Author Topic: Theles Spinner  (Read 2098 times)

Offline Joseph Hewitt

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Theles Spinner
« on: December 13, 2006, 08:41:45 AM »
I'll be adding some more locations to GH2 soon. The next region to get detailed is that controlled by the Free Commerce States. And now, a history of the L5 region...

Most of the L5 colonies were founded during the latter part of the exodus, when refugees from Earth began to construct perminant residences in space. The Free Commerce Association was established to regulate trade among the spinners. The individual spinner colonies are mostly free to set internal policies themselves, but the FCA regulates foreign policy and the military. One of the few laws that all member states must follow is that citizens must be free to emigrate, though no spinner is required to accept immigrants.

Most spinner colonies are technocracies. Decisions are made based on what will generate the maximum prosperity for the spinner residents. Any spinner that fails to be prosperous will lose its brightest and best citizens to other colonies. Advancement in government and business is typically gained through demonstrating one's ability to generate e-profit; failure to contribute to society is treated as a crime in many colonies. Exile is a common punishment for non-capital crimes, but it can be difficult for someone with a criminal record to find a new colony home.

At some point in the past (too lazy to look up the exact date) two splinter factions, the L5 Alliance and the Rishiri Dominion, split from the Free Commerce States. Both are still affiliated with the FCS, but on bad terms with one another.

Theles Spinner is a member of the Free Commerce States which has not sided with either the L5 Alliance or the Rishiri Dominion. It is sometimes called "Freedomland", since it will accept anyone as a citizen, even those with criminal records. It is also known as "The Meatyard", for reasons which will be obvious shortly.

This spinner does not have laws protecting human rights, at least not on the lower habitation level. In fact, it doesn't have many laws at all- hence the "Freedomland" moniker. Many things that would be illegal or immoral elsewhere are allowed here. Several corporations, including Biocorp of Earth, have research offices in Theles Spinner. Any vice imaginable can be had here for the right price.

The upper habitation layer is not accessable by most citizens. They say it's possible to buy entry to the upper city if you have enough money, but few succeed in that goal. Many more apply for citizenship elsewhere and get out; this also takes a lot of money, but not nearly so much. For those with criminal records or nowhere else to go, the lower level is their perminant home.

L5Law, the police organization of the FCS, only has jurisdiction to investigate intercolony crime in Theles Spinner. The violent lower level is controlled by private security forces whose only real purpose is to keep the citizens from rebelling. As long as they only fight among themselves the upper city doesn't care what happens. Certain military forces, such as the Privateers, recruit hardened killers from the undercity dwellers. In this way, warriors and gangs who rise to promenince are removed from the spinner before they can cause problems.

There are many ways to make quick money here, as long as you don't mind a bit of self-destruction. Organs can be sold, or you can take part in human research. There are gang wars to join and dirty deeds to be done.

Offline RTP

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« Reply #1 on: December 13, 2006, 10:17:24 AM »
Ooh. The 'lower level/upper city' concept reminds me of Battle Angel Alita.

Offline Epsilon

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« Reply #2 on: December 13, 2006, 03:04:39 PM »
That sounds really cool.

IDEA - this might make Gearhead a bit darker, but what if you could harvest organs or bionic/cybernetic implants? Good money if they're not all shot up and you keep them on ice until you can turn them in. Of course, the desecration of dead bodies for profit is highly illegal and immoral in the rest of the solar system - don't let L5Law catch you with a bunch of kidneys unless you enjoy being shot at. Repeatedly.

Offline Anticheese

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« Reply #3 on: December 13, 2006, 08:02:13 PM »
I like this dark colony setting..

I see Black Markets and an unlimited supply of Pump, I see rogue Biocorp officers selling Milspec implants to the highest bidder.

I see..The Cool.

Offline draconuszero

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« Reply #4 on: December 14, 2006, 12:07:49 AM »
The seedy side of gearhead would be interesting, especially if you have missions which if you are lawful you would participate against.  

It'd be cool if you could have a showdown between the chaotic (maybe evil) character you are using and a previously made lawful character either as a main enemy or as one of the stronger ones.

Offline macksting

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« Reply #5 on: December 14, 2006, 12:41:29 AM »
*shudders*
And imagine playing the character who was born there.

Offline SharkD

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Theles Spinner
« Reply #6 on: December 14, 2006, 12:46:41 AM »
Quoting: Epsilon
IDEA - this might make Gearhead a bit darker, but what if you could harvest organs or bionic/cybernetic implants? Good money if they're not all shot up and you keep them on ice until you can turn them in.

That sounds like a good idea. I'd like to see more of this good backstory play a role in gameplay.

On a brighter note, you could change the atmosphere of the game by leaving corpses behind after killing.

Offline dPB

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Theles Spinner
« Reply #7 on: December 14, 2006, 02:15:05 AM »
Sounds like a hive of scum and villiany! but Gang wars sounds cool. Could you perhaps form your own gang?

Offline Varil

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« Reply #8 on: December 14, 2006, 03:07:20 AM »
This sounds like the perfect map for playing sides against each other. Inspire two gangs to fight, at the behest of a third gang that want the other two gone. Once the first two are gone, wipe out the third with the help of the corp who hired you to clear the area in the first place.

