Star Wars Roleplay: Chaos

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Work In Progress DasTech Skunkworks (Pre-Codex WIPS)


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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: Akira Tower
  • Classification: Shopping plaza
  • Location: District 7, Mondder, Etti IV
  • Affiliation:
  • Accessibility: Akira Tower is broken into four vertical zones, each one more secured than the previous.
    • Zone 0 consists of the bottommost kilometer of the structure and is largely unpoliced. Espo patrols are sparse and CorpSec's presence is minimal, resulting in vigilantes known as Ronins taking charge of law enforcement and criminal punishment.
    • Zones 1 and 2 are open to the public and require little to no official identification or clearance to access. CorpSec maintains proper patrols, stations, and even small detainment cells on some floors. Crime is much lower here than in Zone 0.
    • Zone 3 is considered accessible by VIP access only. Business partners, corporate officers, and city officials make up the majority of Zone 3's patrons. CorpSec maintains a high level of activity here. Official credentials are required to access these levels.
  • Description: Akira Tower is the most prominent building in District 7, and arguably across all of Mondder. Even with an entire kilometer of its full height below surface level, Akira Tower is the tallest building in Daybreak Heights. Its neon exterior can be seen from across the entire district, containing within hundreds of levels of shopping centers, boutiques, food courts, arcades, holofilm theaters, corporate offices, and more.
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POINTS OF INTEREST
  • KILOMETER-1: Level 1 to 349 (Zone 0).
    • K-1: Short for Kilometer-1, this section of Akira Tower's monstrous footprint is actually entirely below surface level. It extends into the planet's Midnight Zone and encompasses most of the Zone 0 levels. At its furthest point, K-1 is little more than maintenance closets, electrical hubs, cooling stations, and breakrooms for the dredges who keep Akira's neon veneer nice and shiny.
    • STAFF HOUSING: Low-icome, shoebox housing blocks reserved for Akira Tower's maintenance staff. Technicians, custodians, traffic controllers, shuttle pilots, and more make up this resilient population of reluctant workers. Loose patrols of Espos make their rounds on these levels, though more frequently as housecalls rather than dedicated patrols.
    • AKIRA SQUARE: The original free market from which Akira Tower ascended is still alive and well, despite being tucked away in the lowest navigable levels of the building. Akira Square is full of locally owned boutiques, diners and cafes, modshops, and clubs. This portion of the tower receives considerably less security coverage from the Espos, and rarely -if ever- is protected by private security firms. It's more of a free-for-all where neighboring business take care of each other, or not at all. A cell of vigilantes calling themselves the Ronins take the law into their own hands, for better or worse. They can be territorial.
  • LOWER PROMENADE: Level 350 to 850 (Zones 1 & 2)
    • SHUTTLE TERMINALS: Akira's towering height allows it to not only be accessible at ground level to pedestrians, but also via speeder or shuttle. In partnership with Saotome Foundry, Akira Tower circulates thousands of customers every day through dedicated shuttle terminals. Extensive use of the reliable Saotome Runabout Mk. II airspeeder ensures that visitors are transported safely and hastily to and from Akira Tower. Terminal stations are located every 25 floors beginning with level 375 and ending on level 850.
    • GNASHERS: Despite their cultural tendency toward haughtiness, even the affluent Rakririan aren't immune to the allure of Akira Tower's reputation as a credit-raking hotspot. Offering the unique culinary experience of traditional Rakririan cuisine, prepared by a kitchen staff of all-Rakririan chefs, Gnashers is a popular eatery among upper middle-class Ettians.
    • MUSEUM OF ETTIAN HISTORY: Perhaps one of the only scholarly museums with public access in all of Mondder, the Museum of Ettian History is a natural history and science museum located on level 803.
    • BRAGGING RIGHTS ARCADE: Situated on the cusp of the Lower and Upper Promenade's division level is the famous Bragging Rights Arcade. Vibrant neon lights and a cacophony of bleeps and bloops welcome gamers of any age and skill level into its doors, where they find inside a near-endless source of entertainment.
  • UPPER PROMENADE: Level 851 to 1330 (Zone 3)
    • DARKSTAR LOUNGE: Located on level 1300, the exclusive DARKSTAR LOUNGE is Artemis Tau's latest playground. It's one of the few public spaces on Etti IV that the illustrious Direx can be spotted without an entourage of armed CorpSec agents, but don't be fooled, her watchdogs are everywhere. Darkstar is a premium club with an invite-only membership that can be easily bought with enough credits or vertices. The majority of Darkstar's floorspace is dedicated to a glass-bottom dance floor from which partiers can see below to the lower levels where citizens shop beneath them. A circular bar is located on the north side of the club, and behind it are various private rooms reserved from meetings ranging from corporate to personal.
    • JADE RABBIT BATHHOUSE: Saunas, massage parlors, and private consultation chambers take up the majority of level 1310 under the trademark of the Jade Rabbit corporation. This level of the Upper Promenade is a man-made paradise for Corpos, clients, and affluent citizens who come to unwind or talk shop.

