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In 1942, the United States government determined that the US needed a permanent facility for advanced technology development. That little idea, Camp Eureka, would eventually become the colony of Eurᵉka on the planetoid Ceres,
As the United States merged with the United Nations and eventually the United World Government, control of the village of Eurᵉka successively ceded until the arrival of the T'sentraedi Fleet, at which point the village was evacuated and hastily moved to a secured site off the coast of California until the proto-colony on Ceres was finished 6 months later; At that point the villagers were immediately moved there, under conditions that were somewhat rustic. During the FIRST ROBOTECH WAR the colony was entirely bypassed, which was fortunate for the UEG because some of Earth's recovery efforts were substantially supported by Eurᵉka. Global Dynamics (GD), also known as the Eurᵉka Advanced Research Facility, is the administrative center of Eurᵉka. It was incorporated a few years after the building of the town specifically for the administrative support for the activities at Eurᵉka, coordinating research and development, ensuring pay and support, and even arranging other independent private businesses. Global Dynamics is legally a private for profit corporation, but it was chartered specifically by and for DARPA and continues to operate under the successors jurisdiction under the DOD. There is usually at least one high-ranking military official who routinely audits the company (ensuring the research is on track, is being kept secret, and that taxpayer money is not being wasted or stolen). The GD budget is decided by the Senate Appropriations Committee, and securing funding is one of the most important duties of DG’s Director- Loosing even 1% of year-over-year funding can mean as much as a decade’s loss. The official name of the colony IS Eurᵉka, with the superscript "ᵉ" (Unicode U+0364). There's no clear indication when nor how exactly this happened. In order to maintain their cover, Eurᵉka has continued to try to position themselves as a mining and refining colony, to mixed results; The general cover usually deters much interest, but the size of the colony's population versus the relatively small output of minerals has drawn occasional attention. General Information: Size and Orientation: City Size (500) Gross Domestic Product (yearly): Stating at 5b€ and rising at and average of 3.46̅3̅% annually (after adusting for inflation). Function: Scientific (+10 Sensors, +10 Medical Facilities, +10 Power Systems) Name: The Colony Of Eurᵉka. Director: The Mayor Of Eurᵉka. Assistant Administrator: The Sheriff Of Eurᵉka. Significant Influencers: The CEO of Global Dynamics Location: Ceres, Terra. Features: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Matter/Anti-Matter (20); Multiple anti-matter powerplants, most in various stages of development. Auxiliary solar and battery backups also exist, but the solar panels are unpopular because of the limitations at this distance. | Shields (100,000 MDC); Point Defense Weapons Systems (500); Heavy Weapons (4,000); Space Fighters (0pts, 12 Squadrons); The REF Patrol supplies pilots while the Spacy supplies fighters for 19ᵀᴴ, 93ᴿᴰ, and 215ᵀᴴ Squadrons (fighter, fighter, and Veritech respectively). Armored Hull: 20pts 25% | Satellites: Med Range; Hundreds circle Ceres, as well along her orbit and various approach routes. | Stellar Communications (40) supported by over 2,000 Interstellar Satellites (10 pts ea.) using technology supplied by the GIB; There is not a single point across the entire UGC they can not reach, nor many beyond that, unless they actively want to not be reached. Even GIB ships on mission return a call from Eurᵉeka. | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Automation (35); Actually a combination of automated and human. A leaky sink will be repaired in short order or someone will answer for it. | Semi-Self-Sufficient (10); The colony grows some basic crops, mines/refines some ores, and even manufactures some critical supplies, but they can't do it all and solve the greatest scientific challenges of the known universe. | Local Law Enforcement (10), Private Security Force (20, BOS), and a Division level militry detachment. The militry detachment is supplied by the REF (3 fighter squadrons, 2 cutters, and a full division of REF army). The REF detachments believe the colony is a minor aside- Only the CO's and XO's know the full details. | Full Hospital (75); Due to the extreme research Eurᵉka does they have a lot of experimental and foreign medical devices, so they have one of the most advanced hospitals in the UGC; They also have some of the most extreme experimental sciences in the UGC, so this hospital is not always adequate. They also have a Psychic Ward (40). | |||||||||||||||||||||||||||||||||||||||||||||||||||