Offline Joseph Hewitt

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Theles Spinner
« Reply #9 on: December 14, 2006, 03:48:25 AM »
This spinner is partially inspired by Battle Angel, partially inspired by the city shaft of The Incal/Metabarons, which itself was part of the inspiration behind Battle Angel... Largely though it came about from my looking for a viable economy for a spinner that treated its citizens like a people farm.

This will be a selectable hometown location. I will need to add a number of "dystopian" life events and core story components; some of them may be keyed specifically to this one location.

The challenge with this one is to create a specific mood for the location, while still keeping things as random as possible. There will probably be some guaranteed situations here in addition to random quests. An interesting starting quest may involve locking the PC to this location, then only allow him to leave (initially) as part of the core story... say, by signing onto a military unit or somesuch. Unfortunately I don't have any good means right now of keeping the PC from leaving, but it would make for an interesting beginning I think.

Most of the other spinners so far are pretty bland. I think most of the spinners are going to remain pretty bland. When writing for them, I feel like I'm trying to come up with good adventure ideas for Vancouver... sure, they may be important cities, but they aren't all that exciting.

How I plan to handle things: The city itself will get a "dystopian" and maybe also a "sleazy" tag; this should affect the quests and plots that are generated here. There will be a random gangland quest generated in the rough area of town. There will be a guaranteed civil unrest quest generated that should begin if the PC ever gains access to the upper level. There will probably be a third completely random local quest generated as well.

Core story components will be added to deal with dystopian locations. A few components keyed specifically to this one spinner may also be generated.

A variety of dystopian and sleazy scene content will be added.

Epsilon: I thought about organ harvesting, but couldn't decide on a decent mechanism.

Offline Anticheese

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Theles Spinner
« Reply #10 on: December 14, 2006, 06:56:59 PM »
So..

Locations will now get tags which will affect the plot and general situation and there will also be quest/story components unique to one area..

Neat.

Quoting: Joseph Hewitt

Epsilon: I thought about organ harvesting, but couldn't decide on a decent mechanism.


I'm not worried so much about organ harvesting (Biocorp has already cornered the organ market) but I think that Cyberware at the moment is set up to be a powerful tool as opposed to a common dystopian item. I.E Cyberware would become less "special" if you could just slash open the nearest cyberneticaly enhanced street punk for a new arm and a leg.

I hope that the potency of Cyberware will not become diminished with Gearhead II, a part of what makes Gearhead unique in the "Games with cybernetics" market is that you don't just rock up to the local store and order a new set of eyes for $20, you have to work for those laser eyeballs.

Speaking of Laser Eyeballs, if anyone remembers there was an unofficial patch done a while back that lets Cyberware have subcoms..more specificaly weapons.

Will we be able to get Cyberware that functions as more than a stat enhancer and also perhaps if it can boost more than one skill? (Cyberware can boost a number of stats but only one skill.)

Offline Epsilon

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Theles Spinner
« Reply #11 on: December 14, 2006, 09:03:00 PM »
Quoting: Joseph Hewitt
Epsilon: I thought about organ harvesting, but couldn't decide on a decent mechanism.


Works just like Medicine or Science on meat/robot corpses. Maybe it's a skill that you can't learn at character creation unless you start in Theles? Or maybe a body chop-shop dealer can teach you. Organ Harvesting and Implant Harvesting. It would be cool if there were other "hidden" skills like this.

Offline Joseph Hewitt

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Theles Spinner
« Reply #12 on: December 14, 2006, 10:11:28 PM »
Quoting: Anticheese
Locations will now get tags which will affect the plot and general situation and there will also be quest/story components unique to one area..

Neat.

This is already in effect, but not all that visible yet. The traits of a city affect the mix of residents who are generated there, and also has some effect on the events that happen there. The most pronounced difference can be seen between Cayley Rock (which is a small asteroid community) and any one of the spinners (which are large self-enclosed cities).

I have not done the same with plots yet, but will soon when I revamp the plot system. Right now plots are loaded from disk as needed, just like in GH1. In GH2 all the plots will be loaded into memory at program startup and filtered for world/city. This should hopefully eliminate the five-minute blip that happens when plots are loaded.

Offline SharkD

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« Reply #13 on: December 14, 2006, 10:32:50 PM »
Quoting: Joseph Hewitt
Epsilon: I thought about organ harvesting, but couldn't decide on a decent mechanism.

If you make it so that characters spawn corpses when killed, then you can simply apply a "butcher" skill to the corpse. The skill could also be used as a means of acquiring food.

Offline palefire

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« Reply #14 on: December 14, 2006, 11:59:54 PM »
Quoting: SharkD
If you make it so that characters spawn corpses when killed, then you can simply apply a "butcher" skill to the corpse. The skill could also be used as a means of acquiring food.


Hidden skill is cool but a little bit clumsy. You can't do the harvesting barehanded anyway. Maybe a hidden tool that uses existing skills like medicine and science would be better.  An illegal tool that is available only from specific organizations.  

"Demeter 3000! Harvesting made easy!! Sign up for the Harvester club and get one free today! *joining fee may apply"