wrathgon Posted March 4, 2023 Clone Share Posted March 4, 2023 (edited) 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 July 1, 2023 by wrathgon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Drunva Posted July 1, 2023 Clone Share Posted July 1, 2023 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
wrathgon Posted July 1, 2023 Author Clone Share Posted July 1, 2023 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
evedgebah Posted July 5, 2023 Clone Share Posted July 5, 2023 Enoch spends the remaining 6 days of his downtime from the Station Pre-Star Wars on This. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
wrathgon Posted July 23, 2023 Author Clone Share Posted July 23, 2023 (edited) 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 July 23, 2023 by wrathgon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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