Drift RPG


by Mendel Schmiedekamp

Lost Opportunities

Alone.

The night closes around and the next day slowly approaches.

Nine months until we see the daylight again, whatever colour it may be, it cannot be soon enough for me. The dusk is politics, the world we've abandoned. The dawn is politics, the world we shall save, if we only had the wherewithal, the purpose clear, but we never seem to get things quite right. It's only around midnight when I can settle down and get work done, make some small advancement that may save a hundred or a million, all doomed to die before we return any way. A blink of the eye. And we are the lucky souls who can blink and see a generation pass, and see all those chances lost to us. Still I prefer the daylight.

We failed this time, and I'm sure they will speak of it for years, years of argument and debate, all to solve a problem that ceased to have any meaning only an hour ago. It's too late, we can't save them. They have the time, but we do not.

Meteors are funny things, they tend to be hardly noticeable in the grand design. But sometimes they are more, a message a touch in space. On Tiradi 4 they were the harbingers of destruction. A collision on a sister world, alien and uninhabitable, millennia ago was all it took. A sliver of that hostility began to take root, and the colony will die.

Ultimately it was just an analog of algae, but one whose chemistry for the most part ignored ours. But not quite enough, and now the women of Tiradi 4 cannot bear children who can out live the year.

And we failed them. We should have been able to save them, or at least move them somewhere safe, but we lacked the desire, the drive to save a generation who would be buried on our return.

Someday politics will be all we have left, and then we may finally regret our inaction, our stance of superiority. But by then it will be too late.

    --From the Journal of Dr. Hedsi Baker
 
 

Upon a Dreary Star

Imagine how your world will look in a hundred years. How will the people and the culture change? And what would you be if you suddenly found yourself there, as you are now? A hero, a nostalgia, a alien?

Traveling between the stars brings this to the fore. A journey may take but a few years to the traveler, but two centuries may pass until returning. It is a hard road, but it is the only one that leads to the stars.

Almost a millennia after humanity left their home, giant ships navigate the void between systems. Huge and powerful, even the most peaceful capable of annihilating life on a planet, these ships have become the gods of the colony worlds. Passing through their traditional routes bringing new technology and occasionally colonists, take with them new ideas and talented individuals, their arrival is a sudden and rare change to the colonists. And the ship's masters? They look out upon their protectorates knowing full well that the man they drink with tonight is the great grandson of their last drinking partner on this world. It is a difficult life, in ways different from the colonists. But it is necessary for humanity to keep what it has taken.

The worlds beyond earth have a dual threat. They are places of alien natures, biologies incompatible with humanity, some downright hostile. In the midst of this the colonists fight a never ending war, solving the problems of living on a new world one at a time, a endless stream of specialized innovation and cultural development. The ships pass through the empty and not so empty void between stars, bringing authority, news, and advancement to the worlds they serve. Ultimately it is time that is the greatest barrier, as each world and each ship performs is necessary function they drift apart, their cultures as alien as their lives, and they risk losing sight of the one thing that holds them together, their humanity.
 
 

The Myriad Truths

A culture can be defined in various ways. But the most telling is the truths of the society. Those things which are so basic as to be unquestioned except by outsiders and outcasts. In Drift, these are Truths, which define a character's perspective and methods of life. Each character has taken something from, his or her culture, and these elements comprise their truths.

Aspiration: Chaos - The structure of the world requires shaking, in the very least to prevent stagnation. Pure energetic action and disorder provide the fertile ground for life at it's best.

Aspiration: Exploration - The journey to find new worlds, both metaphorically and in reality is the fundamental drive. To deny it is to stagnate and die.

Aspiration: Knowledge - The advancement of humanity is defined most directly by the body of knowledge that has been accumulated. Without this we would be nothing more than animals.

Aspiration: Peace - The path of war has held humanity back for millennia. Only a concerted effort and unending vigilance can allow us to overcome this base urge and become truly masters of ourselves.

Aspiration: Purity - Things, including people, must attain a state of true being. It is the reason for existence, without that we would be purposeless. What matters is working towards this perfection in ourselves and those around us.

Aspiration: Stability - The first necessity in life is to stabilize your environment. Without stability life consists of merely surviving and nothing truly worthwhile can be accomplished.

The Great Wheel - All things return in time, and balance is restored. Living in balance and setting things right that are imbalanced helps to guide the world in the correct path.

My Country, Right or Wrong - The first and most basic loyalty is to your nation, whether chosen or by birth. You may work to change policies you disapprove of, but it is your responsibility to support the results, regardless of your agreement. To do otherwise would invalidate the entire process.

Law and Order - Society exists because of the rules that must be obeyed. Following those rules provides the necessary structure for humans to grow beyond their humble beginnings.

Natural Law - The laws of nature predate humanity. Without them we could not exist. To forget them and try to change them is the ultimate folly.

Sin: Anger - To be clouded in judgment and to show anger to another human is to insult the rise above the beasts. Humanity is beyond such unconsidered action. Violence carries a determined nature and it is with determination that is should be performed.

Sin: Dishonesty - To tell a lie is to put at risk to world in which all people must live. The world is harsh enough, without trust all would be for naught.

Sin: Hubris - Pride is a violation of the natural order, it ignores the truth worth of the world and yourself. One's place is not to stand in defiance to the rest of the world, but to work within it.

Sin: Love - Romance leads to pain, and placing one's desires above the needs of your society will cause nothing but heartache. Learn to live, not to love.

