Author Topic: Life in the 22nd Century  (Read 422 times)

The Dan

  • Moderator
  • Games Master
  • *****
  • Posts: 1226
  • Seek and Destroy
    • View Profile
Life in the 22nd Century
« on: October 09, 2017, 05:42:05 PM »
LIFE IN THE 22ND CENTURY



Earth is only one part of a galactic community, encompassing dozens of species and hundreds of colony worlds - many of them dusty rocks from dubious terraforming, or abandoned planets that suffered their own apocalyptic wars. Earth is but one planet among, and a damaged one at that, but humans... humans get bloody everywhere. Earth has several colonies - many now controlled by the empire of New Britain or humanity's surviving gigacorporations.

Earth is a wreck. 70% of the population of Britain and other First World countries were wiped out, and the rest forced to rebuild amidst nuclear winter, mutation, and lawlessness. In New Britain at least, this led to fear, xenophobia and a domineering, fascist government determined to reclaim the glories of its pre-war ‘empire’ in space. Many people think earth itself is a bit of lost cause.



Technology

New Britain is more backwards than forward looking – it rebuilt with unpleasant, brutalist architecture modelled on the 1970s, and uses old ideas, or literally re-purposed, old technology rather than seeking innovation. Technology is spread unevenly – lunar bases, major corporations and star-liners have access to high technology; backwoods colonies and slums have little more than early 21st Century tech with a weird scattering of super-hi tech devices. Imagine a future imagined in the 1980s, where CDs are the hot new thing. Computers and robots are somewhat clunky, with odd personalities, modern smartphones don't commonly exist (mobile phones never really recovered from the nuclear EMP).

Lasers have fallen out of favour. Blasters are the most common firearm, with the rich favouring ‘combi-weapons’ and variable cartridge blasters. Many melee weapons are enhanced with high tech capabilities - there are electro-knuckledusters or laser-whips. Deadly Time weapons were common in the 22nd centuries wars, but are now strictly limited after a number high-profile incidents. ‘Pocket nukes’ are the terrorist’s weapon of choice.
Dan: A title of honor for respected men, equivalent to Master or Sir. Any of 12 levels of proficiency at the grade of black belt in martial arts such as judo and karate. An expert or expert level in shogi and other such games. He that judges.

The Dan

  • Moderator
  • Games Master
  • *****
  • Posts: 1226
  • Seek and Destroy
    • View Profile
Re: Life in the 22nd Century
« Reply #1 on: October 11, 2017, 06:45:04 PM »
WELCOME TO THE W.Y.R.M.


In northern England, mutants are confined to the West Yorkshire Reservation for Mutants (WYRM), an area set aside after the first mutant uprising “for the protection, treatment and betterment of the afflicted” –  a ghetto no doubt, but better than hell holes like Salisbury or Shytehill.

It's not too bad, all told. There’s power in some places, intermittently – usually wasted on flickering neon signs and entertainment. A few groundcars are charged by the dregs of scavenged batteries; more run on ethanol, methane, or steam. Robots are few and far between; ancient, battered, and faulty but powerful status symbols. Most people scrape by on barely better than Victorian technology. With no official jobs available, there’s only cash day work for the underworld or unscrupulous corporations. Alcoholism and drug abuse is rife.

The WYRM sits just outside the New Huddersleeds Metroplex, which sprawls on the edge of the irradiated heathland known as the Dewsbury Moors. You are walled in, the Metroplex walls tower on both sides of you, dark concrete, gun turrets and barbed wire. There are only two exits, the Utterthwaite and Blamire Gates, both guarded by a private security companies contracted to “protect” the mutants within. You almost never see guards inside, unless it’s a full-on raid with APCs and riot gas. Their barbicans also house what passes for the administration buildings of the ghetto, where mutants toil in endless queues and paperwork to get meagre benefits like food rations and basic medicine. Most mutants need to make some kind of deal with local gangs just to get by.

There are three main districts: Compo, Clegg, and Foggy, named after the crumbling tenements were mutants are housed and educated. Compo is where most of the ghetto's food is produced, in rooftop gardens and dank middens. Foggy is mostly rubbish-choked canals and belched smoke from scrap-fires.

At the heart of the ghetto, where the Peacekeepers never come is ‘Gangchester’ - the red-light district and black-market zone controlled by diminutive mutant Smalley Biggs. He runs a ‘cooperative’ of the six largest gangs, including the Full Metal Whippets who run bionic weasel battles and other animal fights, the Tetley Men who control the illicit trade of opium and booze, and Scufflers who control the majority of food production.

THOSE BELOW

The ghetto doesn't judge by appearances, but there are some mutants, the most extreme, and the exiles, that have been driven below the trash heaps and ruined cellars. These 'morlocks' live apart, unwilling or unable to scrape a living in what passes for mutant society. Monstrous in form, often insane or driven by urges unpalatable even to the rest of mutant kind, they are best left alone.
« Last Edit: October 13, 2017, 06:07:10 PM by The Dan »
Dan: A title of honor for respected men, equivalent to Master or Sir. Any of 12 levels of proficiency at the grade of black belt in martial arts such as judo and karate. An expert or expert level in shogi and other such games. He that judges.

The Dan

  • Moderator
  • Games Master
  • *****
  • Posts: 1226
  • Seek and Destroy
    • View Profile
Re: Life in the 22nd Century
« Reply #2 on: October 19, 2017, 08:45:09 PM »
GALACTIC COLONIAL AUTHORITY
Humans being what they are, crime has been a major interstellar export. The extensive, chaotic, network of partly governed colony worlds, conflicting stellar empires, and lawless asteroid belts has given criminals the perfect environment to escape to escape the law. Just as the frontiers of the old American west offered sanctuary for outlaws, desperadoes and fugitives from justice, so too do the colony worlds.

