Sphere:Longshots: Difference between revisions
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Line 18: | Line 18: | ||
:Hell World | :Hell World | ||
:No World | :No World | ||
B1) Historical Events 1 | |||
:Quiet | :Quiet | ||
:Transhuman Replication | :Transhuman Replication | ||
Line 24: | Line 24: | ||
:Military Action | :Military Action | ||
:Artefact Find | :Artefact Find | ||
B2) | |||
B3) | |||
C) Historical Events 2 | C) Historical Events 2 | ||
: | : | ||
Line 47: | Line 49: | ||
E3) Military Doctrine | E3) Military Doctrine | ||
:Death Spiral | :Death Spiral | ||
: | ::Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll. | ||
:Able Spacemen | :Able Spacemen | ||
::A focus on a solid and reliable fleet is key to defence in the depths of space. | |||
:Swarms | :Swarms | ||
::Making effective smallcraft is a challenge for rim states, but pays dividends. | |||
:Tiptoes | :Tiptoes | ||
::For pirates, lurking is king. | |||
:The Low Road | :The Low Road | ||
::Ships are hard. It's better to focus on a strong army to defend. | |||
:Into the Darkness | :Into the Darkness | ||
::Effective interstellar travel is crucial to trade and power projection. | |||
:The Future's Fighting Man | :The Future's Fighting Man | ||
::Making better murderers. |
Revision as of 20:32, 20 February 2010
It's 2170. About 100 years since founding, and hundreds of light years from Earth. You don't really care. They've never spoken to you. All you have are second-hand tales from trade caravans, about FTL failures and killer drones. They call it 'the Rim', but you just call it home.
History Paths
A1) Origins
- Pioneers
- Some people petitioned the posthumans with the pure spirit of adventure. With no frontiers left on Earth, only longshots could satisfy the human drive for exploration and discovery.
- Seperatists
- Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
- Idealists
- Still others held in their minds an ideal for society. By travelling to a new land with like-minded people, they could make a better life, on sound principles.
A2) Colonists
- Baseline
- Mixed
- Transhuman
A3) Destination
- Garden World
- Tolerable World
- Hell World
- No World
B1) Historical Events 1
- Quiet
- Transhuman Replication
- Crisis Situation
- Military Action
- Artefact Find
B2) B3) C) Historical Events 2
D) Historical Events 3
E1) Political Stance
- Keep On Keeping On
- Nationalism
- Grand Ambition
- The Podunk Union
- Open for Business
- Get Out
- Ideological Purification
E2) Economic System
- New Gilded Age
- Fabricator Rations
- Social Management
- The Middling Classes
- Transistor Mines
- Crossroads
- The Pirate Bay
- Get Digging
E3) Military Doctrine
- Death Spiral
- Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
- Able Spacemen
- A focus on a solid and reliable fleet is key to defence in the depths of space.
- Swarms
- Making effective smallcraft is a challenge for rim states, but pays dividends.
- Tiptoes
- For pirates, lurking is king.
- The Low Road
- Ships are hard. It's better to focus on a strong army to defend.
- Into the Darkness
- Effective interstellar travel is crucial to trade and power projection.
- The Future's Fighting Man
- Making better murderers.