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Old 02-24-2016, 09:41 PM   #61
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Default Re: [Game] Generate a Space Trader Setting

The top of the line long range varient Sherwood class he had commissioned at the Grabin shipyards was named "Catriona Roberts" after his grandmother. The woman who discovered that fractal quantum parasites could be disrupted by gravity. Unfortunately they had already converted too much of her ship for her to survive but she is remembered for getting the message out and indirectly saving billions of lives. Her name lives on elsewhere in the Cat series short range disruptors that are now used by the brave individuals who seek to eradicate the green shards of the quantum parasites from existance.

Question
You have just discovered your Navigator is trapped on the other side of the chandelier mining habitat "Victoria" during a Diverger Neural Spiker raid (implant slavers).
What do you take from the arms locker(s) when you head back to find him?

Meta section, sample ship

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Old 02-25-2016, 03:16 AM   #62
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Default Re: [Game] Generate a Space Trader Setting

Gees, that took me a while. I'd started making a summary of what details have been mentioned for my own use, then thought I'd update it and post it. Which I will, now. I'll copy/paste it to the OP as well. Again, spoiler blocks for readability, and apologies for crappy formatting- turns out I can't just copy & paste from OneNote. And note that this is mainly a list of named entities- I didn't see much point in summarising wads of explanatory text. I'll let someone do that for the wiki :-D

As we go, I think it might be a good idea to give names to things that crop up- for example, the vacuum whales, the electronic gambling game, some of the precursor artefacts or the leader of the Librarians of the Ashes. They add flavour but also make things easier to refer to.

Summary
The Interstellar Drift
It's the year 3116...

Groups & Polities:
Spoiler:  

Other Details
Spoiler:  


Locations
Spoiler:  

Races:
7 of the 12 known sapient races have been named or described.
Spoiler:  

Artefacts:
Spoiler:  

Ships
Spoiler:  


Ship Weapons & Systems
Spoiler:  

Name Characters
Spoiler:  

Equipment
Spoiler:  

History
Spoiler:  
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Old 02-25-2016, 03:28 AM   #63
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Default Re: [Game] Generate a Space Trader Setting

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What crew does a ship need and how are the tasks divided up?
Ooh, crunchy.

I think Sensors would be a major position, for determining the local gravimetric layout- but of course handled by the Navigator on a smaller ship.

And I was thinking Engineer covers what you've got for the Jump Technician, and call him the Engineer's Assistant.

Other crew might have a SysOp/IT Engineer, who works with the Cargo Chief for protecting the payload of commercial data, and with the Navigator for iterating the nav software and star catalogs.

Is there someone with the Merchant or Economics skill, for advising the captain on where to go, what markets are good, what products are booming, and keeping track of the trade climate? Or is that the captain?
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Old 02-25-2016, 05:02 AM   #64
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Default Re: [Game] Generate a Space Trader Setting

The "Pioneer" series of trading and support ships
The Gumdigger class is the most well known of the series with its famed reliability, durability and ease of repair, it was originally intended for servicing asteroid mining operations after all. Each Class of ships in this series is named after a type of Pioneer or Pioneering profession typically relating to its intended function, the Homesteader class for example was optimized for planetary work. The Pioneer series all follow typical projected shield era designs and layout.

Meta section, Sample ship, "Rogue's Endeavor"
Spoiler:  


Random Habitat gossip: Dry weather in the grape growing regions of Mansfield VI look to make the next vintage a good if rather small one.
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Old 02-25-2016, 11:17 AM   #65
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Default Re: [Game] Generate a Space Trader Setting

Quote:
Originally Posted by (E) View Post
Question
You have just discovered your Navigator is trapped on the other side of the chandelier mining habitat "Victoria" during a Diverger Neural Spiker raid (implant slavers).
What do you take from the arms locker(s) when you head back to find him?
Depends on how much access you have to the habitat's systems. The Meyer-Vista Mining Co. (owner of Victoria) is well known for their unorthodox method of security; instead of paying security officers to secure the mining site, they use colonies of pheromone dominated insects to "neutralize" anyone who isn't authorized for access. The colony does have extra supplies of pheromone in case of emergencies like this, but they are also secured, otherwise the insects wouldn't be particularly helpful as security. If you don't have access, a flamethrower would be quite handy to deal with the insects. In any case, the GWQ-108C caseless ammo rifle is the preferred civilian weapon of dealing with slavers, pirates, and other enemies of mankind on the frontier. If available, consider a J-82 EMP module; most Neural Spikers are partial to some level of cyborgization, and would definitely prevent them from using your friend against you, if they already put in the implant. Of course, it could damage the habitat, making escape from the slavers harder. If you don't have one of those, your engineer could rig up an improvised EMP module using a spare electromagnet (drive component), but use would destroy it.

