Monday, July 6, 2009

gurps space campaign notes

Average TL 9
Xenophobic TLs will be will be between 6-9. No current civilization using TL 10+
The Ancients: TL 12. Mostly artifacts - may require a lot of work to get things working.

Drives:
Reaction drives are common espescially for inner-system transport.
Reactionless drives are in common use as well.

Jump Gates: The most common form of travel is through Jump Gates - space stations surrounding giant rings that create artificial wormholes between each other. To get a Jump you must do the following:
  1. Pay a Jump Fee of 500 credits or 1 credit per 10 cubic yards, whichever is more. This fee will only be refundable if you cannot get a jump on your desired date if scheduled less than two weeks ahead of time. Military jumps have priority over others, and if your jump is canceled due to a military jump you will be offered an alternate date with a 5% refund or completely canceled with a full refund, with your choice. Jump requests made with less than a two week notice are not refundable, nor are requests that are canceled due to a hit during a criminal background check.
  2. Submit a Jump Request with the the ship's name, hull size, registration ID, and complete manifest of all crew, passengers, and cargo. Crew and passenger manifests must include some sort of ID, preferably issued by the organization that owns the origination and destination jump points.
  3. A check will be run on the manifest by both the origination jump point and the destination jump point. If cargo is banned at the destination or there is a criminal is on board, the offending item/person must be removed. Checks may take up to three hours to run. (1d6 * 30 minutes)
  4. If all this passes a Jump Ticket is issued. Jump Tickets have a report-in time and a jump time. Report-in times are 1 hour prior to jumps.
  5. At report time, your ship may be subject to an inspection. Inspections always occur if a manifest had a criminal or contraband from step 3. Otherwise they occur randomly depending on the level of security at the origination jump points.
  6. Prior to jump time you will receive a coded signal from Jump Gate Control. You will be given a time frame to approach the gate.
  7. Navigate to the jump gate and respond to the coded signal.
  8. A final signal will be issued by Jump Gate Control when the jump is ready. You will have 5 minutes to jump from this signal.
  9. When you pass through the jump gate your ship will be in a specialized hyperspace conduit for a short period of time. When it emerges it will be at the destination gate.
  10. It is less likely that on destination gate will perform a cargo and personnel check. Roll two security check rolls. If both come up check, a check is performed.