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SECURITY
High
: A permanent CorpSec presence in Akira Tower ensures that constant security coverage is maintained. Patrols of Espos are complemented by private security forces who keep a lookout for shoplifters, slicers, and disorderly visitors. Physical altercations are handled by on-duty officers, and while citizens typically enjoy uneventful shopping trips to Akira Tower, they are always under the watchful eye of the Corporate Authority. In the lower levels, vigilantes branding themselves as the Ronin keep crime in check as best they can.
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HISTORICAL INFORMATION
Akira Tower is an iconic edifice on Etti IV, standing as a testament to the planet's rapid urban development and architectural ingenuity. Its origins, though debated, are generally agreed to trace back to Akira Square, an open-air marketplace that existed approximately one kilometer beneath the current surface. The marketplace was a bustling hub of commerce and culture, attracting traders, merchants, and visitors from various parts of the galaxy. Over the years, the demand for more space and the need for vertical expansion led to the gradual transformation of this vibrant square into what is now the majestic Akira Tower.

The transition from Akira Square to Akira Tower was neither swift nor straightforward. It involved decades of construction, engineering marvels, and innovative design. Initially, small structures began to rise around the marketplace, creating a multi-layered environment. As Etti IV's population grew and the ecumenopolis expanded, these structures were extended upwards, eventually merging into a singular, cohesive tower. This vertical growth was driven by the planet's limited horizontal space and the necessity to house an ever-increasing number of businesses and residences. Architects and engineers had to overcome numerous challenges, including structural integrity, resource allocation, and the integration of advanced technologies to support the tower's escalating height. These facilities were pushed further down, shifting into the lower levels as the tower grew.

Today, Akira Tower stands as the tallest commercial structure on Etti IV, symbolizing the planet's relentless drive towards progress and modernization. It houses a myriad of offices, retail spaces, entertainment venues, and residential units, making it a microcosm of the larger ecumenopolis. The tower's design is a blend of futuristic aesthetics and functional brilliance, featuring advanced sustainable technologies and state-of-the-art facilities. Despite its towering presence, remnants of its humble beginnings as Akira Square are still preserved within its lower levels, serving as a poignant reminder of the tower's storied past and the remarkable journey from an open-air marketplace to a soaring architectural marvel.