Question: Are there any problematic relations between races?
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Old 02-25-2016, 04:09 PM   #66
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Default Re: [Game] Generate a Space Trader Setting

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Question: Are there any problematic relations between races?
Well, Humans aren't the only ones with internal divisions regarding self-transformative techs. Xylysus generally get along well with human (and other) Divergers, and that causes tension with others. Ironically enough, there are radical Xylysus who have given up the "return to biology" concept entirely and are interested in creating new Xylysus intelligences or even adopting new intelligences from biological races into Xylysus shells. Such efforts are almost universally opposed by everyone except for some human Diverger factions.

Every race has a faction of Divergers of some form or another, and because most official groups have followed the lead of Humanity, Divergers tend to come together.

There are lots of other, specific disagreements and alliances between the major races, but the fact that the Xylysus are perhaps the most sympathetic to Divergers is one of the more contentious ones.

Question: To what degree do settlements have different TLs, and why?
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Old 02-25-2016, 04:13 PM   #67
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Default Re: [Game] Generate a Space Trader Setting

The latest armed dispute between the Rhii and the CyKoi seems to be nearing resolution, the Rhii vs CyKoi engagements are now turning into Rhii vs CyKoi and allied Rhii engagements as the independant Rhii slowly come around. The thought processes of the two species are so dimetrically opposed that flare ups are common.

Then there is the Hinain System with the Super Gaia world of Hinain III where the Chetai and the Mar Kan both blockade the system to stop the other faction seizing it. The Hinain dispute dates back at least two centuries and shows no sign of abating. Any third party who exits their jump too close to this system is usually in for a shock when two different fleets swarm in on their position.

Question
You have just stopped in at the Aegis elevator at Odysseus to pick up a load of Xylysus backpackers* when message politely and firmly informs you a CyKoi trade fleet is beginning to arrive. This is an uncommon oportunity to make some money on more unusual trade goods. What do they want most? What goods do you want most in return?

*Being robotic the Xylysus sometimes travel as cargo to save money. They also easily find security work. Many Xylysus choose to travel as living with a finite number of members of their own race can make things a bit routine.

Random technology: Holographic Sights, most common on rifles, actual sight itself is a flat plate that projects a small holographic image above the weapon. Users look through this image to aim. A lot more robust than older digital sights. High end models can change the projected sight depending on circumstances.

Edit. Ninja'd but it seems to fit.
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Old 02-25-2016, 06:28 PM   #68
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Default Re: [Game] Generate a Space Trader Setting

While the average colony world is somewhat behind the industrial centers when it come to technology the main reason is a lack of infrastructure and of course money. There are a few "golden age" worlds who choose to limit their technology for other reasons. Everyone knows the story of how J.C. Mulholland got started selling ceramics at the island world of Waiteki in exchange for Melody Pearls. Then there is the one odd ball world Fisal seven with its strange binary moon. Settled by one of the first Diverger factions who believed human enhancement was an unalienable right. Now one knows why they don't leave the world but they do sometimes allow visitors to purchase some of their creations. The precursor conspiracy nuts use the world as an example all the time but no one has ever seen a hint of precursor tech there.

Race idea
Enclave worms, real name too long to translate.
The community creatures known as the enclave worms are individually not much more than a semi intelligent invertibrate worm/eel about 2.5 meters long. When they get together they form a group mind and use individual members as appendages. In their home environment they would create an armoured shell out of secreted resin and debris. They still feel comfortable in such enclosures but they are considerably more high tech. Individual intelligence is a factor of size. Due to their nature each group mind can be quite long lived.

Sulth
The Sulth follow a basic human body layout with the addition of two stubby holding appendages on their upper back along with a marsupial like pouch in females. They have four eyes In forward positions. Native to a very low G world they evolved as omnivorous runners in a plain like environment. Well adapted to low and zero G environments they thrive out side of the gravity well.
They are unsentimental in some respects though. Getting gentic modification to suit a new environments is of no consequence to the Sulth. They have a casual about racial standards compared to most other races. In fact it is surprisingly common to see Sulth that have adopted some facets from the appearances of neighboring races.

Question (should tie in with the other open one)
Did you here Tylo Green lost the "Freedom's call" at lake Idle when undercover agents caught up with him. Do you have any idea what was so dodgy about his cargo?

