ENTRY 021: Beamsailors
Beam sails (also known as solar sails or photon sails) are a
proven technology, both low maintenance and long lasting, able to operate with
relative ease between the inner planets using the radiation pressure and solar
gases pushing against their mirrored surfaces to provide sufficient thrust for
interplanetary travel. Some models are
able to operate farther using beam stations and proper construction. Morphs
designed as beamsailors are small craft the size of a typical transhuman at the
center of a massive beam sail of nanofabricated microscopic mirrors set in an
active array. The morphs ply their way between planets, vast mirrored surface
areas folding and tacking into amazing geometries to catch either sunlight or a
laser beam.
Beamsailors are one of the most economic method of
independent space exploration for the inner solar systems, but remain
rare—while they can build up to appreciable speeds, particularly with a laser
or maser beam behind them to provide additional thrust, in practice they tend
to be slower than many conventional space craft for short voyages, generally
with greater turning radius and higher delta v to change trajectories than
on-board engine craft of similar mass.
Egos that choose beamsailor morphs tend to be self-reliant
and desire independence. Many work as spotters and surveyors for freelance
miners and hypercorps, doing sweeps of asteroids or high-altitude planetary
surface scans looking for minerals, metals, ices, and unusual features.
Beamsailors are also among the explorers of solar systems on the other side of
gate networks, though often with modifications that allow them to operate with
respect to the different environments of alien stars.
Beamsailor Stats
Beamsailor morphs have all of the advantages of synthmorphs
(Eclipse Phase, p.143).
Enhancements: 360-Degree
Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Solar
Panels
Mobility System: Beam
Sail
Aptitude Maximum: 30
Durability: 60
Wound Threshold: 20
Disadvantages: Limited
Maneuverability
CP Cost: 80
Credit Cost: Expensive
(minimum 50,000+)
Individual beamsailors often have many more advantages and
enhancements, including entire weapon systems, armor, quantum farcasters, sensor
arrays, etc.
Seeds
- One Bad Photon is a surveyor operating in the Hungaria asteroids and thinks ze’s hit something big, a deposit of exotic organic compounds that would fetch up to half a million credits from one of the biotech habitats or hypercorps. All ze asks to lead the player characters to it is a fair share of the profits—but when they get there, they’ll have to deal with a claim-jumping scum barge.
- Dahast is a beamsailor gone bad—a predatory ego that hunts and cripples other beamsailors in slow races, using rail guns to rip their beam sails to shreds. What’s worse is what follows in Dahast’s wake, a crew of exsurgents that seize the crippled morph and seek to infect the captured ego. Firewall wants them ended—they have a group of beamsailor puppet socks set up as bait, all they need now are pilots that can lead Dahast and the exsurgents into the trap.
Hey, I've been reading your blog for a while now, slowly working my way through it a post or two at a time and I'm really liking your bits on non-tradition morphs, and what it means to be transhuman. Also, I really like your use of ze here, as it makes a *lot* of sense for transhuman entities, though I prefer sie/hir myself.
ReplyDeleteBugger, knew I missed one. I actually had started out doing /all/ of them with ze/hir/hirself, but I got a lot of bad feedback on that so I went back and switched it to gender neutral they...I guess this one just slipped through the cracks!
DeleteThat sucks, I really like how you wrote this one. Fie on the negative feedback, fie!
Delete