| | Complete Ecosystem (100); They even have a series of gardens that rival forests to study plant life from around the universe. One of their more unusual gardens is "Bay 63872," with a sign on the doors that reads "Everything Here Is Actively Trying To Kill You. Proceed With Extreme Caution." Amongst others is a vine from Surata IV which has thorns that are covered with microbes that paralyze a victims nervous system and eventually kill it once they reach the brain. Eurᵉka can even create their own weather patterns for "variety." They avoid typhoons and cyclones now after the damage done the first time, but they will still occasionally have rain and summer like conditions. | Market Place (20); Many small businesses were established to support the town; There are over a dozen shops, three online stores, and at one time hosted an intergalactically known clothing designer (Jantellé). Dear the docking bays are tourist trap tiendas, at the edge of this zone are significantly over prices hotels and restaurants, just past that are a couple of casinos with a bet to the house- Anything to make people want to leave. | 5% (40); Once upon a time the colony hid completely- Nobody knew the place existed in any ways shape or form. In more recent times the colony allows it's existence to be known of, always presenting itself as a minor village with minor business, a kind of quaint backwoods crossroads of no importance. Everyone who knows the truth works very hard to keep the secret, and those who do somehow stumble upon the village are discouraged from staying more than a few days. However if you approach the colony without permission you WILL be fired upon. | |||||||||||||||||||||||||||||||||||||||||||||||||||
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Global Dynamics, (GD) also known as the Eurᵉka Advanced Research Facility, is a scientific institution located in Eurᵉka, OR, and indeed the epicenter of the town, financially, psychologically and in terms of command structure. GD was created as part of the founding
Global Dynamics is under DARPA jurisdiction under the Department of Defense. There is usually at least one high-ranking military official who oversees the facility. The GD budget is decided by the Senate Appropriations Committee, and securing funding is an important task delegated to the Director of Research. Deputy United States Marshal Jack CARTER stumbled upon Eurᵉka while transporting a fugitive prisoner (his own rebellious teenage daughter Zoe) back to her mother's home in Los Angeles. When a faulty experiment cripples the sheriff of Eurᵉka, CARTER found himself quickly chosen to fill the vacancy. Despite not being a genius like most members of the town, Jack CARTER demonstrates a remarkable ability to connect to others, keen and practical insights, and a dedication to preserving the safety of Eurᵉka. Global Dynamics was started during WWII when Albert EINSTEIN convinced then President TRUMAN that our future was in the hands of scientists not soldiers and created a haven where the world's greatest thinkers could live and work. The site for Global Dynamics and Eurᵉka was chosen due to its geological stability. Eurᵉka was camouflaged by an electromagnetic shield for many years and the town's existence and location were closely guarded secrets. The only entrance to Eurᵉka was down a road which lead to a rickety old bridge. Once you drove onto the bridge you passed through some holographic barrier onto a road leading up to Global Dynamics. Due to their administration of Eurᵉka Global Dynamics has been responsible for the development of thousands of major technological breakthroughs in the last 50 years, with the products of its research having been used in both commercial and military applications. Security is understandably tight at the facility; Allison BLAKE described the cloaking forcefields and other safeguards as being so cutting-edge that "Area 51 wishes they had our security." The primary protection was the camouflaging force field which was maintained around the perimeter 24/7, but another critical defense is an EM field that ensures no one can hack into the main server. The facility is broken into several departments, or "sections:" Section 2: Quantum Frequency Project Section 3: Records, and Primate Studies. Non-classified prototypes are stored in a vault, a giant cylinder in section 3 with shelves and cat walks lining the bulkheads. Though the vault itself is highly secure, the objects are not and just sit arranged on shelves, even though unclassified items are potentially dangerous. Level 4: Dougal’s FARGO'S first office, the EM barrier control room. Section 5: Section 5 is the most restricted section within Global Dynamics. Like the rest of the facility, it is located deep underground and has the latest and most dangerous technology. A scientist stole some of the latest technology contained within it to build