Institute | Node 1 | Public Proceedings 200

23 November 2012

Metagame: Some Concept Art.

Once more Behind the Screen, dear Followers!

Not a lot but it is pretty cool. A little sketch done by an old friend who has been doing concept art for me since way back in the day. This one is SLED Agent in a BattleDress skin. It wasn't what I was expecting, but that is the reason you get other people's ideas of what things look like. I will try and get him over to scan his sketches of Permatic's archipelagos. They are are pretty cool. 

Anyway, off to do real life stuff. Enjoy.

SLED Agent in BattleDress. (circa 180 PIY)
SLED Agent in BattleDress. (circa 180 PIY)

Laterness,
Craig.

13 November 2012

Metagame: Library Data N - Neo-Oregon, a Lost World.


Another bit from the notebooks to tide you over while I am busy putting things together still. Enjoy.

Rumor: The Miner's Union and the Coral Artist Guild are fighting for control of the best metal veins.

Rumor: Neo-Oregon is not so much a colony as an outlet for those who have difficulty with New Californian society. It is a home to rebels, "wild mountain men" and free-thinkers. Also it is where a Confederation Judge oversees the outcast societies with an iron law.

Adventure Seed: One of the sides of the interstellar trade relations blocks of New Cali, either the Guild or the Union (possibly a third party) has discovered the Imperial Scout Vasily Gregoravich, kidnapped him and are planning on ransoming him back to the Empire for advanced technology (the Empire is TL-B). Problem is that the local confederation of pocket empires left over from the last war of the "Old Empire" not only did not share their higher tech with the new Terran colonists, they forbade them from having those techs with out permission of the "Old Ones". The "Old Ones" have only allowed the Terrans two planets, the one which they originally landed at and another one, Neo-Oregon, they have been allowed to colonize (one parsec rimward of New California).

Remarks: Another Imperial Company from the Federation days is Kickstarter Worlds Corporation (KWC). They specialized in setting up colonial infrastructure for future colonists to use while exploiting planetary resources.

One note not in the notebook is the fact that I had to change KWC's name now that I am aware of the Kickstarter site and its real world use. It used to be Kickstarter, but the rest of the info was the same. Just though it should be shared. 

Laterness,
Craig the Busy.


06 November 2012

Metagame: A Tiny Infonugget Regarding the Imperial Armed Forces.

Greetings All,

So, this weeks exciting bit is that I have found the dry erase markers and used them to highlight all the bases on the large printed map on my wall. This allows me to rough out the numbers of Armies and Navies the Permatic Imperium can field. Right now these numbers represent the numbers as of 150 PIY. There may well be some increase in the numbers of both in the intervening 50 years till the Imperial Bicentennial  The Scout Bases don't get counted as of yet. I am not sure how the structure their assets right now.

Another bit i the very crappy draft of an Imperial Army uniform, in this case Class As. Check it out.
The Class A Uniform of the Permatic Imperial Army. (circa  150 PIY)
The Class A Uniform of the Permatic Imperial Army. (circa  150 PIY)

When the Army isn't wearing their Class As (which have some armor and protective capabilities inherent), they are at minimum waring Combat Armor-G or BattleDress-H. They tend to have more slug throwers than the Imperial Marines, but they also have to integrate System level units.

As for the numbers they can field, well there are nine active duty Imperial Armies with three Reserve Armies.  The only Corporate Army is halfway from Capital to the border with the Parthian Remnants. 

The Imperial Navies number sixteen, though I am not sure those are Armadas, Fleets, Task Forces or Groups or even Squadrons. I suspect that they are not Armadas, and I am leaning away from Fleets as well, There also two Corporate Navies. 

Imperial Scout Bases and Waystations number around twenty-three with one Corporate Scout Base.

Well, got stuff to do that is all important and real life unfun stuff, like shopping and bills. Also voting. 

Laterness,
Craig.