Difference between revisions of "Nexus"

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Current suggestion:  30 points
 
Current suggestion:  30 points
  
'''Population:'''<br>
+
'''Population'''<br>
 
:0:  A backwater nowhere solar system, the Nexus equivalent of a city-state.
 
:0:  A backwater nowhere solar system, the Nexus equivalent of a city-state.
 
:2:  A small alliance of habitats, a single minor star cluster.  Adds +1 Growth Potential.
 
:2:  A small alliance of habitats, a single minor star cluster.  Adds +1 Growth Potential.
Line 12: Line 12:
 
:7:  A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.
 
:7:  A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.
  
'''Transhumanism:'''<br>
+
'''Transhumanism'''<br>
 
While this assumes human or human-equivalent populations, it can also be used to model alien races as well.  For races with innate psychic abilities, see Magic below.
 
While this assumes human or human-equivalent populations, it can also be used to model alien races as well.  For races with innate psychic abilities, see Magic below.
 
:0:  None at all!  Your people are the same old ''Homo Sapiens Sapiens'' from the 20th century.  Badass normal powers combine!
 
:0:  None at all!  Your people are the same old ''Homo Sapiens Sapiens'' from the 20th century.  Badass normal powers combine!
Line 20: Line 20:
 
:6:  ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.
 
:6:  ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.
  
'''Infrastructure:'''<br>
+
'''Infrastructure'''<br>
 
:0:  Well, you could probably ''rearm'' a warship . . .  Construction Rating 20, max size 4
 
:0:  Well, you could probably ''rearm'' a warship . . .  Construction Rating 20, max size 4
 
:1:  Construction Rating 30, max size 6
 
:1:  Construction Rating 30, max size 6
Line 29: Line 29:
 
:Every additional level of Infrastructure adds 10 to the Construction Rating
 
:Every additional level of Infrastructure adds 10 to the Construction Rating
  
'''Growth Potential:'''<br>
+
'''Growth Potential'''<br>
 
:0:  Overcrowding and resource shortages are chronic; you need relief and now!
 
:0:  Overcrowding and resource shortages are chronic; you need relief and now!
 
:1:  Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
 
:1:  Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
Line 37: Line 37:
 
:5:  The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.
 
:5:  The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.
  
'''Military Support:'''<br>
+
'''Military Support'''<br>
 
:0:  Your nation simply sees little need for a large military; 6x Infrastructure in support  
 
:0:  Your nation simply sees little need for a large military; 6x Infrastructure in support  
 
:1:  8x Infrastructure in support
 
:1:  8x Infrastructure in support
Line 45: Line 45:
 
:5:  16x Infrastructure in support
 
:5:  16x Infrastructure in support
  
'''Space Fleet:'''<br>
+
'''Space Fleet'''<br>
 
:0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
 
:0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
 
:1:  200 fleet points
 
:1:  200 fleet points
Line 54: Line 54:
 
:Every level past 5 adds +150 fleet points
 
:Every level past 5 adds +150 fleet points
  
'''Diplomacy:'''
+
'''Diplomacy'''
As the Nexus is a meeting point for all manner of different polities and ideologies, the arts of diplomacy are all the more important.
+
As the Nexus is a meeting point for all manner of different polities and ideologies, the arts of diplomacy are all the more important.  While this attribute primarily affects NPCs, states with 0 diplomacy going and making alliances with everyone neighboring PC can expect to get modhammered.
0:   
+
:0:  Space North Korea or similarly unpleasant and insular regimes.
2:   
+
:1:  Diplomatic blunders or simple lack of care is common.  You're not quite playing on Diety, but the popular press is rarely favorable to you.
4:   
+
:2:  You are just another body in the Hyper Galactic Space UN.
6:   
+
:4:  Your diplomats are tireless and your nation often displays local leadership, with the occasional flashes of greatness.
 +
:6:  Your leaders routinely expect to get Nobel Peace Prizes every year they're in power.
  
'''Espionage:'''
+
'''Espionage'''<br>
0:  Sensitive information regularly gets lost on laptops.
+
:0:  Sensitive information regularly gets lost on laptops.
1:  Typical hypercorp security measures.
+
:1:  Typical hypercorp security measures.
2:  Run of the mill intelligence apparatus.
+
:2:  Run of the mill intelligence apparatus.
4:  Many Bothans died to bring us this information.
+
:4:  Many Bothans died to bring us this information.
6:  Sure, I can get the information you want chummer.  Got the nuyen?
+
:6:  Sure, I can get the information you want chummer.  Got the nuyen?
  
'''General Advancement:'''<br>
+
'''General Advancement'''<br>
 
:0: Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the Nexus norm.  Major powers that have low technology like this almost certainly compensate with an assload of industry.
 
:0: Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the Nexus norm.  Major powers that have low technology like this almost certainly compensate with an assload of industry.
 
