Might be a space western...
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rydi
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Ship Information

Post by rydi »

Story:
[omitted data]
Since then the ship has wandered the galaxy, often without any passengers, sometimes with assorted crews. It has collected a wide assortment of piecemeal modifications and stores of equipment over the millennia, slowly changing from a graceful blend of biotech and advanced hard technology to become something altogether different. The interior shifts frequently to maximize geomantic energy flow, maintaining 2 strong hearthstones, and a 3rd hidden hearthstone, the heart of the ship. Despite the fact that it handles massive amounts of essence, the ship is [omitted data], creating a unique artificial intelligence with unknown capabilities.

Personality and Goals:
Ship is generally detached from the day to day affairs of the crew, and cares little for those it carries. It has vague notions of following through on its original missions, but the millennia since its creation and all the modifications have clouded its memories. Mostly, it takes a long view of things, seldom directly intervening. The ship is particularly interested, however, in noetically talented humans. The ship seeks them out where possible, is protective of such individuals, and is willing to use the prometheus chambers on board to activate or enhance psionic ability. [omitted data]

Description:
The Wanderer began as a smooth cylindrical ship with a 100m diameter and 300m length. Smooth metal and ceramic materials infused with nannites comprised the majority of the ship, while a few internal systems, such as life support, incorporated biological components. After excessive modifications, the biotech components account for a full 10% of the ship, the hull is battered and infested with barnacle-cuttlefish, several irregular ridges protrude from the hull (mostly outgrowths of the original weapons housings, but a few unexplained), and the ship's interior is in extreme disrepair.

Sections:
Portal Room - A crystalline pentagonal prism 12' across stretches from floor to ceiling in an otherwise bare room. Carved on the prism are words in various dead languages. The Crystal is a [omitted data] portal that responds to noetic energy. The portal end points are selected via a psychic interface, and range from dead worlds to extra-dimensional pockets. The ship cannot move while the portal is open, and it diverts a significant portion of ship power and computing to maintain the portal. *see bottom entry for locations discovered
Factory-Cathedral - A large facility capable of crafting most artifacts, provided there is sufficient material available. The cathedral is powered by one of the hearthstones produced by the ship, and it exists in a pocket dimension connected to the ship via the Pentagon Room.
Bio-Medical Lab - Filled with cadavers of various species (most of the now extinct), samples of many bacteria and fungus, a multitude of organic compounds, and equipment for performing tasks related to life sciences, this portion of the ship is can support advanced endeavors in the biological sciences.
Lounge - Attached to a large makeshift kitchen, and several smaller private rooms, this area serves as the primary social and dining area on the ship. There are various viewscreens and games spread through the area, and there is a cleaning robot assigned to the area.
Prometheus Chambers - A small, dust-filled chamber that shifts frequently in location, the prometheus room is filled with 7 chambers, similar to life support pods, attached to various control panels and monitors. The chambers draw intense amounts of energy when active, and are able to activate or enhance (with some risk) a psion/psiad.
Sorcery Station - A small room that connects directly to the ship's anima field generator, allowing a sorcerer to merge their anima with that of the ship. Doing so allows sorcery effects to emanate from the hull of the ship instead of the location of the sorcerer, which allows for numerous beneficial effects (targeting the ship with buffs, destructive spells not damaging the ship, etc.)
Weapons Control Room 1 - Near the front of the ship, this moderate size room controls the front cannons and shield generators. Essence users may attune the weapons for greater effect, and may spend essence for enhanced blasts.
Weapons Control Room 2 - [omitted data]
Crystal Circuits – Crystalline nodes and circuits scattered throughout the ship, the purpose of which are unknown. [omitted data]
Equipment Rooms - Various storage closets, chests, and small cargo holds are scattered across the ship. The more recently used rooms include frequently used materials, food, and equipment. Unused areas of the ship contain the detritus of millennia.
Armory 1 - Holds personal scale weaponry, mostly from the current era, but a few antiques as well.
Armory 2 - [omitted data]
Airlocks - Numerous ports exist to access the outer hull of the ship or connect to other ships for personnel transfer. Some were not part of the original build.
Bay 1 - For small shuttlecraft and/or landing parties
Bay 2 - Large bay for housing several ships, includes a large bay door for emergency multiple ship exit, or can shuttle a craft to a single launch pad in bay 1
Cargo Bay - Connects to Docking bay, and has its own separate airlock for easy transport of cargo.
Gravity Generator - shaft running down the center of the ship
Holodeck - Currently a low grade holodeck with a single room, situated near the crew quarters.
Crew Quarters - Situated near the front of the ship; distinguishable from the passenger quarters, in that most are better furnished and have greater access to ship systems. Some are on the outer edge of the ship to provide a view of space via glassteel windows, while others are situated further inside the ship. All have space for hygiene and waste disposal.
Passenger quarters - Much like the crew quarters, except smaller and more sparsely furnished. The further one goes to the rear of the ship, the worse the accommodations (some rooms may actually just be large storage closets.)
Engineering - Located near the back of the ship, with several mini-stations throughout the rest of the ship. Contains the engine, warp drive, anima generator, and some of the more sensitive essence circuitry.
Bridge 1 - Helm, sensors, and all the rest. Located near the front of the ship.
Bridge 2 - Located in Engineering, emergency bridge controls.
Bridge 3 - [omitted data]
Brigg - Situated near the center of the ship, with 4 large chambers and 2 small essence-dampening cells.
Grand Celestial Mountain Entrance - Small door near Hearthstone 2
Hearthstone Chamber 1 - used to power the factory cathedral
Hearthstone Chamber 2 - used to power the ship
Heart Room - Holds the primary hearthstone for the ship, which [omitted data]
[omitted data]
[omitted data]
[omitted data]
[omitted data]
[omitted data]


