Nova’s Ship

Disclaimer: if I was an artist, InCo would’ve been a comic. I cannot draw, but layouts and things are important for a great many reasons, so we must all suffer.

Brief layout for first floor

Nova’s first floor is technically the second if you wish to count the “basement” where most of her propulsion equipment and power cells, water tanks, etc., are. The first floor is mostly bare since it’s used to let her in and out of the ship even when in space. A mechanical door makes sure that the rest of the cabin stays pressurized when she leaves. The only piece of furniture on that floor is a bench, which is bolted to the ground, and the ladder which stays behind the mechanical door.

Between the first and second floor there’s a small storage space where keeps equipment, bedding, fake cargo, and anything she cares to smuggle.

Brief layout for the second floor

The second floor has a small exercise room, storage, a makeshift workshop a bathroom and two bedrooms. Two loveseats, a small kitchen table and a standing sink take up most of the room in the center. None of the doors swing, they slide in the interest of saving space. They can also be closed off in an emergency in order to save oxygen and heat.

A wireless charger powers everything Nova uses off the ship. So long as her equipment is on the second floor, it’s power cell will recharge via IR waves. Her ship’s main power cell charges while she’s docked.

Docking Stations

Docking stations change from planet to planet. Simple docking stations on Gnorria-658 sit above the ice, on leveled swathes of snow. While on the Viaci republic, these spaces need to be cleared. Heat seeking vines naturally keep ships in place, though shortly before leaving and take off they need to be cleared (usually through a liberal dusting of liquid nitrogen).

Nova’s Heat Mask

Nova’s heat mask on Gnorria functions to cover all of her face, with the exception of the slit used for seeing. Since Gnorria is covered in snow and does see a decent amount of sun, the viewing window can be tinted (Hatov was unaware, so for the entirety of the Gnorria-arc his visor remained untinted). The mask also heats up via small coils, nestled between the mask covering and a fabric layer that interfaces with the wearer’s skin. It has a secondary charging system that allows it to use solar power, though, since Nova spends her time in the underground city, this function is not terribly useful.

There are many other mask designs that non-native Gnorrian’s use that are less bulky, and prioritize seeing facial expressions/coloring over the pure heating design that Nova uses.

Nova’s Signal Jammer

Works by interfering with a number of frequencies. It’s about the size of a tissue box and is the largest piece of equipment she totes around. Technically, these are illegal, for obvious reasons. Nova’s is disguised as an admittedly old portable radio.

The Suits for G.U. Soldiers

G.U. soldier suits are only available to the upper echelon of the G.U. given only to the “Big Five” descendants due to the amount of power they are granted on planets they are placed on.

These suits work through a series of sensors pressed into the brain, some sensors pick up electric impulses and translate that into a series of movements, while others act in a feedback relay and give the user sensory information about the outside world.

Similar technology is used to replace limbs, restore hearing, sight, taste, and a series of other senses not recognized here. And for the most part, individuals with cybernetics function perfectly well.

However since the suit relies on relays to the brain and back and only those relays, it causes a lot of stress on the organ, and while the sensors themselves are flexible after insertion, the insertion itself does damage brain tissue and this does result in an immune response that can and often does force sensors out of optimal range making movement, information gathering, and information distribution challenging.

This immune response has been slowed with the replacement of circulatory fluids with a med-based alternative, but many of these factors are also necessary to combat contact with on planet illnesses, bacteria introduced during tune-ups, and the like.

The sensory problem will continue to worsen as the brain stiffens and the relays are no longer able to serve their purpose. 3 – 4 relay transfers have been observed in individuals, however, after relay removal, said individual must learn to see, hear, walk, speak, etc. from scratch and has been described as extremely stressful for both the doctors involved and the patients themselves as they are functionally isolated until able to move again. There have also been psychiatric concerns.

Once entering this program the individual must run the program to completion. Refusal to do so will result in punishments some consider to be harsh. Since the body in question is mechanical, it is possible to put limits on nearly everything, including what the patient sees, how they see, and how they are able to interact with the world.

It is often after the second transfer that most individuals request to drop out of the program as many have outlived their loved ones, are experiencing growing technical difficulties, and longer periods of isolation, as well as having lost the all important sense of community provided by their support network. Such requests are routinely denied and more often than not are met with some sort of deterrent.

Ending parameters must include nothing short of catastrophic damage to the brain tissue or total brain death.

Scavenging Equipment


Works through the use of electromagnets. Stepping down causes the circuit to complete resulting in the magnet activating. There’s a bit of foot room in the shoe to make this feasible.

Portable Power Cell

This is the same power cell that Nova uses as an emergency power source during ship malfunctions. It’s about the size of a car battery and can only restore basic functions: artificial gravity (A.G.), door access, airlock protocol, simple commands, a few lights, and possibly oxygen synthesis (or breathable air synthesis). Hooking this up to ships meant for scavenging allows her to restore basic functions and know what’s worth dismantling and what’s beyond repair.

Small Saw

This saw is actually incredibly expensive, it is one of the most expensive things that Nova owns. It cuts through nearly every type of metal and is used to bypass most locking mechanisms on access panels outside the ship.

Tether and Karabiner

Floating off in space is a very real possibility, so tethers and karabiners are incredibly important to prevent unfortunate accidents. They are also used to help redirect and slow movement, particularly in open space.

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