Drifters

You don't have to play a human if you don't want to! Well - certain limitations notwithstanding, of course. All details related to canonical species or highly specific ethnic groups are to be found here.
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- LEAM
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IamLEAM1983
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Drifters

Post by IamLEAM1983 »

- Drifters aren't a singular species. More a very loose confederation of centennial (or millennial) alien expatriates orbiting Gilese 581 C
- observations from Earth weren't exactly precise. Gilese looks to have harbored life, but widespread nuclear winter eradicated most of it some untold million years ago
- is suspected to have been caused by sapient life
- what is of interest is what's in orbit around Gilese. Planetoid-sized spherical construct resembling natural moon from a distance. Human astrologers called it the "Death Star", initially.
- wasn't explorable until Karthian developments on Earth allowed Humanity to extend its reach beyond the solar system
- findings were suprising. "Planetoid C2" is actually a space station, a megalopolis has been built along its inner hull, called Paradise by locals. Moniker is mostly ironic...
- evidence shows that Paradise used to be a detention center for intergalactic criminals. Why? The "Wardens" are all dead. Evidence shows that their species could have come from Gilese itself
- artifacts suggest a tall, pale, humanoid species. Cultural artifacts suggest an autocratic society. Highly advanced, but recovered bones all show signs of having been exposed to lethal amounts of radiation

- station depends on what the locals call their "sun". Essentially a smaller sphere within the first sphere, held in place with an ancient system of magnetic tethers. Volatile gases and plasma both pressurized
- essentially an artificial star. Radiation is trapped and cycled out of Paradise. A half-dome of heat and pressure-resistant metal circles around it, establishing a night/day pattern.
- while one half of Paradise is in its "night" cycle, the other, opposite half is experiencing its fixed 18 hours of daylight. "Starlight" is provided by distant lights from sunlit areas of the station
- subterranean sectors closer to outer hull house both water treatment systems and sewers, along with the Depths...
- Depths are said to be areas even the dying Wardens had to make sure would stay secure. "Legend" of the Depths was passed on by Wardens to then-recently rebelled and freed Drifters
- Why so secure? Because some inmates couldn't be allowed to escape. Ever. Even in a prison filled with intergalactic thieves and murderers.
- because some original inmates live on...

- 10 million people strong and growing. All have to chip in to keep the station in working order, as it appears to be old and is obviously lacking the expert touch of the Wardens
- divided in a dozen large quarters extending from pole to pole. Like an orange. Each quarter has its mayor. Nobody rules over the twelve mayors - except maybe the most effective criminal syndicate of the moment
- the near-mythical Riot established a culture of lawlessness. It's been tempered down for outworlders to survive over the last few decades, though
- influence from Earth is starting to make people think a little more order wouldn't be so bad.
- even so, Drifters are characterized by a much more practical approach to law. Protecting life makes sense for them, but everything else is mostly free game. Piracy is a non-issue by virtue of being omnipresent
- claiming copyright in Paradise is a really bad joke that could get you killed. :)
- concept of ownership is much more flexible - and much more aggressive.

- no real class system, but some people are exempt from violence and banditry by virtue of being essential. Megatower landlords, for instance. Without them, no Quarter leader would see any money
- the only way to honestly escape most hazards is to become essential to someone else. Considering, people say the leading syndicate changes every month or so, but the syndicate head never does...
- how? Curry and collect favours from all Quarter heads and their respective gangs. Keep them obligated to you, keep them grateful, and you could hypothetically rule Paradise
- the only cost would be changing your flag every so often

- station is certainly functional and livable, but not as clean as the Karthian standard. Everything is old, dating back to before the Riot. Gardens and parks are jealously protected, as they provide food
- Paradise also has small forests of alien trees. Carefully exploited by locals, as wood is the only fairly easily renewable building material
- metals are usually refuse melted down, refined and smelted into new shapes. New metals are exceedingly rare
- thankfully, the Graveyard (Gilese's ruins and wastelands) offers a planet's worth of exploitable, if tainted, minerals and metals.
- lasting radiation is still very strong. Long-term salvaging or mining operations are practically impossible. Metals and salvaged equipment are brought up bit by bit
- considering, Paradise's refineries are small and efficient. Most factories have upside-down "chimneys" designed to allow vacuum of space to suck out smoke
- practically zero pollutants inside the station thanks to culturally reinforced and absolute recycling policies
- outside? Well, there's something like a breathable atmosphere encapsulating Paradise... It's just filled with smog and not terribly thick
- sectors of outer hull closest to factory vacuum chimneys are usually coated in small fungi. Can eat away at outer hull's panels and have to be scraped clean every few decades