a tachyon accelerator. There is a mysterious scientific phenomena of unknown origin buried deep within Section 5 that has "the potential to change everything." Director STARK, ordinarily a very technical and scientific person, acknowledged that the origin of the mysterious Artifact may be supernatural as he allowed a Congressman in charge of Global Dynamics' federal funding to view it. One of the first people not working on specific projects in Section 5 was Sheriff CARTER, who established a precedent that all Sheriffs would be allowed into Section 5 and be kept updated on general information on what’s going on there. Section 7: Air defense Section 8: Technology that could allow travel between parallel worlds Section 14: Section 14 is used for nuclear testing due to the big hole in its center. Section 14 was used to kill a man when a forcefield emulator got out of hand, they dropped the man in the hole, and a bomb in after him. Lab 27: Biosphere N.E.A.T. Lab: Near Earth Asteroid Tracking. NEAT Lab was the facility that originally detected the arrival of The Visitor (later UES MACROSS) and later the arrival of the T’sentraedi Fleet. Non-Lethal Weapons Lab: Not much came of of this lab. The Non-lethal carbon nanotube antipersonnel weapon (also called the Goo gun) was a crowd control device that fired an epoxy-like foam that holds people in place until they were collected later, but was unwieldly and eventually abandoned. The RDF Laser Pistol was developed in part from technology out of NLWL that was intended to develop a stun weapon. Substation C 19: Emergency Pneumatic Vacuum Tube Communication System Basement: Non-realistic fusion reactor (setup and ability to overheat are more conceivable with a fission reactor) On top of the complex is an astrospectrometer, which takes pictures of celestial objects. Upon entrance through the main doors into the lobby, the director's is immediately visible as well as a highly secure elevator system leading to section 5. The director's office serves as a panic room in case of an attack or disaster. When activated, the office locks down and moves 100 feet below the lowest level of the facility. The panic room has a secure direct line to the Department of Defense that automatically activates once the room is secure. The bunker is stocked with enough supplies to last a year. As a last resort of escape, the bunker is equipped with the Subatomic Reconstructive Transport that is set to teleport the user to a fully stocked bunker. Global Dynamics is the dominant employer in Eurᵉka, almost to the point of monopoly, and hence Eurᵉka is effectively a company town. So pervasive is Global Dynamics' influence over Eurᵉka that most in the town just call it "Global" or "GD" in conversation. The abbreviation "GD" is also often used as a substitute for the curse "God
Heads Of Global Dynamics Warren KING: The head of Global Dynamics in the Pilot. At the end of the episode, he was removed and sent to Alaska (almost never to be referenced again). Nathan STARK: Nathan STARK'S MBA led to his position as GD's Director as DARPA wanted a businessman running the agency. In this position he met and married Allison BLAKE'S ex-husband, but they divorced 3 years later. STARK'S obsession with "the artifact" led him to conduct excessively risky experiments especially considering his lack of physics training, one of which cost an employee's life. Despite his ex-wife's efforts to help save his position he was removed from his post for 3 years until it was discovered the accident was partially caused by Henry DEACON'S tampering. Allison BLAKE-CARTER: Originally GD's liaison with DARPA and DOD, Dr. BLAKE was briefly married to Nathan STARK; After his removal she was put in charge of Global Dynamics and later promoted to COO while STARK was reinstated as Director. During her tenure Director BLAKE implemented several critical reforms related to safety due at the repeated strong suggestions (bordering on threats) of Sheriff Jack CARTER; Due to their constant contact fixing one problem after another, Allison and Jack fell in love and got married. Henry DEACON: After STARK'S original removal DEACON was temporarily placed in in his position. Henry took over as Head of GD again later on despite discovery of his accidental tampering with STARK'S experiments when STARK was promoted to CFO. Tess FONTANA: Tess FONTANA was GD's head of safety oversight, and took over operations at GD temporary when BLAKE went on maternity leave. Douglas FARGO: Douglas FARGO ascended to the head of GD from his position as the EM control operator, but employees hated him. He got no respect from the SecDef due to being “a maniacal egomaniac.” Zoe CARTER-ASHER: The daughter of former Sheriff Jack CARTER, Zoe CARTER-ASHER served as Sheriff herself for 12 years as a way to learn practical solutions to matters at Global Dynamics; She retained her post as Sheriff for the