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The Outcast Handbook & Reference Guide - Outcast Council of Dons - 01-08-2009 // THIS POST IS OUT OF DATE. Outcast Pilots Handbook & Reference Guide Preface: This guide is written & distributed by the Outcast Council of the Dons to educate both independent & faction pilots of the Outcast Nation regardless of rank, status & ship size. It's purpose, to give reference of our history,our economy, our current affairs & some common sense laws we all try to follow. The History of the Outcast Nation: Our Orgins.. The crippled sleeper ship Hispania arrived in Omicron Alpha almost 800 years ago. Its passengers named the planet Malta -- a harsh place of acidic oceans, gray skies, and vast plains covered in a species of tall, thin, orange grass. They later learned that the grass could be rendered into a narcotic substance, that they called Cardamine. Eventually the Outcasts -- as they came to think of themselves -- began limited exploration of their system. As pilots wandered farther and farther afield in search of resources, many became seriously ill. Upon planetfall, the crews mysteriously recovered. Doctors were baffled. By chance, they made a genetic scan of a critically ill pilot and made a startling discovery. His genetic codes had been altered. Outcast DNA contained strands identical to that of the orange grasses that covered the planet -- from which Cardamine was derived. Trace amounts were present in everything on the planet, from the air they breathed to the water they drank. Once pilots made lengthier journeys away from Malta, their bodies went into shock, followed by death. The Outcasts were now truly separated from the rest of humanity -- changed so that they could never expand beyond the planet on which they had landed. They needed the Cardamine now, like air or food or water. But with the origin of the sickness solved, they could at least compensate by carrying supplies of Cardamine with them and resume their exploration of their surrounding systems. When they encountered the rest of the Houses in the seventh century, a new strategy emerged. The Outcasts would deliver the poison that would rot the other Houses from the inside out and grow rich from the profits of their trade. Today the Outcasts conduct a lucrative drug-smuggling operation using the network of Jump Holes to escape detection and transport their product into the heart of the House systems. The Outcasts remain relatively few in number; a crash in the birth rate seems to have been another side effect of their genetic modification. A new development has been Cryers continued efforts to create a synthetic version of Cardamine that would be approved as a legal medication within Liberty. This poses a direct threat to the Outcasts' source of income. The Atka Research Station, with nearby access to Edge Nebula clouds, is the most immediate threat to the Outcasts. The location of the base within Corsair territory has brought the Outcasts into conflict with their ancient brethren. Outcast areas of influence & operation: The Outcasts are known to preside over at least two star systems (Omicron Alpha, Omicron Beta), while maintaining their own bases in several others (Omicron Eta, Tau-23, Newcastle). They control only a single planet: Planet Malta within the Omicron Alpha system. Territorial claims Outcast units can be found more or less all across Sirius, with the notable exception of Rheinland and the Omega systems. Our bloody war with the Corsairs spans across several systems, although most notably in Omicron Eta, where the majority of the war is being fought. The Outcasts are also engaged in a conflict against the IMG in Tau-23 and Tau-37 as well as the encroaching GMG in Sigma-19 and Omicron Beta. Our Government Structure: Malta itself has no official government or political bodies or leaders, and no economic regulation or a set of written laws as a result. Its society is ruled by an anarchic plutocracy of Dons, where each Don is in control of his own portion of land and his family, hired guns and any slaves he may have bought. The only real semblance of a government are the periodic meetings of the most powerful Dons of Malta, universally referred to as the Council of Dons. This council is in control of the general diplomacy of Malta towards other willing factions in Sirius, as well as setting production and military goals for the only unified structure within the Outcast nation: the Maltese Navy. All