<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.ardentspacers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Keith+%28Gamerunner%29</id>
	<title>Ardent Spacers Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.ardentspacers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Keith+%28Gamerunner%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Special:Contributions/Keith_(Gamerunner)"/>
	<updated>2026-10-25T20:28:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Viront_Fashion&amp;diff=742</id>
		<title>Viront Fashion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Viront_Fashion&amp;diff=742"/>
		<updated>2026-10-23T15:03:25Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Design Caution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitviront.png|thumb]]&lt;br /&gt;
Virontee are ambitious innovators, specialising in implants and cybernetics. They aim to stand out from the crowd, making their own mark on the world and capitalising on business prospects. Commercial branding is the cornerstone of Virontee fashion: how do you make yourself memorable and sell yourself so others will invest in you?&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Dress code: Flashy cyberpunk! Streetwear, integrated electronics, high collars on cropped hoodies. Angular patterns. Contrasting neon colour schemes, bright hair, lots of piercings and jewellery.&lt;br /&gt;
&lt;br /&gt;
Possibilities: Viront is at the forefront when it comes to prosthetics and implants – think about blending the organic and the electronic when planning your character’s look.&lt;br /&gt;
&lt;br /&gt;
Avoid: Dull colours such as khaki or brown. We’re aiming more towards the bright neon corporate rave variant of cyberpunk, not the grungy military back-alley cyberpunk.&lt;br /&gt;
&lt;br /&gt;
==Stereotypical Look: Cyberpunk Streetwear==&lt;br /&gt;
Virontee aim to stand out from the crowd, creating their own high-concept streetwear look. If you’re not sure where to start, try this stereotypical look.&lt;br /&gt;
&lt;br /&gt;
Jacket: Cyberpunk bomber jacket with vinyl decals&lt;br /&gt;
Shirt: Black t-shirt&lt;br /&gt;
Trousers: Cargo trousers with techwear straps&lt;br /&gt;
Glasses: Cyberpunk LED visor&lt;br /&gt;
Accessories: Cybernetic prosthetic, branded rucksack, trainers, branded cap.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
===Outer Layers===&lt;br /&gt;
Cyberpunk, techwear, and modern streetwear inspired items. This might be puffer jackets, bomber jackets, coats with synthetic fur, branded hoodies, or clear pvc waterproof coats. Synthetic garments in black, white, holographic, or a neon colour. If you opt to use black or white, make sure to add some neon coloured accents.&lt;br /&gt;
&lt;br /&gt;
Ideal:&lt;br /&gt;
*Mass-produced streetwear look&lt;br /&gt;
*Corporate branding&lt;br /&gt;
*Vinyl patterns, embroidered patches&lt;br /&gt;
*Layers with holographic, mesh, or transparent PVC parts.&lt;br /&gt;
*Neon piping or LED strips&lt;br /&gt;
*Polished metal parts&lt;br /&gt;
&lt;br /&gt;
Avoid:&lt;br /&gt;
*Natural looking fabrics such as linen and undyed leather.&lt;br /&gt;
*Army khaki green&lt;br /&gt;
*Heavily weathered like it’s been picked up from the trash&lt;br /&gt;
*Beads, ceramics, hand embroidery&lt;br /&gt;
*Boiler suits&lt;br /&gt;
&lt;br /&gt;
===Tops===&lt;br /&gt;
T-shirts, turtlenecks, vests; many modern shirts are suitable here.&lt;br /&gt;
&lt;br /&gt;
Ideal:&lt;br /&gt;
*Black or neon colours&lt;br /&gt;
*Mesh or cropped layers&lt;br /&gt;
*Single colour striking graphics&lt;br /&gt;
&lt;br /&gt;
Avoid:&lt;br /&gt;
*Graphic tees with video game or movie graphics&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
Techwear-style trousers, ¾ length cropped trousers, cargo pants, lowered crotch trousers, black jeans, skirts or shorts with bright leggings. Sew on techwear-inspired straps and sci-fi kit-bash greebles to make the garment more futuristic.&lt;br /&gt;
&lt;br /&gt;
Avoid:&lt;br /&gt;
*Flowing, natural fabric items such as wide linen trousers or long cotton skirts.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
*Glasses, visors, and tech around the eyes, especially in neon colours.&lt;br /&gt;
*Angular, techy masks made from plastic or metal.&lt;br /&gt;
*Loose straps to replicate techwear fashion.&lt;br /&gt;
*Visible cybernetics and implants on limbs.&lt;br /&gt;
*LEDs, neon strips, anything that lights up.&lt;br /&gt;
&lt;br /&gt;
==Makeup==&lt;br /&gt;
Commercial tattoos marking allegiances and interests. Make them look like logos and symbols from a company’s brand. Bright makeup is very common, to help make the person stand out from a crowd.&lt;br /&gt;
&lt;br /&gt;
==Designing Groups==&lt;br /&gt;
Virontee will wear logos, symbols, and company taglines to mark their allegiances. Think about what symbol your group would work under and make sure it’s visible on your outfit.&lt;br /&gt;
&lt;br /&gt;
==Design Caution==&lt;br /&gt;
&lt;br /&gt;
Earth has mostly formal suits, waistcoats, work shirts and similar. If you want to play a more formally dressed Virontee, include clear corporate branding, and avoid patterns on your shirt or suit that are inspired by nature, such as waves, plants, or clouds.&lt;br /&gt;
&lt;br /&gt;
Marzion IX has mostly boilersuits and industrial workwear. While you want your gear to look commercially made, it’s not a one-size-fits-all uniform like Marzion overalls.&lt;br /&gt;
&lt;br /&gt;
Kessler has recycled, old, post-apoc inspired garments. Avoid heavily weathered and damaged costumes. Weathering to show standard use is fine, but if it looks like you’ve picked it up out of the trash, you’ve done too much. Make sure any spikes and metal accessories look purchased and not hand made from scraps.&lt;br /&gt;
&lt;br /&gt;
So long as you avoid browns and khakis, and include neon colours, there is very little crossover with Sultonia.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Marzion_IX_Fashion&amp;diff=741</id>
		<title>Marzion IX Fashion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Marzion_IX_Fashion&amp;diff=741"/>
		<updated>2026-10-23T14:59:33Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Design Caution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitmarzion.png|thumb]]&lt;br /&gt;
Marzionites live in industrial gas mining rigs floating above a gas giant, following strict safety regulations. Personal protective gear is required even when off duty, ranging from basic emergency forcefields to knee pads or armour and backup respirators in the more dangerous rig areas. They will prioritise safety above personal flair, limiting customisations to sewn-on patches and pins, and making sure their outfits are bright enough to easily see from a distance should they get lost or trapped anywhere.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Dress code: Safe and functional is key – boiler suits, safety gear, hazmat suits, overalls. Costumes that could conceivably be uniforms, or adapted from them. A simple colour scheme is best!&lt;br /&gt;
&lt;br /&gt;
Possibilities: Work-safe flair! Consider pins, nametags, badges and/or patches commemorating the team and rig you worked on before coming to the Ardent.&lt;br /&gt;
&lt;br /&gt;
Avoid: Excessive ornamentation. If it could snag on a rivet, it probably wouldn’t pass muster on Marzion IX. Don’t use natural materials like fur, leather or silk, either – think about what might be easily accessible (and replaceable!) on an isolated mining rig.&lt;br /&gt;
&lt;br /&gt;
==Stereotypical Look: Boiler Suit==&lt;br /&gt;
The most common Marzionite outfit is a boiler suit or work overalls with a tool belt.&lt;br /&gt;
&lt;br /&gt;
*Boiler suit: a colourful one-piece or matching set of overalls, customised to match their department and role, often with light-up sections. Only security units wear black overalls, but would still have accent colours or light-up sections they could activate if they became trapped on the rig.&lt;br /&gt;
*Tool belt: A basic belt with pouches to keep equipment on, that can be easily removed.&lt;br /&gt;
*Under layers: Shirts, t-shirts, and trousers either in plain colours, or with symbols or geometric shapes.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
Pins, nametags, badges and sewn-on patches are very popular amongst Marzionites. &lt;br /&gt;
Aim to keep any accessories looking like they’re mass produced or manufactured by machine.&lt;br /&gt;
&lt;br /&gt;
==Makeup==&lt;br /&gt;
A common tattoo practice is to mark down work injuries, either in writing or illustrations (this can be technical or abstract). They can serve as a reminder to take more care, or a warning to others that failure to stick to regulations will not only hurt themselves, and to not forget why those regulations are there.&lt;br /&gt;
&lt;br /&gt;
Makeup is job oriented, using colourful basic shapes and lines to temporarily mark out who’s doing what on a work shift, and quickly organise teams.&lt;br /&gt;
&lt;br /&gt;
==Designing Groups==&lt;br /&gt;
Affiliations are linked by matching uniforms, with the same bright colours and base garment style. For temporary affiliations, bright matching makeup can be used instead, for example if a new member joins a group, all group members may opt to wear a makeup symbol to match with the new member until they can get a matching uniform.&lt;br /&gt;
&lt;br /&gt;
==Design Caution==&lt;br /&gt;
Marzion and Kessler are both themed around very industrial “homeworlds”, and can easily overlap with their costumes. Make sure to stay away from rusty, post-apoc elements, organic painted designs on your boiler suit, or armour with large spikes and scavenged parts.&lt;br /&gt;
With light-up costume parts, be careful about the inclusion of LED wire. It looks very cool, but should never be against the skin, and can cause electric shocks if it’s damaged in combat.&lt;br /&gt;
==Gallery==&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Marzion_IX_Fashion&amp;diff=740</id>
		<title>Marzion IX Fashion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Marzion_IX_Fashion&amp;diff=740"/>
		<updated>2026-10-23T14:58:50Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitmarzion.png|thumb]]&lt;br /&gt;
Marzionites live in industrial gas mining rigs floating above a gas giant, following strict safety regulations. Personal protective gear is required even when off duty, ranging from basic emergency forcefields to knee pads or armour and backup respirators in the more dangerous rig areas. They will prioritise safety above personal flair, limiting customisations to sewn-on patches and pins, and making sure their outfits are bright enough to easily see from a distance should they get lost or trapped anywhere.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Dress code: Safe and functional is key – boiler suits, safety gear, hazmat suits, overalls. Costumes that could conceivably be uniforms, or adapted from them. A simple colour scheme is best!&lt;br /&gt;
&lt;br /&gt;
Possibilities: Work-safe flair! Consider pins, nametags, badges and/or patches commemorating the team and rig you worked on before coming to the Ardent.&lt;br /&gt;
&lt;br /&gt;
Avoid: Excessive ornamentation. If it could snag on a rivet, it probably wouldn’t pass muster on Marzion IX. Don’t use natural materials like fur, leather or silk, either – think about what might be easily accessible (and replaceable!) on an isolated mining rig.&lt;br /&gt;
&lt;br /&gt;
==Stereotypical Look: Boiler Suit==&lt;br /&gt;
The most common Marzionite outfit is a boiler suit or work overalls with a tool belt.&lt;br /&gt;
&lt;br /&gt;
*Boiler suit: a colourful one-piece or matching set of overalls, customised to match their department and role, often with light-up sections. Only security units wear black overalls, but would still have accent colours or light-up sections they could activate if they became trapped on the rig.&lt;br /&gt;
*Tool belt: A basic belt with pouches to keep equipment on, that can be easily removed.&lt;br /&gt;
*Under layers: Shirts, t-shirts, and trousers either in plain colours, or with symbols or geometric shapes.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
Pins, nametags, badges and sewn-on patches are very popular amongst Marzionites. &lt;br /&gt;
Aim to keep any accessories looking like they’re mass produced or manufactured by machine.&lt;br /&gt;
&lt;br /&gt;
==Makeup==&lt;br /&gt;
A common tattoo practice is to mark down work injuries, either in writing or illustrations (this can be technical or abstract). They can serve as a reminder to take more care, or a warning to others that failure to stick to regulations will not only hurt themselves, and to not forget why those regulations are there.&lt;br /&gt;
&lt;br /&gt;
Makeup is job oriented, using colourful basic shapes and lines to temporarily mark out who’s doing what on a work shift, and quickly organise teams.&lt;br /&gt;
&lt;br /&gt;
==Designing Groups==&lt;br /&gt;
Affiliations are linked by matching uniforms, with the same bright colours and base garment style. For temporary affiliations, bright matching makeup can be used instead, for example if a new member joins a group, all group members may opt to wear a makeup symbol to match with the new member until they can get a matching uniform.&lt;br /&gt;
&lt;br /&gt;
==Design Caution==&lt;br /&gt;
Marzion and Kessler are both themed around very industrial “homeworlds”, and can easily overlap with their costumes. Make sure to stay away from rusty, post-apoc elements, organic painted designs on your boiler suit, or armour with large spikes and scavenged parts.&lt;br /&gt;
With light-up costume parts, be careful about the inclusion of LED wire. It looks very cool, but should never be against the skin, and can cause electric shocks if it’s damaged in combat.&lt;br /&gt;
Gallery&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Character_Creation&amp;diff=738</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Character_Creation&amp;diff=738"/>
		<updated>2026-09-09T13:27:24Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Character Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ardent Spacers is an Item based rules system, instead of a Skill Point system.&lt;br /&gt;
&lt;br /&gt;
We want to encourage players to tailor what they do at each event based on their roleplay and what they feel is right for their character, not what skills they have locked into with character progression. Engage with the story, use items to gain new abilities short or long term, and mess around with whatever you find fun to do!&lt;br /&gt;
&lt;br /&gt;
==Step by Step Guide==&lt;br /&gt;
A guide to filling out the [https://docs.google.com/document/d/1bjFoMCYfQ3JeU3uoc_jSfTvKUgOZp1xWKrJaGyy-hqc/edit?usp=sharing Character Sheet] to email in to contact@ardentspacers.com&lt;br /&gt;
&lt;br /&gt;
===Character Details===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name ||Your chosen character name. Add any nicknames in quotations.&lt;br /&gt;
|-&lt;br /&gt;
|Pronouns ||Your chosen character pronouns.&lt;br /&gt;
|-&lt;br /&gt;
|Planet ||Choose from: [[Earth]], [[Geostation Kessler]], [[Marzion IX]], [[Sultonia]], or [[Viront Z85]].&lt;br /&gt;
|-&lt;br /&gt;
|Alien ||Choose from: [[Anthroid]], [[Human]], [[Omdua]], [[Skala]], [[Tever]], or [[Vari]].&lt;br /&gt;
|-&lt;br /&gt;
|Division ||Choose from: [[Diplo]], [[Kenolab]], [[Mattock]], or [[Taskminders]].&lt;br /&gt;
|-&lt;br /&gt;
|Affiliations ||Add the names of any player groups or in-character family members.&lt;br /&gt;
|-&lt;br /&gt;
|Profile ||A short introductory paragraph about your character, for the refs to use as a quick reference. There will be space at the end of your character sheet to add an in-depth backstory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===OC Details===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name ||Your real name.&lt;br /&gt;
|-&lt;br /&gt;
|Pronouns ||Your real pronouns.&lt;br /&gt;
|-&lt;br /&gt;
|Email ||The email address we should use to contact you.&lt;br /&gt;
|-&lt;br /&gt;
|D.O.B ||Your date of birth so we can verify you are above 18 to attend the event.&lt;br /&gt;
|-&lt;br /&gt;
|Proxy? ||If you want another attendee to be allowed to collect your player pack on your behalf, please name them here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical Statement===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Non-Com? ||Are you a Non-Com (opting out of combat)?&lt;br /&gt;
|-&lt;br /&gt;
|Mobility? ||Do you have any mobility requirements or aids we should be aware of?&lt;br /&gt;
|-&lt;br /&gt;
|Any health issues we should know about? ||Please only fill out this section with information you wish to tell the game team and first aiders of in advance. Airborne/severe allergies, injury risks, and symptoms that will affect your gameplay are all good things to mention here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===E2 Rules Update Calculator===&lt;br /&gt;
====Event 2 New Players====&lt;br /&gt;
New players from Event 2 onwards get 500 [[Credits]] at character creation to spend on [[Equipment]] at the Ardent&#039;s Shop.&lt;br /&gt;
&lt;br /&gt;
====Event 1 Returning Players====&lt;br /&gt;
There has been a major rules update since Event 1, resulting in many item changes. At your next event, be it E2 or in the future, you must choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Keep Going || +100 Credits&amp;lt;br/&amp;gt;Let us know if you spent less than 50 credits at character creation and also didn&#039;t spend it during the event.&amp;lt;br/&amp;gt;You can swap out your original lammies for the new tag format at any point.&lt;br /&gt;
|-&lt;br /&gt;
|Respec for Simplicity ||600 Credits&amp;lt;br/&amp;gt;Please hand in your 50 credits of lammies from E1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whichever option you choose, you keep all your credits, resources, and items purchased during the event. If there are any items that are no longer valid due to the rules change, you&#039;ll be able to return them for a full refund.&lt;br /&gt;
&lt;br /&gt;
====Why do E1 players get extra credits?====&lt;br /&gt;
During the rules update, we implemented a x10 inflation on item costs and changed character creation to give 500 credits instead of the original 50 credits. For simplicity we have opted to give each player extra money at the next event they attend to offset the inflation of any physical credits they had in their player pack. We have also included funds to cover money spent on single-use items that are now free, and to balance out mission rewards that weren&#039;t handed out.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
At character creation, you get to pick a number of pieces of equipment or cybernetic upgrades.&lt;br /&gt;
&lt;br /&gt;
This represents the equipment you have gone onto the AES Ardent with. Every character had the same personal item allowance limiting what they could bring, and poorer characters would have been given the equipment when they signed up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|[[Sponsorship]] ||Choose one of eight sponsorship options to receive at the beginning of each event.&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment]] ||Use the [[Item Lists|Item List]] to list what [[Equipment]] you would like your character to start with.&lt;br /&gt;
|-&lt;br /&gt;
|Income ||You will receive 55 [[Credits]] at the start of each event.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may pre-emptively spend some of your event income/sponsorship money on Equipment, since this will save admin at time-in. We recommend you leave your 55 Credit income for use during the event.&lt;br /&gt;
&lt;br /&gt;
===Additional Notes===&lt;br /&gt;
This section at the end of your character sheet is your space to add any other information you think is important, which could be:&lt;br /&gt;
*Links to longer character/group background documents.&lt;br /&gt;
*Copy/pasted background information.&lt;br /&gt;
*Items you&#039;d like a refund to respec (available at your second event only).&lt;br /&gt;
*Photos or concept art of your character to help with identification.&lt;br /&gt;
&lt;br /&gt;
===Submission===&lt;br /&gt;
Please email us a link to a google doc or attached pdf to contact@ardentspacers.com&lt;br /&gt;
&lt;br /&gt;
We advise submitting your character as soon as possible, and can guarantee pre-made player packs for anyone who submits prior to the Monday before an event. We will do our best to prepare last-minute submissions but this won&#039;t work if too many people leave it late!&lt;br /&gt;
&lt;br /&gt;
== Character Progression ==&lt;br /&gt;
Instead of accruing XP each event you attend, you will instead have a salary and items from your personal income. Use this to buy new equipment from the ship, maintain your current equipment, and barter planetside with traders.&lt;br /&gt;
&lt;br /&gt;
=== Respecing Characters ===&lt;br /&gt;
All players may fully respec after their first event. You must hand in all items bought from your starting money (and any leftover starting money), but keep any income, sponsorship items, or things obtained during the event. &lt;br /&gt;
This includes creating a new character if you didn&#039;t enjoy playing your original one.&lt;br /&gt;
&lt;br /&gt;
== Playing Multiple Characters ==&lt;br /&gt;
We believe everyone should be able to play a range of characters, and not have to permanently lose access to their previous character if they need a break or want to try something new at the next event.&lt;br /&gt;
&lt;br /&gt;
You are not limited to playing only one character at a time and may have multiple “active” characters on the system at once. Please be conscious of keeping all story knowledge, equipment, and money separate.&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialcobalt.jpg&amp;diff=737</id>
		<title>File:Materialcobalt.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialcobalt.jpg&amp;diff=737"/>
