Cybercommunists
On this world communism actually works, thanks to pretech computing devices and greater or lesser amounts of psychic precognition. Central planning nodes direct all production and employment on the world. Citizens in good standing have access to ample amounts of material goods for all needs and many wants. Instead of strife over wealth, conflicts erupt over political controls, cultural precepts, or control over the planning nodes. Many cybercommunist worlds show a considerable bias toward the private interests of those who run the planning nodes.
Enemies
dice: [[cybercommunists^enemies]]
| dice: 1d3 | Enemies |
|---|---|
| 1 | Embittered rebel against perceived unfairness |
| 2 | Offworlder saboteur |
| 3 | Aspiring Stalin-figure |
Friends
dice: [[cybercommunists^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Idealistic planning node tech |
| 2 | Cynical anti-corruption cop |
| 3 | Precognitive economist |
Complications
dice: [[cybercommunists^complications]]
| dice: 1d3 | Complications |
|---|---|
| 1 | The pretech planning computers are breaking down |
| 2 | The planning only works because the locals have been mentally or physically altered |
| 3 | The planning computers can’t handle the increasing population within the system |
Things
dice: [[cybercommunists^things]]
| dice: 1d3 | Things |
|---|---|
| 1 | Planning node computer |
| 2 | Wildly destabilizing commodity that can’t be factored into plans |
| 3 | A tremendous store of valuables made by accident |
Places
dice: [[cybercommunists^places]]
| dice: 1d3 | Places |
|---|---|
| 1 | Humming factory |
| 2 | Apartment block of perfectly equal flats |
| 3 | Mass demonstration of unity |