 
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EDEN - SITHSPAWN REFUGE
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OUT OF CHARACTER INFORMATION
  • Intent: Establish a safe haven for Sithspawn, Code Zero, and other dregs of society on Etti IV
  • Image Credit: [HERE]
  • Canon: n/a
  • Permissions: n/a
  • Links:
    BREAKING NEWS: Groundquakes on Etti IV
SETTING INFORMATION
  • Structure Name: Eden
  • Classification: Underground Hideout
  • Location: Etti Wildlife Preserve, Etti IV
  • Affiliation:
    • Code Zero
  • Accessibility: Eden is guarded by armed sentries who typically shoot before asking questions.
  • Description: Eden is a makeshift settlement built within and around an abandoned water treatment plant and the massive natural cavern beneath it. Eden also includes a tunnel network that connects the facility to various parts of Etti's ecumenopolis, Mondder.
POINTS OF INTEREST
  • Outer Perimeter: A natural clearing in the dense woodlands that serves as both a clear approach for Eden's sentries to monitor, as well as open land for the inhabitants to grow vital herbs and crops to sustain their numbers. Small animal pens and coops dot the perimeter alongside makeshift greenhouses and planter boxes, all of which are rigged with portable electric fences to discourage wildlife and hungry vagrants. Structures in the perimeter are covered with camo-netting to conceal them from scanners, sensors, and visual detection from above.
  • Water Treatment: Originally intended to help service the western hemisphere before District 13's rise to prominence, this water treatment facility was abandoned before any official use by the Corpos. The inhabitants of Eden utilize the space and its forgotten equipment to purify ground water, house generators and solar power batteries, and to provide sentries with higher ground for scouting and surveillance.
    • Operations: Found on the second floor of the treatment facility is the operations room where Eden's leadership convene to give updates, share concerns, and plan missions into the city. It contains several terminals with holonet access and a holomap table depicting the city's districts.
  • Radio Tower: Eden's comms tower is repurposed from old Corporate tech left behind in the field. Its range is limited to largely to planetary signals but can tune into most frequencies across Etti IV. With this tech, Eden's inhabitant are able to stay apprised of the ongoings in Mondder without having to venture into city.
  • Cistern: Abandoned during the CSA's early attempts to encroach into the region, this massive natural cistern is now the primary hub in the Eden encampment. The Cistern's interior is divided into an upper and lower level by a network of scaffolding and platforms.
    • The upper portion is brightly decorated with chalk drawings, graffiti, and mosaics depicting all sorts of stories and imagery. String lights in bright shades of red, blue, pink, and yellow hang from the ceiling and wrap around the many support columns that hold the roof. The center of the cistern is an open space where many tents and shanties are found, while the alcoves along the edges are reserved for amenities and storage.
    • The lower potion is mostly used to store crates of supplies. Several workshops are crammed into the space as well for armorers and weaponsmiths. A swoop bike rack is kept in the lower level.
  • Ratway: Branching out from the cistern and spidering outward are various tunnels and pipelines that Eden's inhabitants refer to collectively as the Ratway. Traveling between Mondder and the Wildlife Preserve overland is a dangerous endeavor. Vicious wildlife, banished Lifers, and Corpo patrols make commuting via the Ratway much safer and convenient.
SECURITY
Medium: Eden's inhabitants comprise the majority of the settlement's defenses. The average sentry is armed with whatever blasters or knives they brought with them and rely on the disorienting terrain of the Wildlife Preserve for an added layer of protection from outsiders. Carefully hidden electro-snares are scattered throughout the camp's approach, allowing the guards to catch prey animals and capture intruders. Rows of stun strips installed along the entry tunnel leading into the cistern act as further deterrents. Structures throughout the camp are concealed by light-bending camo-netting.
  • Armed guards
  • Camouflage nets
  • Electro-snares
  • Stun strips
HISTORICAL INFORMATION
The Corporate Sector's proximity to the Sith holy worlds yields a much higher population of rogue Sithspawn than the DireX Board and Sith Order would care to admit. Many of these abominations are inhuman beasts and alchemized horrors that've escaped from their labs, but some of them are haunted sentients seeking refuge from their malevolent creators. Enclaves of Sithspawn are numerous throughout the Corporate Sector, but few match the size and complexity of Eden.

It's difficult to ascribe the exact details of Eden's establishment, but records of CorpSec's failed attempts to settle what now is known as the Etti Wildlife Preserve would indicate that the settlement is only about 20 years old. Unwashed graffiti in the Cistern, the main body of the camp, suggests that the first inhabitants were not actually Sithspawn themselves, but members of the Amavikkan - a culture of runaway slaves who band together to resist servitude. Chalk art in the lower cistern depicts a young Sithspawn girl named Veya, perhaps the first of her kind, arriving alone but guiding dozens more to Eden. Today, the encampment's population fluctuates as new arrivals come and others go. A sizable portion of Eden's inhabitants are Sithspawn escapees who find a sense of belonging and community among the ex-slaves who first made Eden their home.

U P D A T E: Year 903 ABY - GROUNDQUAKES ON ETTI IV
During the massive groundquake that shook District 7 in Mondder, a group of hacker-anarchists from Code Zero managed to escape CorpSec forces by fleeing the city via an abandoned tunnel network. They emerged beyond the Wall in a region not far from Eden, where they eventually retreated and were taken in by the skeptical denizens. With help from Makko Dres Makko Dres and other sympathizers in the camp, Code Zero was able to explain their plight against the Corporate Authority and earned a shaky but valuable partnership with Eden.
 
