the only full citizens, with the right to come and go as they please. Everyone else is either beholden to their contracts or is a slave.
Religion
There are several religions followed by the non-slave population, and religious freedom is generally the norm. The exception is among the slave populations. The Spartans are programmed from birth to follow a belief system that sets martial excellence, duty, and honor as its highest virtues. Deviations from this belief system are not tolerated by the BMC.
The Lightworlders have their own mystical tradition which plays heavily on their psionic abilities. It is officially outlawed by the BMC, but many of their overseers turn a blind eye to it, believing that repressing their religion will reduce morale and lead to a reduction in productivity. It is also hard to track, as it is often communicated via psionic links in a semi-oral tradition rather than having books, liturgies, or any obvious outward signs beyond simple artwork.

Byst Racial Template (136 points)
Byst Lightworlders were genetically engineered for mining operations on Byst. While they cannot survive on the surface, they require less radiation protection and are better able to recover from radiation exposure than baseline humans. They are also stronger and have more endurance than a typical lightworlder.
Born with minor telepathic and ESP abilities, many are very powerful with one or both Powers. Other abilities are not unheard of – some have exhibited high degrees of psychokinetic Powers. The more powerful psis are actively hunted down by the BMC.

Attributes: ST -1 [-10]; HT +2 [20].
Secondary Attributes: HP +1 [2]; FP +2 [6].
Advantages: Avatar [1]; Emotion Sense 2 [9]; ESP Talent 1 [5]; Exposition Sense [1]; I Know What You Mean [1]; Fit [5]; Long Arms [20]; Long Legs [10]; No Muscle or Bone loss in low-G [1]; Radiation Tolerance 5 [10]; Regeneration (Slow; Radiation only -40%) [6]; Resistant (Disease +8) [5]; Synchronize [1]; Telepathy Talent 1 [5]; Telerecieve 3 [42]; Telesend 3 [21]; Visions (Dreams) [5].
Disadvantages: Short Lifespan 1 [-10]; Social Stigma (Subjugated) [-20].
Features: Increase height by up to 2’ over the norm for the lowered ST, but weight is
15% to 25% lower than normal. Their compact frame allows them to squeeze into places that normal people can’t fit, but this is balanced by their extra height (needing to duck under
doors and so on). They have silvery-white or platinum blond hair, and light gray to black skin with silvery sparkles.

6/14/19

Whitefir



Whitefir



Location
Allegiance
Starport
Climate
Atmosphere
Hydro %
(9.18, 15.29, -3.22)
Independent
III
Warm
Marginal (High CO2)
86%
Gravity
Diameter
Moons
Avg. Orbit R
Stars
Day Length
0.99
7,851
0.4
K4 V
23 h
Population
Government
CR
TL
Resources
Year Length
120 million
Meritocracy
4
11
Scant
112 d





Languages


Russian, Esparanto



Background


Whitefir (pronounced “whit-fur”) was settled by a clone ship. There were 115 brain emulations, each based on braintapes of one of the colony’s founders, “living” in a VR environment from which they were able to control their vessel. The voyage to their new home took several hundred years, during which the virtual colonists became detached from the notion of physical bodies, choosing to remain in their virtual world upon arrival. The original braintapes, however, were written into new bodies, while the virtual colonists remained in charge, directing the colonization efforts.


Life on Whitefir was hard. With scant resources and a marginal biosphere, it was clear that the mechanized utopia they had set out to create could not exist on this world. They lacked sufficient resources to construct the robots necessary to build and maintain their colony. Instead, they were forced to rely on biological solutions. They decided that the closest they could come to realizing their dreams of utopia was to create a caste system reinforced by species modification.


The virtual colonists ruled during the first few centuries, calling themselves the Collective. Each gold whom they believed worthy was uploaded into the Collective. The ghost emulations evolved over time to become more sophisticated, sharing knowledge collectively, yet still retaining their personalities. They became more interested in watching and learning than in actually ruling. That duty was passed on to the golds, the highest caste. The only duty they have retained is determining “merit” – the scale by which citizens are judged within their respective castes, and adjudicating the occasional legal case.


