Sphere:Longshots: Difference between revisions

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:New Gilded Age (+1250 military, +200 PIP, -morale)
:New Gilded Age (+1250 military, +200 PIP, -morale)
::Get back to work, scum.
::Get back to work, scum.
:The Middling Classes (+CIP, +wealth)
:The Middling Classes (+100 CIP, +50 wealth, +50 applications)
::Some more developed economies have a population of skilled (and better paid) workers.
::Some more developed economies have a population of skilled (and better paid) workers.
:Fabricator Rations (+500 fabbers, -100 PIP, -200 CIP)
:Fabricator Rations (+500 fabbers, -100 PIP, -200 CIP)

Revision as of 14:05, 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 barely spoken to you, save for 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
Longshots NPCs

Base Infrastructure

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

History Paths

What Happened?

A1) Origins

Pioneers (+60 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 (+1250 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 (+60 pop)
Mixed (+10 transgene, +5 SP)
Transhuman (+20 transgene)

A3) Destination

Garden World (+60 pop)
Tolerable World (+10 SP)
Hell World (+morale)
No World (+shipbuilding)

B) Historical Events 1

Quiet (+60 pop)
Digging (+100 PIP)
Crisis (+1250 stockpiles)
Nationalism (+morale)
Military Action (+1250 military)
Artefact Find (+100 dust)
Improvements (+20 transgene)

C) Historical Events 2

As B.

D) Historical Events 3

As B.

What Now?

E1) Political Stance

Keep On Keeping On (+60 pop, +10 SP)
It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood.
Grand Ambition (+2500 military, +FTL application, -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 (+100 wealth, +FTL application)
Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities.
Ideological Purity (++morale, +100 PIP, -relations)
Worlds based on certain ideologies can be extremely sanctimonious about them.
Get Out (+1250 military, +doctrines, +defences, -relations)
Worlds with bad experiences or things to hide take a tough line with outsiders.
National Security (+1250 military, +100 PIP)
Even less paranoid ones find it wise to invest in security.

E2) Economic System

Get Digging (+200 PIP)
Hard work and strong backs wean colonies off fabricators and onto their own two feet.
New Gilded Age (+1250 military, +200 PIP, -morale)
Get back to work, scum.
The Middling Classes (+100 CIP, +50 wealth, +50 applications)
Some more developed economies have a population of skilled (and better paid) workers.
Fabricator Rations (+500 fabbers, -100 PIP, -200 CIP)
You had more than your share of fabricators, and your economy never graduated from dependence on them.
Social Management (+morale, +20 transgene)
Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up.
Transistor Mines (+100 CIP, +100 dust or drexlers)
Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology.
Crossroads (+60 pop, +100 wealth)
Worlds at convergences of trade routes reap dividends.
The Pirate Bay (+1250 military, +100 wealth)
Other worlds decide to take them by force.
Slumlords (+120 pop, +1250 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, +200 applications, -100 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, +100 dust)
Effective interstellar travel is crucial to trade and power projection.
Lord's Army (+2500 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.

Resources

  • Wealth represents a variety of valuable materials or tokens backed by governments, although only the most powerful states have currencies worth much beyond the neighbouring systems.
  • Delta Dust is reality-editing nanotechnology of precursor or posthuman provenance, mined from their relics.
  • Theta Dust is improved - or repaired - dust, rare and valuable and much more potent for those who can master it.
  • Drexlers are sophisticated yet mundane nanomachines used in Velan technology, which can rapidly construct devices.
  • Nephilim Armour is drone cladding, impossible to replicate with human science but tough and resistant to drone plasma.