Solar Destiny

From Sphere
Revision as of 23:04, 2 September 2013 by Shrike (talk | contribs)
Jump to navigation Jump to search

Making a Solar Destiny nation

Assign your points to each of the categories until you run out. That'll give you the basis around which to write up the details of your nation.

Modifiers listed apply bonus points towards a particular rank, rather than directly modifying the Rank itself. For example, (Infrastructure +3) means that three bonus points are automatically added to the Infrastructure category, and (Growth -2) means that two points are subtracted from Growth. The player must make up the remainder to gain a new rank; if only part of the point cost is fulfilled; excess points are wasted.

Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.

Population

Minor Habitat (20 points to spend): A backwater nowhere habitat.
Major Habitat (25 points to spend): A small alliance of habitats, a single minor world. Adds +1 Growth Potential.
Minor State (27 points to spend): A lesser state, though one that cannot be ignored. An exceptionally populous minor world. Adds +1 to Infrastructure.
Midsized State (25 points to spend): A fairly typical midsized nation; a typical rocky world. Adds +1 to Infrastructure and Space Fleet.
Major State (23 points to spend): A large nation with a substantial, diverse population spread across many habitats or provinces. Probably one of the gas giants. Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential.
Big Three (25 points to spend): A top-tier state with a massive population. Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -2 to Growth Potential.

National Advantages

Rank 0 (0 points): Your nation has no advantages. Everyone should have something to feel special about :(
Rank 1 (1 point): Your nation has a single National Advantage.
Rank 2 (2 points): Your nation has two National Advantages.
Rank 3 (4 points): Your nation has three National Advantages.
Rank 4 (6 points): Your nation has four National Advantages.
Rank 5 (9 points): Your nation has five National Advantages.

National Disadvantages
This field returns points, instead of costing points.

Rank 0 (0 points): Your nation has no unusual flaws, just the usual minor problems.
Rank 1 (+1 point): Your nation has a single National Disadvantage.
Rank 2 (+2 points): Your nation has two National Disadvantages.
Rank 3 (+3 points): Your nation has three National Disadvantages, plus one chosen by the GM (!)
Rank 4 (+4 points): Your nation is a hellhole; expect to get hammered by whatever the GM feels to throw at you. It is entirely out of your control at this point.

Infrastructure

Rank 0 (0 points): Well, you could probably rearm a warship . . . Construction Rating 20, max size 4
Rank 1 (1 point): Construction Rating 30, max size 6
Rank 2 (2 points): Construction Rating 40, max size 10
Rank 3 (3 points): Construction Rating 50, max size 15
Rank 4 (4 points): Construction Rating 60, max size 40
Rank 5 (5 points): Massive, well developed planetary and spaceborn industry. Construction Rating 70, max size 100
Every additional Rank of Infrastructure adds 5 to the Construction Rating

Growth Potential

Rank 0 (0 points): Overcrowding and resource shortages are chronic; you need relief and now!
Rank 1 (1 point): Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
Rank 2 (2 points): You have room to grow, but not much
Rank 3 (3 points): Most of your resources have been set up to be exploited but you haven't even begun to do so yet.
Rank 4 (4 points): So many natural resources you're probably selling them to people.
Rank 5 (5 points): The Frontier. Resources are plentiful, with plenty you probably haven’t even begun to tap yet.

Military Support

Rank 0 (0 points): Your nation simply sees little need for a large military; 6x Infrastructure in support
Rank 1 (1 point): 8x Infrastructure in support
Rank 2 (2 points): 12x Infrastructure in support
Rank 3 (3 points): 14x Infrastructure in support
Rank 4 (4 points): 16x Infrastructure in support
Rank 5 (5 points): 18x Infrastructure in support
Every Rank past 5 adds 1x to the multiplier (19x, 20x, etc)

Space Fleet

Rank 0 (0 points): No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
Rank 1 (1 point): 200 fleet points
Rank 2 (2 points): 350 fleet points
Rank 3 (3 points): 490 fleet points
Rank 4 (4 points): 620 fleet points
Rank 5 (5 points): 740 fleet points
Every Rank past 5 adds +100 fleet points

Military Quality

Rank 0 (0 points): No real military, more like a glorified police force if not an armed rabble.
Rank 1 (1 point): Below average, your soldiers are probably decent enough on the personal level but your high-level doctrines and organization is undoutedly weak.
Rank 2 (3 points): Average armed forces, nothing special but no glaring weaknesses.
Rank 3 (5 points): A respectable military force, definately something to be reckoned with.
Rank 4 (8 points): Best of the best, your military is well trained.

Espionage

Rank 0 (0 points): Sensitive information regularly gets lost on laptops.
Rank 1 (1 point): Typical hypercorp security measures.
Rank 2 (2 points): Run of the mill intelligence apparatus.
Rank 3 (4 points): Many Bothans died to bring us this information.
Rank 4 (6 points): Sure, I can get the information you want chummer. Got the nuyen?