		<updated>2026-09-01T15:45:44Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialxenon.jpg&amp;diff=736</id>
		<title>File:Materialxenon.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialxenon.jpg&amp;diff=736"/>
		<updated>2026-09-01T15:45:12Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialcrylium.jpg&amp;diff=735</id>
		<title>File:Materialcrylium.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialcrylium.jpg&amp;diff=735"/>
		<updated>2026-09-01T15:44:58Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialhydrox.jpg&amp;diff=734</id>
		<title>File:Materialhydrox.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialhydrox.jpg&amp;diff=734"/>
		<updated>2026-09-01T15:44:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Materials&amp;diff=733</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Materials&amp;diff=733"/>
		<updated>2026-08-30T16:43:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Material List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials are represented by 1 inch resin blocks with different appearances. 1 block is 1 unit of a resource. They are currently being 3D modelled and a visual guide will be published before the event.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Materials==&lt;br /&gt;
Materials must be obtained during the event. They will be available in the environment or through trading with NPCs.&lt;br /&gt;
&lt;br /&gt;
They are also purchasable from the Ardent at the event, however this will be at a very inflated rate. It is better to find them yourself or if the item is a standard shop item, it is better to pay in credits for the finished item.&lt;br /&gt;
&lt;br /&gt;
===Unknown Materials===&lt;br /&gt;
You are likely to discover new materials of varying usefulness while on missions. These may be physrepped by props with a lammie attached (and follow Sample research rules), or if they are FABREP usable straight away they will be resin blocks.&lt;br /&gt;
&lt;br /&gt;
==Material List==&lt;br /&gt;
===Metals===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:materialnickel.jpg |Nickel&lt;br /&gt;
File:materialaluminium.jpg |Aluminium&lt;br /&gt;
File:materialtitanium.jpg |Titanium&lt;br /&gt;
File:materialsuperalloy.jpg |Superalloy&lt;br /&gt;
File:materialtungsten.jpg |Tungsten&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetics===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:materialplastic.jpg |Plastic&lt;br /&gt;
File:materialcarbonfibre.jpg |Carbon Fibre&lt;br /&gt;
File:materialnylon.jpg |Nylon&lt;br /&gt;
File:materialsilicone.jpg |Silicone&lt;br /&gt;
File:materialpolyurethane.jpg |Urethane&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystals===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:materialbismuth.jpg |Bismuth&lt;br /&gt;
File:materialxenon.jpg |Xenon&lt;br /&gt;
File:materialcobalt.jpg |Cobalt&lt;br /&gt;
File:materialosmium.jpg |Osmium&lt;br /&gt;
File:materiallithium.jpg |Lithium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechanical===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:materialcircuit.jpg |Circuit&lt;br /&gt;
File:materialnanite.jpg |Nanite&lt;br /&gt;
File:materialhydrox.jpg |Hydrox&lt;br /&gt;
File:materialcrylium.jpg |Crylium&lt;br /&gt;
File:materialsalvage.jpg |Salvage&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Event 1 -&amp;gt; 2 Conversions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Event 1 Lammie ||Event 2 Token&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Polymer ||Carbon Fibre&lt;br /&gt;
|-&lt;br /&gt;
|Circuit Board ||Nanite&lt;br /&gt;
|-&lt;br /&gt;
|Power Generator ||Lithium&lt;br /&gt;
|-&lt;br /&gt;
|Resonance Crystal ||Bismuth&lt;br /&gt;
|-&lt;br /&gt;
|Rusty Component || Salvage&lt;br /&gt;
|-&lt;br /&gt;
|Ship Hull Segment || Titanium&lt;br /&gt;
|-&lt;br /&gt;
|Silicone Rubber || Silicone&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialnanite.jpg&amp;diff=732</id>
		<title>File:Materialnanite.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialnanite.jpg&amp;diff=732"/>
		<updated>2026-08-30T16:42:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialcarbonfibre.jpg&amp;diff=731</id>
		<title>File:Materialcarbonfibre.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialcarbonfibre.jpg&amp;diff=731"/>
		<updated>2026-08-30T16:42:19Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialsalvage.jpg&amp;diff=730</id>
		<title>File:Materialsalvage.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialsalvage.jpg&amp;diff=730"/>
		<updated>2026-08-30T16:41:56Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialnylon.jpg&amp;diff=729</id>
		<title>File:Materialnylon.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialnylon.jpg&amp;diff=729"/>
		<updated>2026-08-30T16:41:32Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialplastic.jpg&amp;diff=728</id>
		<title>File:Materialplastic.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialplastic.jpg&amp;diff=728"/>
		<updated>2026-08-30T16:41:16Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialosmium.jpg&amp;diff=727</id>
		<title>File:Materialosmium.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialosmium.jpg&amp;diff=727"/>
		<updated>2026-08-30T16:40:56Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Materialsilicone.jpg&amp;diff=726</id>
		<title>File:Materialsilicone.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Materialsilicone.jpg&amp;diff=726"/>
		<updated>2026-08-30T16:40:38Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Viront_Z85&amp;diff=725</id>
		<title>Viront Z85</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Viront_Z85&amp;diff=725"/>
		<updated>2026-08-26T23:26:46Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* The People of Viront */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitviront.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Virontlogo.png|thumb|Viront&#039;s Crest]]&lt;br /&gt;
Hot and cold playground of the rich and soon-to-be-rich&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Vista, NISABA-10&lt;br /&gt;
&lt;br /&gt;
The lights of Viront Z85 rival that of its own star. Though the planet only supports life along its equator, that life is all the keener, all the brighter – as though it were spurred on by the precarious conditions in which it developed. It was this striving that drew the Vironti syndicates to flout Alliance advisories in settling here, carving a band of crystalline wealth from the planet’s dross. Viront! The very lap of luxury, the cutting edge of the cutting edge; where the newly minted and the temporarily embarrassed billionaires alike all go to the same parties.&lt;br /&gt;
&lt;br /&gt;
==The People of Viront==&lt;br /&gt;
===[[Viront Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Following planetary naming conventions is optional, but helps mark someone as being a citizen of a planet.&lt;br /&gt;
&lt;br /&gt;
Viront names and surnames take inspiration from cyberpunk-style names, using nicknames, corporate names, and brands as part of their personal image. It is quite common for someone to only be known as their nickname to the point of their given name feeling alien to them.&lt;br /&gt;
&lt;br /&gt;
[https://www.fantasynamegenerators.com/software-names.php Software Names], [https://www.fantasynamegenerators.com/username-generator.php Usernames], [https://www.fantasynamegenerators.com/racer-names.php Racer Names], [https://www.fantasynamegenerators.com/nicknames.php Nicknames], [https://www.fantasynamegenerators.com/hacker-names.php Hacker Names], and [https://www.fantasynamegenerators.com/clothing-brand-names.php Clothing Brand Names] are all good sources of inspiration.&lt;br /&gt;
&lt;br /&gt;
==The Society of Viront==&lt;br /&gt;
===[[Viront Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Viront History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Sultonia&amp;diff=724</id>
		<title>Sultonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Sultonia&amp;diff=724"/>
		<updated>2026-08-26T23:26:37Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Naming Conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitsultonia.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Sultonialogo.png|thumb|Sultonia&#039;s Crest]]&lt;br /&gt;
A frontier oasis, half-finished and halfway habitable&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Horizon, CASSITER-7&lt;br /&gt;
&lt;br /&gt;
Sultonia lies on the frontier of Alliance space in the Horizon arm of the galaxy: the last port of call before the rich and pirate-haunted Helium Lanes, on the edge between the Alliance and the unknown. Even after decades of terraforming, it remains arid, inhospitable and alien – but those have settled here are rightly proud of what they have survived in order to build their home. It is a planet of isolated farmsteads, frontier towns, star-burned deserts and long nights. It is a land of hard work and easy charity, free from the complications and presumptions of more developed worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The People of Sultonia==&lt;br /&gt;
===[[Sultonia Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Following planetary naming conventions is optional, but helps mark someone as being a citizen of a planet.&lt;br /&gt;
&lt;br /&gt;
Sultonia has no unified naming structure, having only been safe for sheltered colonisation for 85 years and open to general colonisation for 45 years. Sultonians will draw on family names from where they were from before moving, or will form their own community name structures for each colony. An offer is always made to new Sultonians: you may choose a new name to match your new life should you wish. Some will adopt or establish a new surname, and less commonly may also change their given name.&lt;br /&gt;
&lt;br /&gt;
When outside of their home, they may choose to use their colony name as a prefix to their given name. Any individuals born as Sultonians but not on the planet (for example on a spaceship) may also use the prefix &amp;quot;Starborn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Society of Sultonia==&lt;br /&gt;
===[[Sultonia Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Sultonia History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Marzion_IX&amp;diff=723</id>
		<title>Marzion IX</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Marzion_IX&amp;diff=723"/>
		<updated>2026-08-26T23:26:12Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Naming Conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitmarzion.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Marzionixlogo.png|thumb|Marzion IX&#039;s Crest]]&lt;br /&gt;
A union of unions, siphoning a gas giant one moonful at a time&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Spur, MICHEL/SICULUS-1&lt;br /&gt;
&lt;br /&gt;
Marzion IX is the ninth and largest planet overseen by the Marz Union - arguably the Alliance’s most vital industrial organization, and certainly the loudest. MU invests heavily in distant and dangerous planets, drawing the richest and rarest materials from environments that no-one else can handle. IX is their most precarious investment - a gas giant with no solid ground to stand on, save the gas mining rigs the colonists brought with them and the occasional moon for those rigs to cling to. The sense of danger here is all-encompassing, but so is the camaraderie between each and every worker; all divisions dissolve for the sake of the work.&lt;br /&gt;
&lt;br /&gt;
==The People of Marzion IX==&lt;br /&gt;
===[[Marzion IX Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Following planetary naming conventions is optional, but helps mark someone as being a citizen of a planet.&lt;br /&gt;
&lt;br /&gt;
Traditional Marz Union names relate to alloys and elements, especially gasses and minerals, and alterations of those words. These are most commonly used as surnames, but can occasionally be taken as first names also.&lt;br /&gt;
&lt;br /&gt;
The most common name structure is [Profession/Mastery] [given name] [surname/working group] [union], where the working group is your immediate fellows, and the union is the larger group that is a part of, such as an organisation, rig, fleet, or orbital structure. This union name can default to Marzion IX if three is no other more relevant union to name, so they will use one variation from: Nine, M9, MIX, IX, 9.&lt;br /&gt;
&lt;br /&gt;
==The Society of Marzion IX==&lt;br /&gt;
===[[Marzion IX Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Marzion IX History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Geostation_Kessler&amp;diff=722</id>
		<title>Geostation Kessler</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Geostation_Kessler&amp;diff=722"/>
		<updated>2026-08-26T23:25:57Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Naming Conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitkessler.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Kesslerlogo.png|thumb|Geostation Kessler&#039;s Crest]]&lt;br /&gt;
&lt;br /&gt;
Anarchist research base &amp;amp; orbital waste management system&lt;br /&gt;
&lt;br /&gt;
Vessel Specifications: category XK-1, Firkin class (&amp;gt;15,000,000 souls)&lt;br /&gt;
&lt;br /&gt;
Immense, intricate, improbably mobile; Geostation Kessler defies convention and description alike as it drifts between the stars. From its perch within an asteroid belt or in a host planet’s upper orbit, it reaches out its bright arms to gather up the detritus of the galaxy. From atmospheric contamination to broken satellites, launch window trash to stricken spacecraft: if it can be caught by a tractor beam, it will be drawn into Kessler to be scanned, categorized, cleaned and studied. Whatever Kessler finds, it keeps – or else sells to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
==The People of Kessler==&lt;br /&gt;
===[[Kessler Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Following planetary naming conventions is optional, but helps mark someone as being a citizen of a planet.&lt;br /&gt;
&lt;br /&gt;
Kesslerans will often have surnames relating to scientific paraphernalia, notable thinkers, or space travel, drawing strongly from common Human names. The may also affix their current major project, its goal, or a tool they use commonly on it.&lt;br /&gt;
&lt;br /&gt;
Examples are: Alembic, Miasma, Phlogiston, Vaucan. The [https://www.fantasynamegenerators.com/cosmic-names.php Cosmic Names Generator] and [https://www.fantasynamegenerators.com/constellation-names.php Constellation Name Generator] are good resources for surnames, and project names may be anything but are frequently related to whatever junk they&#039;ve sourced, for which the [https://www.fantasynamegenerators.com/satellite-names.php Satellite Name Generator] is a good resource.&lt;br /&gt;
&lt;br /&gt;
The most common naming structure is [title] [given name] [surname]-[project affix].&lt;br /&gt;
&lt;br /&gt;
==The Society of Kessler==&lt;br /&gt;
===[[Kessler Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Kessler History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Earth&amp;diff=721</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Earth&amp;diff=721"/>
		<updated>2026-08-26T23:25:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Naming Conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitearth.png|thumb|Illustration by Charley Hall]]&lt;br /&gt;
[[File:Earthlogo.png|thumb|Earth&#039;s Crest]]&lt;br /&gt;
Cradle of humanity and diplomatic heart of the Alliance&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Spur, SOL-3&lt;br /&gt;
&lt;br /&gt;
Earth – delicate, beautiful, carefully coaxed back into life after nearly being snuffed out entirely. A planet of strivers, artisans, and cultural curators, learning and growing from a shattered past. The birthplace of two of the Alliance’s major species, and the heartland of the Alliance’s legal and diplomatic corps. Earth’s impact on the Alliance – on the galaxy at large – is remarkable; not bad, indeed, for a pale blue dot.&lt;br /&gt;
&lt;br /&gt;
==The People of Earth==&lt;br /&gt;
===[[Earth Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Following planetary naming conventions is optional, but helps mark someone as being a citizen of a planet.&lt;br /&gt;
&lt;br /&gt;
Planetary naming conventions primarily apply to surnames. Traditional Earth names commonly reference features of the landscape, which could be terrain, weather patterns, geological features, or historic place names. Historical family names are also still used.&lt;br /&gt;
&lt;br /&gt;
Earthlings will also commonly attach a community name after their family/surname. This name could be the location they live or work in, a local landmark, or chosen group name, sometimes with slight alterations in spelling or shortening the word. As Earthlings leave Earth on space missions, they may start associating with that mission more than their home - it becomes their new home. In this instance they&#039;ll update their community name to the spaceship they&#039;re on when they wish to make that commitment. Changing one&#039;s community name pre-emptively before they have become truly embedded into a new community is seen as presumptuous and naive, but doing so at the right time after proper consideration is a great honour.&lt;br /&gt;
&lt;br /&gt;
The most common name structure is [given name] [family name] [community name].&lt;br /&gt;
&lt;br /&gt;
==The Society of Earth==&lt;br /&gt;
===[[Earth Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Earth History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=720</id>
		<title>Template:General Implants</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=720"/>
		<updated>2026-08-26T19:13:16Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Dermal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Muscular===&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Reinforcement	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Trauma Resist	||Delays Trauma symptoms by 60 seconds.	||150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Flash Recovery	||The first time you reach 0HP on an encounter, spend 5 seconds roleplaying a sudden surge of energy to heal your B-HP back to full.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dermal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|InvisiSkin	||Become Invisible once per encounter. Half your body must be beside an object.	||200	&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Armour	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Antistatic	||Resist 1 Static call per encounter.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Blastproof	||Reduce Blast X by 1, to a minimum of 1.	||300&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Heating	||Resist Frost once per encounter.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Observation	||Call “Detect X”, where X is an alien species or type of Equipment, once per encounter.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Microscopic Vision	||Allows you to discard and redraw a result from a chance-based mechanic, once per encounter.	||200&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=719</id>
		<title>Template:General Implants</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=719"/>
		<updated>2026-08-25T21:54:48Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Dermal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Muscular===&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Reinforcement	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Trauma Resist	||Delays Trauma symptoms by 60 seconds.	||150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Flash Recovery	||The first time you reach 0HP on an encounter, spend 5 seconds roleplaying a sudden surge of energy to heal your B-HP back to full.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dermal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|InvisiSkin	||Become Invisible once per encounter. Half your body must be beside an object.	||200	&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Armour	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Antistatic	||Resist 1 Static call per mission.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Blastproof	||Reduce Blast X by 1, to a minimum of 1.	||300&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Heating	||Resist Frost once per encounter.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Observation	||Call “Detect X”, where X is an alien species or type of Equipment, once per encounter.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Microscopic Vision	||Allows you to discard and redraw a result from a chance-based mechanic, once per encounter.	||200&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Viront_Z85&amp;diff=718</id>
		<title>Viront Z85</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Viront_Z85&amp;diff=718"/>
		<updated>2026-08-25T12:38:29Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* The People of Viront */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitviront.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Virontlogo.png|thumb|Viront&#039;s Crest]]&lt;br /&gt;
Hot and cold playground of the rich and soon-to-be-rich&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Vista, NISABA-10&lt;br /&gt;
&lt;br /&gt;
The lights of Viront Z85 rival that of its own star. Though the planet only supports life along its equator, that life is all the keener, all the brighter – as though it were spurred on by the precarious conditions in which it developed. It was this striving that drew the Vironti syndicates to flout Alliance advisories in settling here, carving a band of crystalline wealth from the planet’s dross. Viront! The very lap of luxury, the cutting edge of the cutting edge; where the newly minted and the temporarily embarrassed billionaires alike all go to the same parties.&lt;br /&gt;
&lt;br /&gt;
==The People of Viront==&lt;br /&gt;