of the Outcasts are centralized around their homeworld: the planet Malta, with any other bases they control being used either as a military staging point or a supply station for smugglers. Unconfirmed rumors state that the Outcast nation may be working with Bretonia to halt Kusari expansion in the Tau systems. The validity of these claims is unknown, as both parties deny any sort of agreement vehemently. Our Economic Structure: The economy of Malta is an uncontrolled and unregulated free market, largely in part due to a lack of an official governmental body. It revolves almost entirely around the production of the euphoria inducing drug Cardamine, and it's spread across Sirius. Each of the plantation controlling Dons is responsible for the propagation of his own produce, frequently leading to rivalries between families should they become too competitive with each other. Aside from the export of drugs, Malta also relies on a steady inflow of slaves (mostly from Liberty) and general military and material supplies, using primarily the Junkers to smuggle these goods through territory otherwise hostile to them, then take their Cardamine back to the houses. Most of the light arms and alloys used in the construction of Outcast ships are provided to them via their allies, while MOX smuggled from Bretonia serves as a source of fuel. Other supplies are frequently obtained via both smuggling and piracy operations, which extend from the Tau and Sigma border worlds all the way to Kusari and Liberty. Common Sense Laws We All Live By: We Outcasts are a close networked family. Some may have differences of opinions, but we always back each other & defend our home. Below you will find some simple common sense laws that all Outcasts should follow. 1. Aid and respect one another From a rookie pilot up to a Dreadnought Captain, we all should strive to assist our brethren when and where ever needed. All should be treated with respect regardless of status. Faction & Independent alike, we are all Outcast. 2. Protection of our economy Smugglers of most types should be allowed free access to and from Malta to haul our lifeblood, Cardamine, through out the reaches of Sirius. Pirating ships that haul our Cardamine or bring us much needed items such as slaves, mox, engine parts, etc. would be seen as an attempt to harm our way of life & greatly discouraged. All freight ships leaving Malta should be encouraged to haul our Cardamine when leaving our system. 3. Defending our home As we have many an enemy, defense of our properties is always a must. But firing on unknown ships may cause incidents that may harm our trade & economy. Always be sure of the identity of foreign ships in our space. Later in this guide, you will find a list of known enemies to the Outcast Nation that should be chased away or destroyed if needed. 4. Education of newer pilots New pilots to the Outcast way of life should always be greeted warmly & helped when needed to assure their abilities to preform as a respected member of our family. The Council of Dons has made arrangements with the main military factions & support groups to assist new pilots in missions & education when asked. They are more than willing to do this to help preserve our way of life. 5. Interaction with the Nomad species In the past, Outcast worshiped these beings. Looking at them as Greater Spirits that protected our dead. Some still follow this practice, others have moved on to acknowledging them as entities that appear now & then for what ever reason. They are to be respected, yet dealt with using caution. The Hunting and killing of these "Nomads" is frowned upon by the Outcast, as they do no harm to us, so shall we not inflict harm upon them unless in self defense. Use of their technology should be used sparingly and with their consent. They should be notified if a foreign party is doing them harm in our systems so that they may deal with the party involved. 