Planejammer Campaign Setting
Jump gates consist of gigantic rings in space that use fusion reactors to generate a magnetic field capable of holding open a collapsing wormhole. This allows starships to enter the wormhole, engage their engines, and reduce the effective travel distance to the wormhole’s exit point by a factor of 1,000. For example, the 48,360,000-mile trip from the Earth to Mars would be reduced to 48,360 miles via a jump gate (assuming a wormhole had appeared near the Earth and that its exit point was near Mars). Thus, a starship with PL 6 ion engines traveling through “jump space” could reach Mars in approximately 1.6 hours (instead of 67.2 days) and completely avoid the effects of time dilation.
Jump gates have a few limitations:
Jump gates have only one exit point. Therefore, a jump gate from Pluto to Alpha Centauri is useless to characters who don’t want to go to Alpha Centauri.
Jump gates are one-way. The journey to the exit point might be comparatively short, but the journey back could take just as long as it always did—or require a circuitous route from jump gate to jump gate, some of which could be dozens of light years out of the way.
Jump gates are rarely located near one another. A starship might have to cross an entire system to get from one exit point to the next jump gate.
Maneuvering a jump gate into position requires a successful Navigate check (DC 35). If this check fails by 5 or more, the jump gate collides with the closing wormhole and is crushed against the forming singularity.
In PL 7, jump gates are most likely owned by megacorporations that charge for their use. The toll varies according to the real distance between the jump gate and the exit point: Divide the real distance by 1,000,000 miles to determine the purchase DC for passage through the jump gate.
Purchase DC: 75 (per jump gate).
Restriction: Licensed (+1).