===[[Viront Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Viront names and surnames take inspiration from cyberpunk-style names, using nicknames, corporate names, and brands as part of their personal image. It is quite common for someone to only be known as their nickname to the point of their given name feeling alien to them.&lt;br /&gt;
&lt;br /&gt;
[https://www.fantasynamegenerators.com/software-names.php Software Names], [https://www.fantasynamegenerators.com/username-generator.php Usernames], [https://www.fantasynamegenerators.com/racer-names.php Racer Names], [https://www.fantasynamegenerators.com/nicknames.php Nicknames], [https://www.fantasynamegenerators.com/hacker-names.php Hacker Names], and [https://www.fantasynamegenerators.com/clothing-brand-names.php Clothing Brand Names] are all good sources of inspiration.&lt;br /&gt;
&lt;br /&gt;
==The Society of Viront==&lt;br /&gt;
===[[Viront Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Viront History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Viront Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Sultonia&amp;diff=717</id>
		<title>Sultonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Sultonia&amp;diff=717"/>
		<updated>2026-08-25T12:32:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* The People of Sultonia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitsultonia.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Sultonialogo.png|thumb|Sultonia&#039;s Crest]]&lt;br /&gt;
A frontier oasis, half-finished and halfway habitable&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Horizon, CASSITER-7&lt;br /&gt;
&lt;br /&gt;
Sultonia lies on the frontier of Alliance space in the Horizon arm of the galaxy: the last port of call before the rich and pirate-haunted Helium Lanes, on the edge between the Alliance and the unknown. Even after decades of terraforming, it remains arid, inhospitable and alien – but those have settled here are rightly proud of what they have survived in order to build their home. It is a planet of isolated farmsteads, frontier towns, star-burned deserts and long nights. It is a land of hard work and easy charity, free from the complications and presumptions of more developed worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The People of Sultonia==&lt;br /&gt;
===[[Sultonia Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Sultonia has no unified naming structure, having only been safe for sheltered colonisation for 85 years and open to general colonisation for 45 years. Sultonians will draw on family names from where they were from before moving, or will form their own community name structures for each colony. An offer is always made to new Sultonians: you may choose a new name to match your new life should you wish. Some will adopt or establish a new surname, and less commonly may also change their given name.&lt;br /&gt;
&lt;br /&gt;
When outside of their home, they may choose to use their colony name as a prefix to their given name. Any individuals born as Sultonians but not on the planet (for example on a spaceship) may also use the prefix &amp;quot;Starborn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Society of Sultonia==&lt;br /&gt;
===[[Sultonia Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Sultonia History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Sultonia Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Marzion_IX&amp;diff=716</id>
		<title>Marzion IX</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Marzion_IX&amp;diff=716"/>
		<updated>2026-08-25T12:24:45Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* The People of Marzion IX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitmarzion.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Marzionixlogo.png|thumb|Marzion IX&#039;s Crest]]&lt;br /&gt;
A union of unions, siphoning a gas giant one moonful at a time&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Spur, MICHEL/SICULUS-1&lt;br /&gt;
&lt;br /&gt;
Marzion IX is the ninth and largest planet overseen by the Marz Union - arguably the Alliance’s most vital industrial organization, and certainly the loudest. MU invests heavily in distant and dangerous planets, drawing the richest and rarest materials from environments that no-one else can handle. IX is their most precarious investment - a gas giant with no solid ground to stand on, save the gas mining rigs the colonists brought with them and the occasional moon for those rigs to cling to. The sense of danger here is all-encompassing, but so is the camaraderie between each and every worker; all divisions dissolve for the sake of the work.&lt;br /&gt;
&lt;br /&gt;
==The People of Marzion IX==&lt;br /&gt;
===[[Marzion IX Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Traditional Marz Union names relate to alloys and elements, especially gasses and minerals, and alterations of those words. These are most commonly used as surnames, but can occasionally be taken as first names also.&lt;br /&gt;
&lt;br /&gt;
The most common name structure is [Profession/Mastery] [given name] [surname/working group] [union], where the working group is your immediate fellows, and the union is the larger group that is a part of, such as an organisation, rig, fleet, or orbital structure. This union name can default to Marzion IX if three is no other more relevant union to name, so they will use one variation from: Nine, M9, MIX, IX, 9.&lt;br /&gt;
&lt;br /&gt;
==The Society of Marzion IX==&lt;br /&gt;
===[[Marzion IX Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Marzion IX History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Marzion IX Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Geostation_Kessler&amp;diff=715</id>
		<title>Geostation Kessler</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Geostation_Kessler&amp;diff=715"/>
		<updated>2026-08-25T12:16:07Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* The People of Kessler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitkessler.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
[[File:Kesslerlogo.png|thumb|Geostation Kessler&#039;s Crest]]&lt;br /&gt;
&lt;br /&gt;
Anarchist research base &amp;amp; orbital waste management system&lt;br /&gt;
&lt;br /&gt;
Vessel Specifications: category XK-1, Firkin class (&amp;gt;15,000,000 souls)&lt;br /&gt;
&lt;br /&gt;
Immense, intricate, improbably mobile; Geostation Kessler defies convention and description alike as it drifts between the stars. From its perch within an asteroid belt or in a host planet’s upper orbit, it reaches out its bright arms to gather up the detritus of the galaxy. From atmospheric contamination to broken satellites, launch window trash to stricken spacecraft: if it can be caught by a tractor beam, it will be drawn into Kessler to be scanned, categorized, cleaned and studied. Whatever Kessler finds, it keeps – or else sells to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
==The People of Kessler==&lt;br /&gt;
===[[Kessler Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Kesslerans will often have surnames relating to scientific paraphernalia, notable thinkers, or space travel, drawing strongly from common Human names. The may also affix their current major project, its goal, or a tool they use commonly on it.&lt;br /&gt;
&lt;br /&gt;
Examples are: Alembic, Miasma, Phlogiston, Vaucan. The [https://www.fantasynamegenerators.com/cosmic-names.php Cosmic Names Generator] and [https://www.fantasynamegenerators.com/constellation-names.php Constellation Name Generator] are good resources for surnames, and project names may be anything but are frequently related to whatever junk they&#039;ve sourced, for which the [https://www.fantasynamegenerators.com/satellite-names.php Satellite Name Generator] is a good resource.&lt;br /&gt;
&lt;br /&gt;
The most common naming structure is [title] [given name] [surname]-[project affix].&lt;br /&gt;
&lt;br /&gt;
==The Society of Kessler==&lt;br /&gt;
===[[Kessler Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Kessler History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Kessler Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Earth&amp;diff=714</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Earth&amp;diff=714"/>
		<updated>2026-08-25T12:05:19Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* The People of Earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitearth.png|thumb|Illustration by Charley Hall]]&lt;br /&gt;
[[File:Earthlogo.png|thumb|Earth&#039;s Crest]]&lt;br /&gt;
Cradle of humanity and diplomatic heart of the Alliance&lt;br /&gt;
&lt;br /&gt;
Galactic Co-ordination System: Spur, SOL-3&lt;br /&gt;
&lt;br /&gt;
Earth – delicate, beautiful, carefully coaxed back into life after nearly being snuffed out entirely. A planet of strivers, artisans, and cultural curators, learning and growing from a shattered past. The birthplace of two of the Alliance’s major species, and the heartland of the Alliance’s legal and diplomatic corps. Earth’s impact on the Alliance – on the galaxy at large – is remarkable; not bad, indeed, for a pale blue dot.&lt;br /&gt;
&lt;br /&gt;
==The People of Earth==&lt;br /&gt;
===[[Earth Culture]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Fashion]]===&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Planetary naming conventions primarily apply to surnames. Traditional Earth names commonly reference features of the landscape, which could be terrain, weather patterns, geological features, or historic place names. Historical family names are also still used.&lt;br /&gt;
&lt;br /&gt;
Earthlings will also commonly attach a community name after their family/surname. This name could be the location they live or work in, a local landmark, or chosen group name, sometimes with slight alterations in spelling or shortening the word. As Earthlings leave Earth on space missions, they may start associating with that mission more than their home - it becomes their new home. In this instance they&#039;ll update their community name to the spaceship they&#039;re on when they wish to make that commitment. Changing one&#039;s community name pre-emptively before they have become truly embedded into a new community is seen as presumptuous and naive, but doing so at the right time after proper consideration is a great honour.&lt;br /&gt;
&lt;br /&gt;
The most common name structure is [given name] [family name] [community name].&lt;br /&gt;
&lt;br /&gt;
==The Society of Earth==&lt;br /&gt;
===[[Earth Diplomacy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Technology]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Defence]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Galactic Relations]]===&lt;br /&gt;
&lt;br /&gt;
==The Planet==&lt;br /&gt;
===[[Earth History]]===&lt;br /&gt;
&lt;br /&gt;
===[[Earth Geography]]===&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Human&amp;diff=713</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Human&amp;diff=713"/>
		<updated>2026-08-25T11:43:26Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Human Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraithuman.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
Homo sapiens&lt;br /&gt;
&lt;br /&gt;
Humans are new to the Alliance – but their novelty belies a long history of struggle, sorrow and redemption. Imagining themselves alone in the universe, they brought their planet and themselves to the brink of annihilation, surviving only by profoundly changing how they lived. Armed with hard-won knowledge that the worst must not be allowed to come to pass, humanity now stands with the Alliance against the forces of cruelty and decay.&lt;br /&gt;
&lt;br /&gt;
==Human Appearance==&lt;br /&gt;
===Requirements===&lt;br /&gt;
None. All the players are (hopefully) humans already! If not… you’ve done a good job hiding it and clearly don’t need any tips.&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Cybernetic or prosthetic limbs. Growing replacement limbs is possible in this setting, but there are still downsides and many characters will opt for cybernetics.&lt;br /&gt;
*Damage or adaptation from different environments is common. Examples include permanent frostbite, lichtenberg scars, and sun spots.&lt;br /&gt;
*Humans are also especially fond of altering their appearance with tattoos and piercings.&lt;br /&gt;
&lt;br /&gt;
===Avoid===&lt;br /&gt;
Don’t wear makeup that mimics a listed alien, or looks significantly non-human.&lt;br /&gt;
&lt;br /&gt;
==Human Biology==&lt;br /&gt;
Humans are an endothermic species of omnivores, descended from arboreal primates. They have four limbs and exhibit bilateral symmetry – which is to say, they have two arms and two legs, one on either side of their body. They possess internal skeletons.&lt;br /&gt;
&lt;br /&gt;
Humans are considered to reach physical and emotional maturity at 18, although it’s widely accepted that they still have much to learn after that point. Human lifespans can vary greatly; modern medicine means that humans generally live to be 100 years old and can make it as far as 150 years old without persistent mechanical assistance or genetic modification. With intervention they can live even longer, although their actual quality of life (and how far they may be considered “just” human) after that point is up for debate.&lt;br /&gt;
&lt;br /&gt;
Individual humans can vary wildly from each other in many ways, from skin and hair colour to height and weight. There is one particular variation in human appearance which evolved during their confinement below the planet’s surface and at its extremes; these Polarised humans are marginally better adapted to cold, darkness and pressure. The physical indication of these traits are a grey colour to the cheeks and deep, dark eye sockets.&lt;br /&gt;
&lt;br /&gt;
==Human Culture==&lt;br /&gt;
The history of Earth’s inhabitants is one of trial, error, and change. Complex hierarchical structures are a common element of human societies, which they have retained after their development into a space-faring species. Unlike the top-down hierarchies of old, however, modern human social structures tend to be both introspective and co-operative: every member of a group must be allowed input on group actions, though proven experts and leaders are still given due precedence.&lt;br /&gt;
&lt;br /&gt;
Early human societies relied on unsustainable resource extraction, facilitating their rapid development while putting extreme stress on the planet’s ecosphere. In spite of a pre-Alliance paradigm shift toward preservation, the planet is still scarred by this period, as is the earthling psyche. Historical awareness has long been a hallmark of human thought and culture.&lt;br /&gt;
&lt;br /&gt;
Humans are also distinguished among members of the Alliance by having created another member species – the Anthroids. In general, the relationship between the two species may be compared to the close but occasionally awkward relationship between a doting parent and their adult child: the sense of stewardship that humans have over their planet extends to a protective instinct towards their creations, to mixed reception on the Anthroids’ part.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Humans use a mix of contemporary and futuristic forenames, with a preference for names suggestive of space, stars, celestial bodies, and voyages. Those with closer ties to Earth are more likely to use historical names.&lt;br /&gt;
&lt;br /&gt;
Name examples: Stella, Eli, Jupiter, Wander, Sol, Mona, Altair, Pallas, Aten, Andromeda, Saros, Dione, Cassio, Polaris&lt;br /&gt;
&lt;br /&gt;
==Human Homeworld==&lt;br /&gt;
===[[Earth]]===&lt;br /&gt;
Galactic Co-ordination System: Spur, SOL-3&lt;br /&gt;
&lt;br /&gt;
The human homeworld of Earth is isolated in galactic terms, and humans did not establish meaningful contact with other intelligent lifeforms until relatively late in their history.&lt;br /&gt;
&lt;br /&gt;
Humans have adapted quickly to the technology of the Alliance, and to life within a galactic community; their flexibility has been attributed to factors such as the volatile ecosphere of their planet, or the global shift towards mutual survival and co-operation which predated first contact with Alliance species’.&lt;br /&gt;
&lt;br /&gt;
==Human History==&lt;br /&gt;
Like all sentient species, the early history of humanity was defined by their homeworld and their relationship to it. As one of the two most recent species to join the Alliance (the other being Anthroids, which were built by humans in humanoid form), they have spent comparatively little time within the galactic community – but they have caught up quickly, and they and the Alliance have both been enriched for their efforts.&lt;br /&gt;
&lt;br /&gt;
===Prehistory to A -3000===&lt;br /&gt;
Modern humans evolved, and spread across the face of the planet Earth. Though different human cultures varied wildly in their beliefs, values and cultural expressions, there are a few trends in human thought across the ages that resonate with their descendants – chief among them being the creation of art in the shape of humans, and the charting of the stars overhead.&lt;br /&gt;
&lt;br /&gt;
===Approximately A -575===&lt;br /&gt;
Human spaceflight begins around this point, with several cultures engaging in various attempts to leave the planet’s surface and explore outer space. Progress is staggered but rapid, with long intervening periods between sudden leaps – from Earth’s moon, to the neighbouring planets, to the outskirts of the solar system, before…&lt;br /&gt;
&lt;br /&gt;
===A -450 to A -425===&lt;br /&gt;
The beginning of humanity’s dark age – centuries of unsustainable extraction come to a head in global conflicts over resources, exacerbating the environmental decay caused by the same processes. Before they reach the breaking point, shelters and habitats are constructed underground and at the planet’s thawing poles – a desperate play to keep the species alive, and one that demanded a total shift in cultural priorities towards preservation and mutualism.&lt;br /&gt;
&lt;br /&gt;
===A -425 to -375===&lt;br /&gt;
Humans adapt over this period to lives spent sheltering in place, monitoring the environment and doing what they can to assist in the planet’s recovery. &lt;br /&gt;
&lt;br /&gt;
===A -375 onwards===&lt;br /&gt;
The planet slowly stabilises, allowing for limited exploration outside of the refuges in the latter half of the century. The Anthroids are created, and humans – for the first time, to their knowledge – are no longer alone in the universe.&lt;br /&gt;
&lt;br /&gt;
===A -275 onwards===&lt;br /&gt;
The twin keeper species of Earth became aware of the Alliance from an ancient Omdua signal, and – after deciphering the message’s coded instructions, and after 25 years – built their first spacecraft with a manifold collapse. 10 years afterwards they cross the gap, meeting sentient life from beyond their own star for the first time in A -240.&lt;br /&gt;
&lt;br /&gt;
===Present===&lt;br /&gt;
Efforts to restore Earth have been bolstered with the technology and expertise of new allies, while many take the opportunity to spread out among the stars. Though they have only been known to the galaxy for a few generations at time of writing, it is difficult to imagine the Alliance without humans.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Anthroid&amp;diff=712</id>
		<title>Anthroid</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Anthroid&amp;diff=712"/>
		<updated>2026-08-25T11:42:59Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Anthroid Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitanthroid.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
Homo factum&lt;br /&gt;
&lt;br /&gt;
Every intelligent species makes tools;  most build machines to make the impossible easy, from the simplest lathes to state-of-the-art autonomous drones. The creation of synthetic life, however, has eluded many of the galaxy’s theorists since times immemorial – but at least one species within the Alliance has managed it. Anthroids are the result: robots built by humans in the image of humans, truly intelligent and poised to find their place among the stars.&lt;br /&gt;
&lt;br /&gt;
==Anthroid Appearance==&lt;br /&gt;
===Requirements===&lt;br /&gt;
Anthroids must have a cyber prosthetic wire jack or coloured circle somewhere on their head, as well as at least one additional visible marker of their synthetic nature.&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Plating edge lines on visible skin to give the illusion of rigid plates under a silicone skin, created using makeup.&lt;br /&gt;
*Masks resembling a face or helmet.&lt;br /&gt;
*The appearance of wires, ports or similar technological elements “emerging” from skin.&lt;br /&gt;
*Elements resembling exposed synthetic musculature, which resembles metallic cords under the skin. This might be accomplished with makeup, body art, or a textured/painted base layer of costume (i.e. a skintight glove printed with a mechanical texture, so as to resemble a robotic limb.)&lt;br /&gt;
*Eye colours and shapes that are clearly unnatural for a human. This may be accomplished with costume contact lenses.&lt;br /&gt;
&lt;br /&gt;
===Avoid===&lt;br /&gt;
Don’t go for a fully inhuman appearance. Anthroids don’t have modular components like many sci-fi robots, and aren’t built – they’re grown around endoskeletons in vats, and can bleed, be wounded and heal much as a human would, even if covered in hard plating.&lt;br /&gt;
&lt;br /&gt;
===Variant: Lega-C===&lt;br /&gt;
This variant of the kit allows you to play as an older and more obviously mechanical anthroid – a Lega-C model, as opposed to more recent generations. The kit for Lega-C models is more intensive, with vents, rivets and a more “obsolete” appearance – think dolls and mannequins, and plan your makeup or masks accordingly. There is no gameplay difference between Lega-C and younger anthroids, and Lega-C units should still be clearly identifiable as human-like if they have a hard face mask.&lt;br /&gt;