next 25 years while serving as the director of GD, leading to reforms after she retired preventing this from happening again. The STARK-DEACON Affair; At some point, Henry DEACON took equipment without authorization from section 5 related to tachyon generation; The tachyons generated caused another experiment that Nathan STARK was conducting without proper safety protocols in place to go awry, killing Kim ANDERSON and placing the town in danger. By this time Jack CARTER was already in Eurᵉka and despite being less intelligent than the GD experts (as several described him at the time "the caveman in a suit") was able to only one to realize how stop the crisis. It was this and the permanent injury of Sheriff COBB that led to Jack being appointed Sheriff over Jack's objections. Further investigations into this accident revealed DEACON'S part and even Walter PERKIN'S previously unknown part, eventually leading to STARK'S reinstatement with Allison BLAKE-CARTER'S oversight. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Eurᵉka Colonial Sheriff's Office serves as the main law enforcement agency for the Colony Of Eurᵉka. The colony is far too small for a police department, and in fact had less than a dozen full time officers during its height (under both CARTER and LUPO
The main duties of the Sheriff is to be the Disaster Response Coordinator, which is unfortunately common since Global Dynamics deals in top-tier scientific experiments meaning they often push beyond safe boundaries of physics- Although it was a failure, a GD employee was the first person to break the light speed barrier 30 years before the arrival of The Visitor (a failure in the sense that the object to be sent at light speed moved as it was supposed to, but nearly destroyed the earth due to a then unknown effect of gravity on light speed movement). The department's first specific traffic enforcement (driving 98 mph in a posted 45 zone) was a full 150 years after the town's founding and only due to repeated complaints about someone driving at reckless speeds along Huntington Road (then Sheriff DAYSTON ordered the Courts Deputy to sit out on the road and catch whoever it was because she was tired of hearing about it; the day was chosen because the courts had no cases on docket for that day and there wasn't any scheduled meetings of the council or various offices so no conflicts were anticipated). Normal traffic enforcement is subsequent to another investigation typically a traffic accident. For over a century, Eurᵉka would unwittingly play host to most extraterrestrial permanent residents to Terra starting with Harry VANDERSPEIGLE (MD) and a clan of werewolves founded by Milana MOORE (the daughter of Cecily MOORE from the Beaverfield Massacre, but a decent person nonetheless).Doctor VANDERSPEIGLE served multiple medical doctor duties in Eurᵉka including Coroner while Milana MOORE served as Fire Chief and a Captain in the Eurᵉka Militia (with a modelling career on the side). Carter Reforms The constant troubles upon the Sheriff's office led to the Carter Reforms, a series of reforms begun under Sheriff Jack CARTER but mostly executed by his successor, his former Deputy Jo LUPO. These included;
He tried to force a change in other equipment, including switching from Smith & Wesson Model 60 .357 revolvers (loaded with .38 caliber rounds by order of the city) to 10ᴍᴍ semi-automatics, but this met stiff resistance by both Eurᵉka civic leaders and Global Dynamics- They finally agreed to "test" the idea when Sheriff CARTER threatened to just quit (a "test" he stretched out for the rest of his time in office, though he and Deputy LUPO converted their guns to be compatible with .40 cal. and 9ᴍᴍ rounds as well, mollifying GD's Directors enough that they pressured the city to drop the matter). Eurᵉka Colonial Sheriff's Headquarters The main facility for ECSO is the headquarters building adjacent to the Town Hall And Courts. There are three 2 man cells, two of which have never had working locks as far back as anyone can remember. They depend upon the occupant to willingly remain in the cell. The third has always worked, but is rarely occupied. Normal occupancy are people who had way too much to drink and either got into a fight (about once every couple months) or passed out (about twice a week). A second office leads to the Armorer's Office and vehicle key lockbox, with the evidence room behind that. Only the Armorer has access to the evidence room, and only the armorer and Sheriff have access to the Armorer's office and the lockbox. When not being worked on, department weapons are either on the deputy or in the evidence locker (in bin #1). Eurᵉka Colonial Sheriff Residence (AKA "The Bunker") 3 Coriolis Loop is the SECOND most secure facility in Eurᵉka (after Global Dynamics headquarters). It's also the personal residence of whoever happens to be unlucky enough to be the Sheriff of Eurᵉka