Transit Spaces...
The Obelisk allowed mankind to reach the stars, and grasp at them exactly as they had grasped at everything else they wanted. It opened "The Bag" and allowed Terran descent Humans to go out into the universe, armed with Faster Than Light engines, weapons and armor to defend those ships, and life support systems to allow them to live in those ships.
Humankind, always improving on everything that they understood and/or thought might be able to improve, pushed the envelope on the FTL travel, rapidly surpassing even the proto-human's theories.
FTL travel does not happen in what is considered "realspace" (A term coined by news agencies and popular culture) where the theories of Albert Einstien hold sway, but instead, once near-lightspeed is reached, when mass becomes nearly infinite, the ship drops out of realspace and enters one of the FTL spaces.
While in a "jumpspace" transit, travellers experience various effects, depending on which jumpspace they enter. Everything from sudden unconsciousness followed by a period of comatose, to shimmering lights, to severe "jumpshock" when exiting.-From the Terran Confederacy Historical Archives
JUMPSPACE
Jumpspace is one of the earliest discovered. When entering jumpspace, stars undergo a color shift rapidly into white, and then pull backwards, making the ship appear to head toward a never ending cone.
While in jumpspace, the ship is actually moving between the spaces in dimensional foam that seperates dimensions. This makes the ship shudder, and causes vertigo and has been known to cause massive headaches. Jumpspace exit requires the drives to be reconfigured, and this will take 1 round per hour travelled. (Computer Use: DC: 5+1 per hour in Jumpspace) before another jump can be done.
Digital Sentients entering jumpspace go immediately comatose, often suffering a form of dementia known as "Jump Madness" where they claim to be older models or even fictional DAS's from Pre-Obelisk times. (Fort Save, DC: 10+1 per minute in jumpspace, roll every round. When failed, the DAS immediately goes comatose)
Induction Engine
The induction engine has recently been able to move into jumpspace, with recent advances in the technology produced by the Biological Artificial Sentients Systems. This engine is slow. but reliable, transport and is mainly used by the TC Navy for message torps and other such long-haul feasibly missions.
The induction engine has been reduced from normal size, to half it's previous side, and the BAS System's engines are notorious for redundant systems and reliability.
Particle Impulse Engine
The Digital Artificial Sentient Systems enables this drive to enter Jumpspace some 50 years ago. This is the ONLY drive that DAS's may enter Jumpspace with and avoid going into a coma and being driven crazy, although a DAS must undergo "digital rest" every 5 hours instead of 20, forcing the DAS Systems to doublecrew thier ships.
Particle Impluse Engines are faily standard, with spare parts being cheap and plentifle, and because of this, many outlying systems and frontier sectors rely heavily on the PIE's.
Jump Drive
Although the Jump Drive is nearly instantaneous, they do travel through Jumpspace. Older, preObelisk jumpdrives travelled at roughly 600 C, although now rough estimates place the speed of jump drives at 5000C.
Occassionally ships will discover old derilects in Jumpspace. Some of these have been G'Tak warships, or protohuman vessels, with the crew dead and the control stations dead or damaged. These hulks bring in good salvage from collectors, historical societies and on occassion, the TC Navy.
HYPERSPACE
Hyperspace is a sidereal universe, where there is no limit to speed of light, and the laws of physics are more ameable to accelleration and movement. Sadly, hyperspace can also be a dangerous place. With debris from the G'Tak/protohuman war scattered everywhere, nova and supernova blast wave remnants, gravitational anomolies, etc providing a serious hazard to all who travel within it.
Hyperspace is often used for travel and communications, but serious hazards exist, as matter that was created in hyperspace is quite explosive when impacting matter from "realspace" (Multiply damage for meteor hits by 25), and there is a few seconds of disorientation upon exit.
Due to the completely different laws of mathematics in hyperspace, programs and AI's that can operate in hyperspace must be specially created, and cannot be used in "realspace" and vice-versa. Because of this the Digital Artificial Sentient Systems dislike Hyperspace, and all computer systems and computer assisted/run equipment must have dual programs and processors, increasing thier cost by 50%.
Hyperdrive
An extremely tempermental type of drive, it is by far the cheapest and easiest to get ahold of. The price for these drives can go as low as 20% of normal, depending on the age and C-distance on the drive. Parts are cheap and easy, with used parts coming as cheaply at 10% of normal cost. Most ships, when commissioned with this drive, have the drive left to go to the orbital/planetary scrap yards, since it would cost more to recover the drive than buy a new one.
The cost for Hyperdrives in Confederate Space is 1/2 normal.
SHUNTSPACE
Shuntspace appears as a tangle of tubes that are made up of interlocking branches of a silvery/iridescent metal. Shooting through these tubes is dangerous, but fast, and only living pilots are able to handle the speeds and disorientation that shuntspace brings out.
DAS's and any genetweaked too hard (More than a +4 bonus to Pilot Starship) cannot operate properly in Shuntspace, often going into convulsions, shutting down, or suffering a neural shutdown.
VOIDSPACE
Voidspace is a place of swirling colors, and people that move leave shimmering traces and afterimages of themselves. Instruments are useless, as are navigation equipment. Voidspace is navigatable by Digital Sentients only.
STRINGSPACE
Appearing as a series of long strings that coil and loop through a vast gulf, "riding the strings" is both exhilerating to pilots, and more dangerous than finding yourself with your thumb in the tiger's bum.
Riding the strings may get you from point A to point B quickly, but most string destinations are completely unknown. One long-probe ship (piloted by convincts or highly paid volunteers) found itself in the Hammerhead Galaxy, inside a brown dwarf system, after only 105 hours of "string-time". Currently, very few stringlines are mapped, although mercenaries have been hired recently to explore the lines after one scout craft encountered and was nearly destroyed by a massive vessel that was estimated at being over 100 km in length and was busy laying waste to a planet.
Sorry guys, I gotta hit the rack, I'll post more later, finish this up.
BTW-Due to popular demand, Intrepid Heroes has hosted a Word .doc of this thread
here.
Enjoy