&lt;br /&gt;
==Anthroid Biology==&lt;br /&gt;
An Anthroid is a synthetic humanoid, indistinguishable at a glance from a fully organic human save for a visible “jack” or data port on the head – which may be concealed by a brightly-coloured circular plug – and any number of other markers of their synthetic nature, such as exposed muscular cables or manufacturing lines on the dermis.&lt;br /&gt;
&lt;br /&gt;
The creation of anthroids begins with a skeletal frame, which is immersed in a vat of nano-polymers and proteinogens over several months of gestation. Targeted impulses induce these materials to weave together into synthetic tissues, including a complex neural lattice analogous to a human brain. When internal culturing is complete, a FABREP dermal sheath is moulded over the neonate’s musculature, giving the Anthroid human-like skin.&lt;br /&gt;
&lt;br /&gt;
Anthroids are traditionally generated “as adults” with a baseline of experience and insight loaded in as standard. There is an increasing trend (inspired by their Sophiform ancestor) towards allowing new Anthroids to organically develop through physical bodies that are upgraded and replaced as the Anthroid ages – meaning some adult Anthroids will have experienced a childhood of sorts. The age of physical and emotional maturity in this process is presently aligned with that of humans as a matter of legal convenience, and only Anthroids with both adult-presenting bodies and adult minds are considered adults.&lt;br /&gt;
&lt;br /&gt;
As a hard-wearing synthetic species with an innate affinity for replacing and augmenting themselves due to their mechanical frames, Anthroids have a greatly extended lifespan compared to organics – for example, a few members of the second generation of LEGA-C are still active, and each is over 250 years old. Despite this physical longevity, Anthroids of advanced age still experience information decay and bit rot leading to the reduction and then cessation of neural function; they are by no means immortal, though their body might endure after the mind is gone.&lt;br /&gt;
&lt;br /&gt;
Newer generations of Anthroid, designated LEGA-D (though the use of that term is rare), are sleek, organic and almost indistinguishable from humans. Older LEGA-C models are still humanoid, but the relative crudeness of their construction and less refined dermal sheathing means they are much more obviously synthetic – though recognisably still based on humans. LEGA-C might have visible rivets in their faceplates or limbs, for example, or shiny plastic “skin” like a mannequin. Despite this difference in appearance, LEGA-C and LEGA-D anthroids have roughly the same cognitive and physical potential and recognise each other as equals.&lt;br /&gt;
&lt;br /&gt;
==Anthroid Culture==&lt;br /&gt;
Development of true-to-life deterministic intelligence is strictly controlled under Alliance law, according to the Convention on Non-Biological Personhood – which was ratified in response to the threat from THRONE. Anthroids and humans joined the Alliance at the same time, as equals under that law.&lt;br /&gt;
&lt;br /&gt;
The species retain close ties and are often found co-habiting, but Anthroids have done their best to find their own footing in the galaxy; some identify closely with humans and seek their approval, while others are ambivalent on their creators and keen to take their own path. One precept reoccurs in Anthroid thought, a quotation from their Sophiform ancestor: “how you’re made doesn’t define who you are”. &lt;br /&gt;
&lt;br /&gt;
Anthroids often lean on the quirks of synthetic existence as cultural reference points. Interaction with one’s data port is private and intimate, and generally reserved for medical circumstances or contact between extremely close individuals. Anthroid humour is often seen to be baroque and blunt – being either based on emphasizing one’s robotic nature for the sake of juxtaposition with organics, or on obtuse and coded “puns”, or on contextually incongruous system errors.&lt;br /&gt;
&lt;br /&gt;
Naming conventions among the Anthroids differ. Some go by their batch numbers and numerical designations to emphasize their synthetic nature, but will use a shortened version as a nickname for the ease of biological colleagues. Others, particularly LEGA-C models, will pick very simple and plain human names – often monosyllabic ones – that are reflective of their shared history. Anthroids do not use the name “Tom”, which otherwise fits this scheme, so as to avoid confusion with the stationary artificial intelligence units called T/OMs (Testing/Observation Matrices).&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Some Anthroids use batch numbers and numerical designations to emphasize their synthetic nature, but will use a shortened version as a nickname for the ease of biological colleagues. Others, particularly LEGA-C models, will pick very simple and plain human names, often monosyllabic ones, that are reflective of their shared history. &lt;br /&gt;
&lt;br /&gt;
Anthroids do not use the name Tom, which otherwise fits this scheme, so as to avoid confusion with the stationary artificial intelligence units called T/OMs (Testing/Observation Matrices).&lt;br /&gt;
&lt;br /&gt;
Name examples: A11 (AKA Eleven), DC527 (AKA Deesee), Jack, Jean&lt;br /&gt;
&lt;br /&gt;
==Anthroid Homeworld==&lt;br /&gt;
===[[Earth]]===&lt;br /&gt;
The human homeworld of Earth is also the original homeworld of their creations. Anthroids share the attachment to the planet – but, as they have moved to stand with humans rather than in their shadow, an awareness has grown among Anthroid circles that while many Anthroids are also Earthlings, they are not beholden to answer for mistakes that were made before they were born.&lt;br /&gt;
&lt;br /&gt;
As such, a contingent of Anthroids have petitioned the Alliance for the right to establish their own homeworld, their own planet-state, in which they can exist as sentient beings separate from their creators.&lt;br /&gt;
&lt;br /&gt;
The Alliance, cautiously, curiously, has agreed.&lt;br /&gt;
&lt;br /&gt;
===[[Nova]]===&lt;br /&gt;
Nova is the working title for a proposed homeworld for the Anthroids – a homeworld away from home, as it were, to grant them the same holdfast as any other member species of the Alliance.&lt;br /&gt;
&lt;br /&gt;
==Anthroid History==&lt;br /&gt;
The story of the Anthroids begins much more recently than other species because they are much younger than other species; their early history overlaps considerably with the latter days of their creators. Divergence comes after the two encounter the Alliance – though the two species are still closely entwined, they did not have the opportunity to stand apart until they left their home systems.&lt;br /&gt;
&lt;br /&gt;
===Before A -450===&lt;br /&gt;
Pre-collapse advancements in biomechanical technology allow humans to create LEGA-A autonomous robotic platforms, generally modelled after animals in form and gait. These early models are the evolutionary ancestors of modern Anthroids.&lt;br /&gt;
&lt;br /&gt;
===A -400 onwards===&lt;br /&gt;
The devastation of Earth’s biosphere forces humans into underground and polar refuges. They bring their autonomous robots with them, and rapidly find new use for machines that were previously pets and novelties. Variants built during this time include tiny flying Apiform drones to replace extinct pollinators, aquatic Pisciform trawling models to explore and clear the oceans, and four-legged Theriform exploration platforms to seek resources on land.&lt;br /&gt;
&lt;br /&gt;
===A -389 onwards===&lt;br /&gt;
Creation of the LEGA-B Sophiform autonomous robot – an experimental model now recognised as the first true Anthroid. Designed to develop both physically and mentally as a human child would, the Sophiform’s growth is observed with growing interest and leads directly to successor models, including the first “class” or “generation” of LEGA-C Anthroids in A -374.&lt;br /&gt;
&lt;br /&gt;
===A -340 onwards===&lt;br /&gt;
The Earth had stabilised enough by this period that regular, widespread exploration of the surface became possible. The first volunteers included many of the 1st generation LEGA-C, who got to see much of the Earth firsthand for the first time in the history of their species. While Anthroids were not immune to the dangers, it was easier to culture replacement limbs and organs for them – especially as the early LEGA-C models were more crudely constructed than later generations.&lt;br /&gt;
&lt;br /&gt;
===A -275 to A -200===&lt;br /&gt;
Anthroids and Humans decipher a signal from the Alliance and follow its instructions to a rendez-vous in the Orion system, arriving in A -240. There is resistance to the idea of a synthetic species joining the Alliance – historical disputes with THRONE weigh heavily on the minds of many – but, on balance, the Convention on Non-Biological Personhood is amended to allow Anthroids as a member species with the same rights and privileges as their organic counterparts.&lt;br /&gt;
&lt;br /&gt;
===Present===&lt;br /&gt;
Anthroids have distinguished themselves from their creators as their own species, with their own priorities and imperatives – but they stand alongside their organic allies in presenting the best of the Alliance way to the wider galaxy. The differences between flesh and machinery still cause awkwardness on both sides, but no issue is insurmountable.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Omdua&amp;diff=711</id>
		<title>Omdua</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Omdua&amp;diff=711"/>
		<updated>2026-08-25T11:42:37Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Omdua Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitomdua.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
Bibo digicapitus&lt;br /&gt;
&lt;br /&gt;
The adaptable and fluid Omdua helped to found the Alliance, and they have been present for every stage between the first outposts and its current breadth. Instinctively drawn to imitate the shape – and the expressions – of other species, these tentacled nomads have always drawn strength from their own plurality and the diverse (or diverting) behaviour of others. The Omdua bring a fluid perspective to matters of galactic importance, befitting the fluidity of their own forms.&lt;br /&gt;
&lt;br /&gt;
==Omdua Appearance==&lt;br /&gt;
===Requirements===&lt;br /&gt;
Omdua have thick brightly coloured “crests” on their heads instead of hair, which can vary in appearance from short curves to long tentacles – these may be prosthetics or attached to a wig, headdress, clips or close-fitting hat. Omdua are colourful – feel free to match or contrast the colours of your alien elements!&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Darker stripes towards limbs and extremities.&lt;br /&gt;
*Gills&lt;br /&gt;
*Fins&lt;br /&gt;
*Frills and organic ruffs similar to those under the bells of jellyfish.&lt;br /&gt;
*Fully non-human skin tone.&lt;br /&gt;
&lt;br /&gt;
===Avoid===&lt;br /&gt;
Try not to have your hair on show – crests should entirely cover the back of your head, and any wigs should be styled to have hair fibres look like thin tentacles under the crest.&lt;br /&gt;
&lt;br /&gt;
===Variant: Masked Omdua===&lt;br /&gt;
All omdua mimic the shape of other creatures (in this case, humanoids) in an effort to fit in, but cannot change the appearance of their crest. For a select few omdua this includes their full face, with their full-head crest giving them an unnervingly non-human appearance.&lt;br /&gt;
&lt;br /&gt;
===Variant: Luum Omdua===&lt;br /&gt;
Some omdua have specialised light-emitting zooids called “luum” (loo-oom) as part of their bodies. This natural bioluminescence can be represented using UV or glow in the dark paint, or subtle LEDs that look reasonably organic – use the bioluminescence of comb jellies as a guide when considering the overall look. There is no gameplay difference between omdua with bioluminescence and those without.&lt;br /&gt;
&lt;br /&gt;
==Omdua Biology==&lt;br /&gt;
Omdua are modular or colonial organisms. Their bodies are not one animal, but are instead made up of “zooids” – a series of multicellular organisms which act seamlessly as an individual Omdua’s organs and limbs, with one nervous system and one mind shared between them.&lt;br /&gt;
&lt;br /&gt;
Omdua development is radically different to that of singular species. Their juveniles are unaggregated zooid colonies, visible to the naked eye as a cloud of gel – the source of diplomatic misunderstandings in ages past, when outsiders have been invited to meet Omdua young only to be presented with what appears to be a microbial culture (in, admittedly, a well-appointed and decorated) container or “spawn-cradle”. Adult Omdua are formed when these proto-colonies agglomerate, a process which is as long and intensive as it is shrouded in mystery. The Omdua use assistive technology to compensate for the absence of spawning reefs on planets other than their homeworld, where most Omdua emerge “wild-formed” and ready to join adult society.&lt;br /&gt;
&lt;br /&gt;
When Omdua die (be it from age, illness, or injury), they literally go to pieces as their component zooids disaggregate. While most of the organisms die, zooids responsible for feeding or digestion may survive and go on to form new juvenile colonies – just like the specialised reproductive zooids formed and released by Omdua parents during their lifespans. This means an Omdua may consist of parts of their ancestors, reintegrated into a new spawning colony – and this, in turn, makes determining their exact lifespans very difficult.&lt;br /&gt;
&lt;br /&gt;
Omdua are generally coy on the matter of death, preferring to present disaggregation as a change of state analogous to a metamorphosis. Each newly spawned Omdua presents as a new individual, but may retain memories or instincts formed from ancestral zooids – research is ongoing as to how much information may be retained. An Omdua typically disaggregates naturally from old age after 300 years, numbering them among the longest-lived of all Alliance species.&lt;br /&gt;
&lt;br /&gt;
Omdua bodies are capable of advanced changes and reconfigurations throughout their lives, driven by their needs and the response of their zooids to their environment. On their homeworld alone, they are capable of flight in the buoyant vapour seas in which they evolved; they are landlocked on any planet with a thinner atmosphere, (which is most planets).&lt;br /&gt;
&lt;br /&gt;
The Omdua are noted for their ability – and tendency – to approximate or mimic the shapes of other creatures that they live with, which means they take on a bipedal form among species with similar proportions. All Omdua possess a “crest” in all forms, which works as a multiple-purpose “core” for all vital functions (plus some ornamental ones). Crests vary in length from short sculptural grooves to elongated tendrils, and may be composed of a single zooid or several.&lt;br /&gt;
&lt;br /&gt;
There are two notable Omdua sub-species, both distinguished by unique properties of their crests or zooids.&lt;br /&gt;
&lt;br /&gt;
*Onaay Omdua possess crests that extend to or cover the face, or the entirety of the head when they take bipedal form. This gives them a distinctly non-human appearance, and is theorised to be a vestigial throwback to a rigid shell or “headplate” originally evolved for defensive and/or display purposes.&lt;br /&gt;
*Luum Omdua have specialised light-emitting zooids called “luum” (loo-oom) as part of their bodies, giving off all kinds of light. The function of this varies, but culturally many Omdua enjoy using this as self expression or for communication.&lt;br /&gt;
&lt;br /&gt;
==Omdua Culture==&lt;br /&gt;
Omdua have a much more mutable and expansive sense of self than many other species, appropriately enough for the flexible nature of their biology and the shifting clouds of their planet. They are collectives on a fundamental level, and each Omdua contains a unique network of co-operating structures and roles within themselves. This may lead Omdua to present themselves as plurals rather than individuals, or to identify first and foremost as part of a relevant social group or organisation (in addition to, or instead of, typical individual gender expressions – Omdua do not have distinct sexes as other species understand them, but can and do express preferences for gendered pronouns and presentation according to their individual senses of self). &lt;br /&gt;
&lt;br /&gt;
Viewpoints and philosophies among the Omdua are as varied as the planets they inhabit, especially as Omdua often prioritise mimicry, social cohesion and systemic integration. In the current era of Uncertainty, the values of many Omdua are rooted in being adaptable and patient. This can lead to Omdua seeming to be mercurial, evasive and untrustworthy; from their perspective, they are simply gathering information through careful observation carefully without jumping to conclusions or (prematurely) picking a side.&lt;br /&gt;
&lt;br /&gt;
Omdua society has always prioritised technology, and scientific knowledge has been retained across their history whereas philosophical tenets and tendencies are frequently discarded. Omdua were among the earliest spacefarers of the Alliance, seeing space just as a bigger sea to swim in. Omdua technology often emphasises biological forms and organic materials – rubbery, flexible, membranous – and is often idiosyncratically adapted to uses that are only intelligible to other Omdua.&lt;br /&gt;
&lt;br /&gt;
As far as cultural expressions go, Omdua have a particular affinity for kites. Kites and gliding apparatuses have always been a low cost and efficient way of augmenting travel through the seas of Geel, and they are used practically, recreationally, and for artistic expression in Omdua society. Kites as means of self-expression have proven to be an enduringly popular by-product of interaction with the wider Alliance, and every major planet has its own spin on the formula – from the upcycled windsocks of Marzion IX all the way up to the anchor-kites on Sultonia’s fearsome Whipscorch pylons.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Omdua language often uses doubled vowels, because pairs symbolise the species’ natural mimicry – these are pronounced with a gap between the vowels (see below). Consider altering the names of jellyfish and hydrozoan species or their life stages (or those of other aquatic creatures) to reflect the inspiration behind the omdua.&lt;br /&gt;
&lt;br /&gt;
Language examples: Geel (gi-iill, homeworld), luum (loo-oom)&lt;br /&gt;
&lt;br /&gt;
Name examples: Laanu (lah-ah-noo), Meduus (meh-doo-ooze), Neem (nee-eem), Oliip (oll-ee-eep), Stoolo (stoo-oh-lo), Aarsia (ah-ar-sia), Theeca (the-ee-ca)&lt;br /&gt;
&lt;br /&gt;
==Omdua Homeworld==&lt;br /&gt;
===[[Geel]]===&lt;br /&gt;
Galactic Co-ordination System: Vista, ULIILU-2&lt;br /&gt;
&lt;br /&gt;
Geel is a world blanketed by a shifting vaporous ocean, itself punctuated by crystalline landforms. This sea is not naturally survivable, or traversable, to species that evolved on other planets, but technology is widely available to make it so – any species that visits Geel can cross the landscape through sealed pneumatic tubes, or by means of powered aerobarges (which resemble sealed submarine vessels, albeit with gliding surfaces).&lt;br /&gt;
&lt;br /&gt;
As a naturally aeronautical species, the Omdua prioritise the shifting currents of the oceans in their understanding of geography on Geel. To them, the planet does not have a fixed form, but rather a constantly shifting series of networks and systems, made up of structures both physical and social, natural and artificial alike. These systems are known as “Patterns”, of which there are three major forms:&lt;br /&gt;
&lt;br /&gt;
*The Abundance pattern, which creates, converts, and conducts the flow of resources essential for Omdua health and happiness – and in more recent eras, the supply of goods to the rest of the Alliance. Natural structures in this pattern are the nutrient currents in the deep pools and eddies under the surface of Geel, while artificial manifestations include trade networks, eateries and the Omdua merchants and nutritionists who operate within them.&lt;br /&gt;
*The Awareness pattern is largely artificial, as it is responsible for collecting and collating information on everything from animal populations to individual spaceborne threats. Structures of this pattern may be found wherever information is gathered – the monitoring stations built atop the “dry” spires that project above the sea’s surface Geel’s landforms are an excellent example, along with the satellites they interface with. Professions belonging to this pattern include Omdua data technicians, journalists, and drone controllers.&lt;br /&gt;
*The Autonomy pattern is simultaneously analogous to a political system, a knowledge network, and a collective memory; it is responsible for maintaining useful information between eras, and for helping the Omdua to process who they are and what they want in response to change. Nomadic by design, the basis of this pattern and its “nerve centre” is a flotilla of kite-cities in constant movement across Geel’s surface. It is served by Omdua lecturers, intelligence officers, and artists.&lt;br /&gt;
&lt;br /&gt;
Whilst most structures and locations on Geel are understood as part of the pattern they serve, there are a few exceptions – generally structures built for the use of other species. The most notable of these is Anchor, which consists of a surface-to-orbit elevator and its reception area – a city-sized habitat and diplomatic staging ground – built into the heavier of the planet’s polar landmasses. Anchor is where all of Geel’s formal diplomacy with other worlds and other species takes place, and it is accordingly built to comfortably support all of the species of the Alliance in comfort – though the architecture is still distinctly fluid and organic, a reflection of the Omdua and their home.&lt;br /&gt;