Once commerce was established, Whitefir found its niche producing high quality electronics. Their basic electronic components can be found virtually everywhere. The equipment they sell is generally rugged, built to last, and highly modular, making repairs relatively easy.

The caste system is coded based on metals. Golds are the elite, the thinkers, scientists, artists, etc., ultimately tasked with making decisions based on the big picture. Silvers are the managers, responsible for taking the big picture handed down to them and making it a reality. They are the engineers, architects, etc., focused on practical applications of art and science, and day-to-day leadership.


The bronze caste are the technical workers: technicians, mechanics, and other trades which require extensive training. The lowest caste are the irons, responsible for menial labor. They are the farmers, semi-skilled laborers, etc., doing jobs for which other systems would employ robots.


The last caste, the coppers, came much later, existing in the hierarchy beneath the bronzes and above the irons. They are the police and security forces, created in response to a need for better control of the populace (irons and bronzes in particular). After contact with the with other star systems, the coppers became responsible for system defense as well.

Whitefir’s art, music, and dance is often in vogue among the upper classes of several different systems, and is generally considered a center of culture As a result, it is a high-end tourist destination. Whitefur Polytechnic, the planet’s flagship university, is well respected throughout the region, attracting some of the best minds from sector to study, teach, and conduct research.


Whitefir’s local recreations vary according to caste. The gold’s enjoy “high culture” pastimes, while the silvers enjoy games which involve a measure of both skill and luck. All castes enjoy the combative sports of the coppers. Coppers also enjoy martial poetry and artwork, both of which are popular among the Kronin. Bronzes enjoy have a variety of team sports, and are also very fond of vids and VR-games, most of which come from offworld. The Irons prefer “lowbrow” vids and VR-games.

Likewise, Whitefir’s night life varies by which caste an offworlder is assigned. Golds can enjoy live music, theater, and dance performances, fine dining, and elegant lounges. Silvers, not tolerating alcohol well, have their coffee-club culture. Their food is widely considered adequate, but their coffee, tea, and klusch (a local stimulant drink) is among the best in the sector.


Bronze and coppers enjoy vibrant pub and dance scene. Irons have little night life, spending free time in VR or mindlessly watching vids. What communal activities they have are centered around exercise.

 
Braintaping is used extensively on Whitefir. Citizens with high merit, or high potential, are given the best medical technology, and replacement clone bodies when they become truly infirm (typically after 400 years). This is true across all of the castes. Those deemed unworthy are terminated after 100 years; roughly 70% of all citizens die in this fashion. Irons and coppers are built to expire sooner – after 25 years.



Port of Whitefir (Class III)


The starport consists of both a highport and a downport, both referred to a Whitefir Gateway Port. It is busy, but it is adequate for the volume of traffic it receives. The highport is almost exclusively commercial, serving as a warehouse / way-point for container cargo. The downport is a mixture of smaller freighters, passenger ships, and private yachts.

 
First time visitors are assigned a caste based on their function. Diplomats, scientists, artists, etc., are assigned to gold, while officers, managers, etc., are assigned to silver. Technicians, engineers, etc., are assigned to bronze, and soldiers and security personnel are assigned to copper. Bots which do not have SAIs and people doing truly menial work are assigned to iron. It is possible for offworlders to be reassigned, but this is generally a lengthy, expensive, and difficult process.



Government


Whitefir is ruled by the golds, whose position is relative to his merit, as judged by the Collective, according their arcane standards. The golds determine overall policy, such as general use of tariffs or an upgrade in military standards. Beneath them, the silvers turn that policy into action, assigning members of other castes to enact said policy.