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OUT OF CHARACTER INFORMATION
PHYSICAL INFORMATION
  • Age: Mid-30s
  • Force Sensitivity: Non-Force User
  • Species: Atrisian/Echani hybrid
  • Appearance: Artemis' Atrisian/Echani heritage manifests prominently in her unique appearance. Her face is framed by snow-white hair and adorned with piercing lilac eyes. She often wears translucent eye makeup that glitters beneath the neon glow of Mondder's cityscape. Even in attendance at Direx meetings, Artemis prefers to wear a sleek bodysuit, donning a loose baffleweave poncho to stifle complainants on the Board.
SOCIAL INFORMATION
  • Name: Artemis Tau
  • Loyalties: Corporate Sector Authority
  • Wealth: Extreme. Artemis is the CEO of DarkStar Technologies, an expansive technology conglomerate specializing in a range of cybernetics and personal augmentation technologies. Her position on the DireX Board opens new depths of wealth and net worth, not to mention the apparent favoritism shown to her by the ExO, Castor Crane Castor Crane .
  • Notable Possessions:
  • Skills: Artemis is a skilled martial artist, despite her relatively small frame and unassuming appearance. She is also intellectually gifted, with a sharp sense of business and a penchant for technological innovation.
  • Languages:
  • Personality: Artemis is calculating and precise, taking her time to carefully analyze any situation before speaking on it. To the public eye, her tendency to refrain from making appearances reads as illusive or even agoraphobic. Despite this, Artemis is incredibly acerbic and has earned her fair share of political adversaries among the CSA’s Direxs and other corporate leaders.
COMBAT INFORMATION
  • Weapon of Choice: Artemis makes use of her hands first, employing Echani martial arts as her first line of defense. In more extreme situations, she carries a standard EC-17 hold-out blaster on her person. She keeps as SE-14r light repeating blaster in a briefcase in her office on Etti IV.
  • Combat Function: If faced with a physical threat, Artemis is more than capable of defending herself until CorpSec reinforcements arrive. She makes use of Echani martial arts, personal weaponry, and improvised tactics to thwart or kill attackers. If fighting appears futile, Artemis is likely to attempt fleeing from her pursuers. As a last resort to guarantee her survival, she will surrender and accept capture, though planning her eventual escape all the while.
  • Force Abilities: n/a
Strengths:
  • All the Rage: Artemis is calculating and observant, monitoring the market for clues on the next trend or biggest hit. Cyberpunks love a steady stream of new toys to chrome themselves with, and she’s more than happy to keep developing exactly what they want, before they know they want it.
  • Corporate Acumen: A life spent under the tutelage of corporate elites has forged Artemis into a formidable power in the Corporate Sector. Her acumen and leadership are tantamount to the CSA’s own success.
Weaknesses:
  • Few and Far Between: For reasons typically unknown, Artemis prefers to stay away from the public eye, reserving her sparse appearances for DireX meeting or major corporate announcements. Speculation and rumors spread among Prexs and Viceprexs, opening the door for insubordination that must be rectified.
  • Pushing the Envelope: Artemis’ unyielding pursuit of technological innovation often becomes obsessive. She keeps her cool on the surface, never showing her hand before she’s ready, but she struggles to know where the point of no return is.
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HISTORICAL INFORMATION
890 - 900 ABY: RISE of the CONTESSA

Like most of the Corporate Sector’s upper echelon, Artemis Tau’s origins are obscure. An official dossier provided by the DireX Board cites that Tau is an Atrisian/Echani hybrid born on Eshan in the ‘early-870s ABY.’ She is the active CEO of DarkStar Technologies, the CSA’s leading cybernetics manufacturer that saw a swift rise to prominence for Tau. The primary source of market contention was BioTech Industries, whose fledgling market in the Corporate Sector could not compete with DarkStar's products. With only minor cybernetics corporations remaining after BioTech’s withdrawal, Artemis stood unopposed and spent several years refining the DarkStar brand into a household name throughout the Sector.

Her climb to prominence gained the attention of the DireX Board, who ascended Tau above the Board’s council of Prexs and into the role of Direx. In 894 ABY, Artemis was given leadership of Etti IV's Residential Zone, a section of Mondder that encompassed Districts 6 through 8, earning her the moniker of ‘the Contessa.’

900 ABY - PRESENT: DIREX TITAN
Artemis’ monopoly over the cybernetic industry is largely unrivaled, threatened only by interstellar corporations such as Locke and Key. In the insularity of the Corporate Sector, however, she hardly feels the pressure of competition. Her penthouse on Akira Tower gives the Contessa an uninterrupted view of Little Atrisia, Daybreak Heights, and the Slice, which she presides over with a shadowy fist.

