INFO: The Setting

From the mean streets of Night City to the mountains of Mars, a tabletop RPG campaign teetering on the brink of the Fourth Corporate War. Cyberpunk 2.0.2.0. (R. Talsorian Games)

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INFO: The Setting

Post by nemarsde » 25 Apr 2011, 19:32

The official Cyberpunk 2.0.2.0 setting provided a strong underpinning for Project 3002, and it was adapted to emphasise sci-fi elements.

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Night City

Post by nemarsde » 25 Apr 2011, 19:37

Night City, 500 miles of sprawling urban decay along what’s left of the California coastline. Back during the Collapse, the big cities were hit hardest, rising sea levels, earthquakes, bioplague, toxic spills and anarchy on the streets! After it was over the West Coast was in ruins, and out of this came Night City.

Night City was originally Coronado City, founded by Richard Night on the Lompoc Peninsula before the Collapse, with the backing of the megacorps. Night designed a city of superscrapers linked by a framework of skyways and a fibre optic network, built on top of a complex underground drainage system. The city would be earthquake proof, flood proof, with streets in shadow almost 24 hours a day to protect from the sun.

The heart of Coronado City was on the Lompoc Peninsula, and it just kept growing and growing, spreading like a disease. In a world with few remaining borders, Coronado City became the capital. People from poorest countries on Earth flocked to America, looking for work, looking for the American dream. The megacorps were already dug in like ticks bloated on eurobucks, feeding on the wealth at the city's heart and its underbelly.

Richard Night was murdered in 1998, that same year the California Earthquake destroyed the West Coast, four years later and California seceded from the United States. Coronado City became Night City, not one place, it was towns and cities, drowned by over-crowding. LA, Santa Barbara, Monterey, San Fran, were all in there, fighting for survival. In the centre of it all was Coronado, aka Central. Centre of the world.

What is Night City now? Either mankind's last hope, or worst nightmare.

When people think Night City, they think acid-washed prefab superscrapers made out of carboglas and memory metals. But when they were building all this high-tech dystopia, the workers, the factories, the warehouses had to go somewhere. These shanty towns weren't built to last, which is a good thing, because the street punks that live there now are tearing them down pretty fast. Cordoned off, these areas have dragged each other down, spiralling out of control, until violence and lawlessness are a way of life. A whirlpool of shit, money, monoblades and autos. Most people call this place the Combat Zone.

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EC

Post by nemarsde » 25 Apr 2011, 19:38

INTERPOL

Interpol-Centre is based out of the Pyramid in Berlin, linked by a closed network called the PanEuro Grid to regional centres and operational directorates. These are all connected to the Interpol data fortress at ECIC (European Criminal Intelligence Centre), protected by an AI called the Pit. Commissioner: Francoise Rigotard
  • Directorate 1. Directorate of Criminal Investigation and Counter-Terrorism. Director-General: Dr. Ettoro Evangelista
    • External Security Department (ESD). Department Chief: Aaron Hammer, replacing Andre DuBerry
  • Directorate 2. Directorate of Internal Security and Counter-Intelligence. Director-General: Hans Ulf-Jahren, replacing Sir Magnus Caine
  • Directorate 3. Directorate of Netcrime Prevention. Director-General: Monique Barrot
  • Directorate 4. Directorate of Corporate Affairs. Director-General: Kazimierz Jedynak
    • 2nd Section. Commercial Intelligence Service (CIS). Section Head: R. Maximillian
  • Directorate 5. Directorate of Orbital Assets. Director-General: Dr. Anna Dorfmann

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Mars

Post by nemarsde » 25 Apr 2011, 19:39

Average Distance from the Sun: 227,936,640 km (141,633,260 mi)
Equatorial Circumference: 21,344 km (13,263 mi), 0.53 x Earth
Mass: 0.11 x Earth
Surface Area: 144,100,000 km2 (89,500,000 sq mi), 0.28 x Earth
Equatorial Surface Gravity: If you weigh 100 kg on Earth, you would weigh 38 kg on Mars
Escape Velocity: Mach 14.6, escape velocity of Earth is Mach 32
Sidereal Rotation Period (Length of Day): 24.62 hours
Sidereal Orbit Period (Length of Year): 686.93 Earth days
Minimum/Maximum Surface Temperature: -87 to -5 °C
Atmospheric Constituents: Carbon Dioxide, Nitrogen, Argon

Not long after the ESA built the massdrivers at their Tycho Moon Base in 1999, the ESA Hireout put factories in orbit. Workers from across the Third World were blasted into space, and with the materials and now manpower in orbit, a manned mission to Mars grew ever closer.

It was a joint Euro-Sov mission that left in 2009 and landed in 2011, the same year the first phase of Crystal Palace Space Station was completed.

Soon after, a joint JAB/NASA mission was launched and now there are two colonies on the Red Planet, and four megacorp-sponsored agencies. Even with less than 20,000 people on Mars and its moons, Phobos and Demos, it can get a little cramped.

In the old days it used to take 3 years to get from Earth to Mars with rockets, now the space agencies have ion-engined cyclers in multibody orbits, cutting down the journey time to 6 months, every 6 months.

But what about when a corp absolutely must get to Mars and can't wait a couple of years for the next bus?