at the moment. That's not by accident. It was realized very early on that the Sheriff would be very important to the community and as such a PGM-19 Jupiter nuclear missile site was deactivated and converted to the Sheriff's private residence. In time the facility was upgraded, including a Self Actuated Residential Automated Habitat ("S.A.R.A.H.") Smart Home technology. (The system had to be rebooted several times, since it developed "inappropriate quicks" along the lines of a bitchy wife; as a result of this and a couple of other incidents, Sheriff CARTER demanded a manual escape hatch be installed that could not be overridden by the super computer.) Weapons And Equipment ECSO members carry the M-6 Pistol a their main weapon, and in fact were a testing agency for the new Glock based frame and stun setting. It was in part their approval that lead to full adoption of the new line. Most carry the M-27 Pistol as back up and off duty weapons. Their vehicles are equipped with mounting racks for M41a Pulse Rifles, but are issued bean bag rounds (with significantly reduced cartridge), smoke, CS/CN/OC rounds, and flash bang rounds instead of explosive grenades. The Sheriff has an allotment of 50 full explosive grenade rounds, and these can be issued out if needed- Most Sheriffs give their deputies 10 with the caveat that they are only to be used in a situation where the Deputy has chosen to stand trial for their use. The Sheriff's uniforms are Class 2A body armor (capable of stopping anything short of a rifle round) and are generally the most they will ever use, but Class 5D body armor (capable of surviving a nuclear blast at 10 miles) is also available (each vehicle other than the Wyverns has a holding rack for this armor and some other equipment in place of the front passenger seat). Two set of T-51b2 armor is also available, but has never actually been used. Every officer also has a set of
Badges ECSO badges are an M399 style seven point star with words "Town Of Eurᵉka" on top, "Deputy Sheriff" on the bottom, the Deputy's badge number, and a simple 5 point star in a black ring in the center. A pair of dots separate the sections of text. In the 23ʳᵉ century Badge number 5 broke, with the lower right point snaping off during a fight with an unusually unruly drunk. The badge was about to be replaced when someone (mostly likely at GD) tried to change the wording from "Town Of Eurᵉka" to "Eurᵉka Colonial" and "Deputy Sheriff" to "Sheriff's Deputy." The entire department objected, and Sheriff DOORH refused to even accept it; He threatened that he'd glue to old one back together and demote himself first (it was meant in jest, but the message was taken loud and clear). Rather than change the wording the badges were simply upgraded to secondary peripherals (sound and audio recorders tied to the PDA system) without stylistic change. The Sheriff's Badge is slightly different (M399c); While the base is the same, it lacks a badge number, instead saying "Sheriff" and the center star is in a black field. This was based on a Carter Reform- The Sheriff is different, and there is no 2 Sheriffs. His different badge makes him instantly identifiable if his face isn't. Most people don't notice, but Deputies do- In fact, noticing the diffrence without prompting is a pass/fail requirement to hiring. Rank And Command The Sheriff is expected to wear a 4 star rank insignia, but they never do unless it's a special occasion. The first Deputy wears their Sergeants Stripes, and that's the most rank insignia most people ever see. The simple fact is the department's too small to bother with anything more than this, and it annoys the rank and file members (not to mention the Sheriff). The department typically has 2 or 3 full time employees (the Sheriff and one or two Deputies), but the badges do not change for that diffrence. Badge #1 is always the first Deputy (a Sergeant), badge #2 is always the second Deputy. Technically badges #3 and 4 are reserved for full time employees, but they are typically issued out to the reserves officers in order of availability rather than order of hiring. Vehicle Fleet ECSO has a small fleet consisting of three light SUV's, one sedan, two PASS-451 Wyvern Assault Hovercycles, a mobile command center (from a converted RV), an inmate transport with wheelchair lift (from a converted special duty school bus), and a Firefly-Class Transport. The Wyvern's were delivered demilitrized, but were converted back quickly. To avoid needless disputes, the fuse for the weapons control system was pulled out, but is kept on the hovercyles in case they're needed which they sometimes are. Sheriff Jack CARTER US Marshal Jack CARTER (badge #56882) was a street-smart divorced workaholic Marshal who was transporting his daughter, Zoe CARTER, back to Los Angeles when the STARK-DEACON Affair occurred