This system can be frustrating for offworlders. Diplomats and trade delegations will find themselves meeting with various groups of golds who will talk in broad strokes while mastering even the smallest details. Then they will need to speak with silvers, who will go into details. Finally, they will likely actually interface with bronzes in any practical application. Bronzes are also the merchant class.


Legal proceedings generally occur within caste, possibly with a silver presiding for the lower castes. It is sometimes possible to appeal to a court of silvers or even golds. The final arbiter is the Collective, which will occasionally hear cases of their choosing.



Religion


Whitefir is officially atheist. The closest thing they have to religion is the devotion of the golds to the arts and sciences. The other castes sometimes give themselves over to superstition, but they are counseled and reeducated if it begins to detract from their merit score.



Whitefir Baseline Genetic Templates


All of the castes have different racial templates. These templates cannot interbreed, nor are they compatible with other known human-descendant species.



Gold Template [161]

Golds are slight of build, with beautiful, lithe bodies.

Attribute Modifiers: ST-1 [-10]; DX+1 [20]; IQ+3 [60]; HT+1 [10]. Basic Speed (-0.5) [-10].

Advantages: 3D-Spacial Sense [10]; Appearance (Beautiful/Handsome) [12]; Autotrance [1]; Deep Sleeper [1]; Dominance Pheromones [15]; Filter Lungs [5]; Intuition [10]; Intuitive Mathematician [5]; Longevity [2]; Mathematical Ability 2 [16]; Musical Ability 2 [10]; Photographic Memory [10]; Resistant to Disease (+8) [5]; Sanitized Metabolism [1]; Temperature Tolerance (Hot) 3 [3]; Versatile [5]; Voice [10].

Disadvantages: Low Pain Threshold [-10]; Odious Racial Habit (Arrogant) [-5].

Taboo Traits: Genetic Defects.



Silver Template [74]

Silvers are of average build, appearance varies within human norm, with a skew toward Slavic.

Attributes: IQ+1 [20].

Advantages: Appearance (Attractive) [4]; Business Acumen 1 [8]; Dominance Pheromones [15]; Filter Lungs [5]; Intuitive Statesman 1 [10]; Talker 1 [5]; Temperature Tolerance (Hot) 3 [3]; Versatile [5].

Disadvantages: Alcohol Intolerance [-1].

Taboo Traits: Genetic Defects; Mental Instability.



Bronze Template [16]

Bronzes are of average built, of generally Slavic appearance, with a slight pinkish tone to their skin.

Advantages: Artificer 1 [9]; Filter Lungs [5]; Temperature Tolerance (Hot) 4 [4].

Disadvantages: Susceptible (Dominance Pheromones) 2 [-2].

Taboo Traits: Genetic Defects; Mental Instability.



Copper Template [140]

Coppers are taller and heavier built than human norm, with olive skin and red hair.

Attributes: ST+3 [30]; DX+2 [60]; HT+2 [20]

Advantages: Combat Reflexes [15]; Filter Lungs [5]; Fit [5]; High Pain Threshold [10]; Radiation Tolerance 5 [5]; Rapid Healing [5]; Temperature Tolerance (Hot) 5 [5].

Disadvantages: Self Destruct [-10]; Short Lifespan 1 [-10].

Taboo Traits: Genetic Defects.



Iron Template [9]

Irons are average height for their strength, but are stockier. They have a grayish tint to their skin, their hair is iron gray, and their eyes look blank.

Attributes: ST+2 [20]; IQ-2 [-40]; Per +2 [10].

Advantages: Extra Fatigue +3 [9]; Filter Lungs [5]; Lifting ST 3 [9]; Radiation Tolerance 5 [5]; Temperature Tolerance (Hot) 5 [5]; Very Fit [15].

Disadvantages: Self Destruct [-10]; Short Lifespan 1 [-10]; Susceptible (Dominance Pheromones) 5 [-5]; Unattractive [-4].

Taboo Traits: Aggressiveness; Genetic Defects.