Sin: Lust - Reckless carnality is wasteful, regardless of the target of the desires, giving in to them causes the people around you to suffer, and likely yourself when you return to your sense. Keep those desires firmly in check, or you will regret it in the long run.

Sin: Self-Denial - To deny one's self is to open the door to self destruction. You must live, and experience the world, in all it's grandeur and villainy.

Virtue: Beauty - Aesthetics define what is good and what is evil. Beauty in it's truest form is what makes life worth living.

Virtue: Freedom - To be one's own master is the greatest gift, and the greatest responsibility. Striving for better world, freeing others, and living your own life for yourself, these are the central tenets of freedom.

Virtue: Friendship - Friends are those to whom you owe the greatest debt. A true friend is your rock, a place of stability and one must be protected against all threats.

Virtue: Hope - When the world turns darkest, it is time to shine through. Hope is a great power and it can guide you through the most horrible events.

Virtue: Instinct - The purest expression of survival is instinct. Acting without thought to cloud what needs to be done. It is the last best hope when danger comes calling.

Virtue: Justice - The world must be maintained in a set of balances. When actions remove harm the innocent, it is the responsibility of the just to alleviate the situation.

Virtue: Love - Romantic emotions are the pinnacle of human experience. They define what is good and bad in our lives and give us purpose in the face of despair.

Virtue: Reason - The fundamental human experience is to think. To forget the power of reason and ignore the abilities of careful consideration is to become less than human, less than what we should all aspire.

Virtue: Sincerity - Perception of dishonesty is a break down in the ability to interact in a real society. Truth is less important than the social obligation of being of one face.

Virtue: Strength - Strength defines status and weakness is a loss of that status. To show strength is good, to be truly strong and self-reliant is even better.

Virtue: Unity - Discord brings pain and destruction. By cultivating a unified purpose among people around you, you aid them as well as yourself. When disunity arises disaster is at it's heels.

Virtue: Wealth - True worth is based on your ability to acquire material wealth. It is the ultimate game, and victory in it implies a true master of the world.
 
 

Pictures of the World: Insights

The development of technology and the discoveries that allow it's use in every day life, stem from understanding some of the basic ideas that pervade the scientific world. Each idea is simple at it's core, but the full understanding of the insights involved can take a lifetime.

As Above, So Below - The world contains few patterns when you know how to relate similar phenomena across different scales. Technologies: Particles, Astrogation, Psychology

Complexity Theory - Simple systems permit surprising complexity and the emergent features they produce are the true source of the variety of systems in the world. Technology: Computation, Genetic Pathology, Developmental Psychology

Equal and Opposite - The world works with a constant dynamism of forces, each creating equilibrium with their opposition. Technologies: Drive Systems, Trajectories, Interrogation

In a Long Enough Time Span - Patience allows meaningless data to take on a more structured form, as the irregularities pass away, only the true nature of the system remains. Technologies: Subtle Genengineering, Astrogation, Experimental Sociology

Latent Expression - Systems are often best defined by the hidden features, the ones which appear only in unusual circumstances. Technologies : Military Psychology, Developmental Genetics, Quantum Engineering

Linguistic Evolution - The growth of language stems from deep neurological structures. By deciphering this a fuller understanding of thought processes is possible. Technologies: Linguistics, Memetics, Neurobiology.

More Power - Any problem can be solved with the sufficient application of force. The hard part lies in delivery. Technologies: Weaponry, Power Systems, Conditioning

Occum's Razor - Simplicity is often a key indication of the most correct theory. Technologies: Macrobiology, Orbital Mechanics, Data Analysis

The Part is Not the Whole - Only by distinguishing phenomena can the subtle features that make a theory complete be revealed. Technologies: Artificial Intelligence, Xenobiology, Economics

Principle: Comprehension - That which cannot be made accessible, is not truly understood. Technologies: Cybernetics, Interface Design, Corrective Psychology

Principle: Probability - A deep understanding of probability, especially in it's less standard forms, is the foundation for explaining phenomena. Technologies: Quantum Theory, Education, Mutation Theory

Principle: Unification - The goal of unification reveals deep structure other attempts at investigation often miss. Technologies: Theoretical Physics, Political Theory, Quantum Chemistry

Turtles All the Way - The structures of the universe are in a never ending pattern, deciphering each new stage depends out reinterpreting the previous stages. Technologies: Particle Physics, Investigative Genetics, Psychotherapy

The Wheel Turns - Cycles are found everywhere in nature. By finding these vital patterns the fundamental forces can be deciphered. Technologies: Electromagnetics, Medicine, History
 
 

Iterations on a Theme: Flavors

Flavors are concentrations which can be applied to both Truths and Insights. Up to four flavors can be added to any Truth or Insight, and often more than one flavor can be applied to an action, making it "double flavored".

Creative - The flavor of construction, whether it be a new device or a relationship, the creative flavor makes new things and changes the nature of existing things, people, and places. This approach requires significant change, not merely adjustment.

Deceptive - The flavor of subterfuge and deceit, whether stealthing a fighter craft or lying to your superior. This flavor deals with the building of layers, adding complexity to any interaction, whether from obscuring the truth, to securing a computer system.

Destructive - The flavor of weakness and endings, from armor piercing projectiles to undermining the leadership of a commander. This flavor tears things down, exploiting weaknesses and undermining strengths.