Sheriff CARTER'S I.Q. was informally tested at 111, leading him to mistakenly believe he'd "score(d) over one hundred percent" on it (he would later admit that he "did not even try" on his SAT test, and practical testing showed his intelligence was much higher). His high school GPA was also 2.8 (C average). Sheriff CARTER'S unorthodox (for Eurᵉka) style and manner led to friction with just about everyone, most notably for his only subordinate Deputy Jo LUPO, although they did respect each other. More importantly, Sheriff CARTER could see connections others could not, and was able to solve problems others had created- Including the tachyon accident that caused him to become Eurᵉka's Sheriff. His uncanny ability to connect what others do not see has helped him save the world over and over; One such example is when he used a baseball bat to disable small nuclear reactor in order to disable it, thus disabling the weapon it powered. In an interview, Sheriff CARTER claimed the reason why he does what he does, why he chose his job, was to make a difference; Unfortunately for him, the pure genius of those around him was overwhelming and he questioned his ability to do so in Eurᵉka. Sheriff CARTER may have been the victim of time manipulation and possibly the subject of memory control experiments, due to an interest in and some knowledge of a book he claimed he'd never read. Much like his daughter Zoe, Sheriff CARTER had an interesting personal history; In high school he was teaching his then girlfriend to drive, when they were in an accident that she didn't survive. He was later cleared of driving the vehicle, but as the responsible party (it was his driver's license she was learning on) he plead guilty to a misdemeanor. As a result of Sheriff CARTER'S reforms, ECSO has grown in prestige (and budget) in the town; Before they were mostly (almost exclusively) thought of traffic cops, drunk patrol, and ceremonial. Afterwards, the best of the best intellectually speaking were looked to as the possible next Sheriff, with at least a few of the younger town's member being pushed to join the Army or Marines to do the 4 years active militry duty requirement to become Sheriff. Though Sheriff COBB would complain about it a lot (especially during his retirement), he was unable to get Eurᵉka's Town Council nor Global Dynamics to treat ETSO (Eurᵉka Township Sheriff's Office as it was then known) as anything other than an "empty hat" job ("overpaid security guards not even as important as the fire department, which we'd disband entirely if we could. Please follow me."). Now the Sheriff sits on the GD Board Of Directors in a non-voting position, but very much in touch with everything that's happening (at least that the board knows about), is the Commander of the Eurᵉka Militia (a formal public duty of everyone not given special dispensation otherwise), and no Eurᵉka Sheriff has paid for coffee at the town's coffee shop since Sheriff Jack came to town. Not one. They still pay for meals, but more than a few tickets have gotten lost there and the other restaurants, and no self respecting bar tender has remembered the Sheriff's first beer at the bar in at least 100 years. Thanks to the reforms Sheriff CARTER put in place the town (and later colony) of Eurᵉka has been saved several thousands of times from so many types of disasters (including at least one giant reptile nicknamed Godzilla at the time) that people stopped counting, but disturbingly the same disasters have occurred multiple times (especially faster than light and advanced artificial intelligence experiments gone awry). Eurᵉka, CARTER found himself quickly chosen to fill the vacancy created by Sheriff COBB'S departure. Despite not being a genius like most members of the town, Jack CARTER demonstrates a remarkable ability to connect to others, keen and practical insights, and a dedication to preserving the safety of Eurᵉka. He became the model that future Sheriff's emulated. Those that don't tend to leave office quickly. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| General Information: Name: Eurᵉka Colonial Sheriff's Office Head Of Agency: The Sheriff of Eurᵉka Colony. Assistant Director: The Department's Sergeant. Mission: To provide law enforcement duties to the people of the Colony of Eurᵉka. Size and Orientation: Super Agency (200). Features: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Utility Outfits (2) | | Ammunition (2) | Basic Systems (10) | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Fleet Vehicles (10) | Secured Service (10) | Urban (5), in Eurᵉka proper. | Security Guards (5); More specifically, they ARE the security guards, for the town. | |||||||||||||||||||||||||||||||||||||||||||||||||||