&lt;br /&gt;
==Omdua History==&lt;br /&gt;
The Omdua conceive of their history as a series of distinct epochs divided by hard paradigm shifts. While there are holdovers and retention of useful knowledge between these eras, they are delineated by a mass adoption of new technologies and ways of living  – such that the lives and beliefs of one era’s Omdua would be mutually unintelligible to those raised in the age that follows. These periods are named, in order:&lt;br /&gt;
&lt;br /&gt;
===Prehistory to A -2500===&lt;br /&gt;
The era of Emergence. Climate historians and paleoneurologists theorise that the cooling of Geel, the Omdua homeworld, led to a slowing of the intense chemical processes in its vapour oceans. Wild protein blooms developed into colony structures and reefs, which in turn produced the first proto-Omdua polyps – which went on to evolve into the sentient Omdua.&lt;br /&gt;
&lt;br /&gt;
===A -1000 to -700===&lt;br /&gt;
The Dynamic era. Omdua society, now globally dominant, specialised at a spectacular rate. Extraplanetary space travel via solar sail was achieved far ahead of other comparable technologies, followed by the development of manifold collapse technology and exploration outside the local Uliilu system. Had the Omdua encountered a hostile spacefaring species at this stage in their development, it is likely that their lack of experience in defense or diplomacy would have led to disaster.&lt;br /&gt;
&lt;br /&gt;
===A -700 to -500===&lt;br /&gt;
The era of Difference. The Omdua reached the Forest arm of the galaxy and the planet Arliris, where they encountered the Tever. First contact was rocky, and the Tever managed to steal FTL technology before relations normalised. The Omdua were intensely fascinated by Tever culture, which challenged their sense of self; Omdua society underwent a period of intense Tever mimicry (sometimes termed the sub-era of Resonance) before re-stabilising.&lt;br /&gt;
&lt;br /&gt;
===A -500 to -350===&lt;br /&gt;
The era of Calling. Omdua ships encountered MOTHER and attempted to initiate diplomatic relations; delegates were variously rebuffed or captured for ransom, and the situation was only resolved by Tever military violence – at a terrible cost. The Omdua took this disaster as an opportunity to mature, and out of the consequences of their naivety came a formal, though prototypical, alliance with the Tever – the birth of the modern Alliance. The end of this era coincided with the defense of Ok Yator from MOTHER in A -364, which in turn brought the Skala into the Alliance.&lt;br /&gt;
&lt;br /&gt;
===A -350 to -250===&lt;br /&gt;
The Boundary era. Contact with THRONE prompted the Omdua to consider what they are not, and what they do not wish to become. Patterns of reactionary thought emerged, and many avenues of scientific inquiry were blocked off for fear of the consequences of change. This created a feedback loop feeding increased militarism and paranoia in the nascent Alliance, with the joining of the Vari as a high point in an otherwise insular era.&lt;br /&gt;
&lt;br /&gt;
===A -250 to -150===&lt;br /&gt;
The era of Complexity. After an age of stagnation and troubled reflections on their history thus far, the Omdua were jolted from their soul-searching by the appearance of Earthlings – followers of an ancient Omdua call to other lifeforms. Observation of another mode of mutualism prompted the Omdua to reconfigure again, and they began to push Alliance politics towards a new vision – softer, kinder, more hopeful. &lt;br /&gt;
&lt;br /&gt;
===Present===&lt;br /&gt;
The era of Uncertainty. Torn between optimism and introspection, the internal politics of the Omdua still seem inscrutable to outsiders; perhaps because they don’t truly know themselves. An ever more complex galaxy requires Omdua to be at their most variable and viable, whilst still figuring out who they are and what their purpose is – a tall order, but one that their friends in the Alliance are poised to help them fulfill.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Vari&amp;diff=710</id>
		<title>Vari</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Vari&amp;diff=710"/>
		<updated>2026-08-25T11:42:05Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Vari Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitvari.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
Oculoptera avolitans&lt;br /&gt;
&lt;br /&gt;
The industrious insectoids known as Vari are known for their pragmatism and their resilience. They evolved on a world where death in the form of much larger creatures, with even bigger jaws, lurked around every corner; their drive to survive left them with thicker skins than most, and bigger hearts (or equivalent hemocoelic systems). Among the Vari and their firm friends in the Alliance, no one is left behind – no matter how many they number, or what odds they face.&lt;br /&gt;
&lt;br /&gt;
==Vari Appearance==&lt;br /&gt;
===Requirements===&lt;br /&gt;
Vari have long antennae, which may be glued on as prosthetics or incorporated into a headband or headdress. These antennae can be in any insect style. They have chitin instead of flesh, which can be phys-repped through make-up by drawing angular ridges on your face and other visible areas of skin, or raised prosthetics.&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Mandibles&lt;br /&gt;
*Multiple antennae pairs&lt;br /&gt;
*Nonhuman skin tone sections reflecting insectoid colour schemes.&lt;br /&gt;
*Multiple pairs of smaller insectoid eyes on the cheek or forehead.&lt;br /&gt;
&lt;br /&gt;
===Avoid===&lt;br /&gt;
Don’t give yourself an extra pair of functioning arms – Vari are born as six-legged grubs, but they lose the middle pair of limbs in adulthood. Any nonhuman skin tone makeup should blend in with your natural skin tone, and never be full brown or black makeup if not your natural tone.&lt;br /&gt;
&lt;br /&gt;
===Variant: Vestigii Vari===&lt;br /&gt;
A few vari, the Vestigii, have vestigial insectoid features such as abdomen-style tail sections, carapace shell parts, wings, or non-functional limbs partially fused to their torso/thorax. If removed, these vestigial parts do not regrow, and stumps will become hardened chitin.&lt;br /&gt;
&lt;br /&gt;
==Vari Biology==&lt;br /&gt;
The Vari vary in form, size and colour – but they are all invertebrates with hard carapaces and striking antennae. A mature Vari has four functional limbs; two back legs on which they walk, and two front limbs with dextrous claws for manipulating objects. The more malleable chitin on their cephalon allows them to make facial expressions which are legible to humanoids.&lt;br /&gt;
&lt;br /&gt;
Vari lay soft ridged eggs, which hatch into six-legged “grubs” after roughly six months. These larvae are raised in large communal nurseries for up to 18 years, during which time they slowly grow to their adult size and shape on a diet of nutritionally dense protein jelly (traditionally derived from domesticated Vari livestock). From the ages of 4 to 18, the Vari is considered juvenile – their middle limbs will generally have degenerated by this time, and they will be capable of speech and of being taught.&lt;br /&gt;
&lt;br /&gt;
Vari do not pupate, but they do experience a shedding of their exoskeleton every five years. Removal of the exoskeleton is an intensive and intimate process, which often requires assistance from loved ones and/or medical professionals. A Vari with no complications in shedding – which can lead to asphyxiation or the loss of limbs if it goes poorly – can live for up to 50 years in the oxygen-rich environment of their homeworld. Vari with access to medical technology and reuptake implants can live for longer in environments with lower oxygen concentrations; as much as 90 years.&lt;br /&gt;
&lt;br /&gt;
Adult Vari that exhibit traits from either their juvenile stage (such as a more developed set of medial limbs, or a soft tail-like abdomen) or their evolutionary history (such as non-functional wings, or heavier elytra-like shells) are known as Vestigii Vari. These traits have been considered to be burdens or signs of good fortune at different times in Vari history, but they are seen as simple natural variations in modern times. Vestigii traits that are lost through injury or illness do not grow back, with the wound simply healing over as a scar.&lt;br /&gt;
&lt;br /&gt;
==Vari Culture==&lt;br /&gt;
Vari culture has been shaped by a fear of fire – the planet’s high-oxygen atmosphere can turn a spark into a raging inferno, and much of their technology developed around the need to control heat. Without mastery of fire for most of their history (and therefore without access to the advanced metallurgy that defines industrial advancement for many other species), the Vari adapted by relying on organic materials instead. The dense armour of Chetom’s fauna and the flexible cords of its fungi make adequate substitutes for steel and cable, and there has been some research into using these materials as sustainable low-energy alternatives to standard FABREP production.&lt;br /&gt;
&lt;br /&gt;
Many Vari choose to adorn themselves with small garments spun from silk – originally  taken from Silseradi as trophies of a hunt, and passed down over the generations. Scarfs, arm wraps and other silken accessories are worn in memory and in mourning of the lost Apharid flocks, who died trusting the Vari to protect them.&lt;br /&gt;
&lt;br /&gt;
The underpinning of Vari society since the Muster is a philosophy called “redundantism”. In brief, this is the idea that any member of a community needs to be able to take over the duties of any other member if needed – a useful cultural tenet, in hard times when the loss of a skilled hunter could mean the starvation of their kin. All adult Vari raised on Chetom are trained to be able to take on as many responsibilities as possible, so that any gap in the workforce can be filled by any individual; some Vari raised in this system find it difficult to adjust to the specialisation preferred by Alliance work crews.&lt;br /&gt;
&lt;br /&gt;
Species that are contacted by the Alliance typically undergo a trial period in which they are gradually introduced to new technologies and other lifeforms. For the Vari, the process was fast-tracked: it was deemed that the conditions of their homeworld were such that it would be unethical to restrain them there for longer than necessary. The Vari have returned the favour by throwing themselves into Alliance endeavours, embracing the culture and technology of others with curiosity and fervour. Things that were once unthinkable, miraculous, are now commonplace, and the Vari look ahead to a sun-bright future.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Pre-Alliance vari usually named their children after the order in which they were born (i.e. “First” as the name of the firstborn, “Second” for the second, and so on), wasting little sentiment on individuals as they devoted themselves to the group. This scheme has survived to the present day, but only applies until the vari comes of age in their final metamorphosis – afterwards, they choose or are given a moniker that relates to their interests or their appearance, and will further personalise the name over time with abbreviations and related nicknames.&lt;br /&gt;
&lt;br /&gt;
Language examples: Chetom (homeworld), vestig (“possessing redundancies”)&lt;br /&gt;
&lt;br /&gt;
Name examples: Gold-eyes (Goldie), Prefers-shadows (Shadows), Hard-shelled (Shellie)&lt;br /&gt;
&lt;br /&gt;
==Vari Homeworld==&lt;br /&gt;
===[[Chetom]]===&lt;br /&gt;
Galactic Co-ordination System: Horizon, LATROFER-1&lt;br /&gt;
&lt;br /&gt;
Adult vari are among the smallest mature lifeforms of their homeworld, where the most common non-sentient carnivores can grow to be as large as a standard-issue Alliance shuttle. The planet is incredibly biodiverse, though the vast majority of its life is one flavour or another of armoured invertebrate.&lt;br /&gt;
&lt;br /&gt;
While Chetom appears to be a verdant jewel of a planet, it is a nightmare to navigate – there are few arid areas, and most of the planetary biome is rain-soaked fungal forest with wide and treacherous sinkholes and swamps. The abundance of oxygen sustains these massive matted hyphae, along with the immense and vicious megafauna. It also increases the risk and lethality of fire – an aspect of life not helped by the atmospheric humidity, which leads to frequent lightning storms.&lt;br /&gt;
&lt;br /&gt;
Though there are many cultural sites hidden among the stalks of Chetom – the boltholes and longhouses of ancient Vari, mainly – they are generally charted in relation to the three Citadels of old. Each is an named for a mythical monster from Vari folklore:&lt;br /&gt;
&lt;br /&gt;
*Kusulk, the Widening Worm, is a tiered series of terraces leading into a labyrinth of branching dwellings. The Vari honed their stonemasonry at Kusulk, transforming material dug out of the site into a series of concentric fortifications around it. Though well-defended from any land attack, Kusulk and its flocks proved helpless against the Silseradi striding over its walls.&lt;br /&gt;
*Nisefid, the Storm of Mouths, was woven under the cap of Chetom’s largest and strongest fungal copse. Nisefid was the birthplace of Vari sericulture and the home of its finest cuisine, with the milk crystals of its Apharid flocks being especially prized. Unfortunately, such a delicious prize proved irresistible to the Silseradi, and Nisefid was left in tatters; the most damaged of all the Citadels.&lt;br /&gt;
*Pasarat, the Filaments Within, clings to the walls of Chetom’s drier equatorial gulch – a series of towers and bridges stretching from cliff wall to wall, each cunningly disguised as a natural geological structure. The large and well-appointed nursery hives of Pasarat held out the longest against the Looming, with the Vari sheltering in the arid depths below.&lt;br /&gt;
&lt;br /&gt;
Though these cities were besieged and then abandoned during the Looming, most of the underground chambers and their defences remain intact. Reclamation efforts aided by the Alliance are ongoing, with archaeological teams and Vari tribal leaders alike rubbing elbows in the amphitheatres and speaking chambers of old.&lt;br /&gt;
&lt;br /&gt;
==Vari History==&lt;br /&gt;
The Vari have strived to preserve records of their people in many forms, according to whatever was most readily available. From inscriptions on coiled shells to lunar calendars woven from reeds, the past has been reconstructed – occasionally from within the carapace of the carnivore that originally devoured it. Be that as it may, exact dates are few and far between; carbon dating of artifacts that have been retrieved after several digestive cycles can only do so much.&lt;br /&gt;
&lt;br /&gt;
===Prehistory to A -5000===&lt;br /&gt;
Proto-Vari evolution on the planet of Chetom is led by their need to be faster and smarter than their many predators. Early Vari cultures are defined by a common aptitude for the domestication of large livestock lifeforms, and by a nomadic bent – Vari who nest in one place for too long become easy prey. &lt;br /&gt;
&lt;br /&gt;
===Approximately A -2000===&lt;br /&gt;
The variegated past of the Vari culminated in “the Muster” – a meeting of folkloric scale between all of the extant Vari bands, culminating in a pact of mutual survival. While Vari groups had always been drawn together to survive blights, banes and disasters of all kinds before peeling apart in less fraught times, this union of the species enshrined the principle of caring for each other as kith and as kin. This principle is frequently tested in the intervening years, but never broken.&lt;br /&gt;
&lt;br /&gt;
===Approximately A -2000 to A -1000===&lt;br /&gt;
This era saw the establishment of the three major cities on Chetom – a triumvirate of well-defended and ever-growing metropoles, collectively “the Citadels”, largely built below the ground for added security. Any material at the Vari’s disposal – from precious metals to the carapaces of hunted arthropods – was fed into new structures and new forms of art, which succeeded more often than they failed. The strength of solidarity (and of numbers, as the population surges) brought the Vari into a golden age.&lt;br /&gt;
&lt;br /&gt;
===A -1000 onwards===&lt;br /&gt;
The golden age came to a sharp end in a cataclysm known as “the Looming”, thanks to the reappearance of Chetom’s Silseradi apex predators. These ancient arachnoids are large enough to loom over the spires of the Vari, and long-lived enough to hibernate for thousands of years in polar ice between brief feeding and egg-laying frenzies. By this point in their history, Vari agriculture had coalesced around a single versatile livestock species – the Apharid, a cattle-sized beast of burden and protein source bred for docility. The helpless Apharidi herds were wiped out by Silseradi predation, forcing the Vari deeper into a centuries-long cultural and industrial recession.&lt;br /&gt;
&lt;br /&gt;
===A -300 to -250===&lt;br /&gt;
Start of the era of “the Flight”, which begins with the arrival of Alliance explorers on Chetom. The opportunity to leave the planet repulses some Vari and proves irresistible to others; the decision becomes the single largest test to the ancient accord of the Muster, above even the lean years of the Looming. Diplomacy prevails – Chetom remains as a home to many and a site of pilgrimage to many more, with those who wish to leave welcomed warmly on their return.&lt;br /&gt;
&lt;br /&gt;
===Present===&lt;br /&gt;
Of the Vari who remained, some accept Alliance help to rebuild the Citadels of old Chetom – while others return to their nomadic roots, seeking harmony with the planet’s ecosystem. Of those who left across the stars, new friends and new opportunities are always around the corner – and even the most fearsome of foes seem small, compared to what they’ve already been through to reach them.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Skala&amp;diff=709</id>
		<title>Skala</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Skala&amp;diff=709"/>
		<updated>2026-08-25T11:41:42Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Skala Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraitskala.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
Stilio probehemoti&lt;br /&gt;
&lt;br /&gt;
Cold-blooded, scaled, horned – the Skala cut imposing figures, but their appearance belies a species that evolved to share warmth and burdens alike with their kinfolk. Hailing from winding warrens where individuality is secondary to survival and companionship is constant, the Skala have had the wide and wonderful galaxy unfurled before them by circumstance. Here and now, with the Alliance beside them, they are learning how to choose for themselves and decide their own paths.&lt;br /&gt;
&lt;br /&gt;
==Skala Appearance==&lt;br /&gt;
===Requirements===&lt;br /&gt;
Skala are scaly, which may be represented with a mask or with makeup – as long as your face is at least half covered, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Horns or crests on the head or limbs, which can be glued on as prosthetics, integrated into kit, or worn as a headband or on hair clips.&lt;br /&gt;
*Short claws on your hands, akin to pointed nails.&lt;br /&gt;
*Scaled frills.&lt;br /&gt;
*Eye colour to match other features, as well as cat-like slit eyes.&lt;br /&gt;
*Any additional features are generally a similar colour to the scales, in different hues.&lt;br /&gt;
&lt;br /&gt;
===Avoid===&lt;br /&gt;
Do not use solid brown or black scales or base colours; these colours can only be used as part of patterns. Avoid making any horns or claws too big, these are intended to be similar to lizards like the bearded dragon and horny devil, and not like a dragon.&lt;br /&gt;
&lt;br /&gt;
===Variant: Tailed Skala===&lt;br /&gt;
Some skala have tails, which must be recognisably scaly and reptilian – a fat gecko tail is fine, as is the long tapering tail of an iguana. Be mindful of others (and your own turning radius) if you do decide to wear a tail! There is no gameplay difference between tailed and tailless skala, and tails are treated as traumatic to lose but regrowable over time.&lt;br /&gt;
&lt;br /&gt;
==Skala Biology==&lt;br /&gt;
The Skala are a species of bipedal reptilians. They are covered in rugose insulating scales in a wide variety of colours and patterns, which flare into horns or crests on their heads and on their joints. These protrusions are blunt, but grow more pronounced with age. They evolved in dark confined environments, and retain excellent spatial awareness in tight quarters – like cave networks, or the bowels of a spaceship’s reactor.&lt;br /&gt;
&lt;br /&gt;
Skala are ectotherms, meaning they do not produce their own body heat. While their thick skins can retain absorbed heat for long periods, allowing for sustained activity throughout the course of the day, Skala often rely on heating elements built into their clothing to assist with thermoregulation.&lt;br /&gt;
&lt;br /&gt;
The lifespan of Skala generally ranges between 80 and 100 years old. They traditionally divide their lives by the number of skins they have shed; full-body moults take place roughly once a decade, and are traditional signifiers of a new life stage. The first moult at 2-3 years coincides with the giving of a name, while the third or fourth moult between 20-25 is taken as the coming of age. Skala who have shed their seventh skin are hailed as elders.&lt;br /&gt;
&lt;br /&gt;