Direct  - The flavor of force, whether intimidation or weaponry. This flavor seeks the shortest and most potent route, it uses all that is available, and gains strength from it's unreserved nature.

Informative  - The flavor of explanation, this flavor permits understanding and relation of information. It develops communication and interfaces which permit information and comprehension to be acquired.

Resistive - The flavor of protection and firmness, it ranges from defensive technologies to resisting torture. This flavor seeks to maintain the current state, preventing all change.

Restoring - The flavor of healing and repair, it permits the return to functionality and original states. This flavor seeks subtle change, with the purpose of undoing damage and wear.

Revealing - The flavor of perception and investigation, it delves through layers, searching for both the unknown and the hidden. This flavor includes interrogation , sensors, and the full range of detection techniques.
 
 

Sailing the Stars

The first step in starting a game of Drift is to describe the ship on which the game will be played. This defines the tone of the game, as each ship has it's own purpose and function, as well as specialties and resources. Due to the rarity of inter-ship communication each ship has developed it's own culture and technology base, often quite different from their siblings. Since the following choices impact all the players, it is advisable that they be consulted to help make them. If desired they may be put to a vote or selected in turn by each player, how ever the group sees fit to choose them.

1) Choose Ship Type:

Military - This ship's primary mission is to defend the holdings on it's circuit, often this is a complex task, relying on training locals and setting up defensive and offensive technologies. A military ship can easily gain control of a system upon entry, the difficulty lies in maintaining that dominance after the ship has left.

Political - This ship is a traveling embassy and diplomatic station, it attempts to forge alliances and keep a general political structure over it's circuit. There are a variety of different goals for these ships, as they have all grown from a government organization of one sort or other.

Scientific - This ship is a mobile research laboratory, it distributes it's discoveries to the world's on it's circuit and acquires any advances left by other ships. Each of these ships originally had a specialty, but the demands of time and their circuits have caused them to broaden their fields of study.

2) Choose Ship Truths:

A ship's culture is complex and has grown slowly based on interaction with their circuit worlds and the requirements of long term space travel. Select seven Truths to determine the cultural features of the ship. These will be the consistently available truths for later in the game, often characters will acquire one or more of them over time.

3) Choose Ship Insights:

A ship's scientific and technological development tends to be along standard lines, which is the reason that new recruits are so desired. Select five Insights to reflect the technological thinking of the ship's crew. These entrenched ideas of the ship's technologists provide a baseline for intellectual approaches. From here a character may be considered traditionalist, or a radical. Often over time these insights will be acquired by characters, as they slowly conform to the intellectual standards of the ship.

4) Choose Technology Bases:

Over time the fundamental technologies available to each ship have changed. Often one base is as good as another, but a given ship has developed the related technology further. Choose three short phrases to describe the technology of the ship. These should be worked into the way that characters on the ship use their insights.

5) Choose Ship Name:

This can be anything, but the players will probably all want to agree on it.
 
 

Joining Up

Creating a character is much like creating a ship, each character has a set of Truths and Insights, as well as a description. However a character has the freedom to further define their Truths and Insights using Flavors.

1) Describe Character:

A character should have a name, and a fairly well defined physical description. Some of the description should be left for the game, but it's a good idea to have major aspects in mind before hand.

2) Truths and Insights:

A character has five total Truths and Insights, at least one of each. They can be chosen from the main lists above. If a character is going to be native (see Step 4) to the ship, all but one of these must be from the Ship's lists.

3) Flavors:

Select one Flavor for each Truth and Insight. Write these next to the Truth or Insight, leaving room for more Flavors later.

4) Select a Homeworld:

Ideally all characters will be from a different homeworld. Although native born characters are possible, it's less likely, since most crew members retire to a circuit world before raising a family. It is also possible for multiple characters to be from the same homeworld, but most ship leaders avoid placing too many individuals from the same homeworld into a team.

5) Select Role:

Once the character has been created, it is time to select the character's role in the team, with the rest of the characters. Often this phase of the process should be done with the rest of the players, to help fit all the characters together. The best way to think about roles, is to determine what unique element this character brings to the team, whether it be due to Truths, Insights, or a predominance of a given type of Flavor. Don't worry too much about fitting a character to the role, characters will change and develop over time, so that they will further suit their developing role in the group.
 
 

Traveling the Circuit

The next step, once characters have been created is to determine the circuit that the ship traverses in it's travels. These are not the only systems the ship could encounter and it is not uncommon that new systems may be added or dead ones removed. The initial circuit for the ship should include the homeworlds of each of the characters.

Each world should possess seven Truths, including the truths of any characters from that world. The travel time between each consecutive system can be anywhere from one month to a year. (This can be randomly determined by rolling a d12.) The order of the circuit should be determined, including where any systems in addition to the player character systems will be located. (This can be done by going around the table, adding the homeworld of each player, flipping a coin to decide if an additional system is between that homeworld and the next.)

Every circuit the GM should change one or more of the Truths of the world, as it slowly changes over the decades. The exact time dilation between the ship and it's circuit can vary considerably. Any where from one to six months on the ship can be equal to a year on it's circuit. This is a fairly important choice, as it will determine the pace of change the game encounters. A default would be two months equals a year.
 
