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Galaxy traits


wrathgon

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You have identified 4 core traits all galaxies have

Time

Tech 

Magic

Environment 

 

Spend time working on each to break down range of possibilities in each as you visit more galaxies. 

 

Places to research 

Nowhere

Your base home galaxy( for orgional crew)

Galaxies of other crew(Deacon and Ross)

Station

Super AI

NEXUS POINT 9  where they restrict tech to race TL.

Star Wars

 

Step one find the common trait lvl for most galaxies 

Step find extreme levels for each

Find where each land from where already been

 

Edited by wrathgon (see edit history)
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  • 3 months later...

In order to better prepare for away missions, Farhvan devoted 3 days to getting started with this. (36 hours of remaining downtime.) Finding and documenting the "average" level for a galaxy

 

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You start where you are now, and write down everything you understand:

magic works at the same level as other places but access differently(does the trait determine how magic is accessed?)

Time is normal here, won't know for sure until get back but nothing strange so far

While the people have lower tech, none of your tech stop working so does not seem to be a restriction of tech

Environment nothing out of place but you haven't got to a planet even,so hard to say but right now you don't see anything different.

 

If you set all rates to 0 for here, when you find a galaxy that has radicate differences can decide what scale should be(if no magic should + or - on the magic scale.

 

You first try to create a measuring method to use so can then apply that to places you visit.

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  • 3 weeks later...

In 6 days, you come up with a chat with all the possible traits that are out there. You need to know find a galaxy to rest that these traits can exist. here is the list you came up with

Starting with the Earth you come up with.

 

Earth has ecological ratings of 8.

 

Ecological Ratings

Rating Ecological Elements
2 The ecology is wildly different from the base campaign in almost every way;
the environment is deadly (poisonous, airless, acidic, etc.). Living creatures, if
they exist at all, are barely recognizable as such.
3 The ecology is different from the base campaign in most ways; the environment
is hostile (very cold, waterless, flooded with x rays, etc.). Living creatures have
completely alien forms.
4 The ecology is similar to the base campaign. The environment is fairly livable,
but some vital element is absent or incompatible. The PCs cannot survive over
the long term without a large stock of supplies from their home world or
magical aid (can’t eat the food, water makes PCs drunk, etc.). Overall
conditions may be hostile, such as boiling daytime temperatures, subzero
nighttime temperatures, acid rain, etc. One or more intelligent races resemble
some nonhumanoid or monstrous species (insects, serpents, fungi, etc.).
5 The ecology is similar to the base campaign. The environment is livable, but
some vital element is absent or incompatible. The PCs cannot survive over the
long term without a large stock of supplies from their home world or magical
aid (can’t eat the food, water makes PCs drunk, etc.). Overall conditions may be
severe, such as a global desert, ice age, endless rain, etc. One or more intelligent
races resemble some nonhumanoid or monstrous species (insects, felines, fungi,
etc.).
6 The ecology is similar to the base campaign. The environment is livable, but
some important element is absent or incompatible. The PCs may find the
conditions inconvenient, but their long term survival is not in jeopardy (little or
no metal, thin atmosphere, sunless sky, etc.). Overall conditions may be severe,
such as a global desert, ice age, endless rain, etc. One or more intelligent races
resembles some nonhumanoid or monstrous species (insects, felines, dragons,
etc.).
7 Ecology is similar to the base campaign. Some familiar races and species are
present, though they have slightly different appearances and abilities. Races and
species entirely unknown in the base campaign are present. At least one
intelligent race resembles some nonhumanoid species (lizards, felines, avians,
etc.).
8 Ecology is very similar to the base campaign, and the environment is generally
benign. Many familiar races and species are present, though they have slightly
different appearances and abilities. Races and species entirely unknown in the
base campaign are present.
9 Ecology is very similar to the base campaign. Most familiar races and species
are present, though some may have slightly different appearances or abilities.
10–12 Ecology, environment, and inhabitants are almost identical to the base
campaign.
13 Ecology and environment is almost identical to the base campaign. All major
races and species are present, but the world is ruled by elves, gnomes, dragons,
or other race that is not dominant in the base campaign.
14 Ecology and environment is almost identical to the base campaign. All major
races and species are present, but not all races have the same level of
Intelligence and culture as they do in the base campaign (humans with only
animal intelligence, talking horses, ogre artists, etc.).
15 Ecology and environment are almost identical to the base campaign. All major
races and species from the base campaign are present, but some general
characteristic is vastly different worldwide (everything is giant sized, colors are
reversed, world is flat, etc.).
16 Ecology is very similar to the base campaign, and the environment is generally
favorable (completely tropical, rains according to a predictable schedule, most
plants edible, etc.). Most races and species from the base campaign are present,
but local species tend to be exotic, such as flightless giant parrots, feathered
snakes with iridescent plumage, or birds who sing highly musical songs.
17 The ecology is similar to the base campaign, and the environment is favorable
(tropical with temperate nights, never rains, all plants edible, etc.). At least one
intelligent race resembles some nonhumanoid species, such as elves that look
like felines.
18 The ecology is slightly similar to the base campaign, and the environment is
favorable (drinking the local water provides nourishment, sleeping is not
necessary, equipment grows on trees, etc.). One or more intelligent races
resemble some nonhumanoid or monstrous species (insects, serpents, fungi,
etc.).
19 The ecology is different from the base campaign in most ways, and the
environment is very favorable (constant temperature, breathing supplies
nourishment, sunlight heals wounds, etc.). Living creatures have completely
alien forms.
20 The ecology is wildly different from the base campaign in almost every way,
and the environment is completely favorable (eating, sleeping, and drinking
unnecessary). Living creatures exist, but are barely recognizable (pure energy,
rocklike, microscopic).

Edited by wrathgon (see edit history)
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