Hey Onno, This was actually the second post of a pair that I sent. The first looks to be sitting in the moderators bin for review for some reason.
I knew the formatting was going to be a problem but was hoping it would be somewhat better than it came out. I had originally formatted it to look good in Times New Roman 8 point font. I used a spreadsheet I found on SJgames forum and tweaking it into a conveniently mailable format isn't much fun. The first one post contained more info and a smaller jumpgate station with a more entertainment/economic focus plus a bit more explanation. Basically the campaign this is for is using TL10ish tech with fusion torches and jump gates. The jump gate technology for most of the population of the game is limited to 6 light years before it rapidly loses its ability to accurately place the item using the gate. The "bad guys" in the campaign world are inspired by David Gerralds "Morethan" race, and are basically a meritocracy of eugenically bred transhumans with an ego problem and a caste based society. They are superior to normal humans in most measurable ways and know it, but they are not really any more emotiotionally developed - just faster, stronger, and smarter. Human kind being what it is came to fear and hate the Morethan; who in turn came to devalue and hate the humans causing an eventual split of the two races in a brutal war. The Morethans lost the war by attrition and in desperation used the jump gates to jump to several star systems beyond the 6 ly reach and sabotaged the remaining gates throughout the developed space. The war and disruption of jump gates caused an economic crash, which took 2 or 3 decades and the rebuilding of the jumpgate network to eventually recover from. During this time the Morethans who managed to arrive close enough to their targets to live rebuilt their society in its present form. They also advanced their power system technology, jump technology, and construction technology beyond the abilities of their human counterparts. They tend to build bigger ships, with super fusion reactors, and have improved their jump technology to be able to safely jump 7 ly. At the start of the campaign it will be 40 years after the Morethan exodus and they will be starting to send scouts and harassers to disrupt the fringe worlds before a major military push into the systems. The Morethans may also be building a secret jumpgate facility outside of the ort cloud of these systems as well to allow two way travel to their home worlds. The campaign only includes about a dozen system (Sol, the 3 systems within 6ly of Sol, and about 5 others within 6ly of Alpha Centauri A/B, Proxima Centauri, and Bernard's Star. Other systems about 7ly from these system (about 4 of them) belong to the Morethans. The Morethan elite don't value their drone caste workers much more than expensive tools, and have a decided "survival of the fittest" attitude. This and their ego (they have not advanced as fast as the humans on their AI development - because they are smart enough that they "don't need" AIs to help them in their opinion)are two of the major weaknesses that humans can exploit in efforts to defeat them. I'm still designing some features of the campaign (using space 4e to develop all those systems based on what I can find on them on Wikipedia) and started building some of the ships the PCs may encounter. Tramp freighter, Bulk freighters, jump stations ect. I'll see if I can resend the first post, but don't know if I'll have the time to reformat it. Thanks, Clint Hello Clinton, nice to see vehicles on the list, but I find it hard to read your formatting. Maybe I'm a bit conservative with my use of monospaced fonts and 72 characters per line for most stuff, and Spaceships is rather difficult within these limits, but even so, this looked jumbled ... Besides, the various Spaceships volumes have established a canonical format. > User Notes: This is a space station and jump gate for a society of > eugenically bred transhumans with drone caste doing menial labor and > living in the bunkrooms and higher cast entertainers, engineers, > scientists, warriors and leaders all getting progressively larger and > better accommodations. Do you have more on this setting? > Escape pods were deliberately > left off of the design as an incentive for the occupants to find, correct, > and avoid or overcome any dangerous situations. The Japanese tried that path in WWII. It cost them dearly. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