 

On Task

Every significant task a character attempts is rated by a difficulty:
 

Difficulty Value to roll equal or greater
Unskilled 3
Simple 5
Skilled 7
Difficult 9
Complex 11
Excruciating 13
Nigh Impossible 15

The dice rolled are determined by the presence of an appropriate Insight or Truth, and any flavors which match the task:
 

Level Dice Rolled Opposed Difficulty
Unfocused 1d4+ 3
Focused (appropriate Truth or Insight) 1d8+ 7
Flavored 1d10+ 9
Double (or more) Flavored  1d12+ 11
Note: 1dX+ means that if the roll is the maximum value on the die, re-roll it and add that to the next value rolled. This process continues until the die does not roll the maximum value.

The opposed difficulty is the difficulty of trying to affect a person defending with the appropriate Insights, Truths, and Flavors. For tasks that naturally affect multiple individuals, use the maximum opposed difficulty.

Each roll has a quality value, this is defaulted at one and for every four above the difficulty the roll makes, the quality is increased by one.
 
 

Impetus to Succeed

Characters frequently possess the ability to do more than they expected, and to exceed, if only for a short while, their limitations. This is done by the expenditure of Impetus. Each point of Impetus spent on a roll, allows the die to be rolled once more, as if it had rolled it's maximum value. Whenever Impetus is spent on a task, the related Truth or Insight should have it's Impetus increased by the amount spent. If the task was Unfocused, then either increase the Impetus of the Undesignated Truth or Undesignated Insight, depending on whether the action is more human or technological. Impetus cannot be spent on rolls which have exceeded their difficulty.

For Example: Dr. Vinteras is attempting to solve a complex linguistic problem, an Excruciating task. He has no truly applicable Truths or Insights, so is attempting to roll a 1d4+ equal or above 13. He rolls a 3, and spends an Impetus to roll once more. This rolls a 4. So he re-rolls it, getting a 2. Thus the total is 3 + 4 + 2 = 9. That's pretty good, but not good enough, so he spends one more Impetus on the task. With this he rolls a 3. Added to his previous total, this gives 9 + 3 = 12, just one too short. Deciding it's worth three Impetus, he spends a third point, and rolls a 4 and a then re-rolls to get a 3. This makes his final total, 12 + 4 + 3 = 19, more than enough to succeed. He then places three Impetus underneath the Undesignated Insight section, since this was more of a technological situation.

For Example: Dr. Heshod is attempting to get some samples from a group of colonists. She has the Truth, Virtue: Unity, but the Flavor, revealing, isn't particularly appropriate. The difficulty is also Excruciating, due to the suspicious nature of the colonists. She is rolling a 1d8+ to get a 13 or higher. She rolls a 7, which fails to convince the colonists, so she spends a point of Impetus to reflect her effort and will on this matter. She rolls a 4, which is still insufficient, giving her a total of 7 + 4 = 11. So she spends one more Impetus, hoping that this will clinch the task for her. She rolls a 6. Her total, 11 + 6 = 17, is more than enough to succeed. Since she spent two Impetus on the task, she adds two Impetus to her Truth, Virtue: Unity.
 
 

Impetus to Change

Impetus which is recorded on a character's Truths and Insights, even the Undesignated ones, help cause the growth of that character. Impetus may only be added to a Truth or Insight by spending it on a failing task, to re-roll the die one more time. When a character is not challenged, they do not evolve, but rather stagnate.

Impetus on Truths or Insights may be expended in the following ways, at any time:

The Impetus on both the Undesignated Truth and Undesignate Insight functions differently. As soon as either reaches twenty Impetus, a new Truth or Insight, respectively, is gained. This Truth or Insight has any one Flavor, but replaces one existing Truth or Insight. The new Truth or Insight gains the Impetus of the Truth or Insight it replaced. The new Truth or Insight must be chosen from either the ship's lists, or the Truth list of the current world, if any.

The replacement occurs using the following rules:

Impetus to Survive

Any task that is against a character may be caused to automatically fail, by that character expending Impetus equal to the tasks quality. This is the primary way combat tasks occur, one character attempts to kill another, and the later character spends impetus to prevent his or her own death. Other purposes, such as wounds, distraction, tripping, etc. can also be attempted. Often these will make a subsequent killing action easier, reducing the difficulty of the attack, usually by one for each level of quality. Impetus spent in this way is lost, and does not apply to any Truth or Insight.

If there is any concern about whose action occurs first, characters with more Impetus can act before characters with less Impetus. If there is a tie, determine the results randomly.
 
 

Replenishment

Impetus is regained in two situations. At the beginning of each mission the GM should award each character between twelve to twenty Impetus, based on the expected length and danger of the mission. Whenever a player performs well in the game, making a significant addition to the enjoyment of the game, their character should gain one to three Impetus.


Crafting a Mission

During a game of Drift, the GM has the job of building a mission for the player's characters to resolve. This can be done in numerous ways. Homage to a favorite TV show episode or story can serve as inspiration. Alternatively you can build on character's previous escapades. Creating the other characters, whether foes, allies, or bystanders, requires just choosing Truths and Insights for each. This is much like preparation in most role-playing games. Drift however includes an alternative, faster and more integrated way to craft a mission.

The first step in creating a mission this way is to list a number of Truths and Insights, between four and ten total. Pull these from the planet or ship on which the mission occurs, the player characters, or, especially in the case of Insights, based on what appeals from the main lists. Space them out on a piece of paper and start connecting the truths and insights, indicating conflicts or alliances between cultural and technological aspects of the mission. Label these with a specific situation, a character, or both. This will produce a map of your mission. The mission map below, is inspired by the Republic of Gaithsmark mission Election Duty.