Lurking around the dark side of the Moon is Gravitomagnetic Toroidal Launcher A, capable of accelerating a vehicle almost instantly, without G. This can get a VASIMIR-engined clipper from A to Z (the toroidal launcher orbiting Phobos) in 3 months, each way, on demand.

Less time in cryo suspension, less time in braindance. The space agencies have even been testing antimatter-powered photon rocket engines and are rumoured to have working prototypes.

These engines could be used to provide continuous 1 G acceleration/deceleration to Mars, negating the need for the toroidal launchers, cryo suspension and braindance, since the short trip would only take 2-5 days each way, and passengers would feel Earth-like gravity the whole time.

The space agencies on Mars are mainly involved in self-improvement, developing the colonies. While JAB/NASA have expanded their base, selling off allotments to the megacorps to create an interdependent offworld colony, the Euro-Sovs focused on upgrading what they have, not just the base, but the colonists, based on the work done in the Green Man Project.

All but the most powerful visitors to Mars will be travelling on business, but when they're not working, there are spectacular sights to see. Mount Olympus, the Mariner Valleys, the Sea of Sand.

Of course, there's the Cydonian Face, but it's not as impressive or as face-like from the ground. The northern no-fly zone covers Cydonia.

Both colonies operate within a narrow band of airspace around the equator, outside of which is a no-fly zone, except to missions authorised by JAB/NASA, Euro-Sov agreement. This authorisation can only come from Earth.

Chryse Base is run by JAB/NASA. The base itself squats on the eastern tip of the Mariner Valleys, has a population of about 900, all working for the space agencies. But this is just the hub of the colony, growing from Chryse Base are the corporate zones, allotments owned by the megacorps.

The megacorps all have their reasons for being at Chryse, but it creates a feeling like Cold War Berlin, with Militech sat across the way from Arasaka, fierce rivals yet restrained by their interdependence. These corporate rivalries are everywhere in Chryse and the base has become a playground for spy games.

Although the allotments were excavated by nanotech, the corporate zones were built by the corporations themselves, to differing standards, from the landscaped environs of the Adrek HQ to the stifling, dimly-lit atmo of the Koryidansu Shima.

Each of the allotments was sold privately and aren't included on the plans of Chryse Base (the excavations are on the expansion plans). It's general knowledge that they used nanotech when building the base, but very few are aware that the megacorps are actually on Mars or that Chryse Base is so large.

There are several multiplexes in Chryse, for shopping and entertainments. The base is policed by JAB/NASA remote bots, most armed with tasers, needleguns and other non-lethal weapons, controlled by the base AI, overridden from the nerve centre if a human touch is needed. With all the megacorps at Chryse, a total population of about 15,000, a criminal underworld has developed over the years.

A stark contrast to Isidis Base, run by the Euro-Sovs. Completely self-sufficient with a total population of 500, Isidis is a fascist regime, governed by agency protocols. Colonists work to a strict timetable, with leisure pursuits being just another task. Colonists are all European and expected to be ubermensch, with highly developed skills across a range of disciplines and in peak mental and physical condition. Most are genetically-engineered and have some bioware.

Inside Isidis is like white-walled sci-fi, all sliding doors and bodysuits. Colonists are all selected by the ESA to provide the optimal social dynamic. (Though they don't realise it, some were even selected to be designated idiots.)

The base doesn't need policing, the colonists police themselves and non-EC visitors to the base are vetted if they apply for access to areas of the base outside of the so-called free zone.

There is a high speed maglev link between the two bases, a journey of 3800 km (2361 mi), taking about 7 hours. The train is operated by IEC, with first and second class seats available.

The Sovs are based in orbit onboard Galitzine Station, supplied by Isidis. Galitzine Station is mainly involved in terraforming work, but also houses Sov rapid deployment forces. Only the Sovs would let soldiers wither and die in deep space, on the unlikely chance that they'll be needed some day. But some survive and return to Earth with only minor debilitating illnesses, those that don't, at least their families are well-paid (considering most are impoverished), and there are always more soldiers where they came from.

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New York City

Post by nemarsde » 25 Apr 2011, 19:39

In 1993, the First Central American War came to spectacular end when Columbian druglords detonated a nuclear device in NYC. A few people died.

By 1997 the USA gone through the Collapse, and the city was abandoned. All except for the poor and homeless, surviving in the ruins of half-built arcologies. NYC became the home of radiation poisoning, cannibals and the occasional two-headed baby. And that was before the Bioplague.

But the megacorps couldn't let all that real estate go to waste and soon they were hiring nomad packs to decontaminate and rebuild in key areas. Corporate zones were created, heavily-fortified, sealed islands of wealth, business suits and lattes surrounded by a sea destruction.

About as private as you can get, outside of orbit, most of the megacorps have R&D facilities in NYC, while Network 54 and Merill Asukaga & Finch have head offices in the city. Orbital Air operates the space port.

The ruins of NYC are patrolled by remotes and inhabited by the kind of mutated cultie gangs that make Night City's Combat Zone look like Disneyland. With all the debris and pockets of radiation, you're probably better off talking a walk on the Moon in your Bermuda shorts. It's certainly cleaner.

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