Random skyhook rumour: a precursor planet was seen drifting in deep space by a freighter heading from Odysseus to Lions den.

Meta section, Sample ship, "Rogue's Endeavor"
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Old 02-26-2016, 05:44 AM   #69
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Random technology: Holographic Sights, most common on rifles, actual sight itself is a flat plate that projects a small holographic image above the weapon. Users look through this image to aim. A lot more robust than older digital sights. High end models can change the projected sight depending on circumstances.
These sound like they'd be favoured by young punks as bling more than by professional soldiers- being surrounded by a circle of glowing holosights would certainly be intimidating, but they'd have less utility if you're trying to stay concealed.

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If available, consider a J-82 EMP module
If available indeed. Many hypership captains ban these devices from being on-board, as an EM pulse can disrupt the magnetic hyperplasma sheath as it's forming. This is suspected to be the cause of the wreck of the Dunbar Superliner, which failed to fully engage the hyperplasma conduit as it departed Vaux's Cross. Pieces of debris are still being found along a 27 light year corridor, and you can visit the memorial docking clamp which commemorates its 4520 lost souls at nearby Vauxhill.

Likewise, any breach of the fuel containment shields can de-cohere the hydrogen lattice, another sure way to leave a ship stranded in deep space.

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Race idea
Enclave worms, real name too long to translate.
Don't know if these could be PCs, but I can picture that Enclave ships or colonies have all their worms clumped together as a giant superorganism, that sends out worker drone clumps to handle tasks and missions before re-subsuming them.
Quote:
Sulth
Transgenists?
So that's 3/3 for humanoid races, and 6/9 for non-humanoids- 3 remaining.

Quote:
Arms locker
...
6 taser modules (K-82)
3 bean bag modules (C-9)
1 hive nanomissile module for E.V.A use (X-125)
I'm not clear if "modules" are meant to be like grenades, or if they're ammo options for the rifles.
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Old 02-26-2016, 09:22 AM   #70
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Default Re: [Game] Generate a Space Trader Setting

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Question
You have just stopped in at the Aegis elevator at Odysseus to pick up a load of Xylysus backpackers* when message politely and firmly informs you a CyKoi trade fleet is beginning to arrive. This is an uncommon oportunity to make some money on more unusual trade goods. What do they want most? What goods do you want most in return?
Answer
CyKoi Trade Goods

Selling to CyKoi is always hit and miss. Start off with old or antique things, but as long as they're in good repair. Conversely, CyKoi often look for "investments", new items that may gain in artistic or historic value over time, for them to hoard away. Books and art work. Wine would be good, although it doesn't agree with their olfactory system. You can occasionally come across whiskey investors. Lastly, a lot of things regarded as "kitsch" seem to have a nostalgic value for CyKoi- so it's time to clean out your closet.

In return, look for their electronics, which have a good reputation for reliability and durability, if somewhat tricky to use. For something more unusual, try to get some of their subtly coloured, layered silk-like textiles and garments. Generally too long for a human frame, they're often used as ornaments or room decorations .

The thing to avoid though, is their music recordings. Many humans find their caterwauling hard to endure, and the recording medium is a way-outdated analogue system stamped on metallic cones- heavy, low data density and difficult to handle.

Quote:
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Question (should tie in with the other open one)
Did you here Tylo Green lost the "Freedom's call" at lake Idle when undercover agents caught up with him. Do you have any idea what was so dodgy about his cargo?
Answer
Diverger Embargo

Look, we've all done it, it's just that he got caught. The Divergers don't have a very large industrial base, so they're generally dependent on mainstream supplies, especially for their electronics. However, most trading markets have an embargo on trade with Divergers, and anyone who seems enhanced tends to draw suspicion. Therefore, there's a big demand from Divergers for the very technology that defines them, and a lot of free traders are willing to skirt the law to deal with this lucrative market.

Lake Idle is a renowned optics marketplace, and there's a brand of visual instruments, Thigic Visual Inc, whose instruments the Divergers can readily adapt to implants and such. Lake Idle Ministry of Security had categorised the optics as Class C- Trade Restricted. Tylo was found with three crates of unlicensed glassware, and while there's no proof he was headed to Diverger space, it's probably what he was intending.

So, like I said, don't get caught.


Question 46

Who discovered who first? The CyKoi have been in space since the 1900s, but didn't spread far, while the Blue Danube Corporation say they're responsible for introducing modern jump drives. What's the full story?
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