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The Yoranta Dynasty is the Sector you reside in. The Yoranata Family is somewhat of a non-interventionist in terms of inter-sub-sectoral affairs, with the exception of enforcing their Policies that maintain broader peace in trade. However some of their policies also does guarantee some other basic sapient right.


Right to Speech & Information

Every Citizen of the Yoranta Dynasty has the right to criticize and vocalize opinion of any person, topic, institution, practice, action or Sectoral (and below) law.

Tithe rates & Collection

All tithes are collected at a planetary level, 10%of the Gross domestic output of all colonies (adjusted for each planet for population and technology levels). All stellar and Interstellar companies must pay a 5% tithe of all surplus.

Treason

Any act with the intention of betraying the Yoranta Dynasty is punishable by imprisonment until an appeal board deems you to no longer be a threat to the Dynasty, or death (depending on the severity of Treason).

Interstellar Terrorism/Piracy

Interstellar Piracy will result in being Impressed into the service of the Sectoral Navy, or an appropriate sentencing to forced labor. Interstellar Terrorism is punishable with permanent detention.

Humane Research Law

Under no pretense are non-consenting persons be permitted to be tested on for any reason, regardless of nature or intention. Any research done involving Psions at a sub-sectoral level without approval by the Yoranata ministry of Psionics must seek approval before doing so. Failure to obtain approval will result in confiscation of research materials, academic disqualification and potential imprisonment.

Psionic Regulation and Practice

Anyone with an active Psionic ability must be on the Yoranta Dynasty Psionic registry. If a Psion does not wish to engage with their psionic ability they will be prescribed psionic-suppressing medication by a Psiontologist. Any Psion wishing to engage with their active Psionic ability must attend a mandatory 2 year Psionic training course. Any Psion refusing to cooperate with these laws will be reported to the Imperial Office of Intelligence, Psionic Division.

Maximum and Minimum Sectoral Sentencing

The maximum sentence anyone person can receive for a sub-sectoral crime is indefinite detention. Minimum Sentencing for any crime is forbade.

Ship Transponder

All ships must have an active and broadcasting transponder during operation. Transponders allow debtors/banks to track how many Credits ship's account has/owes. Tampering with a Transponder is a serious offence.

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Leaders: Head Of Operations; Scrol Neengroil (Sathelak)

Goals: Identification, policing, monitoring and R&D of Psions in the Imperium.

Enemies: 7 Eyes Organization, Lady Patron Oracle (Locally well known Religious group)

Allies: Imperium, all non-separatist governments. 

Resources: The sectoral branch has a Billion Credit Budget. This branch employs 200+ Psion regulators, 100,000+ Employees. 46% are Human, 23% are Sathelak, 14% are Fermian, 14% are misc minor species, 3% are Ogryn.

The Branch possesses 12 specialist ships that fills multiple functions including, Psionic power training and self control, Psion offender detention, Psionic treatment specialists, Psionic tech R&D. Each Ship is 400 ship Tones (Twice the size of the Theseus).

Psion Grading System

The Psion grading system is a linear grading system to classify psionic potential of any organism.

Rho; Rho class is a baseline, where there is no Psionic potential manifesting. That is to say that the person is not capable (with training) of using Psionics.

Lambda; Lambda class refers to a person with Psionic potential that manifests unconsciously. These manifestations happen when the organism or person is in a high stress or life threatening situation. Such manifestations are rationalized by the Psion and witnesses as 'good luck'. The Psion has no control over the manifestation. 

Theta; A Theta class Psion have conscious and moderate control over their Psionic ability. However, the caster runs the risk of loosing control and forfeiting the effect of the manifestation to their impulses; this can and has lead to catastrophic results in urban centres.

Zeta; Very high and far less-impulse driven control of the Psion's ability. Spontaneous Manifestation of these powers without medication or training requires immediate Psion Regulator response.

Gamma; A Gamma class Psion occurs (according to Yoranta sector statistics), one in every billion people. A Gamma Class are trained and employed as Psion Regulators for the Office of Intelligence. A Gamma class Psion exhibit complete control over their ability with the assistance of a Regulation device, Gamma class Psions have multiple fields of Psion abilities, all typically have telepathy to help subduing un-cooperative Psions they are tasked with 'regulating'.

Beta; Beta Class Psions is the biologically-hypothetical limit for a Psion, without the assistances of implantation or technology. There have only been three recorded cases across the Imperium of a Beta Class Psion. All cases required multiple Psion regulators, operating with bionic-psionic enhancements, to subdue. In one of the three cases, a skip gate was opened to the parent star in order to neutralize the Psion. 