- comparable to Neuromancer's Night City or Mass Effect 2's Omega
- more "negative" or aggressive human subcultures seem to develop well in Paradise: Electro-Industrial, Aggrotech, Darkwave, Neo-Goth, Steampunk, etc.
- naturally has become a haven for Earth criminals and actively wanted individuals. Unsurprisingly, Mafias, Triads and Yakuza all have established a footing there
- also a haven for illegal research. Aldergard suspects Ruthven has arranged for offworld facilities to be "forcefully obtained" on Paradise. Several other Earth companies, too
- this is also largely why some natives leave the station and come to Earth
- either that or they're someone you really have to run away from...
- most immigrants are illegal and dock at night in private airfields and spaceports

- tend to be innate anarchists, Creative Commons supporters, peer-to-peer software designers or tracker providers, opponents to multinationals and most forms of organized governance
- estimates suggest that 98% Drifters have pirated software and do so on a continuous basis
- will tend to culturally insist to being paid under the table. They have a rather paranoid relationship with governments and pay-providers

- second and third-generation immigrants fare much better. Some racial spunk remains, but seeing your mother or grandfather spend most of his life in the slammer on Earth teaches you a few things...
- Tam, for instance. Should have no problem understanding how important receipts and pay stubs are. More than likely goes out for groceries and pays for them.
- could still support oddball conservation habits, though, like searching through trash containers for recently dumped food instead of beelining for the supermarket

- nobody can honestly hope to "learn" Drifter. Too many languages, too many individual cultures, too much clash and pulling and shoving for any kind of solid cultural model to show up for more than a few decades
- it's overall much easier for them to get used to the Karthian tongue, along with two or three Earth languages. English is already becoming widespread amidst the current "ruling body" of Paradise.
- Earth-based criminal groups are pushing hard and adapting well. Leads to English having a high retention and adoption rate.
- some confusion can develop, however. Drifters tend to wrongfully assume everyone is associated with a syndicate
- the Terran concept of absolute innocence is a shocker for them. First few waves of adventurous human tourists have developed.
- some returning tourists feel like Vietnam survivors, honestly. :) Many aren't virgin to the idea of taking a life anymore

- has disgusted some Drifters and erroneously caused them to think that if you aren't a criminal on Earth, you're a spineless wimp
- vampires are given leeway, however. A few public murders tends to put the message across that you aren't to be taken lightly... So are some anthros

Notable aspects:
a) Megalifts
- towers that span width of station at irregular points. Is used to travel from one distant point to another faster than taking a small hovercraft
- is designed so shuttle turns around when gravity shift approaches
- includes an average 25 minutes of weightlessness at midpoint. Exhilerating the first few times. Natives aren't impressed anymore. :)

b) Black Clinics
- illegal cybernetics and augmentations at a fair price but a high personal cost...
- no guarantees given, no questions answered
- quality of work varies from clinic to clinic
- as of 2020, best clinics are owned by Terrans, usually Yakuza or Triad-affiliated
- also provide questionable upgrades or replacement for clanks of any generation or time period

c) Fred's Hardware
- Drifter-owned, located on Earth, in Hope, Boardwalk Avenue (close to Lake Island access and Mertown)
- Fred obviously isn't his real name, weirdly "gaseous" alien...
- stocks alien computers and parts, discontinued cybergear or immersion hardware
- unsupported third-party "dongles" to force Drifter tech to work with Earth computers and/or tablets
- a pretty hefty selection of photon-based weaponry, none of which are particularly reliable
- more of a junkyard than a selection of imported hovercraft. :)

d) Tyler Renny
- heads Dusters on Paradise
- is a gang of sharpshooters that's appointed itself as paid-for lawmakers and peacekeepers, sometimes also acts as a mercenary group
- Dusters don't have a determined HQ, seeing as they each keep the peace in a different Quarter. They don't rule it - they just keep the apes in line
- are usually compared to the Pinkerton agency by Terrans. For a price, they'll solve crimes in their area
- Dusters are usually respected, as they're less anarchic and violent than most other groups. They have the decency to be predictable - a rare trait in the station's populace
- one of the rare instances of stable honor and morals

- tend to be recognizable by their brown canvas dusters and their appropriation of the old Warden crest on their armor's chestplate.
- rank is denoted by number of Warden fingerbones on their duster's right shoulder. Small pistol bullet hoops are used for this.
- One for a patrolman, five for Renny's closest lieutenants, Six for Renny.
- patrolmen have assumed greeting and bodyguard duties for first-time Terran visitors.
- greeting "present" is usually a gun and a succinct lesson on how to use it...
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