TAhistidea

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Thousands of years ago we traveled the stars without competition. That is until we produced the Nexar, a race of supposed servants that rebelled. They had a great ability to advance their abilities without imput from the race. The military that had not been mothballed in the decades between when the Nexar were constructed and when they rebelled proved to be little threat to the advanced ships of the Nexar. Many of our most populous worlds were slagged and left to cool so the Nexar could mine them at their leasure. Atmospheres were fouled and those who survived the bombardment were killed slowly by thousands of dieases and plagues unleashed upon them as tests.

However we prevailed due to make sacrifices of many of our best mages. Soon even those worlds we managed to keep away from the Nexar were under threat by the plagues created by the threat. We produced world-shields using magic and advanced in fields aided by our abilities, and finally came up with strategies to defeat the Nexar in detail. Despite this we proved unable to retake worlds, not that the threat left many worlds in a state left to be reconquered. We circled our defenses and kept alive as best we could, yet the threat continued to try and take action agins't us.

Then the event happened.



Population

Rank 2 (3 points): A lesser state, though one that cannot be ignored. An exceptionally populous minor cluster or else one of several nations on a major cluster. Adds +1 to Infrastructure.

Transhumanism

Rank 4 (6 points): You are in many ways barely human. Massive cybernetics and genetic enhancements, melding the human body with exotic nanosymbiots or phase imaging polymers, or downloading your entire population smart matter entities comes under this level. Add +1 Growth Potential but suffer -1 Diplomacy when dealing with any power with Transhumanism ranked at 2 or less.

Infrastructure

Rank 1 (1 point): Construction Rating 30, max size 6

Growth Potential

Rank 1 (0 point)

Military Support

Rank 1 (1 point): 8x Infrastructure in support

Space Fleet

Rank 1 (1 point): 200 fleet points

Diplomacy

Rank 0 (0 points): Space North Korea or similarly unpleasant and insular regimes.

Espionage

Rank 4 (6 points): Sure, I can get the information you want chummer. Got the nuyen?

General Advancement

Rank 0 (0 points): Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the Nexus norm. Major powers that have low technology like this almost certainly compensate with an assload of industry.

Unique Technology

Rank 4 (8 points): Your technology base is fundamentally different from the norm and has some aspects that would be entire incompatible with the ‘great baseline’; guns that teleport explosives right through shields, propulsion systems that allow for instantaneous teleportation and other sorts of wanky superscience. The Culture’s general concepts (given that it’s also obscenely powerful and way outside of game scope) would be on this level.

Emergent Technologies

Rank 2 (3 points): Cornucopias and similar devices have begun to radically reshape your economy. Industry is faster and more flexible than ever before. Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.

Magic

Rank 4 (6 points): The people of your nation have evolved or somehow manifest nearly ubiquitous ‘magic’, like the Protoss or Eldar. Outlier individuals can, with proper dramatic timing, unleash massive events like Palpatine’s force storms in the Dark Empire comic series, or any example of the 40k Emperor.