Omega; There are no recorded cases of a Omega Class Psion, as it is a purely hypothetical classification. Such a Psion would require a Beta class Psion with multiple Psionic-bionic enhancements whose weight would immobilize them. Such a Psion could split battleships in half on a whim and twist a persons mind into an entirely new identity at will. The universe has blissfully never seen such a threat.

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Races - Entity list

ED-GAMING 8 months ago
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ED-GAMING 7 months ago
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ED-GAMING 11 months ago
ED-GAMING 6 months ago
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ED-GAMING 1 year ago

Walker Categories

Much like military naval ships, Walker categories are organised by. The Walker Chaisi designs were pioneered by Vensuel Walker, a 24th Century Robotics Engineer. Before Walker’s work, bipedal robots/mechs were limited to a human sized frame due to the issues with the square cube law and balance for a machine with large inertia.

However, thanks to the patented Walker Chaisi, larger mechs were able to balance and stand under their own weight, (theoretically) to any scale. Today Walkers are commonly used in Ultra Heavy Industry and specialised branches of powerful Nobilities Guard, PDF Militias, specialised branches of a Military and so on. Here are examples of a common nomenclature of walkers.


Civilian Walkers:

Exo-suit

An Exo-suit is the most versatile walker platform that has applications in many fields. The medical field utilises these to assist patients in physical therapy, removing the need for a wheelchair or cane for many. Industry use Exo-suits to minimise risk of long term lifting stress on the body or ease stress for repetitive tasks in manufacturing. Some hand delivered mail is delivered at exceptional speeds in ultra dense urban environments by expert urban parkourists who utilise the Exos to perform stunts and manoeuvres that would otherwise crack, roll or outright break a part of their body.

Tamilian

The Tamilian class walker refers to a larger than baseline person (usually 8ft tall from standing). Many Heavy duty industrial work such as resource extraction, salvage or otherwise utilise the Tamilian class walker for its strength and relatively lower cost to larger walkers. Some Tamilian walkers are outfitted for emergency rescue and recovery work. Insulated from extreme temperatures, powerful servos for excavating rubble and debris, firefighting equipment also comes standard for Industrial accident rescue. Some are outfitted with EOD equipment, small manipulator arms mounted on the gauntlet of a primary manipulator. The Tamilian is the workhorse of any heavy Industry.

Knight Mech Categories

Knight Order Mechs utilise their own naming convention of their mechs that reflect the rank of the operator within their own organisation.

Squire

A Squire is the lowest rank member of a Knight order, they follow Knights into combat, acting as their rear guard or ammo bearers in the Unit. A Squire can Spend up to 2 years before becoming a Novice. A Squire’s battle walker is a advanced Combat Exoframe that permits great agility in combat and greatly enhanced strength.

Novice

A Novice is not yet a fully fledged Knight, but has progressed from a squire and is taking the active steps to earn the title of Knight. To become a Knight a Novice must perform a cultural ritual specific to the Knight Order, this can range from heroic deed in combat that fulfils certain criteria to hosting a successful bouquet for their Noble Patron. Other Knightly orders have trials of arts or culture where the Novice must put together an old Terran play or orchestra.

A Novice’s battle walker is A full suit of Power Armor, typically very ornate in nature while maintaining a great deal of functionality, typical armaments include a tower shield with a rifle slot, a long barreled Kinetic gun, plasma sword or sometimes a small Micro-missile rack.

Knight

A Knight pilots a Large Sized mech. The mech will typically have banners mounted on the shoulder or on the back, its armaments will typically have both a ranged and melee weapon, intended for combating IFVs, low flying Aircraft, light and Medium tanks. A Knight will also be equipped to engage infantry with ease utilising two or more ball turrets mounted on the Mech.

Crusader

The Crusader is a veteran Knight that warrants recognition for their deeds and loyalty to the Knight Order. A Crusader pilots a Tall, large sized Mech. Though a Crusader will prefer melee armaments over ranged, the loadout to a Knight is very similar.

Marshal

The Marshal is the leader of a group of 7 Knights or Crusaders. The Marshal’s battle walker is a Huge sized mech, equipped with armaments and protective equipment sufficient for it to engage a detachment of medium tanks (6 Medium tanks and 2 Light tanks). A Marshal may employ a Squire or Novice to act as a secondary gunner if the Walker has too many weapons for a single pilot to operate.

High Marshal

The High Marshal is the leader of the Knightly order and Pilots a Tall, Huge sized mech, sometimes a colossal sized mech. The High Marshal wield battlefield supremacy. Their mech comes equipped with ship scale weapons and multiple vehicle scale weapons, protected under the dome of a directional shield generator, forcing the mech to move at a low speed. Though there are exceptions where a High Marshal utilises no shield in exchange for extreme manoeuvrability to enter melee with other High Marshal mechs.


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