Mission_Map
When player characters interact with any of the characters or situations, treat them as having the two Truths or Insights which they link. Each link can have two flavors as well, which applies to both Truths or Insights, but you can assign those before or during play. It is likewise easy to add new characters and situations during play, by filling in a new link. In the map above it could be a riot in the town to destroy the voting machines (connecting between Natural Law and Turtles All the Way Down), or a romantic rival of Noriko's or Dale's (connecting Virtue: Love with Natural Law). Sabotage

 

A Good Ship

One of the most crucial elements of Drift is the ship the players select. This develops the context for the entire game. The following ships are examples of different approaches which can be taken to making your ship.

U.N.S.C. Chimera - Military Ship
Truths:
Aspiration: Stability
Law and Order
My Country, Right or Wrong
Sin: Anger
Sin: Dishonesty
Virtue: Friendship
Virtue: Strength
Insights:
As Above, So Below
Equal and Opposite
More Power
Principle: Unification
The Wheel Turns
Tech Bases:
"Organically grown metal"
"Extremely powerful magnetic fields"
"Entropy detectors"
Description:
The Chimera was originally commissioned as a Peace Keeping ship by the old Earth U.N. It's primary job was to prevent the dominance of any one colonial power. Eventually it's mission mutated to being concerned with stability and keeping the colonists from becoming too violent to other colonies in system. Also the Chimera has developed a strong sense of brotherhood amongst the ground units employed, while officially lower ranked they still manage to have significant sway over the more divided naval hierarchy due to this cooperation.
Missions:
War games - The only way to keep readiness is to practice, practice, practice. On the other hand, when that practice is on an barely explored world, it's hardly going to be just a game.
Mutiny! - Some naval officers have decided to make their move and take over the ship's control room. They intend to become the new commanders, but is your team willing to stand by and let that happen? Or maybe they want to help?



The White-Plumed Crane - Military Ship
Truths:
Aspiration: Purity
The Great Wheel
Natural Law
Sin: Lust
Sin: Hubris
Virtue: Beauty
Virtue: Justice
Insights:
In a Long Enough Time Span
Latent Expression
Occum's Razor
Principle: Comprehension
Turtles All the Way
Tech Bases:
"Intron modulation therapy"
"Adaptive crystalline structures"
"Post-gravitational convolutions"
Description:
The White-Plumed Crane is essentially a Shaolin Temple in space. It's furthers the ideas of it's Buddhist sect, long since separated. They carry on the ancient tradition of righting wrongs and aiding the oppressed, often being content to appear as heroes of legend on the worlds in their circuit.
Missions:
In Search of the Grand Master - The Grandmaster Schwartz left the established parts of the ship years ago, now she is only approachable if you track her down in the engineering sector, which is mostly automated. Rumor has it that she can teach ancient techniques the current masters have never learned. Are you willing to find out?
How Strong is Your Kung Fu? - It's time for the yearly martial arts tournament. Each school will compete for the title of champion. Is your Kung Fu good enough?


The Republic of Gaithsmark - Political Ship
Truths:
Law and Order
My Country, Right or Wrong
Sin: Love
Virtue: Friendship
Virtue: Sincerity
Virtue: Strength
Virtue: Wealth
Insights:
Complexity Theory
Linguistic Evolution
The Part is Not the Whole
Principle: Probability
The Wheel Turns
Tech Bases:
"Programmable Micro-organisms"
"Shaped Nano-dense materials"
"Gamma ray optics"
Description:
The Republic of Gaithsmark was once a colonial government, which moved on ship to permit the administration of conquered colonies. Over time, more and more systems have been added to the Republic, shifting the joint military and political mission of the ship to a purely political role. The Republic attempts to keep the local powers under their sway, and eliminate any authority from other ships which cross their path.
Senatorial Infighting - Sometimes the senators like to attack each other down on the Senate floor. Unfortunately one of them has decided to attack Senator Jin Ku in a much more permanent matter.
Elections Duty - It's the grunge duty of the ship, so everyone gets a bit of it. This time your visit won't be filled with the normal missions, instead your team needs to run the elections for Senator for this planet. This is no mean task, after all this time, how many of the colonists remember how to vote?


Census Ship 5 - Political Ship
Truths:
Aspiration: Knowledge
Aspiration: Stability
The Great Wheel
Natural Law
Sin: Hubris
Virtue: Reason
Virtue: Sincerity
Insights:
Linguistic Evolution
Occum's Razor
The Part is Not the Whole
Principle: Unification
The Wheel Turns
Tech Bases:
"Learning ceramics"
"Space ready cellular machines"
"Gravitational computers"
Description:
Census Ship 5 is part of a fleet of twelve ships developed by the Colonization Authority, a joint organization of half a dozen major space nations. They built the ships to maintain accurate databases of the planets on their circuits. Over time Ship 5 has violated their non-interference restrictions on several occasions, but the leadership will only intervene in case of man-made disasters, they feel that natural events are not to be tampered with.
Missions:
Database Breakdown - Something is wrong with the database. The core seems to be inaccessible. What's happened? Is it an external event causing equipment failure? A design flaw finally appearing? Or is someone trying to undermine the purpose of the ship?
Data Evaluation - The data evaluation tasks are so behind that the assignment you get is several decades old. But not everything adds up. How do you track down the problems when half the original team has retired?


