This is the pitch for Starblazer Adventures:
Five standard months ago, the Memnos system won its independence and declared itself the Republic of Free Mining Communities. Five standard minutes ago, the Republic decided it needed a navy and appointed you. Unsurprisingly, there are some problems with this arrangement.
Strictly speaking, you’re not a navy at all. You are the Starfighter Affinity Group, an autonomous collective that operates within the framework of the Popular Defense Committees but caucuses independently. No one knows just what this means or how it’s supposed to work.
Worse yet, it’s hard to be the navy when you don’t have any ships. There are plenty of ships around- this is the asteroid belt, after all- but none of them are yours. The three traditional remedies for this situation are beg, borrow or steal, but whatever you do, you’d better get on it. Raiders are attacking your outlying habitats and imperial scouts are probing your defenses.
Meanwhile, the Republic is struggling to get itself organized. It’s only five months old, and is on its third government already. The large and constantly changing array of factions spend a lot of time arguing about autonomism and commensalism, but none of them can seem to keep the lights on and the mines operating. Your affinity group represents many factions, and they will all be pulling at you.
Finally, your revolution cannot survive if it remains confined to the belt. Asteroids are rich with resources, but you can’t eat rock. In order to survive in the face of imperial hostility, you need a broader economy, a greater population, a base of support for eternal resistance. You need to expand to neighboring star systems. You need allies and friends.
But first, of course, you need a ship.
More infos to follow.
EDIT: Check out the starblazer tag.
alexander-kaene-deactivated2013 asked: Hi I'm working on a CT setting that takes place in our solar system, I've destroyed Earth, and all drives travel in AU's not parsecs. I was just wondering if you had any ideas or suggestions on what I could do with the planets Haumea and Varuna?
This sounds like an interesting setting. Do the basics of Jump remain the same other than distance? That makes Kuiper Belt planets pretty remote, in addition to inhospitable.
It’s hard to answer without knowing more about the background, but here are a few ideas.
1. I like placing cults in remote locations. For a human-centric, sol-centric campaign, you might try a cult of someone like Yuri Gagarin. It’s good to make them mysterious and reclusive- saves you the trouble of figuring them out until they’re needed.
2. If you’re down with trans-humanism, these would be the places for the most extreme version. Lots of stuff we evolved on Earth is pretty pointless out there. Maybe people are optimized for low-light, low-pressure, low-g; or maybe their brains are transplanted into biomechanical bodies at birth and they live in hard vacuum. Throw Shapers and Mechanists in a blender with a little bit of Timothy Leary and you’ve got plenty of options.
3. No human has ever traveled this far. There are only robotic colonies mining volatiles for the inner system. But when all contact is lost with the colonies, some poor sap is going to have to go investigate.
4. We’re building planets! The Haumeans are devoted to gathering as much matter as they can and building up the planet. In just a few hundred years, they might clear their orbit and build something they can live on.
5. Varuna is the jumping-off point for a scheme to colonize the Oort Cloud. If the cloud extends far enough to overlap with the cloud of the nearest star, maybe we can eventually spread out among the stars in jumps of a few light-minutes at a time. It may take thousands of years to build, but who’s in a hurry now that we live forever? (I don’t think the physics work out on this one, but it’s a fun enough idea to make it work if you want.)
Just five random ideas. I hope one of them is of use.
LBB9: Library Data, Mongoose Publishing, 2011.
Third Imperium (0 to present): Also called The Imperium. Founded in 0 by Cleon Zhunastu from the Sylean Federation of what is now Core sector. The Imperium grew swiftly during the early Pacification Campaigns, and then more slowly thereafter until stability was reached in the 600’s, by which time the Imperium had absorbed much of the territory of the First and Second Imperiums.
The Imperium can be best thought of as a form of feudal confederation. Member worlds of the Imperium agree to pay taxes and obey a few fundamental laws that the Imperium promulgates, known as the High Laws. In return, the Imperium agrees to patrol the space between the worlds, to protect interstellar trade, to encourage travel and commerce and to arbitrate diplomatic relations between worlds. Beyond this, individual worlds are left to their own devices so long as they acknowledge the power of the Imperium to rule the space between the stars.
Imperial power is present on member worlds in the form of consulates, bureaucratic offices and bases. Sometimes, larger enclaves of Imperial power are placed where they can enhance the emperor’s strength.