[OOC] The Catacombs, hard SF
The year is 5801. Man has spread from his lowly beginnings on Earth,
to more than 10,000 worlds, deep space stations, and orbital habitats. In 2161, Dr. Jung Choi made a discovery that enabled this spread. Choi found a seven-dimensional weakness orbiting in one of Jupiter's Trojan points. Observation of the point showed that there was leakage -- both out of, and into -- the weakness. Some 20 years later, other researchers made a shocking discovery: it was possible to send something through the weakness. It took another 30 years before the manned exploration of the system, called Alisdra, on the other side of this wormhole began, and nearly 50 more before the second wormhole in Alisdra's system was discovered. After that, colonization began, and humanity spread rapidly across the galaxy. The difficulty and expense of interstellar travel -- and the even greater difficulties of invading through a wormhole -- has made star spanning empires uncommon. A huge variety of political systems are found among humanity's 10,000 new homes, ranging from anarchist war zones to totalitarian despots to autocratic theocracies to direct democracies to merit-based monarchies. Most nations have reasonably large personal freedoms, as ubiquitous information availability and communications make it very difficult for totalitarian regimes to survive. Despite the difficulty and delay of interstellar communications and trade, many nations make their livings -- and quite a number their entire existence -- to just that trade. In sparsely populated regions of space, that trade is the only thing that enables maintaining the technology level of the area. One such area is known as The Catacombs. Fourteen inhabited systems, connected by unusually complex system of wormholes, separated by a large normal-space gap from the rest of humanity's systems, they are mutually dependent for their survival. Despite this dependence, the nation-systems are a fractious bunch, with the odd border conflict, state-sponsored piracy, and other low-scale military conflicts. When an unknown outside threat to trade appears.... That is the background for The Catacombs, a GURPS 4E SF campaign, to be played via post. The setting is a mature TL10, with some TL11 elements known, but uncommon in the backwater that is the catacombs. It's a hard setting, the only super-science that exists is the limited form of FTL provided by Choi drives and wormholes. I'd like 4 to 6 players. Characters: Characters will be built on 200 points, up to -75 points of disadvantages, reduced stats, and quirks. The nations of the catacombs are conservative towards bio-tech; modifications that make the person look different from human-basic are unusual and mark their possessor as "not from around here". Human basic has shifted somewhat from the 21st century, though; genetic modifications to increase radiation tolerance, boost the effectiveness immune system, eliminate most of the health effects of long-term exposure to zero-gravity, and eliminate nearly all genetic diseases have been part of the human genome for thousands of years. Legal rights in most of the Catacombs nations are asymmetric: While none of them would recognize an uplifted talking canine a person, if the dog's home world did, they would treat him as one for legal purposes, assuming they recognize the dog's home state as such, for legal purposes. In wider humanity, the range of opinion varies widely, but such things are reasonably common, so there's no reason we couldn't have a PC like this, but expect some serious social stigmas. Characters need a reason to be passenger in the first-class section of a private liner bound from Junction to Nexa. Junction is a wormhole-rich nation in deep space (no close star, about 0.1 light years away) that is boundary between the catacombs and the rest of known space. About half the systems in the catacombs are reachable from Junction without crossing another polity's localspace; the rest can be reached after crossing Nexa's. There are a number of passengers from out of the catacombs on board, PCs are welcome to be among them. You needn't be rich enough to buy your space -- you could be the servant of a really rich person, or your employer could be footing the bill. It's a Junction ship, so it will carry nearly any cargo that isn't intrinsically dangerous, nor illegal at its destination. I'll get descriptions of the catacomb systems on the web as soon as I get them typed and webified. All also post the background on the Radivan universe (the larger setting of which the catacombs are just a small part.), which explains history, the science and tech available, and some of my assumptions about the universe. |
Re: [OOC] The Catacombs, hard SF
Just posting to let you know that I'm interested, and to offer encouragement. Now to figure out what I can actually do with 200 points...
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Re: [OOC] The Catacombs, hard SF
I'm also interested. The changes to the human genome you mentioned, are those going to be advantages that every one of us has or just 0 point features of being human?
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Re: [OOC] The Catacombs, hard SF
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Typical is Resistant to Disease (+3|+8) [3|5] Immunity to Space Sickness [5] Radiation Tolerance (PF 2) [5] That the normal life span in most places is 200 years or so doesn't effect the game, so it doesn't cost any points. Neither does the fact that genetic diseases have disappeared. The prejudice against bio-tech doesn't extend to non-visible modifications, nor to cybernetics. Things like sub-dermal armor and reinforced skeletons are common among military types. Among space-traveling classes, computers implanted into the skull, with output to the visual and auditory nerves, are pretty much standard. Computer Implant [20] Includes a complexity 6 computer, with the ability to record the user's sensory inputs, and output directly to the user's sensory perceptions, oddles of storage space, a non-sentient AI that can mange its host's mundane affairs (it keeps your calendar, balances your checkbook, filters your email and comm calls, etc) software and databases relevant for your job (a physician has medical references and has the NAI read journals and provide updates based on them, for instance). Also includes a neural interface. Communication with the outside world is with a very-short range communicator (about 5 meter range), which in urban areas or aboard a ship, is enough to reach the nearest relay, which keeps the user fully attached to the local 'Net. In rural areas, or the like, an external booster has to be carried. I've been busier than I expected, so haven't had time to do much work on converting my existing materials. I'll get the tech and background stuff up this afternoon, which should be enough to get thinking about character concepts, I think. |
Re: [OOC] The Catacombs, hard SF
I've put the first materials online here
More will appear in the next day or two. |
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Re: [OOC] The Catacombs, hard SF
I'm thinking about playing an ex-military scientist-type, maybe an astronomer or planetologist (or both). Since it's TL 10, How much room is there for fresh discoveries in these fields to be made?
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Astronomy, and related fields, is more open. No one understands where wormholes come from, or why they work. (The how is understood well enough to build ships.) There's lots of active research (and espionage...) in wormhole stuff, and has been for thousands of years, and still no knows anything. |
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