University of Io - Science Ship
Truths:
Aspiration: Exploration
Aspiration: Peace
Aspiration: Stability
Sin: Dishonesty
Virtue: Freedom
Virtue: Hope
Virtue: Reason
Insights:
Complexity Theory
Linguistic Evolution
Occum's Razor
The Part is Not the Whole
Principle: Comprehension
Tech Bases:
"Meta-feedback algorithms"
"Self-aligning materials"
"Channeled neutrinos"
Description:
Once the University of Io was actually located on the moon it's named after. But once the mining opportunities had dried up, the University decided to pick up and follow the out-bound colonists they had educated on Io. Now it tours the circuit which of those colonies. It's primary focus had been computer science, but over time the University has necessarily broadened it's research interests.
Missions:
Tenure Review - And you thought field duty was rough. These guys make the Inquisition look pleasant. And if they're not satisfied, good luck getting funding, computer time, and new students.
Admissions - Every world has it's brightest, but how can you make sure they deserve to attend UIo? Navigating the politics, economics, and simple strangeness of the culture won't be easy.


Valtech Inc. - Science Ship
Truths:
The Great Wheel
Sin: Love
Sin: Self-Denial
Virtue: Beauty
Virtue: Freedom
Virtue: Instinct
Virtue: Reason
Insights:
In a Long Enough Time Span
Linguistic Evolution
The Part is Not the Whole
Principle: Unification
Turtles All the Way
Tech Bases:
"Auto-mutative bioforms"
"Psychoactive symbiots"
"Bio-electric generators"
Description:
Corporate deep space research lab turned Hedonistic fun-fest, Valtech was once a biotech firm, who served various colonial corporations. Over time, they advanced and their clients did not. In order to retain clients they developed a novel approach to interacting with colonists, masquerading as a mystery cult. Over time this has altered the ship's culture from hard working, if laid back corporation, to drenched in excess. Of course that only adds to the mystique.
Missions:
Containment Breach - There's lots of nasty stuff in those secured labs in Blue sector. And now some of it isn't just in Blue sector anymore. Party time is over, it's time for some serious damage control.
Product to Market - R&D is all well and good, but sometimes you need to take the research and make something that will sell. Marketing needs to be redefined for each world, and with circuit based deadlines, it can be a real killer.
 

And a Star to Sail Her by

Another vital element of any Drift game is the worlds and systems on the circuit. These systems often drive the game, providing the problems and dangers encountered in the yearly business of the ship. The following are sample systems and some worlds that can be placed in systems of their own.

Carnibus - Three World System
A single-star system, with two habitable worlds, as well as a mining colony in the far asteroid belt. Due to the metal poor natures of both Carnibus 4 and Carnibus 5, the mining colony, Minerva's Tear, is vital to both worlds. Internal strife between the two terrestrial colonies, however, tends to dominate the system.
Missions:
Message of Peace - As the only truly neutral faction in the conflict between the two planets, the ship has been asked to carry an envoy from Carnibus 5 to their sister planet. This may be a chance to forge peace in this system. Or it may be yet another failure for diplomacy.
Harbinger of War - The arrival of your ship included some new technical data, helping to improve the mining facilities of Minerva's Tear. Unfortunately that technology has also permitted the development of a new weapon system. Now the governments of both planets are going to try to get a hold of it before the other side does. It seems peace will soon be a distant memory.
Worlds:
Carnibus 4 - Planetary Colony
Truths:
Sin: Anger
Sin: Lust
Virtue: Beauty
Virtue: Friendship
Virtue: Sincerity
Virtue: Unity
Virtue: Wealth
Description:
A highly developed society, centered on family status dominates this green world. Well terraformed this once lifeless world has been made to grow many conventional plants and animals. Only minimal tweaking has been required to handle lower trace metals, and an increase in surface temperature. The standard climate of Carnibus 4 is tropical, with little seasonal variation.
Missions:
Take me to your leader - The previous family your ship has dealt with has apparently been killed by parties unknown, causing a subtle version of a civil war. Unfortunately to do your job, you need to find the new leaders. And if you can't find them, you might just have to make them.
Blight season - With all the moisture Carnibus 4 is ripe for a crop blight, and nature has decided to oblige. While there's enough variety to keep much of the colony alive, several regions could be hard enough hit to cause mass starvation. Fortunately your ship is here to the rescue.
Carnibus 5 - Planetary Colony
Truths:
Aspiration: Stability
Law and Order
Natural Law
Sin: Dishonesty
Sin: Lust
Virtue: Reason
Virtue: Unity
Description:
A sparsely populated but heavily regimented society, Carnibus 5 has a colder, harsher environment, with significant seasonal shifts. It slightly eccentric orbit has required greater tolerance of cold and darkness to be provided to the main crops grown here, as well as the colonists. Notably Carnibus 5 has a strong, state enforced, education system. As a result it manages to be run as a fairly direct representative republic.
Missions:
Library Blues - In updating the Carnibus 5 educational library, your team has uncovered several significant inconsistencies, especially pertaining to the early colonization of the system. Is this an honest error? Or is something sinister being hidden?
Voted in a Flash - Due to the technologic arrangements Carnibus 5 has each representative elected over short period of time, and all at different intervals and times based on the region. As a result the person in charge yesterday might be back on her farm today. And someone who you insulted in the bar yesterday may be the next person voted in. Politics can be a funny thing.
Minerva's Tear - Mining Colony
Truths:
Aspiration: Exploration
The Great Wheel
Sin: Hubris
Sin: Self-Denial
Virtue: Friendship
Virtue: Freedom
Virtue: Wealth
Description:
More risky than many mining colonies due to the out-dated equipment, the miners of Minerva's Tear are aware of the risks, and face them gladly. The colony is run by a council of four mining corporations, which branched off various interstellar interests centuries ago. The companies are hereditary, with the key offices passing to either familial heirs, or chosen successors. This has managed to keep things somewhat stable, and the corporations for the most part cooperate in doing business.
Missions:
Corporate Skirmish - Due to more advanced detection technology your ship has ascertained a previously unimportant asteroid contains a significant vein of gold. Rarer than usual in this system, and much needed for certain electronics still in use, this discovery will certainly excite all the corporations, perhaps a little too much.
S.O.S. - Your team has encountered a mining ship broadcasting a distress signal. Upon investigation the ship seems empty. Did the crew escape? Who set the signal? Could this be a sign of piracy in the belt?