Skala exhibit tails frequently enough that it is considered a major sub-special variation. These tails vary in shape and size, from large bulbous tails like those of geckos or long tapering whip-like tails like that of an iguana. The loss of a tail is painful, even traumatic – but any Skala that has lost a tail will regrow it naturally during their next moult. It is even possible for the side-effects of the moulting process to cause a previously tailless Skala to spontaneously grow one.&lt;br /&gt;
&lt;br /&gt;
==Skala Culture==&lt;br /&gt;
Modern Skala culture is shot through with a tension between collective identity and emerging individuality. Traditionally, it is the warren and not the individual which was the fundamental unit of society; every individual Skala had a role assigned by natural aptitude or group need, and survival could only be ensured by harmony within the group. As such, many of their stories (of which there are many, both mythical and historical) concern themselves with cautionary tales of those who flout or betray their kin and find themselves outcast and ruined in return.&lt;br /&gt;
&lt;br /&gt;
The other main concern of Skala folklore is bodily change. Moulting begins with hormonal surges that ease the process, and there is much superstition attached to it. For example, a clean and complete “husk” is a sign of great fortune, while the skin tearing away from a limb foretells its injury between that moult and the next. Ceremonies generally involve the telling of tales and the reading of the shed skin; some milestones, like the reaching of adulthood or undergoing a seventh moult, are accompanied by a symbolic renaming to adorn the new form.&lt;br /&gt;
&lt;br /&gt;
For the Skala, one’s community is a refuge – a space that should be as well known and as comfortable as your spot in the sleeping chamber. Communal spirit is reinforced by ceremonies and celebrations such as Tadi, or huddles, for bonding and sharing warmth; these endure among Skala even when they are living in mixed-species habitats, or in artificial environments that provide comfortable ambient temperatures all the time.&lt;br /&gt;
&lt;br /&gt;
Skala traditionally live in warrens dug under the earth. Each warren is made up of chambers of specialised purpose – nursery, larder, dormitory, and so on – shared by the extended family that excavated the structures. Adoption is common and readily accepted; kin of choice, or of circumstance, are treated just the same as kin of blood. Skala cities are “superwarrens” made up of many familial warrens connected to each other by communal tunnels, plazas and boreshafts.&lt;br /&gt;
&lt;br /&gt;
The joining of the Skala to the Alliance has led to a profound cultural shift within the Skala, particularly those who are born and raised away from Ok Yator. Individuality has become increasingly important to more recent generations, though it is often expressed in smaller ways than other species – something as simple as stating one’s preference for a certain colour of clothing would be no matter to many galactic cultures, but it would be a radical expression for orthodox Skala.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Skala names usually use harder, “clicking” consonants like D, T and K rather than plosive sounds (like B and P) or soft sibilant ones (like S and F). In skala languages, proper nouns have affixes denoting what kind of entity is being referred to: suffixes are used for people’s names, while prefixes are for inanimate objects and concepts (i.e. the “Ok” in Ok Yator which means “big”). These suffixes may be descriptive or diminutive and are two letters long – feel free to come up with your own, including your own meaning, or to forgo using one if you prefer. Recognisable name suffixes from real world languages must be avoided.&lt;br /&gt;
&lt;br /&gt;
Language example: Ok Yator (ock yat-ore, homeworld)&lt;br /&gt;
&lt;br /&gt;
Name examples: Akina, Dakari An, Gotik Do, Roto Ku, Tark, Vec, Aga Ok, Kax&lt;br /&gt;
&lt;br /&gt;
==Skala Homeworld==&lt;br /&gt;
===[[Ok Yator]]===&lt;br /&gt;
Galactic Co-ordination System: Spur, OK AVTAX-1&lt;br /&gt;
&lt;br /&gt;
The world on which the Skala evolved is close to the star Ok Avtax, barely within the habitable zone. Ecological studies suggest that the planet’s surface was once covered by an acidic ocean, which drained away into the planet’s corroded depths as the sun became hotter. It is now a scorched and rocky planet, with a dense crust honeycombed by cooler canyons and cavern-complexes. The days are short and harsh, with little change in temperature through the brief night; only the underworld, where the Skala make their warrens, provides the elements of life in pockets and tidal pools stirred by seismic activity.&lt;br /&gt;
&lt;br /&gt;
Though the treasures of Ok Yator (which means Big Home in the Skala language) are well-hidden, they are rich nonetheless. It is a planet defined by its many layers, from the intricate food webs of the deep darkness to the caverns exposing the bright strata of the mantle – all the way down to the Skala themselves, who have developed a culture of introspection and reflection based on visibility of the past around them.&lt;br /&gt;
&lt;br /&gt;
Locations of note on the planet of Ok Yator include:&lt;br /&gt;
&lt;br /&gt;
*Om Valati, or First Warren, is an unassuming site of pilgrimage for many Skala – for it is what remains of the oldest chambers dug by their ancestors. It is a matter of debate whether the Skala actually evolved at Om Valati, or if it is “merely” the oldest confirmed site with conclusive evidence of habitation.&lt;br /&gt;
*The capital city of Da Karet, Deep Wonder, is the largest superwarren structure on Ok Yator. It lies beneath the Karet mountain range, safe from seismic activity and with access to a subterranean lake – Ul Karetan, Sea of Wonders – which provides food and power to the millions who dwell there.&lt;br /&gt;
*Every warren on Ok Yator has its own Ar Va, or Face Chamber. These private vaults are where Skala undergo, and enshrine, moults that accompany significant life events – the first shedding of adulthood, for example, or the last husk of a religious leader. These chambers are often the first dug in a new settlement. The largest Val on the planet is called Ar Vala, the Face Hall – a funerary complex, far from any “living” warren, in which the moultings of historically significant figures are kept alongside the recreated skins of legendary figures by Skala monks.&lt;br /&gt;
*The Outer Vent Fields (known to the Skala as Ki Dok, or Hot Spray), are a series of surface-accessible thermal springs. Located at a unique pressure point between continental plates, boiling acid is forced up and out of the planet’s crust at irregular intervals – hot enough to melt the plating off a spaceship’s hull, even before factoring in the corrosivity. Geothermal power is generated from stations dug into the fault lines around the springs; seismic activity is easier to predict, and manage, than the acrid jets that emerge as a result of it.&lt;br /&gt;
*The superwarrens of the Skala are connected across continental lines by a series of tunnel networks called the Roads of Ril. These are the product of hundreds of years of excavation, and hundreds more of maintenance. The work of keeping the roads has been made easier with modern lighting and tunnel-boring techniques, but it remains a venerated and culturally significant role.&lt;br /&gt;
&lt;br /&gt;
==Skala History==&lt;br /&gt;
Skala history is unusually well-documented, but those documents are often in conflict – each settlement, or “warren”, kept its own records and often its own calendar until the planet’s unification. What has been verifiably cross-referenced by Skala scholars (with help from Alliance archives) is as follows:&lt;br /&gt;
&lt;br /&gt;
===Prehistory to A -1500===&lt;br /&gt;
The Skala homeworld of Ok Yator underwent an extinction event as the heat from its aging star increased. The surface oceans evaporated, with denser acids melting through the crust – leaving deep but narrow cave systems behind. The Skala evolved from their tetrapodal ancestors in the tidal pools deep underground; one of these precursor species endures as a living fossil.&lt;br /&gt;
&lt;br /&gt;
===A -1500 to A -750===&lt;br /&gt;
The Skala grow slowly and invisibly, their warrens spreading out beneath the surface of Ok Yator. Their existence is all but eusocial; each member of each group is reliant on every other member to share heat, food and labour, so that all can survive in the unpredictable darkness. Constantly surrounded by their kith and kin, enclosed within a living record of their own history, the Skala have little reason to fight each other; they develop communal habitat technologies like central heating and cooling very easily, but do not develop weapons beyond what they need to hunt.&lt;br /&gt;
&lt;br /&gt;
===A -750 to A -500===&lt;br /&gt;
This timespan sees the rise of the “superwarrens” – city-sized communal settlements made up of smaller tunnel complexes. For the Skala in these structures, life is much the same as before – though improved by the specialisation of labour and the expansion of territory up and outward. Slowly, carefully, the Skala began to explore the surface of their world under cover of darkness.&lt;br /&gt;
&lt;br /&gt;
===A -500 to A -425===&lt;br /&gt;
The Skala industrial revolution, with rapid advancements in technology over the century leading all the way up to the development of drones for off-world mining. Manned spaceflight proves to be an obstacle for the claustrophilic species at this point – they are still adjusting to standing under the sky at this point, and the idea of flinging themselves into it is daunting.&lt;br /&gt;
&lt;br /&gt;
===A -414===&lt;br /&gt;
Ok Yator is besieged by MOTHER, who reverse-engineered the planet’s location from captured mining drones. The Skala shelter in place in response to the threat, though they lose much of their surface infrastructure to bombing runs and raids for plunder and hostages. Those who were captured by MOTHER and never returned are remembered as Ne Rak, “Lost Kin”.&lt;br /&gt;
&lt;br /&gt;
===A -364 onwards===&lt;br /&gt;
Half a century under siege ended with the chance arrival of an Alliance interceptor fleet, which conducted an emergency mission to drive MOTHER away from the planet’s orbit. The Skala are introduced to the more peaceful inhabitants of the wider galaxy – and despite initial fears and cultural resistance to change, a bond is formed that leads directly to the Skala joining the Alliance.&lt;br /&gt;
Present: emerging from the terror of occupation into a wide and wild galaxy has created a tension within the Skala – a tension born from both fear and overwhelming hope. Across the Alliance’s many planets, the Skala find all kinds of niches to settle into, and their cultural tendency towards sharing burdens and resources alike makes them steadfast allies.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Tever&amp;diff=708</id>
		<title>Tever</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Tever&amp;diff=708"/>
		<updated>2026-08-25T11:41:00Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Tever Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Portraittever.png|thumb|Illustration by Charley Hall.]]&lt;br /&gt;
Pictauris acuminata&lt;br /&gt;
&lt;br /&gt;
Descended from ambush predators, the painted Tever are a species of fiercely independent hunters who have learned, since the early days of the Alliance, to play nicely with others – but instinct is a powerful thing, and not easily shed even in the cold depths of space. In idle conversation, they are direct; on the prowl, they are daring; at the negotiating table, they are dangerous. You’ll only see a Tever if they want to be seen.&lt;br /&gt;
&lt;br /&gt;
==Tever Appearance==&lt;br /&gt;
===Requirements===&lt;br /&gt;
Tever have pointed ears, which can be phys-repped with prosthetic elf ears of any length – these may also hang down instead of jutting out. Tever also have bright patterns on their skin, often accentuating their bone structure; these patterns can be created with face paint and makeup and should be consistent between events!&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Multiple tips on the ear&lt;br /&gt;
*Geometric tattoos merging with the natural patterns on their skin.&lt;br /&gt;
*Fangs or pointed teeth&lt;br /&gt;
&lt;br /&gt;
===Avoid===&lt;br /&gt;
Don’t cover your whole face with patterns – a few lines and shapes along the brow, cheekbone or jaw will do just fine, and keeping it simple will make it easier to replicate it consistently.&lt;br /&gt;
&lt;br /&gt;
===Variant: Scora Tever===&lt;br /&gt;
There are many tever who practice cosmetic scarification, resulting in an intense “masked” appearance. This tradition is called scora, and can be represented through makeup, ridge prosthetics ridges and bumps, small flesh tone “mermaid” style elf ears, or wound makeup (provided it is applied in a way that appears to be both deliberate and healed). There is no gameplay difference between tever who practice scora and those who do not.&lt;br /&gt;
&lt;br /&gt;
==Tever Biology==&lt;br /&gt;
Tever are humanoids descended from mesothermic ambush predators. They possess distinctive long and pointed ears, which act as heat sinks – by diffusing heat through the ears, the Tever’s actual body becomes less obvious to thermally sensitive prey. The bright patterns on their faces and limbs evolved as a threat display, and are often accentuated or altered with tattoos and/or scarification.&lt;br /&gt;
&lt;br /&gt;
Tever ancestors were strict or obligate carnivores – modern tever are able to synthesize the necessary compounds they would otherwise only get from the meat of their prey. Tever are reliant on their diets to regulate their body heat, as hot foods (such as fresh meat) and drinks raise their core temperature to replace the heat lost through the head and ears. Slow-release MRE packs alleviate the need for Tever to hunt and eat continuously, as was once necessary.&lt;br /&gt;
&lt;br /&gt;
Tever infants are hairless, rugose and quite helpless. Their heads and mouths are lined with patches and patterns of bright colour, which evolve as they age into the distinctive patterns on their faces. These patterns allowed their caretakers to spot and identify their young through the dense foliage of their homeworld; Tever children do not cry, a necessary adaptation towards stealth in their evolutionary history.&lt;br /&gt;
&lt;br /&gt;
The age of physical maturity in Tever is around 20 years, though the age of majority – defined in philosophical terms as the age at which one should have discovered their purpose – is 35. Their average modern lifespan is approximately 70 years; a great improvement over the historical average, which was skewed considerably downward due to the dangers in their lifestyle.&lt;br /&gt;
&lt;br /&gt;
Though dampened by their lives in polite society, the natural instincts of Tever are strong – especially in the young, who are often driven to hide and “pounce” on their playmates in order to develop hunting skills. Even older Tever are prone to outbursts of savagery and hostility when pushed, though these fight-or-flight reactions are generally confined to emotional outbursts rather than physical violence. For this reason, Tever are often shown more patience than other species regarding instinctive displays of their temper, but they are still expected to follow and uphold Alliance law to the same standard as anyone else.&lt;br /&gt;
&lt;br /&gt;
The Tever are known for the Scora (scoh-rah, “bark-like”) subculture, one of the few practices of their species which survived the latter day obliteration of their history. Scora Tever perform cosmetic scarification on themselves and each other to accentuate the threatening qualities of their appearance. Such modifications range from cutting notches into the ears or raising keloid ridges over the nose, to extensive carving of the face so that it resembles a fearsome mask.&lt;br /&gt;
&lt;br /&gt;
==Tever Culture==&lt;br /&gt;
Traditional Tever culture values directness of action and of intent. Young Tever are encouraged to find their purpose and embody it as early and as fully as possible. The species is well represented among the explorers, scouts, shock troopers and first responders of the Alliance, though just as many Tever throw themselves just as thoroughly into academic and sedate pursuits.&lt;br /&gt;
&lt;br /&gt;
Tever have been known to head off alone or in small groups of similar age in order to prove themselves – an early life crisis that drives young Tever to run away from home and slightly older Tever to throw themselves into new careers. This does not always meet with success, and both heroic and cautionary tales abound in recent Tever memory and epic historical sagas. To this day, Tever society makes allowances to provide their young with the chance to “go it alone” as an important developmental opportunity (though doing so as part of the Ardent Initiative was vetoed, perhaps for obvious reasons).&lt;br /&gt;
&lt;br /&gt;
The Tever philosophy of osil (oh-seal, “territorial conflict”) can be summed up as the idea that one must strive in all aspects of life to act from a position of strength – and if you cannot, to evade, manoeuvre and regroup until you have the advantage. Osil is cyclically popular among young people of all species, particularly on Viront Z85, and pamphlets on its principles have been found in locales as far flung as SHADOW raid-forts.&lt;br /&gt;
&lt;br /&gt;
Above all else, the Tever have sought to emphasize that their approach to life is based in rational and pragmatic principles rather than reflexive savagery. Direct solutions to problems prevent unnecessary suffering, and allow us to move on; to be willing to act on one’s principles when others are afraid is both practical and laudable.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
Extant tever languages consist of hisses, prusten and whistles. When transcribed or rendered through a universal translator, these codes are simplified into common descriptors. In this fashion, tever given names are often parts of plants: it is traditional to name a tever child after the largest things on their homeworld, the trees, in the hope that they will grow to be as strong and as sheltering. These names can be direct translations (staying true to their literal meaning) or be altered to add with sounds from their untranscribed language: ss, sh, ch, kh, ph, ff, making them more unique.&lt;br /&gt;
&lt;br /&gt;
Language examples: Arliris (ah-lie-riss, homeworld), osil (oh-seal, “territorial conflict”), scora (score-ah, “bark-like”)&lt;br /&gt;
&lt;br /&gt;
Name examples: Bark, Cambium, Leaf, Meristem, Pith, Root, Xylem&lt;br /&gt;
&lt;br /&gt;
==Tever Homeworld==&lt;br /&gt;
===[[Arliris]]===&lt;br /&gt;
Galactic Co-ordination System: Forest, DIBOLE-2&lt;br /&gt;
&lt;br /&gt;
Arliris is a humid world of heightened temperature, low ocean coverage and a high amount of atmospheric water vapour. The result is a highly consistent climate across latitudes, with even the polar and equatorial regions supporting vegetation in the form of a dense and diverse forest. Much of the surface is concealed beneath the canopy.&lt;br /&gt;
&lt;br /&gt;
The homeworld of the Tever is sparsely populated and underdeveloped by the standards of many Alliance planets; the traditional Tever preference for personal space and the value they place on an unspoilt forest environment means that Arliris resembles a nature reserve rather than the birthplace of a spacefaring species.&lt;br /&gt;
&lt;br /&gt;
Visitors to Arliris are often easily lost in the cities of the Tever, which tend to be sparse and embedded in the natural environment, as a holdover from that stalemate age of secrecy. Even Tever from other regions on the planet may be hard-pressed to work out which district they are standing in when they visit an unfamiliar city – or if they are even standing in a city at all.&lt;br /&gt;
&lt;br /&gt;
The administration of Arliris does not encourage visitors. This was agreed as a concession to the traditional Tever lifestyle of hunting and hiding, which is still practiced in its original form by many on Arliris – but also as a way of ensuring the safety of travellers, who might easily lose themselves in the planet’s threaded woods and succumb to exhaustion and/or heatstroke before they could ever be found. With that being said, there are a few notable sites that are accessible and welcoming to outsiders:&lt;br /&gt;
&lt;br /&gt;
*The province of Corilis (core-ee-liss) and in particular the administrative district of Leril (leh-real) within it comprise the capital of the planet – they held the seat of the planet’s government in the colonial age before the Alliance was formed. The open-air amphitheatres here once held meetings between the ruling council and representatives of farflung Tever colonies, though these matters of state now occur in more formal environments with better air conditioning.&lt;br /&gt;
*The nadir of the canyon known as the Dehesilin (deh-heh-seal-een) Rift holds a memorial for all of the voyagers lost by Arliris when it first set out into space. The structure is barren, crude, and carved entirely with primitive tools – a symbolic act of penance to form a site of quiet contemplation.&lt;br /&gt;
*Moruc (moh-ruck) is Arliris’ highest mountain, which rises clear over the canopy around it. Moruc is not notably tall by the standards of other planets, rising to a mere 852m above sea level at its peak – but it is broad, dry, temperate and comparatively clear of vegetation on its wide shelves, which made and makes it an ideal site for launching and receiving spacecraft. “Moruc” means either gift, visitor or invader in the Tever language, depending on the dialect.&lt;br /&gt;
