Setting Information

  • Freelancers
  • Timeline
    • Current campaign year is 2381. More info tba.
  • Culture & Language
    • Most Common Languages (any not listed will be local only):
      • Trade Language
      • Belter Patois
      • Mandarin
      • English
      • Spanish
      • Russian
      • Japanese
      • German
      • Arabic
      • Hindi
      • French
      • Portuguese
      • 2 Alien languages – tba
  • Technology
    • In GURPS terms, the campaign is Tech Level 10 pretty much across the board. This level is referred to as the Robotic Age in the Ultra-Tech book, and coupled with the campaign year, corresponds to a medium tech progression. TL10 citizens enjoy access to numerous advancements: molecular nanotech in both medicine and materials technology, cheap and efficient AI, life extension drugs, user friendly cybernetic and bioware augmentation, fusion power, energy weapons, smart and/or living materials, routine space travel, etc. However, it should be noted that outside of the psychotronic technology detailed below, the setting is fairly “hard sci-fi”. Outside of psionics, don’t expect tech that flagrantly violates known scientific laws.
  • Psionics
    • Origins
      • Psionic phenomena were definitively discovered some 250 years ago when a species of telepathic near-marsupials was found on a colony world near Old Earth. Testing on the creatures revealed both that they were sentient and that some human brains seemed to respond to telepathic fields, if only subconsciously. In response, governments, corporations, and research groups committed huge amounts of money and time to inducing psionic abilities in humans. Eventually, researchers discovered that a few humans, say one in a million, do possess natural psionic abilities. Unfortunately, humans don’t possess the power necessary to project their abilities. After further decades of research, engineers devised amplifier implants that would make human psionic abilities a reality.
      • Commercial opportunities for psi use came mere weeks after the first amps were implanted. In the current era, psis & psychotronics have become ubiquitous. Many common technologies are derived from or rely on psionic research. Such technologies include: jump drives, ftl comms, shield projectors, grav. plates & lifters, various less-than-lethal weapons, fusion rockets, advanced reactors, etc.
    • Types of Psionics
      • Telepathy – ability to send and receive information from biological minds, at a distance.
      • Psychokinesis (“Teek”) – ability to move matter at a distance – doesn’t produce EM or grav fields.
      • Psychoelectromagnetism (“Pem”) – ability to produce or control electromagnetic fields
      • Psychogravition (“Force”) – ability to produce or control gravity fields
      • ESP – ability to gain knowledge without using the traditional 5 senses.
      • Teleportation (“Jumper”) – Ability to move oneself, objects or others without traversing intervening distance. This is usually impossible for humans without large external amplifiers and life support systems, but Jumpers are essential for space travel as they create the jump fields that allow jump drives to work.
      • Psychotronics – Not actually a psi ability, but an engineering field. Psychotronic devices either help psis use their abilities, like amps, or they allow non-psis to use psionics by maintaining a psionic field and providing a user interface.
  • Space Travel
  • Galaxy Layout

Setting Information

Airlocks & Aliens biomechanid