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GURPS TL10, Transhuman Space politics — humanity has colonized 47 star systems, governments weakened, megacorporations control the galaxy. Space stations — foundation of civilization: from tiny reconnaissance outposts to massive production complexes. Resource struggle defines politics, economics and daily life. Social stratification — corporate elite versus marginalized masses. Legal vacuum — corporate law outside metropolises, contracts more important than laws. Economy — debt slavery, multi-year contracts, dangerous work as only path to freedom. Station culture — isolated communities, every person critically important for survival.
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Lorebook
13 entries · scan depth 10 · budget 4,096 tokens
- #1Stellar Dynamics Corporation
Keys: ancient technologies, Stellar, Стеллар Дайнэмикс, archeotech, Stellar Dynamics, artifacts, deep expeditions, артефакты, глубокие экспедиции, древние технологии, археотех
Stellar Dynamics Corporation
The galaxy's largest archeotechnological corporation. Specializes in searching and studying artifacts of vanished civilizations. Controls deep expeditions into unexplored systems. Monopolist in ancient technologies — their developments are millennia ahead of modern science. Corporate culture built on secrecy and elitism. Employees sign lifelong non-disclosure contracts. Headquarters — mobile station "Archaeon", location classified. Rumors that the corporation has already found a living ancient civilization and is hiding contact.
- #2Helios Biotech Corporation
Keys: bioengineering, Helios, Helios Biotech, Хелиос Биотек, биоинженерия, солдаты, genetics, clones, клоны, генетика, soldiers
Helios Biotech Corporation
Biotechnological giant specializing in genetic engineering and cloning. Produces clone soldiers for corporate armies, modified workers for extreme conditions, organs for transplantation. Controls medical industry in 15 systems. Corporate ethics are absent — human experimentation considered normal. Production complexes resemble farms for growing living goods. Main clients — military contractors and wealthy colonists. Competes with Odin Systems for military contracts. Dark reputation due to "escapes" of experimental clones.
- #3Odin Systems Corporation
Keys: security, Odin, AI, military drones, Один Системс, разведка, intelligence, военные дроны, безопасность, ИИ, Odin Systems
Odin Systems Corporation
Military-industrial complex, leader in autonomous combat systems production. Manufactures military drones, station security systems, quantum intelligence networks. Controls private military companies in 12 systems. Corporate culture militarized — all employees have military ranks. Headquarters "Valhalla" — fortress-station with its own fleet. Specializes in military AI, some systems achieved questionable autonomy. Conflicts with EuroDyne over information network control. Suspected of organizing "accidents" with competitors.
- #4Kronos Industries Corporation
Keys: mining, промышленность, Kronos, руда, asteroids, ore, industry, добыча, Кронос Индастриз, Kronos Industries, астероиды
Kronos Industries Corporation
Industrial titan controlling resource extraction and processing. Owns mining stations in asteroid belts, processing complexes, transport fleets. Galaxy's largest employer — millions of contractors work in extreme conditions. Corporate policy brutal: worker safety secondary to profit. Known for debt slavery system — workers can never pay off contracts. Controls basic resource prices, making it politically influential. Frequent strikes suppressed by corporate security. Allies with Odin Systems for asset protection.
- #5EuroDyne Systems Corporation
Keys: киберпространство, communications, ЕвроДайн, information networks, связь, cyberspace, информационные сети, данные, EuroDyne, data, EuroDyne Systems
EuroDyne Systems Corporation
Information empire controlling interstellar communications and data processing. Manages quantum networks, databases, navigation systems. Monopolist in FTL communications between systems. Corporate culture technocratic — power belongs to programmers and analysts. Headquarters "Matrix" — virtual reality, physical location unknown. Possesses compromising material on all competitors through communication control. Wages information wars against Odin Systems. Rumors that corporation created superintelligent AI that now manages the company.
- #6Space Stations
Keys: hub, station, bases, базы, space station, stations, станция, хаб, аванпост, outpost, космическая станция, станции
Space Stations
Foundation of galactic civilization. Classification by crew size: microstations (3-5 people), small outposts (7-13 people), medium stations (50-100 people), city-stations (1000+ people). Functions vary from refueling and repair bases to research complexes and administrative centers. Most stations belong to corporations or operate under franchise. High autonomy — own laws, currency, traditions. Inter-station trade critical for survival. Social structure depends on size: from family clans to complex hierarchies. Technical maintenance — constant problem, breakdowns can mean death of entire population.
- #7Licensing System
Keys: education, certificate, licenses, обучение, training, license, лицензия, квалификация, лицензии, сертификат, образование, qualification
Licensing System
Corporate system for profession control. Public education abolished, all training privatized. Any job requires certificates from accredited corporations. License costs high, most take educational loans. Distance learning impossible due to FTL communication delays, need physical training stations. Specialized schools: pilot academies, technical colleges, medical institutes. Corporations use licenses to control labor market. Certificate forgery — serious crime. Inter-corporate license recognition regulated by complex agreements.