General Advancement

Rank 0 (0 points): Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the solar system norm. Major powers that have low technology like this almost certainly compensate with an assload of industry.
Rank 1 (4 points): Average advancement, no glaring weaknesses or strong points.
Rank 2 (8 points): An impressive display of technological aptitude that puts you above most of your peers. Basically, you’re The Star Kingdom of Manticore.

FTL Drives 0: Has no ability to design or construct FTL ships. 1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them. 3: The principles of FTL travel are well-understood and your nation can construct jumpships. 6: You invented the damn things and know a few tricks others don’t. Adds +1 Outsystem Territory.

Outsystem Territory 0: No outsystem territories, strictly a Sol system power. The norm at this stage of the game, really. 1: Little more than fueling stops and barren rocks. 3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond. 6: You’ve actually dropped a self-sustaining colony on a habitable world. Mucho bragging rights.

National Advantages

Excellent Diplomats
Your diplomats are tireless and your leaders routinely expect to get Nobel Peace Prizes every year they're in power.

Load-Bearing State
For whatever reason your state is particularly important to the solar system economy and political structure, moreso than strict national statistics would suggest. As a consequence you can use your economic might to deflect diplomatic opprobium, safe in your economic importance.

Transhumanoid
While various body-modification technologies have been used since the Exodus - to the point that cyberware, cloning, biomods and the like is as taken for as granted as ubiquitous computation, communications and space travel - the Scourge drove many of the more extreme modifications underground. Heavy deviation from the human norm, intelligent robots, heavy mental augmentation and similar are rare outside of certain enclaves. Your nation is one such.

Nazi Superscience
Your nation's research and development complex may not be efficient but it is sure creative. Prototypes and weird one-offs for all manner of situations abound in your military. Some of them may even work properly. Note that this does not mean your overall technology level is superior, just that you combine what you have in more weird ways.

Tombworld Raider
The rediscovery of ancient treasures is a national pastime - sometimes these are culturally significant, sometimes valuable.

Fervent Population
The people of your nation are particularly patriotic - or brainwashed - and support the actions taken by your leaders almost unconditionally and will resist foreign culture, memes and associated blandishment.

Second Amendment
While the practice of personal firearm possession did not normally take hold in early off-Earth colonies - nobody wants holes punched in the life support - many later colonies became increasingly robust and more than capable of withstanding any plausible damage from small arms. In some of these, an armed populace reestablished itself, making them much harder to occupy by invaders.

A Game of Enders
Ethics has never stopped your nation when it comes to making the better warfighter. Your battle schools churn out universal soldiers to lead your fleets and strike your enemies.

'


'


'


'


National Disadvantages

No Mass Shadow
Without any large, local masses to distort local space, deep-space habitats can be easily reached by QTE-driven ships. This can be an economic advantage as it makes travel much more convenient, but it is also a military disadvantage as it makes travel much more convenient. Any polity without a major anchoring body (eg asteroid or Trojan states) should have this disadvantage.


Setting notes

Getting There and Back

Quantum Transition Engine
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel. A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance. The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein. However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below c, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days. Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity. This is known as ‘high cruise’.

Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American Trailblazer deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation Endeavor destroyer’s, circa 2200. Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range. Durability, fault tolerance, size and cost have improved however, and few ships of any size built in the past half-century are not fitted with a QTE.


  • A typical civilian ship goes at 2.5 light seconds per hour.
  • A typical military ship goes at 5 light seconds per hour.
  • For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.
    • Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.
  • Star ‘curb’: 500 light seconds
  • Gas Giant ‘curb’: 100 light seconds
  • Major Body ‘curb’: 25 light seconds
  • Minor Body ‘curb’: 10 light seconds


This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 years.


Tachyon Jump Drive
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be very patient. All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit. The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually workable. Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.

Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small. First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly. They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially is the ship.

A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment. The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry. Unsurprisingly, jumpships carry a lot of spares. A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.

In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs. Since the jump takes place in the blink of an eye, hard docking is not required. After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.

Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (ed. note: test jumps of <8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure). This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.


Jump drives are rated in four classes - I through IV. Increasing class translates to decreasing range it can jump, generally due to greater parasitic mass. Jump charts are labelled I through IV.


Preliminary hullcosts

In-system ships

Corvette/Frigate: 1
Destroyer: 2
Light Cruiser: 4
Heavy Cruiser: 8
Battlecruiser: 40
Battleship: 48
Superbattleship: 72
Light Carrier: 16
Fleet Carrier: 32
Supercarrier: 64

Jump-capable ships

Class-II Jump Drives
  • Scout: 4
Class-III Jump Drives
  • Light Jumpship (4x8): 8
  • Heavy Jumpship (4x32): 24
Class-IV Jump Drives
  • Constructor: 16
  • System Control Ship: 96