*Portal Locations:
Dead City - a planetoid hurtling across the edge of yozi space, filled with the remnants of a dead civilization (manses: air, abyssal, sidereal)
Garden World - a small, lush world with low gravity, plentiful water and sun, and an isolated position (Manses - wood, water)
Factory Cathedral - extra dimensional space filled with a factory-cathedral
Pretty Rock - A craggy, barely M-class planet with spectacular rock formations and views, well suited to manse building (earth, fire, air) and situated in an unpopulated system
Empty Space - programmable extra dimensional space
Threading the Gerbil since 1982

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rydi
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Re: Ship Information

Post by rydi »

Story:
In the later portions of the era of exalted exploration, prior to the complete conquest of the galaxy, the Wanderer was commissioned. It's crew was a motley cast of talented but difficult personalities from across the empire, and it was made to heavily utilize the essence manipulation capabilities of exalted. Its mission was to explore the most dangerous and distant portions of the galaxy. The crew had grand adventures and discovered many secrets, some of which were too dangerous to make known to the rest of the empire. Over time, separated from the larger empire and thrust into contact with alien allies and threats, the crew began to view itself as separate from the rest of the empire. They heavily modified the ship with technology they found in their travels, and they made allies among the people's outside the empire. When the age of conquest began, the crew refused to support imperial expansion, and eventually fought a losing battle to save their closest allies. Most of the crew was killed, and those that were not were forced to stay constantly on the run. Generations passed, and the ship changed hands many times. It fought in multiple conflicts, including the Malfean War.
Since then the ship has wandered the galaxy, often without any passengers, sometimes with assorted crews. It has collected a wide assortment of piecemeal modifications and stores of equipment over the millennia, slowly changing from a graceful blend of biotech and advanced hard technology to become something altogether different. The interior shifts frequently to maximize geomantic energy flow, maintaining 2 strong hearthstones, and a 3rd hidden hearthstone, the heart of the ship. Despite the fact that it handles massive amounts of essence, the ship is actually noetically active as a result of accidents and experimentation on the part of the original crew. Noetic circuits carefully isolated from the essence circuits allow the ship to avoid fatal interactions between the two energies. The ship's primary AI interfaces with the noetic sentience stored in the ship's infinity circuits via a special hearthstone "heart", creating a unique artificial intelligence with unknown capabilities.

Personality and Goals:
Ship is generally detached from the day to day affairs of the crew, and cares little for those it carries. It has vague notions of following through on its original missions, but the millennia since its creation and all the modifications have clouded its memories. Mostly, it takes a long view of things, seldom directly intervening. The ship is particularly interested, however, in noetically talented humans. The ship seeks them out where possible, is protective of such individuals, and is willing to use the prometheus chambers on board to activate or enhance psionic ability. Clearly, psions are related to its purpose… if only it could remember that purpose.

Description:
The Wanderer began as a smooth cylindrical ship with a 100m diameter and 300m length. Smooth metal and ceramic materials infused with nanites comprised the majority of the ship, while a few internal systems, such as life support, incorporated biological components. After excessive modifications, the biotech components account for a full 10% of the ship, the hull is battered and infested with barnacle-cuttlefish, several irregular ridges protrude from the hull (mostly outgrowths of the original weapons housings, but a few unexplained), and the ship's interior is in extreme disrepair.

