Greinar
|
Drug | Effect | Duration | Cost / dose |
Dream | Relaxing | 1d6 hours | 2-3 cr |
Power | +1 hit | 2d20 min | 5 cr |
Kick | +3 hit/dmg (h2h) | 1d2 hours | 50 cr |
Storm | +2 Str, +1 sta | 1d6 hours | 50 cr |
Gale | +2 Str, +1 sta | 1d6 hours | 60 cr |
Peace | Relaxing | 1d12 hours | 5 cr |
Tobacco | - | 1d8 min | 1 cr |
The Drug effects are for game use. The Relaxing effects have no use but for role-playing, but may result in impaired judgment. There are several other narcotics in the Galaxy which are widespread. These narcotics include Frost, Pain and Giga. Their effect is similar to Power.
Space stations
There are many space stations in orbit around all civilized worlds. Many of these planets do not allow foreign spaceships to land, but require them to dock at space stations called docking ports, and then take a transport shuttle down to the planet surface.Space stations come in all shapes and sizes, and can in many cases accommodate up to 50.000 persons at once.
Most of the time it is prohibited to carry firearms above MDC 6 on space stations, and projectile weapons are strictly prohibited. Many space stations will not allow any weapons to be carried on-board.
Spaceships can either enter space stations or dock outside them, via docking clamps. The latter option is cheaper, and is usually advised if you don’t intend to carry a significant amount of cargo aboard the space station, and your spaceship does not require repairs.
Docking fees vary, but typical fees are 2-5 cr / ship ton (with a minimum fee of 500 cr) on a docking clamp and up to 10 cr/ton for full entrance (with a 2000 cr minimum fee). Each day costs 1 cr / ton (minimum 200 cr) on a docking clamp and 3 cr/ton for full entrance (minimum 500 cr). It is considerably less expensive to park ships on planets where space isn’t at such premium.
If your ship does not require it (for refueling or cargo transport) then it is advised that you do not dock with space stations, but keep your ship in a space-slot in close proximity of the station. Such slots generally cost 50 cr / day. Then you can order a transfer shuttle to go to the space station or down to the planetary surface, and your ship is protected by the space station.
Space stations typically generate gravity by centrifugal acceleration (rotation), but most advanced space stations have an artificial gravity generator, or a combination of both.
Space stations are usually protected by several fighter squadrons and/or orbital defence batteries. They seldom have weapon systems of their own, but such varieties exit of course, but mostly as military platforms.
Weather control
There are two types of weather control a planet can have. Either macroscopic or exact. The former is much more common, and does not have the ability to alter weather patterns, but can rather direct the way that weather will behave in the next months or years. This type of weather control can eliminate draughts, severe lightning storms, floods, and all other weather extremes, and is nearly perfectly predictable at a time span of 2-3 weeks. So the population on the planet knows exactly what the weather will be like in the next few weeks, and they know to some degree what the weather will be like next summer, or next winter.The exact weather control system is not available on many worlds, but can be found on some planets with tech level 1 or higher. It is capable of changing the weather on a small area at any time. Thus is can cause extreme showers on a 10x10 km slice of land.
Spaceship crews
Spaceships need crews in order to function. A typical ship crew on a medium sized ship is between 5 and ten, depending on how automated the ship functions are. A spaceship can usually be manned by half of the normal crew, it is then considered to have a skeleton crew. A ship that has a skeleton crew is not as efficient as a ship with full crew compliment, and all piloting checks increase in difficulty by one category, weapons are fired with a -3 penalty, and maneuverability class is decreased by one (MC B -> C).The crew requires at least one pilot (usually 2) and one engineer (usually 2), other than that, you don’t need any qualified personnel to run the ship. It is assumed that anyone can carry out the day to day operations aboard the spaceship as long as they have a pilot and an engineer to guide them.
Aboard a spaceship the working day is considered to be between 8 and 10 hours, during which the crew is actively working on maintaining the spaceship. With additional personnel, this number decreases. It is considered normal practice to pick up hitchhikers who pay little or nothing for the fare, providing they work during the voyage, as it costs little for the crew to add them, and it lessens the load on the others. It is very easy to find people like that around spaceports and in space stations. People who want to go anywhere, and don’t have any money. It is a good arrangement for all parties concerned.