6. Use of non Outcast ships We Outcast produce some of the finest ships through out all of Sirius. Most are available to all Outcast pilots. However, some pilots may wish to use ships of foreign design. It is a common sense practice that non Outcast ships flown by Outcast pilots have the permission of the allied party that manufactures the ship before purchasing & operating it. The use of enemy ships is discouraged unless approved by the Autonomous Departmental Managers of Interstellar Navigation(A.D.M.I.N.) and the Council of Dons 7. Use of non Outcast Weapons We as Outcast also produce some of the deadliest weapons known through out Sirius. How ever, some pilots prefer to use weaponry from allied sources, neutral entities, or special enhanced 'Codename' weapons. Weapons produced by our enemies is highly discouraged with out special permission from the a fore mentioned A.D.M.I.N. and the Council of Dons. 8. Use of odd & foreign languages Communications between Outcast & allied ships should be of clear and concise content. Using coded foreign words such as "LOL" , 'OMG' , and the like are seen as possible code language used by our enemies. Conversations that do not pertain to Outcast business should be done so in a private communication link. 9. Pirating Not all Outcast are rich, Cardamine field owning citizens. They must do what they need to survive. Pirating is one of the most common of these practices. The Outcast look upon this as an honorable meens to support ones self. However, pirating of ships carrying our products or needed supplies is highly discouraged as it effects our economy. Pirating in Omicron Alpha is prohibited. 10. Use of force against fellow Outcasts The destruction of a fellow Outcast is regarded as a serious crime against our people. One should do what they can to explain our ways of life to confused brethren with out destroying him or her. There are however, instances when force must be used to remove a Outcast who refuses to abide by our common practices after repeated attempts to try to educate the pilot. Destruction of an Outcast should only be used as a last result after several failed attempts to educate them. 11. Respect and aid towards our alliances Outcast have very few & limited allies. To keep these alliances, any & all Outcast should make attempts to assist our allies when needed. Everything from helping them to fend off their foes, to donating some of your Cardamine to them if they ask, is good gestures that will help to strengthen our bonds. 12. Needed items for survival As an Outcast, we have one dire need that is unavoidable, Cardamine, a supply of it should be in the cargo hold of each & every Outcast tagged ship.As well with capitol ships, crews and supplies such as food, water, & Cardamine should be in your cargo hold, as 1 person can not operate a large ship on their own & supplies needed to keep them alive should also be on board. Current list of Outcast Factions, Groups, & Allies Below is a list of the current Factions & Groups Official Factions: 101st Ghost of Razgriz (101st) The premier Outcast Guard fleet, carrying the Flag for the entire Outcast Navy and the base of operations for Naval High Command, with exclusive military jurisdiction over Omicron-85 . The Shadow Outcast Brigade {SOB} / Blue Lotus Syndicate [BLS] A national guard / Militia organization who supports the military factions in all operations, as well as operating a vast pirating and smuggling operation that hopes to addict all of Sirius to Cardamine with their sub-division of the merged Blue Lotus Syndicate. It also has exclusive governing over Omicron 64. Known Outcast Allies Liberty Rogues LR Golden Chrysanthemums (GC) Lane Hackers LH Secretive Alliances Bretonia Armed Forces (BAF) Bretonia Police Authority (BPA) Border Worlds Exports (BowEx) The Phantoms [Phantoms] Current Diplomatic Status Reference towards entities through out Sirius Allied: 101st Ghosts of Razgriz, Liberty Rogues LR, Reapers of Sirius [RoS], Red Hessian Army [RHA], Lane Hackers LH, Golden Chrysanthemums [GC], Blue Lotus Syndicate [BLS], Shadow Outcast Brigade {SOB}, All independent Outcast NPC: Outcast, Molly, Liberty Rogue, Red Hessians, Lane Hackers, Golden Chrysanthemums Friendly: Junkers Congress .:J:., Border Worlds Exports (BowEx), Volksfront, Phantoms [Phantoms], Mandalorians [M] NPC: Bundshuh, Phantoms, Junkers Neutral: Temporary Autonomous Zoners (TAZ), Interspace Neuralnet Division IND, Bretonia Armed Forces (BAF), Bretoni Police Agency Authority(BPA), Angus Dei|, The Keepers [Keepers], Jupiter Guild \JG/, The Angles [The_Angels], Independent non-affiliated pirates and smugglers NPC: Zoner, Unioner, Bretonian Armed Forces, Police, and Corporations, Nomads Unfriendly: Natures Last Hope NLH, Black Squadron Bs|, Reinland Military RM, The Artisan Farmers Alliance [AFA], Reinland Federal Police RFP NPC: Gaians, The Order, Rhienland Mmilitary, Police, and Corporations, Military ID, Freelancer ID, Trader ID, Farmers Alliance Hostile: Benitez Family *_Benitez, Kusari Naval Forces KNF, Sirius Coalition Revolutionary Army SCRA, The Brotherhood TBH, Colonial Remnant =CR=, Liberty Security Forces LSF, Liberty Navy LN, Liberty Police Inc. LPI , Xeno Alliance XA, King of Fighters KOF, Search / Destroy Agency S/D, Omega Pirate Guild [OPG], Gas Miners Guild GMG, Independent Miner's Guild IMG| , Harvesters Harvester_ (With Exception of Harvester_24), The Black Dragon Society [|] (Hogosha) NPC: Liberty Navy, Police, and Corporations, Kusari Navy, Police, and Corporations, Corsairs, IMG, Farmers Alliance, GMG, Bounty Hunters, Xenos Groups and Factions not listed should be treated as NEUTRAL untill diplomacy is known. Current common used Outcast ships Reference: Sabre Falcata Scimitar Dagger Stiletto Crow RM1 Outcast Destroyer Outcast Battleship Outcast Dreadnought All Civillian / Neutral ships All Approved Allied Ships (Approved by Allied Faction permission) Current common used Outcast Weaponry Reference: All Cruise Disruptors All Missiles All Mines All Outcast Turrets All Krakens All Wyrms All Infernos SuperNova Antimatter Cannons All Dragoons All Pyros All Torpedos All Civillian / Neutral Weapons All Approved Allied Weapons (Approved by Allied Faction permission) Current Outcast Planets & Bases Planet Malta - Omicron Alpha Ibiza Base - Omicron Alpha Ruiz Base - Omicron Beta Palmero Base - Omicron Eta Bastia Outpost - Omicron 85 Dreadnought Capitana - Omicron 85 Corsica - Omicron 85 Cape Wrath - Newcastle Cali Base - Tau 23 Updates shall be made when needed to this guide. Printed & Distributed by the Council of the Dons Base of Operations Malta The Outcast Handbook & Reference Guide - maximus995 - 02-10-2011 senor, as a true outcast ive explored our systems and done my part to help our nation it is with the nations interest at heart that i am pleased to inform you of a error in the guide above 1: we ocupy not only 1 planet but 2 at this very moment, Malta and Soledad 2: i'm an outcast who spends alot of time fighting corsairs and hogosha near dublin (ofcourse with the proper ammount of cardamine to support me) and am pleased to say the NLH (nature's last hope, an enemy) wants to turn its back on the sairs and become neutrality with our people The Outcast Handbook & Reference Guide - Patrician - 02-10-2011 senor, as a true outcast ive explored our systems and done my part to help our nation it is with the nations interest at heart that i am pleased to inform you of MANY, MANY errors in the guide above. Seriously, this thing is so out of date I dont know where you found it. If you look here you will find informations that is LESS out of date. The Outcast Handbook & Reference Guide - Panzer - 02-10-2011 ' Wrote:Capitana:haha: The Outcast Handbook & Reference Guide - Dennis Jameson - 02-10-2011 This guide is out of date, irrelevant to the current state of affairs and as as a former member of the now-scrapped council of dons... I want this thread locked and the original post removed. Thanks. The Outcast Handbook & Reference Guide - hypermauler - 02-10-2011 <strike>I though there was a station called in orkney too. Also tell your bro that the standart maltan tactic is ennemy base camping .</strike> Good effort. The Outcast Handbook & Reference Guide - BalckWidow - 02-10-2011 <strike>Are [RoS] allies now? Last time i seen [RoS] was when they were shooting a Outcast Dread in Theta.</strike> *note to self* Need to learn to read proper before posting. The Outcast Handbook & Reference Guide - Cond0r - 02-10-2011 ' Wrote:This guide is out of date, irrelevant to the current state of affairs and as as a former member of the now-scrapped council of dons... I want this thread locked and the original post removed.What I would much more like to see, is the original post edited (with errors fixed) and re-posted, instead of just removed/deleted/forgotten. The Outcast Handbook & Reference Guide - Dennis Jameson - 02-10-2011 Real life takes priority over a game, I'm afraid. It'll be updated when I have time to spare... but I suppose it could be put out sooner if somebody was willing to lend a hand. To make a long story short: Don't complain unless you plan to do something about it yourself. Ps. Seeming as this thread is no longer in-rp, I'd like it locked and thrown in the dungeon as I previously requested... or at least thrown down into one of the ooc forums. The Outcast Handbook & Reference Guide - maximus995 - 02-10-2011 i'd be more than willing to edit it in the name of the outcast nation? |