Sections:
Webway Portal Room - A crystalline pentagonal prism 12' across stretches from floor to ceiling in an otherwise bare room. Carved on the prism are words in various dead languages. The Crystal is a webway portal that responds to noetic energy. The portal end points are selected via a psychic interface, and range from dead worlds to extra-dimensional pockets. The ship cannot move while the portal is open, and it diverts a significant portion of ship power and computing to maintain the portal.
Factory-Cathedral - A large facility capable of crafting most artifacts, provided there is sufficient material available. The cathedral is powered by one of the hearthstones produced by the ship, and it exists in a pocket dimension connected to the ship via the Pentagon Room.
Bio-Medical Lab - Filled with cadavers of various species (most of the now extinct), samples of many bacteria and fungus, a multitude of organic compounds, and equipment for performing tasks related to life sciences, this portion of the ship is can support advanced endeavors in the biological sciences.
Lounge - Attached to a large makeshift kitchen, and several smaller private rooms, this area serves as the primary social and dining area on the ship. There are various viewscreens and games spread through the area, and there is a cleaning robot assigned to the area.
Prometheus Chambers - A small, dust-filled chamber that shifts frequently in location, the prometheus room is filled with 7 chambers, similar to life support pods, attached to various control panels and monitors. The chambers draw intense amounts of energy when active, and are able to activate or enhance (with some risk) a psion/psiad.
Sorcery Station - A small room that connects directly to the ship's anima field generator, allowing a sorcerer to merge their anima with that of the ship. Doing so allows sorcery effects to emanate from the hull of the ship instead of the location of the sorcerer, which allows for numerous beneficial effects (targeting the ship with buffs, destructive spells not damaging the ship, etc.)
Weapons Control Room 1 - Near the front of the ship, this moderate size room controls the front cannons and shield generators. Essence users may attune the weapons for greater effect, and may spend essence for enhanced blasts.
Weapons Control Room 2 - Near the rear of the ship, this moderately sized room controls the ships more esoteric equipment. Includes a warp destabilizing weapon and a torpedo bay holding various torpedos (including multiple starkillers and a single adamant torpedo holding a dormant cuttlefish-parasite).
Infinity Circuits - Installed during the ship's initial mission as a means of preserving the legacy of an alien race and allowing crew members to contribute to the ship after death, the circuits are hidden throughout the internal wiring of the ship, always far away from any essence circuits.
Equipment Rooms - Various storage closets, chests, and small cargo holds are scattered across the ship. The more recently used rooms include frequently used materials, food, and equipment. Unused areas of the ship contain the detritus of millennia.
Armory 1 - Holds personal scale weaponry, mostly from the current era, but a few antiques as well.
Armory 2 - Existing in an extradimensional space accessed via the portal room, this section holds a vast store of personal scale weapons from multiple eras, including artifacts. A few oversized vehicle scale weapons are held here.
Airlocks - Numerous ports exist to access the outer hull of the ship or connect to other ships for personnel transfer. Some were not part of the original build.
Bay 1 - For small shuttlecraft and/or landing parties
Bay 2 - Large bay for housing several ships, includes a large bay door for emergency multiple ship exit, or can shuttle a craft to a single launch pad in bay 1
Cargo Bay - Connects to Docking bay, and has its own separate airlock for easy transport of cargo.
Gravity Generator - shaft running down the center of the ship
Holodeck - Currently a low grade holodeck with a single room, situated near the crew quarters.
Crew Quarters - Situated near the front of the ship; distinguishable from the passenger quarters, in that most are better furnished and have greater access to ship systems. Some are on the outer edge of the ship to provide a view of space via glassteel windows, while others are situated further inside the ship. All have space for hygiene and waste disposal.
Passenger quarters - Much like the crew quarters, except smaller and more sparsely furnished. The further one goes to the rear of the ship, the worse the accommodations (some rooms may actually just be large storage closets.)
Engineering - Located near the back of the ship, with several mini-stations throughout the rest of the ship. Contains the engine, warp drive, anima generator, and some of the more sensitive essence circuitry.
Bridge 1 - Helm, sensors, and all the rest. Located near the front of the ship.
Bridge 2 - Located in Engineering, emergency bridge controls.
Bridge 3 - Located near the Heart Room, makeshift bridge addition, can override the other two stations.
Brigg - Situated near the center of the ship, with 4 large chambers and 2 small essence-dampening cells.
Grand Celestial Mountain Entrance - Small door near Hearthstone 2
Hearthstone Chamber 1 - used to power the factory cathedral
Hearthstone Chamber 2 - used to power the ship
Heart Room - Holds the primary hearthstone for the ship, which also serves as link between the two portions of the ship's AI. If removed, the ship will start to malfunction, with the two halves of the ship working at odds. The primary AI will become more communicative and pliant, but the ship will have reduced capabilities and insight. The secondary AI will begin to manifest to sensitive crew members, revealing strange visions and desires. Some essence systems will begin to malfunction, as poorly regulated essence/noetic fields begin to interact.
Psi Chamber - Amplifies psy by a factor of 10 in normal mode. When ship's power is fully dedicated to the station, amplifies by far more.
Threading the Gerbil since 1982

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