Euler's Star - Two World System
A binary system, with the stars orbiting within about an AU of each other. The only inhabitable planet, Euler's Paradise has a long orbit around these two stars. There is also a constellation, Echo Station, which extends out from directly between the two stars.
Missions:
Euler's Watch - A small orbital station around Euler's Paradise, Euler's Watch is a place for exiles and prisoners. Kept under watch by those who have lost the desire to live under the strict rules of their homeworld. However, some of the greatest criminals of Euler's Star are kept here. And now some of them have escaped.
Distress - A small beacon is detected from one of the uninhabitable planets in the system. Is it a relic of a failed colony, a crashed ship, or something more sinister? And to make matters worse, that world will soon be nearing one of its suns, and if anyone is still alive, they soon won't be.
Worlds:
Euler's Paradise - Planetary Colony
Truths:
Aspiration: Peace
Aspiration: Stability
The Great Wheel
Law and Order
Sin: Hubris
Sin: Self-Denial
Virtue: Unity
Description:
A planetary society based on a strict, but simple approach to life. Maintaining strong cultural expectations the people of Euler's Paradise rarely find themselves faced with internal challenges, owing to the difficulties of dealing with the erratic weather, as well as the occasional visits from Echo Station. Their elected council rules slowly, but strictly, enforcing laws to the letter. However, the residents of Euler's Paradise work hard and play hard. The climate is mostly temperate, with a tendency for freak weather patterns, especially during the more eccentric parts of the orbit, usually termed, "Storm Season".
Missions:
Quiet Rebellion - Strange things have accompanied the arrival of the ship. It seems that some people are beginning to express their displeasure with Euler's Paradise. The capitol city, Elsmere has been plagued by inexplicable acts of protest, and it's beginning to shake everyone up. So the question is, whose side are you on?
Eye of the Storm - The atmospheric regulators that help keep "Storm Season" from being uninhabitable have begun to malfunction. The repair team has been lost in a freak weather front, which has spread across half the globe. Your team needs to find out what happens and fix things, before Euler's Paradise becomes a dead world.
Echo Station - Constellation
Truths:
Aspiration: Chaos
Aspiration: Peace
Sin: Anger
Sin: Dishonesty
Sin: Love
Virtue: Friendship
Virtue: Instinct
Description:
A free-wheeling collection of satellites, stations, and orbiting craft which have long since lost the use of their engines, this node of commerce and life, called Echo Station after it's largest member, is a chaotic milieu nearly devoid of any rules at all. The leadership structure of Echo Station varies from week to week, but several unwritten rules are adhered to, simply to keep the constellation from falling into disrepair and war. Combat in the constellation is strictly prohibited, and with the unpredictable nature of one's neighbors this is more a matter of common sense than enforcement. No one interferes with free trade, especially with import ships from Euler's Paradise. And no one tells their neighbors what to do.
Missions:
Hot Potato - It's supposed to be a routine investigation. But somewhere along the way something went wrong. Now it seems that everyone is recognizing the team, and not in a pleasant way. In the middle of suddenly hostile territory, how do you find out what happened? And how do you get out?
Mirror Shades - The solar deflection system has always been a little buggy, but since Green 14 was burnt to a cinder, what passes for the civil authorities have decided something needs to be done. Fortunately your ship has just arrived.


