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Originally Posted by Frost
New questions and its time to build up the details on the tech:
10) the setting assumes fairly widespread augmentation how does this manifest?
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I'll go with 10b, for this one. Since we don't have aliens, let's go with full-on Ghost in the Shell, with K-10 uplifts and even rebellious apes (or their equivalents)!
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Originally Posted by Frost
11) is this a 'high biotech' setting?
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Yes, to the extent that TL10 biotech counts as such. Again, no cellular regeneration immortality, but yes to uplifts, bioshells and full-on cybershells.
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Originally Posted by Frost
12) is dry nanotech part of the setting?
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No. It's too much, and the ability to transform anything into anything else, ruins the need for interstellar trade.
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Originally Posted by Frost
13) what does our FTL system look like? how is it limited?
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I'll go with 13c, here, for the reasons I articulated, before. If FTL engines are expensive to build, but cheap to operate, then the setting has older, used starships available for the PCs to own and use (or mis-use) as they see fit.
That means (as long as no FTL communications exist), tramp merchants with adventure cargoes can make a decent, if somewhat irregular, living, by running between colony planets and the more remote habitat systems the big merchant operations don't bother to serve.