The Galactic Colonial Authority (GCA) serves is a vast and sprawling secretariat that functions (barely) as the unifying bureaucracy for the galaxy. Strangled by its own red-tape and corruption, the GCA has turned to private law enforcement as a means to police the worst sectors of the galaxy. Enter the Seek & Destroy Agency.

THE SEEK & DESTROY AGENCY
Established in 2167, the S/D Agency is a semi-private organisation operated from a massive orbital habitat known as the Dog House – even thought its official name is S/D Central. The S/D Agency is the only organisation with a trans-galaxy sanction to seek-out and, where permitted, kill, criminals and fugitives from justice. Technically it has no powers of arrest and its agents can only apprehend subjects or return fire upon them if they are executing a specific warrant. Therefore, the S/D Agency is not a police force; neither is it, officially, a part of the galactic executive or administration: if it were, then the GCA would be sanctioning murder directly and many of the S/D Agency’s operating practices (hiring mutants, for example) would be vulnerable to government scrutiny. Instead, the S/D Agency works in a shadowy position somewhere between government partnership and private bounty hunting company.

THE DOG HOUSE



The S/D Agency operates from S/D Central or the Dog House. The Dog House contains the administrative offices for the entire S/D Agency, which still relies on human executives to assess incoming warrants, assign them to specific Strontium Dogs.

The new Dog House is in orbit around Pluto (apparently that’s a joke?), far from earth. It is divided into three sections: Red, White, and Blue.

White is Administration and Operations, reserved for “norms” and houses non-mutant administrative staff, in strict segregation from their mutant employees. They keep the agency running and are also charged with keeping their mutants in line.

Blue is for mutant bounty-hunters; living quarters, mess halls, practice gyms, etc. Living quarters have various name, official and otherwise, often based on ghettoes from back on earth, or famous deceased Dogs.

Red section contains cells for prisoners, and, a recent addition, barracks for “Pen Dogs” - mutants serving prison sentences, who are offered time off their (usually excessive) sentence, in exchange for various “community service” which amounts to unpaid labour, black ops and wet-work. All Pen-Dogs wear an explosive collar to guarantee their obedience. 

FIDO
White Section houses FIDO 2, the S/D computer system that is the primary interface between S/D and the GCC for administering warrants. FIDO stands for Federal Information Directory Operations and it holds detailed records on every criminal and fugitive that has ever been made the subject of a GCC warrant, pulling-in information from hundreds of thousands of System Law Enforcement computers from across the galaxy.

This means that, as soon as the GCC issues a warrant for a particular criminal or fugitive, S/D has, via FIDO, a complete history of that criminal’s activities, known movements, habits, sphere of operations and so forth. All this information is beamed directly to Strontium Dogs’ Warrant Units – the handheld computers that are slaved directly to FIDO. The minute a warrant is accepted by a Strontium Dog, he has access to all pertinent information for his quarry. Changes to this information are constantly relayed via FIDO and any changes (such as an increase in the reward) made automatically.

FIDO also monitors the location of S/D agents via their warrant card, meaning that urgent warrants can be directed to Strontium Dogs in the right vicinity (or even directed away from them, if a particular agent is more of a liability than an asset). The GCC insists on knowing where licensed-to-terminate mutants, carrying exceedingly sophisticated weaponry, are at any given point in time.

Ultimately, all Strontium Dogs are on a very long leash.

Dan: A title of honor for respected men, equivalent to Master or Sir. Any of 12 levels of proficiency at the grade of black belt in martial arts such as judo and karate. An expert or expert level in shogi and other such games. He that judges.

The Dan

  • Moderator
  • Games Master
  • *****
  • Posts: 1226
  • Seek and Destroy
    • View Profile
Re: Life in the 22nd Century
« Reply #3 on: November 06, 2017, 04:58:00 PM »
Warrants & Weaponry

In general, every man and woman has the right to bear arms. This right does not extend to mutants and it has been illegal for mutants to carry weapons of any kind since Nelson Bunker Kreelman’s time. S/D agents are the exception to this rule: Licensed S/D agents have the right to carry and use weapons in the execution of Search/Destroy duties as long as the following directives are followed (as decreed by Galactic Statute):

• No S/D Agent should discharge a weapon save in self defence

• Weapons, if displayed, are to be contained in appropriate holsters or carrying rigs
 
• When travelling on any form of starship, commercial, public or private, all weapons are to be surrendered to the appropriate ship’s officer.

• If caught with concealed weapons aboard any space-going vessel or station, S/D agents face losing their license as well as arrest and up to 10 years detention in a penal institution.

• All S/D agents must declare their presence to the local S/ D agency upon arriving at a particular world. They must declare what weapons they are carrying and all Time and Dimensional weapons must be logged by the authorities.

• S/D agents must surrender weapons to the authorities if ordered to do so.

• Whilst licensed to use weapons in the execution of S/D warrants, agents must abide by the specific terms of the warrant: any fugitive who is terminated when termination is not explicitly stated as part of the warrant means that the S/ D agent, unless he can produce incontrovertible supporting evidence, will be subject to the full weight of the appropriate law.

In reality, most Strontium Dogs flout these directives on a daily basis, such is the nature of their work and such is the fractured nature of law enforcement throughout the galaxy. However, every Strontium Dog is aware that most people hate and fear them and local law enforcement offi cers resent their presence and involvement to the point that even the pettiest bureaucracy will be used to hinder and penalise S/D agents in the course of their work. Flouting the guidelines becomes a matter of making a point, as much as getting a job done.

Dan: A title of honor for respected men, equivalent to Master or Sir. Any of 12 levels of proficiency at the grade of black belt in martial arts such as judo and karate. An expert or expert level in shogi and other such games. He that judges.