#NovamDomum
#NovamDomum
A quick guide to the NPC groups Clive brought in. You are encouraged to use them in the background, for solos, or in any way you like so long as the three following points are kept in mind:
1. You may not kill every member of any specific group without asking – leave some NPCs for others to play with
2. None of these groups are idiot-filled – they’re competent at their specific tasks
3. None of the groups will knowingly move enemy units to civilian areas – but Harrison WILL move them to battlefields
If you come to me asking to wipe out every member of a specific group, I’ll likely be fine so long as it’s narratively interesting enough and far enough along in the plot for the mass-death to be fitting.
Naturally if Retro-mun feels it would be narratively interesting enough to justify depriving other characters of the resource, they are free to make this choice – As they're the plot runner I encourage decisions about these NPCs made in service of the greater story.
To the info (TL;DR at the end):
There are three large groups and one small.
- The Naetal Consortium: An intergalactic merchant group. They use hyperspace technology, meaning their ships are affected by ‘Shadow of the Warp’.
They are armed with Startrek TNG level weaponry both on-ship and on-personnel. Their role on the ground is supplying necessities – food, water, blankets, even oxygen tanks. If you need some supply that would possibly be needed in the process of transporting refugees from one location to another, they have supplies for it. They avoid fighting where possible, but readily attack those who attack them.
They have a small fleet of about 24 ships. Most are cargo ships, but some are guard ships.
- The Amaranth Alliance: an intergalactic welfare group that has a history of supplying medical aid to over 8 million different sapient species over dozens of universes, and the tools needed to learn how to treat those they'd never encountered. They use hyperspace technology, meaning their ships are affected by ‘Shadow of the Warp’. Their insignia is a lotus-like flower with a Red Cross over top. (In the off chance you make art, please change the cross colour so you’re not in violation of the Geneva Convention)
While armed, they are armed less than the Naetal Consortium. They will only fight when absolutely required, and will buy refugees time to escape. Their job is to be direct aid to refugees and fighters. If you need someone to heal your wounds, feed you a good meal, or be on field helping you carry someone back, these are your guys.
They have about 30 carrier ships, with a large number of smaller vehicles to spread out. Carrier ships have stronger weapons.
- Harrison MV Taxis: An extradimensional taxi service. They can ferry anyone to basically anywhere. Their devices do NOT use hyperspace technology, and are therefore NOT affected by ‘Shadow of the Warp’. Their insignia is a cheesy logo that incorporates galaxy imagery.
Complete noncombatants - will flee at first opportunity. Their job is ferrying people to and from locations. If you need to get between Solution Nine and Astraea for a big fight? They’ll happily bring you there. Are you completely done with all this and need to get somewhere safe? They gotcha! Their role in the plot is basically moving refugees, but they’ll move player characters too. While far from incompetent at their jobs, they are the most likely to need outright rescuing due to panic, so if you need someone making bad decisions thanks to present violence, they’re the best option.
Their fleet is comprised of hundreds of large ships – albeit nowhere near as large as a colony ship – and millions of smaller vehicles meant for moving individuals or small groups (think everything from something the size of an earth airplane to a literal 1928 Ford Model A Tudor Sedan with full space travel capabilities).
- Teleport Corps: An unofficial group of about 30 people who can teleport, basically people Clive trusted enough to bring into this to help. Their ability to teleport is limited to one ‘map’ (as in they can’t teleport you to another planet, but they can teleport you from the battlefield to a med tent) but all other limiting factors are up to players.
The martial ability of the teleport corps members is up to you to decide per scene. Their primary role is to teleport people to safety – they will not knowingly teleport malicious actors to civilian centres, but WILL teleport anyone from any side who is seriously wounded to medical tents on the edge of battlefields. As close contacts of Clive she brought in personally, they’re the most likely to be hyper-competent, but may not be fighters.
They do not have space-faring vehicles, but were transported here by Harrison MV Taxi staff.
Above all, these groups exist to facilitate scenes, be they solos or threads, and are tools to be used as needed or desired. So long as you are using them in good faith, you have my blessings in whatever you do.
TL;DR