:4:  Average advancement, no glaring weaknesses or strong points.
 
:4:  Average advancement, no glaring weaknesses or strong points.
 
:8:  An impressive display of technological aptitude that puts you above most of your peers.  Basically, you’re The Star Kingdom of Manticore.
 
:8:  An impressive display of technological aptitude that puts you above most of your peers.  Basically, you’re The Star Kingdom of Manticore.
  
'''Unique Technology:'''<br>
+
'''Unique Technology'''<br>
 
It has become recognized that technology across the multiverse tends to solve similar issues in similar ways.  The Nexus has proven to be an excellent example, as a strong majority of the connected universes show technology that is similar and sometimes downright indistinguishable from that of the Nexus polities.
 
It has become recognized that technology across the multiverse tends to solve similar issues in similar ways.  The Nexus has proven to be an excellent example, as a strong majority of the connected universes show technology that is similar and sometimes downright indistinguishable from that of the Nexus polities.
 
:0:  You ''lack'' some critical technologies, most commonly shielding andor energy weapons.  Early Babylon 5, Battlestar Galactica and Halo humans are popular examples of this.  Plucky baseline powers go!
 
:0:  You ''lack'' some critical technologies, most commonly shielding andor energy weapons.  Early Babylon 5, Battlestar Galactica and Halo humans are popular examples of this.  Plucky baseline powers go!
Line 81: Line 82:
 
:8:  Your technology base is fundamentally different from the norm and has some aspects that would be entire incompatible with the ‘great baseline’; guns that teleport explosives right through shields, propulsion systems that allow for instantaneous teleportation and other sorts of wanky superscience.  The Culture’s general concepts (given that it’s also ''obscenely powerful'' and way outside of game scope) would be on this level.
 
:8:  Your technology base is fundamentally different from the norm and has some aspects that would be entire incompatible with the ‘great baseline’; guns that teleport explosives right through shields, propulsion systems that allow for instantaneous teleportation and other sorts of wanky superscience.  The Culture’s general concepts (given that it’s also ''obscenely powerful'' and way outside of game scope) would be on this level.
  
'''Emergent Technologies:'''<br>
+
'''Emergent Technologies'''<br>
 
The so-called Emergent Technologies are ones that promise to radically reshape the human condition.  Not terribly popular in the Nexus, they are irregularly scattered throughout the known multiverse with no real correlation to overall technology level.
 
The so-called Emergent Technologies are ones that promise to radically reshape the human condition.  Not terribly popular in the Nexus, they are irregularly scattered throughout the known multiverse with no real correlation to overall technology level.
 
:0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here
 
:0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here
Line 88: Line 89:
 
:6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 bonus points to Unique Technology.  Eclipse Phase and similar settings would be at this level, as would Supreme Commander (conceptually though not with the ridiculous build speeds)
 
:6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 bonus points to Unique Technology.  Eclipse Phase and similar settings would be at this level, as would Supreme Commander (conceptually though not with the ridiculous build speeds)
 
   
 
   
'''Magic:'''<br>
+
'''Magic'''<br>
 
Stuff that doesn’t just push the notoriously lax laws of scifi science, but subverts them entirely.  Magic mostly operates on the more ‘personal’ level, since there isn’t a terribly big difference between a mile-long space battleship armed with plasma cannons or with magic firebolts.
 
Stuff that doesn’t just push the notoriously lax laws of scifi science, but subverts them entirely.  Magic mostly operates on the more ‘personal’ level, since there isn’t a terribly big difference between a mile-long space battleship armed with plasma cannons or with magic firebolts.
 
:0: You scrupulously obey the laws of physics.   
 
:0: You scrupulously obey the laws of physics.   

Revision as of 13:22, 20 December 2009

Making Nexus nation

Simplicity itself. Simply 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 (such as +3 Infrastructure) are cost, not level modifiers. Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.

Current suggestion: 30 points

Population

0: A backwater nowhere solar system, the Nexus equivalent of a city-state.
2: A small alliance of habitats, a single minor star cluster. Adds +1 Growth Potential.
3: A lesser state, though one that cannot be ignored. An exceptionally populous minor cluster or else one of several nations on a major cluster. Adds +1 to Infrastructure.
5: A fairly typical midsized nation, the typical owners of a major star cluster or multiple smaller ones. Adds +1 to Infrastructure and Space Fleet.
6: A large nation with a substantial, diverse population spread across many solar systems. Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.
7: A top-tier state with a massive population. Space-China. Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.

Transhumanism
While this assumes human or human-equivalent populations, it can also be used to model alien races as well. For races with innate psychic abilities, see Magic below.