*The Prili (pree-lee) is a coastal region notable for lacking the mantle of vegetation that coats most of Arliris’ other landmasses – instead, its gentle hills are covered in a spongy and absorbent moss, creating a dry and pleasant landscape unlike any other on the planet. Prili moss is remarkably resilient and an invasive species – controls on its spread have been bolstered by the mandatory decontamination of all visitors in or near the region before they leave the planet.&lt;br /&gt;
&lt;br /&gt;
==Tever History==&lt;br /&gt;
The history of the Tever begins in medias res; the earliest days of the species are shrouded in smoke, the result of careful obfuscation by the dominant factions of their homeworld Arliris to conceal their origins and weaknesses from each other. What is known – what can be cross-referenced between the surviving accounts – begins as follows:&lt;br /&gt;
&lt;br /&gt;
===Prehistory to A -1000===&lt;br /&gt;
The Tever evolved on the planet Arliris, and grew (in spite of frequent and brutal warfare between families and states) to global dominance. Weapons of mass destruction put an end to open bloodshed, after a fashion, by forcing the species into a stalemate between several prominent factions.&lt;br /&gt;
&lt;br /&gt;
===A -750 to -650===&lt;br /&gt;
The development of Tever spaceflight becomes a “long game” – the species did not develop manifold collapse technology for faster-than-light travel, but instead explored their neighbouring star systems over centuries by sending manned scout craft the long way, at near light speed. Pilots would make the trip in cryogenic suspension, knowing full well that their arrival meant that they could be stranded for their remaining lives. All available evidence suggests that the competing Tever states intended to establish holdings on other planets as soon as possible.&lt;br /&gt;
&lt;br /&gt;
===A -650===&lt;br /&gt;
One misaligned Tever scout craft lands on a world that – between its launch and the forerunner’s arrival – has been settled by the Omdua. The Omdua respond by delivering the pilot back to the Tever homeworld, as a show of good faith to initiate diplomacy. The mission is disastrous; the Omdua are completely unprepared for the secretive Tever culture, and the crew that land on Arliris are captured by Tever responding to a perceived threat.&lt;br /&gt;
&lt;br /&gt;
===A -640 onwards===&lt;br /&gt;
Cooler heads (and/or pragmatism) prevail – the Tever release their Omdua captives after studying their vessel and reverse-engineering manifold collapse technology. Formal diplomacy is established, though dissimilarities between the species mean relations are strained. The Tever use FTL travel to establish and administer colonies on the habitable plants they had already explored; the culture holding said technology becomes dominant, ending the stalemate on Arliris.&lt;br /&gt;
&lt;br /&gt;
===A -550===&lt;br /&gt;
Tever exploration has reached its fever pitch, but the establishment of so many outposts strained the resources and the authority of the homeworld – an internal crisis loomed, and collapse of the colonies into independent fiefdoms seemed inevitable until the Omdua stepped in to facilitate negotiations. A union was formed to represent the Tever’s interstellar holdings – and many of its founding tenets survive to this day in the legal codes of the Alliance.&lt;br /&gt;
&lt;br /&gt;
===A -500 onwards===&lt;br /&gt;
The Omdua unwittingly courted disaster by attempting diplomacy with MOTHER, who responded by immediately invading Omdua space. The Tever moved to protect the Omdua, and that intervention – paid for with many Tever lives – cements the bond between the two species. Together, they form a mutual defensive pact – a true alliance – in A -495.&lt;br /&gt;
&lt;br /&gt;
===Present===&lt;br /&gt;
The Alliance has grown exponentially since the Tever formed one half of it, and the changes have been difficult for some to reconcile. But, while the Alliance’s first resort will always be diplomacy, its defenders understand that there will always be threats and disasters that demand direct action – and that there will always be a reason to stay ready, and to keep your senses sharp.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Objective_Markers&amp;diff=707</id>
		<title>Objective Markers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Objective_Markers&amp;diff=707"/>
		<updated>2026-08-22T19:13:02Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Objectivemarkerphoto.png |thumb| An Objective Marker]]&lt;br /&gt;
To simplify the process of rewarding players for completing missions, for Event 2 we’ll be introducing a new resource type: Objective Markers.&lt;br /&gt;
&lt;br /&gt;
These Markers can be found during missions (encounters). They might be:&lt;br /&gt;
*On NPCs to be handed out during or after conversations (these will be hidden from view and only handed out if their condition is met, they cannot be looted).&lt;br /&gt;
*Visible on NPCs to be looted after defeat.&lt;br /&gt;
*Next to or attached to interesting things in the environment.&lt;br /&gt;
*Handed out by referees upon completing tasks.&lt;br /&gt;
*Granted upon resolving problems such as certain severe injuries.&lt;br /&gt;
*Randomly out in the environment.&lt;br /&gt;
&lt;br /&gt;
Markers will all look roughly the same, but some may have extra holes or markings on. This is for admin use only.&lt;br /&gt;
&lt;br /&gt;
==Handing in your Markers==&lt;br /&gt;
At the Command Hub you’ll be able to swap out any Markers you find for cash. We’ll note down your character name and division, give you a reward for each Marker, and add your Markers to your division’s overall count. For this reason it’s important that you get us your Markers within an hour or two of obtaining them - don’t hang onto them until the end of the weekend. Wherever possible, please hand in your Markers before going out of the Base again.&lt;br /&gt;
&lt;br /&gt;
Markers become INVALID at the end of the event if not handed in and you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
==Stealing Markers==&lt;br /&gt;
This resource is an Out of Character mechanic to help us manage the game. They are not valid targets for theft against player characters.&lt;br /&gt;
&lt;br /&gt;
They are also intended to go to the player who Does The Thing. NPCs will try and hand it out to the right person but please be honest if they get it wrong. If you find one out in the environment, grab it! But remember if you don’t also Poke The Thing, you might miss out on getting more rewards.&lt;br /&gt;
&lt;br /&gt;
==Why use Markers?==&lt;br /&gt;
We want to reward people who go out on missions and complete tasks, as well as track who’s engaging in plot. Short of having an ID scanning system (which we don’t have the technical prowess to make currently), this is the next best thing that’s practical to implement.&lt;br /&gt;
&lt;br /&gt;
You’ll still be able to find useful things in the environment and loot enemies for other goodies - we hope this system will help grant a more even moneyflow to players and provide a financial reward that doesn’t rely on constant looting.&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Objective_Markers&amp;diff=706</id>
		<title>Objective Markers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Objective_Markers&amp;diff=706"/>
		<updated>2026-08-22T19:12:52Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Objectivemarkerphoto.png |framed| An Objective Marker]]&lt;br /&gt;
To simplify the process of rewarding players for completing missions, for Event 2 we’ll be introducing a new resource type: Objective Markers.&lt;br /&gt;
&lt;br /&gt;
These Markers can be found during missions (encounters). They might be:&lt;br /&gt;
*On NPCs to be handed out during or after conversations (these will be hidden from view and only handed out if their condition is met, they cannot be looted).&lt;br /&gt;
*Visible on NPCs to be looted after defeat.&lt;br /&gt;
*Next to or attached to interesting things in the environment.&lt;br /&gt;
*Handed out by referees upon completing tasks.&lt;br /&gt;
*Granted upon resolving problems such as certain severe injuries.&lt;br /&gt;
*Randomly out in the environment.&lt;br /&gt;
&lt;br /&gt;
Markers will all look roughly the same, but some may have extra holes or markings on. This is for admin use only.&lt;br /&gt;
&lt;br /&gt;
==Handing in your Markers==&lt;br /&gt;
At the Command Hub you’ll be able to swap out any Markers you find for cash. We’ll note down your character name and division, give you a reward for each Marker, and add your Markers to your division’s overall count. For this reason it’s important that you get us your Markers within an hour or two of obtaining them - don’t hang onto them until the end of the weekend. Wherever possible, please hand in your Markers before going out of the Base again.&lt;br /&gt;
&lt;br /&gt;
Markers become INVALID at the end of the event if not handed in and you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
==Stealing Markers==&lt;br /&gt;
This resource is an Out of Character mechanic to help us manage the game. They are not valid targets for theft against player characters.&lt;br /&gt;
&lt;br /&gt;
They are also intended to go to the player who Does The Thing. NPCs will try and hand it out to the right person but please be honest if they get it wrong. If you find one out in the environment, grab it! But remember if you don’t also Poke The Thing, you might miss out on getting more rewards.&lt;br /&gt;
&lt;br /&gt;
==Why use Markers?==&lt;br /&gt;
We want to reward people who go out on missions and complete tasks, as well as track who’s engaging in plot. Short of having an ID scanning system (which we don’t have the technical prowess to make currently), this is the next best thing that’s practical to implement.&lt;br /&gt;
&lt;br /&gt;
You’ll still be able to find useful things in the environment and loot enemies for other goodies - we hope this system will help grant a more even moneyflow to players and provide a financial reward that doesn’t rely on constant looting.&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:Objectivemarkerphoto.png&amp;diff=705</id>
		<title>File:Objectivemarkerphoto.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:Objectivemarkerphoto.png&amp;diff=705"/>
		<updated>2026-08-22T19:12:34Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Objective_Markers&amp;diff=704</id>
		<title>Objective Markers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Objective_Markers&amp;diff=704"/>
		<updated>2026-08-22T19:12:07Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Objectivemarker.png |framed| An Objective Marker]]&lt;br /&gt;
To simplify the process of rewarding players for completing missions, for Event 2 we’ll be introducing a new resource type: Objective Markers.&lt;br /&gt;
&lt;br /&gt;
These Markers can be found during missions (encounters). They might be:&lt;br /&gt;
*On NPCs to be handed out during or after conversations (these will be hidden from view and only handed out if their condition is met, they cannot be looted).&lt;br /&gt;
*Visible on NPCs to be looted after defeat.&lt;br /&gt;
*Next to or attached to interesting things in the environment.&lt;br /&gt;
*Handed out by referees upon completing tasks.&lt;br /&gt;
*Granted upon resolving problems such as certain severe injuries.&lt;br /&gt;
*Randomly out in the environment.&lt;br /&gt;
&lt;br /&gt;
Markers will all look roughly the same, but some may have extra holes or markings on. This is for admin use only.&lt;br /&gt;
&lt;br /&gt;
==Handing in your Markers==&lt;br /&gt;
At the Command Hub you’ll be able to swap out any Markers you find for cash. We’ll note down your character name and division, give you a reward for each Marker, and add your Markers to your division’s overall count. For this reason it’s important that you get us your Markers within an hour or two of obtaining them - don’t hang onto them until the end of the weekend. Wherever possible, please hand in your Markers before going out of the Base again.&lt;br /&gt;
&lt;br /&gt;
Markers become INVALID at the end of the event if not handed in and you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
==Stealing Markers==&lt;br /&gt;
This resource is an Out of Character mechanic to help us manage the game. They are not valid targets for theft against player characters.&lt;br /&gt;
&lt;br /&gt;
They are also intended to go to the player who Does The Thing. NPCs will try and hand it out to the right person but please be honest if they get it wrong. If you find one out in the environment, grab it! But remember if you don’t also Poke The Thing, you might miss out on getting more rewards.&lt;br /&gt;
&lt;br /&gt;
==Why use Markers?==&lt;br /&gt;
We want to reward people who go out on missions and complete tasks, as well as track who’s engaging in plot. Short of having an ID scanning system (which we don’t have the technical prowess to make currently), this is the next best thing that’s practical to implement.&lt;br /&gt;
&lt;br /&gt;
You’ll still be able to find useful things in the environment and loot enemies for other goodies - we hope this system will help grant a more even moneyflow to players and provide a financial reward that doesn’t rely on constant looting.&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Currency&amp;diff=703</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Currency&amp;diff=703"/>
		<updated>2026-08-21T15:52:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Credits==&lt;br /&gt;
[[file:CreditExamples.jpg |thumb| Top row: 0.1, 1, 2, 5 credits.&amp;lt;br/&amp;gt;Bottom row: 10, 20, 50 credits.]]&lt;br /&gt;
&lt;br /&gt;
Credits are the standard currency within the Alliance. They are not the only currency, but they must be accepted by all Alliance planets and traders. This is the sole currency the official stores onboard will use.&lt;br /&gt;
&lt;br /&gt;
Credits are represented by 3D printed coins.&lt;br /&gt;
&lt;br /&gt;
==Gaining Money==&lt;br /&gt;
New characters will receive 500 credits to spend on their starting Equipment.&lt;br /&gt;
&lt;br /&gt;
Everyone gains 55 credits per event, or 5 credits per missed event.&lt;br /&gt;
&lt;br /&gt;
We plan to include a number of tasks with reward money during each event.&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=File:CreditExamples.jpg&amp;diff=702</id>
		<title>File:CreditExamples.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=File:CreditExamples.jpg&amp;diff=702"/>
		<updated>2026-08-21T15:50:57Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:Restraints&amp;diff=701</id>
		<title>Template:Restraints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:Restraints&amp;diff=701"/>
		<updated>2026-08-20T22:11:49Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* General Ardent Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Ardent Shop===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Type ||Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Taser	||Use 1 Power to call Stun on a target within 5ft.	||120&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Restraint (Post)	||A paired piece of Equipment. The wearer can freely move; connect with a Restraint Tether to restrict someone’s movement.	||50&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Restraint (Tether)	||A paired piece of Equipment. The wearer must remain within 5ft of the Post.	||50&lt;br /&gt;
|-&lt;br /&gt;
|Mod ||Range Increase Mk1	||Increases the range by 5ft.	||50&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:Surgery_Equipment&amp;diff=700</id>
		<title>Template:Surgery Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:Surgery_Equipment&amp;diff=700"/>
		<updated>2026-08-20T20:11:07Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* General Ardent Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Ardent Shop===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Type ||Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Injector ||Required to administer Serum medication. ||120 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Med Fridge ||Allows storage of sensitive medication and chemicals without them deteriorating. ||80 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Pain Zapper ||Resolve PAIN 1. Usable once per surgery. Does not add a card to the Surgery deck. ||60 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Sterilizer Tool ||Resolve INFECTION 1. Usable once per surgery. Does not add a card to the Surgery deck. ||80 @ Ardent Shop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kenolab Only===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Type ||Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||MicroVisor ||Adds 1 green card to the deck (this counts towards the Rating limit but does not resolve any symptoms). ||100 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Surgery Scanner ||Use 1 Power Cell to open a Health card and reveal its solution. ||150 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||AI Assistant ||Removes 1 red card at the end of surgery. ||160 @ Ardent Shop&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=699</id>
		<title>Template:General Implants</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=699"/>
		<updated>2026-08-17T22:43:50Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Eyes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Muscular===&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Reinforcement	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Trauma Resist	||Delays Trauma symptoms by 60 seconds.	||150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Flash Recovery	||The first time you reach 0HP on an encounter, spend 5 seconds roleplaying a sudden surge of energy to heal your B-HP back to full.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dermal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|InvisiSkin	||Become Invisible once per encounter. Half your body must be beside an object.	||200	&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Armour	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Antistatic	||Resist 1 Static call per mission.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Blastproof	||Reduce Blast X by 1, to a minimum of 1.	||300&lt;br /&gt;
|-&lt;br /&gt;
|Frost Resistance	||Allows you to use items if affected by Frost calls.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Observation	||Call “Detect X”, where X is an alien species or type of Equipment, once per encounter.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Microscopic Vision	||Allows you to discard and redraw a result from a chance-based mechanic, once per encounter.	||200&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=698</id>
		<title>Template:General Implants</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=698"/>
		<updated>2026-08-17T22:43:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Dermal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Muscular===&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Reinforcement	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Trauma Resist	||Delays Trauma symptoms by 60 seconds.	||150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Flash Recovery	||The first time you reach 0HP on an encounter, spend 5 seconds roleplaying a sudden surge of energy to heal your B-HP back to full.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dermal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|InvisiSkin	||Become Invisible once per encounter. Half your body must be beside an object.	||200	&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Armour	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Antistatic	||Resist 1 Static call per mission.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Blastproof	||Reduce Blast X by 1, to a minimum of 1.	||300&lt;br /&gt;
|-&lt;br /&gt;
|Frost Resistance	||Allows you to use items if affected by Frost calls.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Observation	||Call “Detect X”, where X is an alien species or type of Equipment, once per mission.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Microscopic Vision	||Allows you to discard and redraw a result from a chance-based mechanic, once per mission.	||200&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=697</id>
		<title>Template:General Implants</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:General_Implants&amp;diff=697"/>
		<updated>2026-08-17T22:43:25Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Heart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Muscular===&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Reinforcement	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Trauma Resist	||Delays Trauma symptoms by 60 seconds.	||150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Flash Recovery	||The first time you reach 0HP on an encounter, spend 5 seconds roleplaying a sudden surge of energy to heal your B-HP back to full.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dermal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|InvisiSkin	||Become Invisible once per mission. Half your body must be beside an object.	||200	&lt;br /&gt;
|-&lt;br /&gt;
|Dermal Armour	||+1 B-HP	||200&lt;br /&gt;
|-&lt;br /&gt;
|Antistatic	||Resist 1 Static call per mission.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Blastproof	||Reduce Blast X by 1, to a minimum of 1.	||300&lt;br /&gt;
|-&lt;br /&gt;
|Frost Resistance	||Allows you to use items if affected by Frost calls.	||300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Observation	||Call “Detect X”, where X is an alien species or type of Equipment, once per mission.	||200&lt;br /&gt;
|-&lt;br /&gt;
|Microscopic Vision	||Allows you to discard and redraw a result from a chance-based mechanic, once per mission.	||200&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:Research_Equipment&amp;diff=696</id>
		<title>Template:Research Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:Research_Equipment&amp;diff=696"/>
