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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="Capn Charlie" data-source="post: 7164049" data-attributes="member: 16046"><p>Yeah, synthetics uploading themselves into expendable propulsion buses loaded with missiles is pretty good. I kind of want to build an ace that clones himself into all of his munitions. </p><p></p><p>As for lifespans, the assumption is that most humans encountered are not from earth. Life is hard out there. Even with the best medical care, space is an awful place for human life. Radiation, low gravity, stress, lack of trace elements.... And that is before toxins and alien infections. </p><p></p><p>Take the "about a century" statistic with a grain of salt, this is averaging in belt miners that die at forty-five in with citizens of earth benefitting from gene therapies and cloned replacement organs and seeing their second century come to a close. </p><p></p><p>A lot of the conceits of the setting exist to maintain a believable, familiar version of humanity that "works" from a story telling standpoint. </p><p></p><p>Instead of entrenched transhuman groups, we have"new kids on the block" dealing with discrimination and fighting for their rights, with the players picking where they want to be with developing history. </p><p></p><p>An ongoing theme at my table is progress and development, with the game world changing around the characters with time dilation leaving them out of place and time, moving on to the next world and trying to maintain their relevancy. </p><p></p><p>A lot of the setting details are left intentionally vague so it works however a DM wants it to. Initially I wrote the setting purely as an example of what a setting might look like, but at my table more and more lore got built up and I came to like it more and more, and I had a dozen players becoming invested, so it spiralled from there.</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 7164049, member: 16046"] Yeah, synthetics uploading themselves into expendable propulsion buses loaded with missiles is pretty good. I kind of want to build an ace that clones himself into all of his munitions. As for lifespans, the assumption is that most humans encountered are not from earth. Life is hard out there. Even with the best medical care, space is an awful place for human life. Radiation, low gravity, stress, lack of trace elements.... And that is before toxins and alien infections. Take the "about a century" statistic with a grain of salt, this is averaging in belt miners that die at forty-five in with citizens of earth benefitting from gene therapies and cloned replacement organs and seeing their second century come to a close. A lot of the conceits of the setting exist to maintain a believable, familiar version of humanity that "works" from a story telling standpoint. Instead of entrenched transhuman groups, we have"new kids on the block" dealing with discrimination and fighting for their rights, with the players picking where they want to be with developing history. An ongoing theme at my table is progress and development, with the game world changing around the characters with time dilation leaving them out of place and time, moving on to the next world and trying to maintain their relevancy. A lot of the setting details are left intentionally vague so it works however a DM wants it to. Initially I wrote the setting purely as an example of what a setting might look like, but at my table more and more lore got built up and I came to like it more and more, and I had a dozen players becoming invested, so it spiralled from there. [/QUOTE]
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