0: None at all! Your people are the same old Homo Sapiens Sapiens from the 20th century. Badass normal powers combine!
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally different.
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques. Reproductive speciation is a possible side-effect, though uncommon and can be mediated.
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some. Reproductive speciation is inevitable and discrimination from baselines is not uncommon.

Infrastructure

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

Growth Potential

0: Overcrowding and resource shortages are chronic; you need relief and now!
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
2:
3:
4:
5: The Frontier. Resources are plentiful, with plenty you probably haven’t even begun to tap yet.

Military Support

0: Your nation simply sees little need for a large military; 6x Infrastructure in support
1: 8x Infrastructure in support
2: 10x Infrastructure in support
3: 12x Infrastructure in support
4: 14x Infrastructure in support
5: 16x Infrastructure in support

Space Fleet

0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
1: 200 fleet points
2: 340 fleet points
3: 480 fleet points
4: 610 fleet points
5: 750 fleet points
Every level past 5 adds +150 fleet points

Diplomacy As the Nexus is a meeting point for all manner of different polities and ideologies, the arts of diplomacy are all the more important. While this attribute primarily affects NPCs, states with 0 diplomacy going and making alliances with everyone neighboring PC can expect to get modhammered.

0: Space North Korea or similarly unpleasant and insular regimes.
1: Diplomatic blunders or simple lack of care is common. You're not quite playing on Diety, but the popular press is rarely favorable to you.
2: You are just another body in the Hyper Galactic Space UN.
4: Your diplomats are tireless and your nation often displays local leadership, with the occasional flashes of greatness.
6: Your leaders routinely expect to get Nobel Peace Prizes every year they're in power.

Espionage

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

General Advancement

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

Unique Technology
It has become recognized that technology across the multiverse tends to solve similar issues in similar ways. The Nexus has proven to be an excellent example, as a strong majority of the connected universes show technology that is similar and sometimes downright indistinguishable from that of the Nexus polities.

0: You lack some critical technologies, most commonly shielding andor energy weapons. Early Babylon 5, Battlestar Galactica and Halo humans are popular examples of this. Plucky baseline powers go!
2: Your technology is pretty much universally understood if perhaps not used; generic ray guns, generic railguns, generic shields, generic gravity plating, genetic glowing sublight rockets. Get the picture? Later-era Babylon 5, Star Wars without the wacky superweapons, Freespace, Wing Commander . . .
3: You’ve got one or two ‘secret weapons’ that can be expected to work in your favor; N-Jammers, transporters, inertialess drives, etc. Mass Effect or Andromeda might sit here, thanks to their excellent gravity technology and zoomy ships.
5: Your technology base is strongly divergent from the norm, with many of the technologies your nation possesses being fairly unique and providing at least a short-term strong advantage against an unprepared opponent. Star Trek would float around here.
8: Your technology base is fundamentally different from the norm and has some aspects that would be entire incompatible with the ‘great baseline’; guns that teleport explosives right through shields, propulsion systems that allow for instantaneous teleportation and other sorts of wanky superscience. The Culture’s general concepts (given that it’s also obscenely powerful and way outside of game scope) would be on this level.

Emergent Technologies
The so-called Emergent Technologies are ones that promise to radically reshape the human condition. Not terribly popular in the Nexus, they are irregularly scattered throughout the known multiverse with no real correlation to overall technology level.

0: Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like. The reimagined Battlestar Galactica is the archetype here
1: You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged. An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.
3: Cornucopias and similar devices have begun to radically reshape your economy. Industry is faster and more flexible than ever before. Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.
6: You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized. Adds +1 bonus points to Unique Technology. Eclipse Phase and similar settings would be at this level, as would Supreme Commander (conceptually though not with the ridiculous build speeds)

Magic
Stuff that doesn’t just push the notoriously lax laws of scifi science, but subverts them entirely. Magic mostly operates on the more ‘personal’ level, since there isn’t a terribly big difference between a mile-long space battleship armed with plasma cannons or with magic firebolts.

0: You scrupulously obey the laws of physics.
1: This is fairly small-time stuff like Jedi Mind tricks and similar cantrips, or the presence of just a (literal) handful of more talented individuals. Some of it may even be ‘scientific’; cyberpunk mind-reading, Cylon resurrection at a distance, Envoy training, etc.
2: More powerful and more systemic paranormal powers are present in your nation. Your typical Psy-Cops would be at this level. Mass Effect human biotics (fairly rare and relatively weak) would be at this level, as would the presence of Gundam Newtypes in any number.
4: The presence of powerful organizations such as the Jedi Order in its prime would sit here, as well as Asari and Krogan biotics (common and fairly powerful).
6: The people of your nation have evolved or somehow manifest nearly ubiquitous ‘magic’, like the Protoss or Eldar. Outlier individuals can, with proper dramatic timing, unleash massive events like Palpatine’s force storms in the Dark Empire comic series, or any example of the 40k Emperor.