 
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OUT OF CHARACTER INFORMATION
  • Intent: Expand the Mondder ecumenopolis.
  • Image Credit: [HERE]
  • Canon: n/a
  • Permissions: [HERE]
  • Links:
SETTING INFORMATION
  • City Name: District 7, Daybreak Heights
  • Classification: Urban center
  • Location: Mondder, Etti IV
  • Affiliation:
  • Population: Heavy (6.4 million)
  • Demographics:
  • Wealth: High. The collective wealth of District 7 is considerable, but it is not distributed evenly. Corporate officers, entertainment moguls, and landlords wield the majority of the district's financial power. Working-class citizens and small business owners live comfortably while Lifers and wastrels compete for what's left.
  • Stability: High. Generally speaking, the higher one goes in the arcology, the more stable and secure one's experience is. Life in the Midnight Zone is rougher than the Twilight Belt, which in turn is rougher than surface level. CorpSec maintains a strong presence throughout District 7 in the form of Espos and security droids. Most corporate parks and private highrises employ their own security contractors and PMCs.
  • Freedom & Oppression: Residents and visitors of District 7 enjoy a respectable range of personal freedoms, though they live with the constant reminder of the Corporate Sector Security Police. It is not uncommon for Espos to perform "random" searches or detain individuals under vague pretenses. This is especially frequent in the lower levels, where povery and crime are far more prevalent. Injustices committed by the Espos are often swept under the run in the Midnight Zone, but closer to the surface, CorpSec behaves itself in the public eye.
  • Description: District 7, colloquially known as Daybreak Heights, is a shimmering beacon of life for the middle class on Etti IV. Strategically positioned at a pivotal junction, Daybreak Heights connects five neighboring arcologies and is a bustling nexus of activity and culture. The outer limits are comprised primarily of residential blocks, locally-owned businesses, and public venues. Further in, corporate highrises and vertical shopping malls rise from the Midnight Zone up to the surface, towering over the cityscape.
POINTS OF INTEREST
  • Akira Tower: Standing high above the rest of the district is Akira Tower, Mondder's iconic supermall with over 1300 levels and hundreds of businesses. Akira's three-kilometer signature can be seen from anywhere in Daybreak Heights. It's neon-clad exterior flashes adverts for the galaxy's premier corproations and agencies. A huge concentration of CorpSec officers and private security contractors in the tower prevents trouble from gaining traction before it starts.
  • HabStacks: WIP
  • Klaxon's: An easygoing diner in District 7's Twilight Belt where anyone who's hungry and thirsty can get exactly what they're looking for at a fair price. The diner's proprietor and bartender, a rough but lovable Rakririan, created the menu himself from family recipes - but everyone knows that the information he sells over the counter is the real treat.
  • Revelations Recall Lounge: The use of memory packages has long been a passtime for many thrillseekers, only now it's been commercialized into an unparalleled business model. In the Revelations Recall Lounge, customers pay top-credit to have their memories trudged up for their perusal. Reliving memories has side-effects, of course, but that doesn't stop thousands of curious newcomers and hardened mind-surfing veterans alike from flocking to Revelations. The structure itself has three levels; the bottomost is a full cantina serving a host of alcoholic drinks, the middle is a parlor for patrons to relax before or after their mind trips, and the third contains the recall lounge itself where all the magic happens.
  • Saotome Transit Hub: Residents enjoy the convenience of seamless transportation options, ensuring that the vibrancy of the surrounding arcologies is always within easy reach. The foremost of these is the Saotome Transit Hub, where fleets of Runabout Mk. II shuttles travel to, from, and throughout Daybreak Heights 24/7.
  • Spicers Row: Sector 12 in the Midnight Zone is better known as Spicers Row by those who frequent it. Spicers Row is more or less a straight shot alleyway that runs through a major housing project. Dead-end offshoots and service sheds throughout make for excellent meeting spots, hideouts, and spice dens. An exclusive product called Delight, created by cutting traditional sansanna with glitterstim, is a hot product in the Row that keeps addicts coming from all over Mondder. The Espos are typically willing to turn a blind eye if it means keeping users away from the shinier surface levels.
SECURITY
High
. Compared to other districts, Daybreak Heights has an above average presence of CorpSec units. This is attributed to the fact that District 7's Direx, Artemis Tau, insists on residing in her personal penthouse atop Akira Tower as opposed to living among her colleagues in District 1.
HISTORICAL INFORMATION
[ Include a description on the city's history here. Detail how it came to be created and why. Talk about the people involved in this city's history and expansion; and what role it played and still plays. For historical cities, if you so desire, you can include events from the Chaos Canon timeline or board history where appropriate. ]

 

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