| None (0) | Government (10) | Nickels and Dimes (5) | Loose Laws (5) | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Lax (5); Not much they do that needs to be protected anyways. | Rare Minor Traitor (5); Each Deputy has a few informants. | Good Connections (10); They can tap into Global Dynamics, and GD can tap into the UGC's Galactic Investigation Services and Galactic Information Bureau, as well as their own information sources. Also, the Sheriff and Deputies can read the news. | Recognized (30); At least in Eurᵉka Colony, and by a few outsiders. When a Eurᵉka Deputy asks for help- They get it. | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Good (20); Surprisingly good in fact, considering the size of the colony. This might be because they're constantly having to fix SOMEBODY'S mess, and a few of these "little messes" threatened the very fabric of space and time itself. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| The elected Sheriff of Eurᵉka Colony, Ceres, Terra. Interim Sheriff's can be appointed for not more than 6 months at a time by vote of the colonial council until an election for a Sheriff can be held. | The Sheriff's Sergeant. S/He works the noon to 20:00 watch, with exact days of the week varying but typically Tuesday through Saturday. | There are some additional Reserve Deputies: | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Membership in a union is mandatory for all non-public sector employees in Eurᵉka. This isn't some kind of socialist ideal, it's worker safety; Physicist Michael MERRIMAN died in 1989 after a laboratory mishap involving irregular testing procedures under direction from senior Global Dynamics leadership. With that, the Eurᵉka council, the Director of GD, and DARPA agreed that all Eurᵉka workers would be in a union, one completely independent of the council and GD- In other words, one that would have teeth.One of the Carter Reforms placed the Sheriff as the direct executive to the workers unions- If the union decided something was a problem, they could call the sheriff and get a project shut down as gun point.Due to the complexities of literally everyone being in a union the town's were divided into general groups by sector; GD employees, service sector, logistics (truck drivers, etc.), health care, etc. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Type: Intellectual. Leader Title: The workers unions has multiple types of leadership. There is the CEO of Global Dynamics. The Mayor, the Sheriff, the Elder of the Brotherhood Of Steel, the President of the Global Dynamics Employees Guild, etc. Membership Type(s): Multiple types, but around 75% of them are doctorates in the sciences. Goals: Advancing science and technology while supporting the workers. Size and Orientation: International Guild (650) Features: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Government; Multiple governments. While it was still under US ownership almost all NATO and US allied Pacific countries gave support. Successor states have continued said support. | None (0); Very few occasions require special outfits for safety reasons, and those are supplied, but generally there is no specific dress code. | Excellent Equipment (10); Specialist Equipment (10); Medical Supplies (40); Large Library (20); Specialized Libraries (5,000); Laboratories (30)Forge (10). | Basic (10); Eurᵉka colony IS a mandatory carry colony. As a result GD supplies residents with a small kit of weapons and body armor. | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Unlimited (50) | Paranoid (45) but not Impregnable. | Fortified Large House (20); Multiple houses actually. Castle (50); The sphere that covers the colony. Surrounding City (60); Eurᵉka. | Spy Network (50); Specifically the Global Information Services gives them whatever information they thing GD needs, and they collect their own additional information networks which mostly spy on competitors and look out for possible opportunities. | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Scrupulous (8); While not every member is so noble, the overall alignment is very loyal to the colony. | Con Men (5); Drug Master (15); Assassin (15); Professional Thieves (20); Adventure Group (20; The Brotherhood Of Steel). | Unknown (5); And they work very hard to keep it that way. | Excellent (25). | |||||||||||||||||||||||||||||||||||||||||||||||||||
| M: SPECIALS: Sub Guild (Special). GD has multiple sub guilds, each specializing in different fields. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Rumored Existence (25); There are a lot of rumors, ranging from insane to absolutely true and correct, except the location. For not apparent reason, the conspiracy theorists have never correctly identified the colony, and nobody has ever successfully told the entire story. | Friendship- Government (20); GD and Eurᵉka have the full back of the UGC. | Great Competition (+20); But today's competitors are tomorrow's collaborators and the day after's competitors again. The UGC in particular have pushed the formation of competitors, including clones of Eurᵉka itself. | ||||||||||||||||||||||||||||||||||||||||||||||||||||