 Omicron 5 - Two World System
A one star system, Omicron 5 has a single colonized world. The second inhabited body is actually a circuit ship, which has been derelict for over three hundred years. The "victor" of a chance encounter between two circuit ships which had been feuding for over a century, the U.S.S.C. Utah, has been in a slow orbit of Veti, the inhabited world ever since.
Missions:
Lucky Streak
- The Lucky Streak is a freelance courier between the two worlds, and it's cargo is typically contraband to both. But in a system where this sort of smuggling is typically ignored, why is the ship calling you for help? And what might it be carrying that the residents of the system don't want you to know about?
The AbsCom Conspiracy - Officially no one on the Blue Mongoose survived the encounter with the U.S.C. Utah, but recently AbsCom corporation, the current leader in both worlds communication systems, has become erratic. A recent unexplained homicide of an investigative reporter who had interviewed the CEO is drawing some concern. Word on the street says these are all connected, but who is playing who for a sap.
Worlds:
U.S.S.C. Utah
- Derelict Ship
Truths:
Aspiration: Stability
My Country, Right or Wrong
Sin: Anger
Sin: Lust
Virtue: Freedom
Virtue: Friendship
Virtue: Unity
Description:
The Utah is run by a simple elected bureaucracy. The different ship positions are still held as the government, but they are now voted in among the qualified candidates, for a six year term. The atmosphere of the ship ranges from loose and fast, to prim and proper. Each of the major districts was once a support site for a division of marines. The different traditions and ideals of the divisions has evolved and mutated with contact with the planet, into a handful of districts each with a very distinct character.
Missions:
The Loaded Gun
- Recent tensions between Utah and the planet have gotten worse. Now Utah is threatening to use orbital bombardment to weigh a recent trade agreement in their favor. As things get more ugly, you arrive, and are asked politely but firmly to arbitrate.
Return to Space - A recent development may permit the repair of the Utah's engines. But what kind of ship would they become if they could once again travel the spaceways. And what would that do to the planet with which they have grown interdependent.
Veti - Planetary Colony
Truths:
Aspiration: Knowledge
Aspiration: Purity
The Great Wheel
Sin: Love
Virtue: Beauty
Virtue: Sincerity
Virtue: Wealth
Description:
A highly meditative society, Veti has a long tradition of rule by it's elders. Leaders are selected primarily based on their skill as debaters, and the debates to choose the high elder have been known to last for days. A mostly agrarian world, Veti is home to several well stocked libraries, contributed to by passing ships. They rely on the technology of the Utah for many things, but some groups on the planet have a strong desire for self-sufficiency.
The Challenge - When walking down the street in the capitol city of Miguas, some imagined slight has become serious, and now must be handled in public debates. But the trail is deeper than that, because significant amounts of money has changed hands, and something seems to be fixed.
A Hostage Situation - Some of the separatists have taken to something stronger than shouted debates, they've taken a few ship crew members hostage. As it stands this looks to end poorly, especially since the Utah has offered the aid if it's "special forces" and doesn't seem to be waiting for a yes.



Alesar's World  -  Planetary Colony
Truths:
Aspiration: Chaos
Aspiration: Peace
Natural Law
Sin: Dishonesty
Virtue: Freedom
Virtue: Instinct
Virtue: Love
Description:
Alesar's World is a case study in anarchy. A constantly shifting and warping society, where no leaders rise to the top for more than a few days. But thanks to several chemicals found in the common food products the relative ambition of the people is small. However, the major danger when visiting the paradise of Alesar's World is the taboos, subtle, but very real, outsiders often fail to realize that they have broken them, until they are shunned permanently.
Missions:
Ambassadorial Replacements
-  The previous ambassadors have managed to break some subtle taboo before the negotiations could complete. As has the one before that, and the one before that. Now it's the last chance for a diplomatic solution before the application of irrefutable force.
AWOL - Several key personnel were on leave on Alesar's World, and are now refusing to return. Your team has been sent down to determine what has caused this sudden change in loyalties, and to determine if Alesar's is dangerous enough that it will be taken off the circuit.



Miranda 4 - Planetary Colony
Truths:
Aspiration: Exploration
Law and Order
Sin: Anger
Sin: Hubris
Sin: Lust
Virtue: Freedom
Virtue: Justice
Description:
The world of Miranda 4 is a recently founded colony, still thriving on new discoveries and territory. The Colonization Authority has managed the migration if it's colonists for nearly one hundred years, and is the accepted authority of the planet. The marshals who represent the Authority provide local law enforcement in the small towns and homesteads.
Missions:
Fungi Rush - The recent discovery of a novel fungus variant appears to herald two significant changes to Miranda 4, first an influx of colonists interested in reaping this new resource, and a break down of the power of the Authority as corporations begin to arise. To what length is the Authority prepared to go to protect it's position, and what means might it's more unpredictable marshals take?
Slow Motion Plague - Miranda 4 is sparsely populated, to prevent sudden cross contamination due to it's colonization technology. But upon recent arrival the colonies have been subtly altered, on approach to the planet it appears a plague has struck, fallowing large regions of the planet, but the Authority claims all is well.



Epsilon Gamma Phi Gamma - Constellation
Truths:
Aspiration: Knowledge
Aspiration: Peace
The Great Wheel
Sin: Self-Denial
Virtue: Instinct
Virtue: Reason
Virtue: Strength
Description:
Epsilon Gamma Phi Gamma is many things. It is a failed colonization platform, due to it's planet having toxic levels of heavy metals. It is a haven for one of the strangest faiths ever encountered. It is a very dangerous place to live, but a wonderful one to visit. The people of Epsilon Gamma Phi Gamma follow the Two-Fold Path. A strange and esoteric religion that attempts to divide the higher and lower parts of a person, by climactic control and conditioning, the residents of this constellation are highly reasoned and culturally developed, but during the night cycle, all that changes. The people become near animals, dwelling in a constant flux of excess and desire. One night is usually enough to scare almost any one away, or make them into a convert.
Missions:
Dr. Jekyl
- The ship needs a new expert, and it just so happens that a perfect choice exists on the constellation. But first someone needs to convince her that moving out of the daily cycle won't cause madness and death. And then someone will need top make sure that the first person was right.
Mr. Hyde - Due to an accident the ship has lost several key biologics from the hydroponics bays. Replacements can be found, but the only person who sells them on the constellation avoids doing business during daylight. It's expected to be a harrowing journey, and that's just the haggling over price.




© 2005, 2006 Mendel Schmiedekamp