If a spaceship exceeds its maximum crew capacity then it becomes too crowded for the life support to handle. A ship can typically accept 50% more passengers than is listed, but there are no quarters or sleeping bunks for the latter half of the passengers. Any more than that and the life support system cannot handle it. The air becomes stuffy and the waste recyclers shut down. At twice the maximum capacity the life support cannot filter the carbon dioxide and people start to die after one to two weeks.
Space suits and thrust belts
Space suits can maintain a person for up to 72 hours providing they are not punctured. They include a waste management system for urine, sweat and… other waste, and, for slightly more expensive products, can recycle it into nutrition for the wearer.Space suits can provide some protection against attacks, and often include a ‘self-sealer’ which automatically seals any tears in the suit.
Thrust belts are often used when venturing outside spaceships, as they are an important safety tool. They can also be used in atmospheres: although they are not powerful enough to enable the user to fly at will, they can be used instead of parachutes.
Means of propulsion
Groundcars and hovercars all use electric motors, which is a very clean source of energy, especially since on nearly all civilized worlds electricity is produced with fusion. Electricity is very inexpensive, and on many worlds it’s even free.Spaceships use fusion reactors to power their on-board systems and Near Light-Speed drive. Modern spaceships can travel in NLS for many years, and would only then drop out of NLS because of wear and tear, not because of lack of energy.
The foldspace drive on spaceships is a different matter. It requires enormous amounts of fuel called Foldspace fuel for propulsion. A 600 ton ship usually carries an additional 600 tons of this fuel for foldspace jumps. The Foldspace fuel is extracted from ore mined in many star systems, and is the most widely mined ore in the Galaxy. These mines are always devastating to the ecological system of the planet its being mined on, and is because of this most often mined on barren worlds. Foldspace fuel costs around 100-200 credits per ton, so a 10000 ly jump would cost more than 50.000 cr, enough to buy two large houses.
The price of Foldspace fuel and the space it takes on spaceships is the reason that foldportals are considered the single biggest technological achievement of the NGST era.
There are available variations of foldspace drives called Quad-Vector and Dual Quad-Vector foldspace drives that enable ships to travel 2 times or 4 times faster than conventional foldspace drives. These drives are very difficult to procure, and require even more fuel / ly than normal foldspace drives.
foldportals
The foldportal was invented by the Empire around 50 RTC. This invention revolutionized space travel because it gave ships the ability to travel between star systems without having to have a foldspace drive fitted. This increases the amount of cargo a ship can hold and the foldportal toll is a lot cheaper than Foldspace fuel (a 10.000 ly jump through a foldportal costs around 20.000 cr, typically it’s around 10000 cr as a base charge, and 1-2 cr per lightyear, depending on ship tonnage). Oddly enough this is not an order of magnitude cheaper than it would otherwise cost. Just roughly half.There is another type of foldportal, that’s the in-system portal which allows ships to travel from the outer marker to the orbit of a planet in foldspace. The trip takes minutes instead of days in NLS.
foldportals can be used on only the starting end of a foldspace tunnel or at both ends. If only the starting end is a foldportal it is not possible to exit closer to a star than the COM distance because of the inherit instability of foldspace openings near gravity wells although it is possible to enter it close to the planet. If both ends are a foldportal then no COM separation is needed.
Ships without foldspace drives require a foldportal at both ends of the jump, while ships who employ foldspace drives only need a portal at either end. This sort of a journey does require some fuel, approx. 1/2 of the fuel required for a conventional jump as the foldportal only handles the entry or exit wormtunnel respectively.
Depending on the foldportal, it can be placed in the inner system or at the outer marker. foldportals in the inner system are obviously much more valuable since they take NLS time totally out of the picture, shaving 10-14 days from a typical flight, but they do require more power and are thus more expensive to maintain. Some systems have opted for a dual portal solution; a low-power foldportal on the outer marker and an in-system foldportal for the NLS route.
Ships with foldspace drives can exit foldspace through a foldportal, while entering it under their own power and thus take advantage of the fact that they can be placed within the inner system. This requires notifying the portal control prior to entering foldspace. It is not possible to exit from a foldportal without the portal control having the ships foldspace signature and precise exit time.
foldportals exist in all sizes. Some can only accommodate smaller ships while there are extremely massive ones that can take 20000 ton transporters. The bigger the portal, the more it costs to run it.
Private organizations usually cannot purchase foldportals and the Empire, which is its sole producer keeps tight reins on who gets them. As of present, only Utopia and the Orion confederation have purchase rights to the foldportals. This is the unofficial reason Orion agreed to a truce with the Empire in the year 130 RTC.
