Sphere:Longshots
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
- 100 fabricators
- 300 PIP
- 200 CIP
- 200 wealth
- 150 delta dust
- 12,500 military
- 15 SP
History Paths
What First?
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)
- Not just transgenes sought their destiny in the depths of space.
- Mixed (+10 transgene, +5 SP)
- Some brought baselines with them.
- Transhuman (+20 transgene)
- Others did not, or uplifted all children of the colony.
A3) Destination
- Garden World (+60 pop)
- The lucky few travelled to new Edens.
- Tolerable World (+100 PIP)
- Most worlds targeted for settlement needed a little extra effort to get going.
- Hell World (+morale)
- The worst homes demand that everyone do their duty and strain their back.
- No World (+shipbuilding)
- An absence of a home demands that people work to make one.
What Next?
B) Early History
- Knuckle Down (+60 pop, +100 PIP)
- Feral Drone Attack
- All Gone Wrong
- Tech Failure
- Artefact Find
- Falling Out
- Fabber Queens (+200 fabricators)
- The New Men (+60 population, +20 transgene)
C) Later History
- Military Action (+1250 military, +doctrines)
- Gotta Get Ahead
- Reconnect Growth
- Exploration
- Bright Idea
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.
- The Silence of Space (+stealth application, +fleet doctrines)
- Nobody can hear you scream 'Open fire!'.
Chaotic Events
- Freaks (+radical morphological change or +20 transgene, -60 pop)
- Some populations took dramatic steps to deal with the challenges of their environment.
- Populism (+morale, -relations)
- Shout louder, that'll do the job.
Tech Indices
Global Tech Index: 8
Everything else is a little... vague. TI might not exist, watch this space.
SP
- 10 PIP
- 8 CIP
- 8 wealth
- 10 dust
- 10 theta (minimum production 100)
- 10 drexlers (minimum production 100)
- 5 population
- 125 military
- 125 stockpiles
- 8 Application Points
- 2 Transgene Points
- 2 Doctrine Points
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.
- 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.