		<updated>2026-08-17T22:42:16Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* General Ardent Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Ardent Shop===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Type ||Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||BioContainer Mk1 ||1 slot to safely store a Sample on an encounter, preventing anything outside from affecting it and vice versa. ||100 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Mod ||Expansion Mk1 ||+1 storage slot ||80 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Mod ||Expansion Mk2 ||+2 storage slots ||160 @ Ardent Shop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kenolab Only===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Type ||Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Equipment ||Bioscanner ||Use 1 Power to automatically open a Sample card. ||200 @ Ardent Shop&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Interaction_Items&amp;diff=695</id>
		<title>Interaction Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Interaction_Items&amp;diff=695"/>
		<updated>2026-08-17T22:39:13Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Psychology Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Psychology Tools==&lt;br /&gt;
These devices are scanners, tablets, or wearable sensors.&lt;br /&gt;
&lt;br /&gt;
{{Psychology Tools}}&lt;br /&gt;
&lt;br /&gt;
==Restraints==&lt;br /&gt;
These devices emit energy, but should not appear like blasters (with the exception of a taser, which may look like a very small blaster).&lt;br /&gt;
&lt;br /&gt;
{{Restraints}}&lt;br /&gt;
&lt;br /&gt;
==Espionage Gear==&lt;br /&gt;
These items are unique; because they are designed for espionage, they can have a much more varied appearance than other items.&lt;br /&gt;
&lt;br /&gt;
{{Espionage Gear}}&lt;br /&gt;
&lt;br /&gt;
==Dossiers==&lt;br /&gt;
A tablet device, a book, or a folder. This item is intended for the user to roleplay storing physical notes they’ve received from A-COM, or waiting for a digital data download. It must have some form of screen or page to read from.&lt;br /&gt;
&lt;br /&gt;
[[Background Dossier|Read more about how to use a Background Dossier here.]]&lt;br /&gt;
&lt;br /&gt;
{{Dossiers}}&lt;br /&gt;
&lt;br /&gt;
==Teleporters==&lt;br /&gt;
These props should look like scanners or mobile tablets, not like a blaster.&lt;br /&gt;
&lt;br /&gt;
{{Teleporters}}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Template:Repair_Expendables&amp;diff=694</id>
		<title>Template:Repair Expendables</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Template:Repair_Expendables&amp;diff=694"/>
		<updated>2026-08-17T15:58:36Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* General Ardent Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Ardent Shop===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Type ||Name ||Description ||Value&lt;br /&gt;
|-&lt;br /&gt;
|Sticker ||Repair Patch ||A sticker that restores up to 3 A-HP. ||8 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Sticker ||Charge Patch ||Provides +1 E-HP. Lost upon depletion or after 1 hour. ||15 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Rip ||AutoRepair Patch ||Fully restore Armour Hit Points. ||15 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Rip ||Quick Patch ||Restore 1 A-HP ||3 @ Ardent Shop&lt;br /&gt;
|-&lt;br /&gt;
|Rip ||Power Cell ||Provides 1 Power ||10 @ Ardent Shop&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Mission_2&amp;diff=693</id>
		<title>Mission 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Mission_2&amp;diff=693"/>
		<updated>2026-08-17T15:52:25Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Saturday Celebration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tickets==&lt;br /&gt;
[https://ardentspacers.com/product/event-2-first-contact/ Follow this link to purchase a ticket!]&lt;br /&gt;
*You can volunteer for 2-4 hours and get 1/3 off your ticket. [https://forms.gle/BkMUrHXszDhhbKcu9 Click here to sign up and get your discount code].&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/LtDCpqJ5TJ8zkkSbA If you wish to volunteer for the gameteam (crew, monster, etc) click here!]&lt;br /&gt;
&lt;br /&gt;
==Event 2 Logistics==&lt;br /&gt;
===Basics===&lt;br /&gt;
Date: 4-6 September 2026&lt;br /&gt;
&lt;br /&gt;
Venue: The Grange, Frog Lane, Balsall Common, Coventry, CV7 7FP&lt;br /&gt;
&lt;br /&gt;
Catering: [https://www.therattshakk.com/event-details/ardent-spacers-meal-ticket Meal tickets available from The Ratt Shakk here. Orders must be placed before the end of Sunday 30th August.]&lt;br /&gt;
&lt;br /&gt;
===Timings===&lt;br /&gt;
====Arrival &amp;amp; Departure====&lt;br /&gt;
Setup team arrival: Midday Friday&lt;br /&gt;
&lt;br /&gt;
Early player arrival: 3pm Friday (please email in to pre-arrange this)&lt;br /&gt;
&lt;br /&gt;
General arrival: 4pm Friday&lt;br /&gt;
&lt;br /&gt;
IC Area closes: 5pm Sunday&lt;br /&gt;
&lt;br /&gt;
OC Camping Area closes &amp;amp; all off-site: 6pm Sunday&lt;br /&gt;
&lt;br /&gt;
====Time In/Out====&lt;br /&gt;
Friday: 8pm - Midnight&lt;br /&gt;
&lt;br /&gt;
Saturday: 10am - Midnight&lt;br /&gt;
&lt;br /&gt;
Sunday: 10am - 2pm&lt;br /&gt;
&lt;br /&gt;
====Sunday Dart Sweep====&lt;br /&gt;
We request all players participate in a site-wide dart and rubbish sweep, contributing at least 20 minutes after Time Out before setting down their own camp, so that the site sweep is finished by 3pm. You are not expected to help with general set down after 3pm but we greatly appreciate any offers to help with game-supplied tents and set dressing. Many hands make light work!&lt;br /&gt;
&lt;br /&gt;
===Facilities===&lt;br /&gt;
Accommodation: Camping only, IC and OC&lt;br /&gt;
&lt;br /&gt;
Facilities: Toilet and shower block, running water, power for charging phones and a fridge for medication in the gameteam hut (please let us know in advance!)&lt;br /&gt;
&lt;br /&gt;
Accessibility: Venue is a woodland and not suitable for standard wheelchairs. The toilet block has a single step up. We cannot provide power to the IC camping area.&lt;br /&gt;
&lt;br /&gt;
===Camp Planning===&lt;br /&gt;
[https://ardentspacers.com/events/camp-planning/ For an overview of camp planning please click here.]&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/BrTcyWoLXNZ3KCiu6 To submit your IC tent details please click here.]&lt;br /&gt;
&lt;br /&gt;
==Mission Briefing==&lt;br /&gt;
===Main Plot===&lt;br /&gt;
As the Ardent continues its route past the Helium Lanes, it picks up an intriguing transmission from the as-of-yet unresearched star system Tamilok. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
we hear and respond&lt;br /&gt;
&lt;br /&gt;
life beyond our star&lt;br /&gt;
&lt;br /&gt;
welcome here&lt;br /&gt;
&lt;br /&gt;
ascend us&lt;br /&gt;
&lt;br /&gt;
from our shrike trench&lt;br /&gt;
&lt;br /&gt;
with careful flight&lt;br /&gt;
&lt;br /&gt;
relay&lt;br /&gt;
&lt;br /&gt;
zor &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previous long-range scans revealed very little that would mark any planet in the system as a candidate for life, but further probing after the transmission has revealed a high amount of atmospheric interference, masking what lay on the surface. An entire civilisation shrouded by toxic clouds, hidden from potential friend and foe alike and right on the border of Shadow territory.&lt;br /&gt;
&lt;br /&gt;
The Ardent’s course is set to the planet Trench, arriving in several weeks. Crewmates have the duration of the jump to start preparing for this new away mission, marking the ship’s premier first contact situation with an entirely unknown alien.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Trenchscan1.png |Initial long-range planetary scans reveal high amounts of atmospheric interference.&lt;br /&gt;
File:Zormessage1.png|The original transmission text prior to translation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saturday Celebration===&lt;br /&gt;
On Saturday evening there&#039;s going to be a bit of a shindig happening in camp. The exact details of what and why will be revealed during the event, but we&#039;re giving you some OC notice so you have more of a chance to prepare in case you wish to bring extra things to the event. The following is absolutely optional, but will enhance the overall experience:&lt;br /&gt;
&lt;br /&gt;
*Formal or partywear for your character&lt;br /&gt;
*Camp party decorations&lt;br /&gt;
*IC cultural items to display or activities that reflect your planet or backstory&lt;br /&gt;
*Small party activities or performances - this is an ideal time for anyone who enjoys magic tricks, playing instruments, poi or staff spinning (not fire), and similar!&lt;br /&gt;
&lt;br /&gt;
As part of this encounter there will be some cake. There will be gluten free, dairy free, and vegan options and full ingredient lists will be left with the items.&lt;br /&gt;
&lt;br /&gt;
==[[Downtime]]==&lt;br /&gt;
As the ship approaches its next destination through manifold space travel, each member of the AES Ardent can choose how to spend their time preparing for the event. You will find out the results of your actions at the start of the event! These will broadly be roleplay and intel based, with any material benefit being granted ship-wide.&lt;br /&gt;
&lt;br /&gt;
You will have five options to choose from: two general options, and three division-specific options.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Assignment ||Option ||Description&lt;br /&gt;
|-&lt;br /&gt;
|Anyone ||General Planet Study ||Help broadly research the planet, scratching the surface on a variety of different planetary features and population.&lt;br /&gt;
|-&lt;br /&gt;
|Anyone ||Leisure Activities ||Prepare your mind and body by taking it easy and enjoying the ship&#039;s leisure facilities. &lt;br /&gt;
|-&lt;br /&gt;
|Diplo ||Improve Diplomatic Relations ||Build up rapport with old and new allies from the Alliance and past events, seeking intel and opportunities.&lt;br /&gt;
|-&lt;br /&gt;
|Diplo ||Intercept Transmissions ||Scan and analyse planetary and star-system transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|Diplo ||First Contact Preparation ||Study the Zor and go over protocols for First Contact.&lt;br /&gt;
|-&lt;br /&gt;
|Kenolab ||Environmental Scans ||Perform in-depth scans of the planet&#039;s surface, flora and fauna.&lt;br /&gt;
|-&lt;br /&gt;
|Kenolab ||Kenophenomena Study ||Focus on gathering and studying Kenophenomena during the journey.&lt;br /&gt;
|-&lt;br /&gt;
|Kenolab ||Medical Preparation ||Prepare medical supplies and research likely ailments.&lt;br /&gt;
|-&lt;br /&gt;
|Mattock ||Planetary Threat Assessment ||Perform scans of the planet with a focus on identifying threats and military capabilities of this new alien.&lt;br /&gt;
|-&lt;br /&gt;
|Mattock ||Star System Threat Assessment ||Perform long-range scans of the star system and local region of space to identify external threats.&lt;br /&gt;
|-&lt;br /&gt;
|Mattock ||Combat Preparation ||Participate in combat simulations and prepare equipment for landing.&lt;br /&gt;
|-&lt;br /&gt;
|Taskminders ||Ship Enhancements ||Participate in ship-wide improvement projects to increase the Ardent&#039;s capabilities. Work will prioritise player-led projects, in this instance working on the Cloner.&lt;br /&gt;
|-&lt;br /&gt;
|Taskminders ||Improve Ship Efficiency ||Assess production efficiency onboard and release more resources for the away mission.&lt;br /&gt;
|-&lt;br /&gt;
|Taksminders ||Maintenance Preparation ||Prepare engineering supplies and study how the planet&#039;s features might interfere with technology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each option is &amp;quot;successful&amp;quot; no matter how many votes it receives; your vote represents the percentage of the ship that takes that action. The more votes an option has, the more impactful it will be on the story.&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/oYgeCkySD556SypA9 Click here to submit your downtime vote.]&lt;br /&gt;
&lt;br /&gt;
==[[Character Creation]]==&lt;br /&gt;
Please follow the up-to-date character creation by clicking this heading.&lt;br /&gt;
&lt;br /&gt;
Cut-off for guaranteed pre-made player packs is midnight on Sunday 30th August. We will endeavour to pre-make packs for characters submitted after this deadline, however we will only be able to do this if most submissions are made beforehand.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with choosing your Equipment, leave that section and just complete the first page. We&#039;ll get your in-character ID printed out and sort out the rest at the start of the event!&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
	<entry>
		<id>https://wiki.ardentspacers.com/index.php?title=Mission_2&amp;diff=692</id>
		<title>Mission 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.ardentspacers.com/index.php?title=Mission_2&amp;diff=692"/>
		<updated>2026-08-17T15:51:18Z</updated>

		<summary type="html">&lt;p&gt;Keith (Gamerunner): /* Saturday Celebration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tickets==&lt;br /&gt;
[https://ardentspacers.com/product/event-2-first-contact/ Follow this link to purchase a ticket!]&lt;br /&gt;
*You can volunteer for 2-4 hours and get 1/3 off your ticket. [https://forms.gle/BkMUrHXszDhhbKcu9 Click here to sign up and get your discount code].&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/LtDCpqJ5TJ8zkkSbA If you wish to volunteer for the gameteam (crew, monster, etc) click here!]&lt;br /&gt;
&lt;br /&gt;
==Event 2 Logistics==&lt;br /&gt;
===Basics===&lt;br /&gt;
Date: 4-6 September 2026&lt;br /&gt;
&lt;br /&gt;
Venue: The Grange, Frog Lane, Balsall Common, Coventry, CV7 7FP&lt;br /&gt;
&lt;br /&gt;
Catering: [https://www.therattshakk.com/event-details/ardent-spacers-meal-ticket Meal tickets available from The Ratt Shakk here. Orders must be placed before the end of Sunday 30th August.]&lt;br /&gt;
&lt;br /&gt;
===Timings===&lt;br /&gt;
====Arrival &amp;amp; Departure====&lt;br /&gt;
Setup team arrival: Midday Friday&lt;br /&gt;
&lt;br /&gt;
Early player arrival: 3pm Friday (please email in to pre-arrange this)&lt;br /&gt;
&lt;br /&gt;
General arrival: 4pm Friday&lt;br /&gt;
&lt;br /&gt;
IC Area closes: 5pm Sunday&lt;br /&gt;
&lt;br /&gt;
OC Camping Area closes &amp;amp; all off-site: 6pm Sunday&lt;br /&gt;
&lt;br /&gt;
====Time In/Out====&lt;br /&gt;
Friday: 8pm - Midnight&lt;br /&gt;
&lt;br /&gt;
Saturday: 10am - Midnight&lt;br /&gt;
&lt;br /&gt;
Sunday: 10am - 2pm&lt;br /&gt;
&lt;br /&gt;
====Sunday Dart Sweep====&lt;br /&gt;
We request all players participate in a site-wide dart and rubbish sweep, contributing at least 20 minutes after Time Out before setting down their own camp, so that the site sweep is finished by 3pm. You are not expected to help with general set down after 3pm but we greatly appreciate any offers to help with game-supplied tents and set dressing. Many hands make light work!&lt;br /&gt;
&lt;br /&gt;
===Facilities===&lt;br /&gt;
Accommodation: Camping only, IC and OC&lt;br /&gt;
&lt;br /&gt;
Facilities: Toilet and shower block, running water, power for charging phones and a fridge for medication in the gameteam hut (please let us know in advance!)&lt;br /&gt;
&lt;br /&gt;
Accessibility: Venue is a woodland and not suitable for standard wheelchairs. The toilet block has a single step up. We cannot provide power to the IC camping area.&lt;br /&gt;
&lt;br /&gt;
===Camp Planning===&lt;br /&gt;
[https://ardentspacers.com/events/camp-planning/ For an overview of camp planning please click here.]&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/BrTcyWoLXNZ3KCiu6 To submit your IC tent details please click here.]&lt;br /&gt;
&lt;br /&gt;
==Mission Briefing==&lt;br /&gt;
===Main Plot===&lt;br /&gt;
As the Ardent continues its route past the Helium Lanes, it picks up an intriguing transmission from the as-of-yet unresearched star system Tamilok. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
we hear and respond&lt;br /&gt;
&lt;br /&gt;
life beyond our star&lt;br /&gt;
&lt;br /&gt;
welcome here&lt;br /&gt;
&lt;br /&gt;
ascend us&lt;br /&gt;
&lt;br /&gt;
from our shrike trench&lt;br /&gt;
&lt;br /&gt;
with careful flight&lt;br /&gt;
&lt;br /&gt;
relay&lt;br /&gt;
&lt;br /&gt;
zor &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previous long-range scans revealed very little that would mark any planet in the system as a candidate for life, but further probing after the transmission has revealed a high amount of atmospheric interference, masking what lay on the surface. An entire civilisation shrouded by toxic clouds, hidden from potential friend and foe alike and right on the border of Shadow territory.&lt;br /&gt;
&lt;br /&gt;
The Ardent’s course is set to the planet Trench, arriving in several weeks. Crewmates have the duration of the jump to start preparing for this new away mission, marking the ship’s premier first contact situation with an entirely unknown alien.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Trenchscan1.png |Initial long-range planetary scans reveal high amounts of atmospheric interference.&lt;br /&gt;
File:Zormessage1.png|The original transmission text prior to translation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saturday Celebration===&lt;br /&gt;
On Saturday evening there&#039;s going to be a bit of a shindig happening in camp. The exact details of what and why will be revealed during the event, but we&#039;re giving you some OC notice so you have more of a chance to prepare in case you wish to bring extra things to the event. The following is absolutely optional, but will enhance the overall experience:&lt;br /&gt;
&lt;br /&gt;
*Formal or partywear for your character&lt;br /&gt;
*Camp party decorations&lt;br /&gt;
*IC cultural items to display or activities that reflect your planet or backstory&lt;br /&gt;
*Small party activities or performances - this is an ideal time for anyone who enjoys magic tricks, poi or staff spinning (not fire), and similar!&lt;br /&gt;
&lt;br /&gt;
As part of this encounter there will be some cake. There will be gluten free, dairy free, and vegan options and full ingredient lists will be left with the items.&lt;br /&gt;
&lt;br /&gt;
==[[Downtime]]==&lt;br /&gt;
As the ship approaches its next destination through manifold space travel, each member of the AES Ardent can choose how to spend their time preparing for the event. You will find out the results of your actions at the start of the event! These will broadly be roleplay and intel based, with any material benefit being granted ship-wide.&lt;br /&gt;
&lt;br /&gt;
You will have five options to choose from: two general options, and three division-specific options.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Assignment ||Option ||Description&lt;br /&gt;
|-&lt;br /&gt;
|Anyone ||General Planet Study ||Help broadly research the planet, scratching the surface on a variety of different planetary features and population.&lt;br /&gt;
|-&lt;br /&gt;
|Anyone ||Leisure Activities ||Prepare your mind and body by taking it easy and enjoying the ship&#039;s leisure facilities. &lt;br /&gt;
|-&lt;br /&gt;
|Diplo ||Improve Diplomatic Relations ||Build up rapport with old and new allies from the Alliance and past events, seeking intel and opportunities.&lt;br /&gt;
|-&lt;br /&gt;
|Diplo ||Intercept Transmissions ||Scan and analyse planetary and star-system transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|Diplo ||First Contact Preparation ||Study the Zor and go over protocols for First Contact.&lt;br /&gt;
|-&lt;br /&gt;
|Kenolab ||Environmental Scans ||Perform in-depth scans of the planet&#039;s surface, flora and fauna.&lt;br /&gt;
|-&lt;br /&gt;
|Kenolab ||Kenophenomena Study ||Focus on gathering and studying Kenophenomena during the journey.&lt;br /&gt;
|-&lt;br /&gt;
|Kenolab ||Medical Preparation ||Prepare medical supplies and research likely ailments.&lt;br /&gt;
|-&lt;br /&gt;
|Mattock ||Planetary Threat Assessment ||Perform scans of the planet with a focus on identifying threats and military capabilities of this new alien.&lt;br /&gt;
|-&lt;br /&gt;
|Mattock ||Star System Threat Assessment ||Perform long-range scans of the star system and local region of space to identify external threats.&lt;br /&gt;
|-&lt;br /&gt;
|Mattock ||Combat Preparation ||Participate in combat simulations and prepare equipment for landing.&lt;br /&gt;
|-&lt;br /&gt;
|Taskminders ||Ship Enhancements ||Participate in ship-wide improvement projects to increase the Ardent&#039;s capabilities. Work will prioritise player-led projects, in this instance working on the Cloner.&lt;br /&gt;
|-&lt;br /&gt;
|Taskminders ||Improve Ship Efficiency ||Assess production efficiency onboard and release more resources for the away mission.&lt;br /&gt;
|-&lt;br /&gt;
|Taksminders ||Maintenance Preparation ||Prepare engineering supplies and study how the planet&#039;s features might interfere with technology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each option is &amp;quot;successful&amp;quot; no matter how many votes it receives; your vote represents the percentage of the ship that takes that action. The more votes an option has, the more impactful it will be on the story.&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/oYgeCkySD556SypA9 Click here to submit your downtime vote.]&lt;br /&gt;
&lt;br /&gt;
==[[Character Creation]]==&lt;br /&gt;
Please follow the up-to-date character creation by clicking this heading.&lt;br /&gt;
&lt;br /&gt;
Cut-off for guaranteed pre-made player packs is midnight on Sunday 30th August. We will endeavour to pre-make packs for characters submitted after this deadline, however we will only be able to do this if most submissions are made beforehand.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with choosing your Equipment, leave that section and just complete the first page. We&#039;ll get your in-character ID printed out and sort out the rest at the start of the event!&lt;/div&gt;</summary>
		<author><name>Keith (Gamerunner)</name></author>
	</entry>
</feed>