Sphere:Longshots: Difference between revisions

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:Get Digging (++PIP)
:Get Digging (++PIP)
::Hard work and strong backs wean colonies off fabricators and onto their own two feet.
::Hard work and strong backs wean colonies off fabricators and onto their own two feet.
:New Gilded Age (+military, +PIP, +wealth, -morale)
:New Gilded Age (+military, ++PIP, -morale)
::Get back to work, scum.
::Get back to work, scum.
:Fabricator Rations (+++++ fabbers, -PIP, --CIP)
:Fabricator Rations (+++++ fabbers, -PIP, --CIP)

Revision as of 11:29, 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.

Longshots Signup Sheet

Base Infrastructure

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

History Paths

What Happened?

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)

B) Historical Events 1

Quiet (+pop)
Digging (+PIP)
Crisis (+stockpiles)
Nationalism (+morale)
Military Action (+military)
Artefact Find (+dust)
Improvements (+transgene)

C) Historical Events 2

As B.

D) Historical Events 3

As B.

What Now?

E1) 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 ()
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, +applications, -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.

E2) 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, -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, +dust/drexlers)
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, +wealth)
Other worlds decide to take them by force.
Slumlords (++pop, +military, -morale)
When population outstrips government and infrastructure, black markets and mean bars spring up.

E3) 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, -wealth)
Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
Into the Darkness (+FTL application, +dust)
Effective interstellar travel is crucial to trade and power projection.
Lord's Army (++military, +morale, -doctrine)
Enthusiasm and mass will carry the day.

Chaotic Events

Freaks (+radical morphological change, -pop)
Some populations took dramatic steps to deal with the challenges of their environment.
Populism (+morale, -relations)
Shout louder, that'll do the job.