Having foldportals can boost a star system’s economy a hundred fold and they are highly sought after. Solution Inc, a government-funded company produces the foldportals and the price for a medium sized one is in the range of 300-500 million credits. Not only that but the Empire takes a special tax of each ship passing through any portal of 2000 cr plus 100-500 thousand credits per day. A typical foldportal handles something like a thousand ships per day and there are an estimated 5000 portals in the Galaxy today, so the tax alone nets the Empire 10 Billion credits per day. The foldportals have indeed been a huge leap for the Empire.
It is highly probable that all other governments are trying to develop their own foldportals but so far they have not succeeded. The Empire has a small regiment guarding each one in addition to the local forces to hinder tampering and reverse-engineering. The staff of all foldportals, wherever they are stations is in the Imperial military.
There are extremely strict rules about what you can carry when you go through a foldportal because if an accident occurs and a foldportal fails for some reason then all ships in the portals wormtunnel will be lost. If a ship has its own foldspace drive it might try an emergency foldspace exit itself but ships without foldspace drives (the majority of ships using foldportals) are destroyed. This only applies to outbound ships in the former leg of their journey and inbound ships in the latter leg. Inbound ships in the former leg of their journey are still under the influence of their sending portal and might thus be diverted to an alternative portal close by. Outbound ships on their latter leg are not affected at all.
There has been one such ‘accident’ where a military frigate was sabotages so it collided with a portal. The portal was damaged and fell off-line for an hour. Three thousand ships and a quarter of a million people were lost. This occurred in the year 60 RTC and was a brutal wake-up call for the foldportal project. Such an accident now would cause ten times the casualties because many of the ships in the portal’s grasp had foldspace drives, something many ships don’t have now. That is why many ships became equipped with a miniature type of foldspace drive, called a “Emergency Portal Exit Drive” or EPED for short. These (very expensive) modules don’t take up quite as much space as a regular foldspace drive and are completely autonomous, using data from the entry portal for Locus positions and other important exit data. These modules are often found on people transports but smaller ships often try to do without because of the extra cargo they’d be able to carry. Some systems don’t even allow ships without an EPED to use their foldportals although there has only been that one incident.
A large garrison of a thousand ships with enough firepower to take on a small fleet protects all foldportals today. This is one of the factors for the extreme maintenance cost of a portal. The foldportal also draw a lot of power from a fusion reactor that has to be placed off-site because of the dangers of sabotage. The power is sent to the portal by high-energy gamma radiation or through physical power relays.
foldportals usually attract a lot of entrepreneurs who build space-stations close by. In a few years a society of 10-20 large interconnected space stations with millions of inhabitants will often form around portals. Cargo-carrying ships often find that there is no need to go to the system’s planet or another station, all business can be carried our a few kilometers from the portal itself.
If you’re conducting legitimate business this might be an attractive proposition since security in these space stations is always extremely high and crime is virtually nonexistent.
Locus Candles
(see Locus Candles and foldspace Article)Intelligence agencies
Each conrece has its own intelligence agency. The Empire’s primary agencies are the Imperial Military’s Special Operations, which is, as the name states, a branch of the military. This agency has been around for thousands of years and some say that it has become too powerful and corrupt. Samantha Rose formed “Misc” in the year 555 NGST (-5 RTC) in an attempt to thwart SO’s plans which did not coincide with Rose’s at the time. Since then Misc has acted outside the government and the current political agenda for the greater good of the Empire and the Galaxy.Andoronian Special Projects (ASP) was the most feared intelligence agency in its day, executing thousands upon thousands of the enemies of the state and using some very unciviliced methods for achieving its goals. After Andoronia collapsed in the year 550 NGST it is thought that ASP prevailed as an extremely powerful criminal organization in the Dangerzone (the region of space once inhabited by Andoronia). Whether or not they intend to rebuild Andoronia remains to be seen.
The Orion confederation employs the Orion Intelligence, which is a moderately effective intelligence agency under strict guidelines from the government and subject to public scrutiny. This helps eliminate corruption in the agency but makes it less-than-ideally effective.
The Forte Military Intelligence (FMI) is Forte’s version, and it’s main task has been eradication of resistance in annexed Nordon systems. Their methods are often questionable.
In Utopia the Information Department (ID) is a branch of the government which handles intelligence operation. They are considered very effective, relying on superior technology and advanced ways to gather information. They don’t really specialize in assassination and black covert operations as many of the others.
