Sphere:Longshots: Difference between revisions

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=History Paths=
=History Paths=
A1) Origins
A1) Origins
:Pioneers
:Pioneers (+pop)
::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.
::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
:Seperatists (+military)
::Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
::Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
:Idealists
:Idealists (+morale)
::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.
::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
A2) Colonists
:Baseline
:Baseline (+pop)
:Mixed
:Mixed (+10 transgene, +5 SP)
:Transhuman
:Transhuman (+transgene)
A3) Destination
A3) Destination
:Garden World (+pop)
:Garden World (+pop)

Revision as of 00:57, 21 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.

Base Infrastructure

  • 150 population
  • 300 PIP
  • 200 CIP
  • 200 wealth
  • 150 delta dust
  • 12,500 military

History Paths

A1) Origins

Pioneers (+pop)
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 (+military)
Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
Idealists (+morale)
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 (+pop)
Mixed (+10 transgene, +5 SP)
Transhuman (+transgene)

A3) Destination

Garden World (+pop)
Tolerable World (+SP)
Hell World (+morale)
No World (+shipbuilding)

B1) Historical Events 1

Quiet (+pop)
Crisis Situation (+stockpiles)
Military Action (+military)
Artefact Find (+dust)

B2) Quiet

Exowombs (+pop)
Improvements (+transgene)
Digging (+PIP)
Development (+CIP)
Growth (+wealth)
Nationalism (+morale)
Prudence (+stockpiles)

B3) Crisis Situation

Sudden Change of Government (+morale)
Adapt (+transgene)
Tough It Out (+doctrines)
Shoot It Repeatedly (+military)
Muddle Through (+PIP)
Rush To Production (+CIP)
Innovate Madly (+apps)

B4) Military Action

Narco-Warfare (+military, +doctrines, -pop)
Coup (+military, -morale)
Feral Drone Attack (+military)
Piracy (+logistics)
Worst Battlefield Ever (+doctrines)
Miner Beatdown (+PIP)
Foreign Affairs

B5) Artefact Find

Feral Drone Attack (+military)
Ancient Resources (+dust)
Extra Fabs (+fabbers)
Useful Finds (+CIP)
Reverse-Engineerable (+apps)
Active Machinery (+200 theta, -100 dust)

C1) Historical Events 2

As B1.

D1) Political Stance

Keep On Keeping On (+pop, +SP)
It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood.
Grand Ambition (++military, +logistics, -relations)
To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle.
The Podunk Union (+relations, +FTL application)
Others look to soft power and cooperation against the challenges of deep space.
Open for Business (+relations, +wealth, -military)
Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities.
Get Out (+military, +defences, +electronics application, -relations)
Worlds with bad experiences or things to hide take a tough line with outsiders.
Ideological Purity (++morale, +PIP, -relations)
Worlds based on certain ideologies can be extremely sanctimonious about them.

D2) Economic System

Get Digging (++PIP)
Hard work and strong backs wean colonies off fabricators and onto their own two feet.
New Gilded Age (+military, +PIP, +wealth, -morale)
Get back to work, scum.
Fabricator Rations (+++++ fabbers, -PIP, --CIP)
You had more than your share of fabricators, and your economy never graduated from dependence on them.
Social Management (+morale, +transgene)
Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up.
Transistor Mines (+CIP, +tech)
Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology.
Crossroads (+pop, +wealth)
Worlds at convergences of trade routes reap dividends.
The Pirate Bay (+military, +logistics)
Other worlds decide to take them by force.

D3) Military Doctrine

Able Spacemen (+shipbuilding, +fleet doctrines)
A focus on a solid and reliable fleet is key to defence in the depths of space.
The Low Road (+ground application, +ground doctrines)
Ships are hard. It's better to focus on a strong army to defend.
Swarms (+aerospace application, +aerospace doctrines)
Making effective smallcraft is a challenge for rim states, but pays dividends.
Death Spiral (+tech, +applications, +CIP, -wealth)
Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
Tiptoes (+stealth application, +logistics)
For pirates, lurking is king.
Into the Darkness (+FTL application, +dust)
Effective interstellar travel is crucial to trade and power projection.
The Future's Fighting Man (++supersoldier)
Making better murderers.

Chaotic Events

Freaks (+radical morphological change, -pop)