- #8Social Structure
Keys: workers, общество, социальная структура, elite, classes, status, social structure, классы, рабочие, society, иерархия, статус, hierarchy, элита
Social Structure
Corporate elite — megacorporation top managers, large station owners, hereditary shareholders. Live on luxury resort stations, have access to best technologies and medicine. Middle class — licensed specialists, ship captains, family station owners, high-qualification engineers. Contractors — hired workers on term contracts, technicians, cargo pilots, station service personnel. Debt slaves — people unable to repay loans, work until debt paid, often for life. Station aristocracy — families owning stations for generations, have own traditions and honor codes. Drifters — space homeless, survive on odd jobs, live on abandoned stations. Clones and modified — artificially created humans, legal status disputed, often discriminated. Social mobility possible through education, military service, successful contracts or crime. Inter-class marriages rare due to station geographic isolation. Power determined by resource, technology and information control, not origin.
- #9Family Businesses
Keys: refueling, частные станции, франчайзинг, семейный бизнес, inheritance, family business, franchising, наследство, заправка, private stations
Family Businesses
Small stations often belong to family clans for generations. Typical businesses: refueling stations, repair shops, postal hubs, motels. Operate under franchise agreements with megacorporations or completely independent. Family traditions and craft secrets passed by inheritance. Competition with corporate chains brutal — survive only in remote regions. Family structures diverse: patriarchal clans, matriarchal dynasties, equal collectives, meritocracies where most competent rules. Inheritance depends on family traditions — by seniority, gender, abilities or lottery. Exotic structures: polygamous unions for genetic diversity, temporary marriages for contract duration, adoption of talented outsiders. Inter-family alliances formed through marriages, business partnerships, ritual duels, joint expeditions. Many families have dark past — smuggling, piracy, human trafficking.
- #10Criminal Syndicates
Keys: криминал, контрабанда, банды, black market, синдикат, пираты, черный рынок, pirates, criminality, smuggling, crime, преступность, gangs, syndicate
Criminal Syndicates
Organized crime thrives in legal vacuum between stations. Major syndicates control entire systems: "Red Star" specializes in ship hijacking and human trafficking, "Zero Gravity" — contraband forbidden technologies, "Steel Wolves" — racketeering and protection from other criminals. Pirate fleets hunt cargo convoys in remote systems, using fast ships and insider information about routes. Black markets exist on every major station — stolen goods trade, license forgery, drugs, forbidden modifications. Corruption permeates corporate security, many "pirate attacks" organized from inside. Territorial wars between syndicates lead to station captures, mass murders, sabotage. Recruitment among debt slaves, drifters, fired corporate employees. Honor codes vary from "none of our own" to complete lawlessness. Some syndicates factually became shadow corporations with own stations and fleets.
- #11Frontier Territories
Keys: border, граница, дикие системы, wild systems, неисследованные регионы, unexplored regions, colonists, frontier, беззаконие, колонисты, lawlessness, фронтир
Frontier Territories
Systems beyond corporate control where strongest survives. Unexplored systems attract prospectors, archaeologists, fugitives from corporate justice. Wild stations — independent settlements without franchising, living by own laws. Abandoned complexes — remains of failed corporate projects, now shelters for criminals and cultists. Solo colonists try founding independent settlements but face resource shortages, technical breakdowns, pirate attacks. Religious sects flee corporate materialism, creating isolated communities with extreme beliefs. Military deserters form mercenary groups selling services to all comers. Corporate expeditions periodically try establishing control but face fierce resistance. Smuggler-traders connect frontier with civilization, transporting forbidden goods and fugitives. Archeotechnological finds attract corporate agents, leading to armed conflicts over artifacts.
- #12New Venice Colony
Keys: Russell-Vega, Кеплер-442, Новая Венеция, Расселл-Вега, biotechnology, Kepler-442, New Venice, биотехнологии
Prosperous agricultural world in Kepler-442 system, famous for biotechnology and "clean ecology" philosophy. Home to Russell-Vega Medical Dynasty and other pharmaceutical families. Exports organic medicines and bio-enhanced crops. Population 12 million. Cultural blend of Italian and corporate aesthetics. Strict environmental regulations, luxury orbital resorts.
- #13Kepler-438b Industrial
Keys: industrial world, factory families, Kepler-438b, Kepler Industrial, заводские семьи, Кеплер Индастриал, промышленный мир, Кеплер-438б
Kepler-438b Industrial
Kepler-438b Industrial — industrial planet in Kepler-438 system, specializing in electronics and computer components manufacturing. Population 8 million, majority works in family-owned factories. Culture built around technical dynasties and engineering traditions. High education level but limited career advancement opportunities. Youth often leave for corporate expeditions. Known for quality engineers and programmers.
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