Nilen has their own version of the Special Operations known as the Nilen Agency for Covert Operations (NACO), which employs a similar method as SO, since NACO started out as SO’s presence in the armies that formed Nilen.
Eiin has no intelligence agency as such but they have an extremely good relationship with IREA and they handle many of the civilian intelligence operations for Eiin.
foldcomm and communication
foldcomm is the only way to communicate over large distances. It takes approximately 6 minutes for a foldcomm transmission to traverse 1000 ly. This means that neighboring star systems can communicate in a more-or-less synchronous fashion, with latency ranging from 5-20 seconds.In order to send a foldcomm transmission you require a foldcomm Transceiver and close-by foldcomm satellites to relay the transmission. The second factor is not a problem in any of the core conreces but might become an issue in the DangerZone, the Badlands and even in areas of East and West Liren where the existing satellites might have been ravaged by pirates and other scum.
You cannot send or receive a foldcomm transmission from a planet or other large gravity wells because foldcomm employs the same techniques as normal foldspace and is subject to perturbations from gravity. A medium planetary orbiting relaying satellite (at an orbit of 5000 km or greater) can take a normal transmission and convert it to foldcomm for sending.
When you travel over long distances you have make a call to the foldcomm network to let it know where you are (or the id of any foldcomm account you want to receive transmissions) because the foldcomm network has to know where to keep any messages for you. Since you never know if a transmission is asynchronous or synchronous the foldcomm network can keep in its cache any transmissions for you and if you don’t let it know at which satellite to store it you might have to wait additional days to receive it.
Languages
Galactic is the simplest language that has ever been created. It has only a few rules to remember and a small vocabulary. It can be taught to non-speaking aliens with Int higher than 5 in a matter of weeks and is as such perfect for the entire Galaxy. Just don’t expect to be writing any poems in the language though.The Empire has no official language other than Galactic, as does Utopia, Eiin, Nilen and the Liren conreces.
The Orion confederation has Orionic as its official language although only around half of the population can actually speak it (since Orion expanded by more than a third at the expense of the Empire in the year 5-10 RTC).
Forte speaks Forte, which is not very different from Galactic, although somewhat more complex.
In Nordon and the southern part of Forte Nordonic is much spoken. In Nordon itself Galactic is hardly spoken at all and strangers are advised to learn the Nordon native tongue straight away.
Paradox has its own language, Forkote, which is as ancient as the race itself. It is extremely difficult to master but is a much thinned out version of their original dialect, Ancient Forekote which was spoken millennia ago.
The Dilern Regime speaks Arta’Par (Main Language). A harsh but complex language which cannot be spoken without an accent by anyone outside the trirace Geneler-Korthea-Kildoron.
Several species also have their own languages. Bonts have a language derived by a weird crossing of Galactic and Nordonic. If you speak Nordonic you might be able to understand a word or two. It’s not the official language in the Realm of Flowers but most of the population speak it and the language is even spreading into the Bont population of neighboring conreces, much to the dismay of their respective governments.
Rouls managed to develop their own language, Roulish during their 1000 year enslavement by Nordon. To the novice listener it sounds like grunts and growls but it has puzzled linguists how a species that is so uneducated could develop a language which is on par with many of the other languages in the Galaxy. There have been made many attempts to create a written Roulish but those attempts have proved quite fruitless. There is no real Roulish written work.
Koter have a language from which Orionic is derived which is phonetically very beautiful. Modern koter often do not learn the language so it is slowly dying out. In Orion high society it is still considered posh to engage in conversation in Koter.
Korthea have a language called Korthean which is not the most complex in the Galaxy and shares a striking resemblance to Arta’Par despite the fact that the languages evolved in different galaxies. Despite the resemblance to non-speaking people the languages are vastly different.
The most complex language spoken in the Galaxy today (with the exception of ancient Forkote) is Gingerish, the native tongue of the small furry critters. The language is derived from mathematics and is extremely well engineered to allow for delivery of maximum amount of information in the shortest possible amount of time. It is also extremely well suited for the vocal cords of Ginger. Ginger also use body language and hand gestures to pass information and their entire bodies often take part in communication, especially when a lot of information has to be passed.
Gingers have a unique ability to be able to separate many sound streams in their heads so they are able to listen to several speakers at once while themselves also talking. It is impossible for other species to understand such a conversation, no matter how proficient in Gingerish they might be.