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Starscape II Documents - Cultural Advancements

Posted by Ymper Trymon , in Starscape II Apr 09 2013 · 139 views

The following is the list of traits that can be selected at the beginning of Starscape II. Choose carefully for maximum coolness.
 
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Races get 6 points. This list is a work in progress. If you have ideas for other traits that should be available, write them up and send them to Xomeron!

 
Trait: Cost: Description

 
Physical

 
Natural Radios: 1: Your species has either evolved naturally, or altered itself to include, natural radio antennae, obsoleting spoken words and allowing for near-telepathy.

 
Predatory Physiology: 1: Your species is evolved to kill and eat its prey. They are better built for war than the average omnivorous species, perhaps including deadly claws and fangs, keen senses, and possibly  an instinctive understanding of pack tactics.

 
Natural Flight: 1: Whether by wings or by inflatable body parts, or something similar, your species is capable of flying on its homeworld. Varying gravity and air pressure will decide whether they can fly on other worlds.
Hazardous Environment: 2: Your species evolved in and is used to a decidedly hostile environment. Perhaps they are tundra dwellers, living at temperatures far colder than water’s freezing point. Perhaps they breathe sulphuric acid and evolved in temperatures hot enough to melt lead and pressures strong enough to crush other races. Whatever the case, their ideal planet is decidedly unsuited to inhabitation by other species.

 
Aquatic: 1: Your species lives in water. Their ships are by necessity heavier than other races, but can take far stronger acceleration, and are tougher. They are at home in their natural environment, but awkward on land, and the same is true of land dwellers in their realm. When combined with Hazardous Environment, your people live in water that is thickly contaminated with something hazardous to other races, or perhaps dreadfully cold or hot. Gills are an option, or your species could be air breathers, like whales and marine reptiles..

 
Amphibious: 2: Your species is equally at home in water or on dry land. All the aspects of Aquatic plus all the aspects of landdwellers.

 
Extra Limbs: 1: It’s no accident that the vast majority of species in the galaxy have two arms and two legs. Yet those that have extra can sometimes find themselves at a decisive advantage.

 
Engineered For War: 3: Your species has altered or discarded its normal bodies, and given its soldiers something greater. The specifics are up to you, but your species features a caste entirely devoted to war. Possibly cybernetic soldiers built from the ground up, or mindless soldier clones, or insectoid Warrior Drones.

 
Popsicles: 1: Your species is capable of surviving being frozen solid, like some species of terrestrial frogs and insects. Aside from giving you something to do during the winter, it allows your species to survive cryogenic freezing.

 
Technical

 
Artificial Gravity:  3: Your species has discovered and mastered the art of manipulating gravitational fields. This is easily one of the most important milestones a species can cross. The limits of Artificial Gravity’s effects on warfare and engineering are only limited by your imagination. However, Artificial Gravity is limited by power. When an Artificial Gravity field is set up, it is always a sphere. If the sphere is made larger, the power draw increases along the Square/Cube law; the Power draw is the cube of the square root of the size increase, making large Gravity fields very impractical.

 
CHON Independent Environments: 1: Your species has mastered the art of making spaceships their own self contained ecosystem. Your ships are not dependent on constant resupply of CHON from planets and outposts. This is a necessity if you want to launch Deep Space missions without using the Skip Drive. CHON Independent Environments does not mean your ships don’t need CHON for reaction mass, if you use Fusion reactors.

 
Stasis Field: 2: Your species has discovered(or perhaps looted the knowledge of) how to set up The Stasis Field. The Stasis field has two functions; first, it serves as a perfect reflector, reflecting 100% of all Electromagnetic Radiation. Second, time does not pass within a Stasis Field, making it the perfect system for preservation. Stasis Fields are occasionally found, and are very valuable, because they can contain ancient technology from empires of the Ancients

 
AI Systems: 1: Your species has created A.I. systems advanced enough to control and regulate their ships systems.

 
Mecha: 1: While not necessarily practical, your species has recognized the sheer  cool factor of giant robots carrying weapons around. Battlemechs, Power Armor, Battle Droids. and Giant Robots are all made available with this advancement.

 
Genetic Masters: 2: Your species has spent a great deal of time and effort learning the art and science of modifying their own biology. They can create specialized bodily forms for different situations. Purchasing this advance also reduces the cost of taking Engineered For War, Amphibious, and Biotech traits by 1

 
Biotech: 2: Your ships, stations, and weapons are made of flesh and bone, not metal and plastic. Your tech is far cheaper to produce than most races, but require a large investment of CHON, and grow more slowly.

 
Advanced Cybernetics: 1: Your species has developed, researched, and begun mass producing artificial limbs and computerized substitutes for lost limbs, organs, and the like. You have also learned to upload a brain and consciousness to computers, or enhance a brain with computerized implants, though it’s likely not a common process. If you use Biotech, this is instead the ability to regrow entire lost body parts, or grow generic body parts and then attach them to new bodies.

 
Faster Than Light Drives(At least one is highly recommended)

 
Warp-Tunneling Drive: 1: The Warp Tunneling Drive accelerates a ship to roughly ninety six times lightspeed, traveling in a straight line until the power is cut. If a ship begins their path in a large gravity field(such as that of a planet) the Warp-Tunneler Drive simply will not start. If a ship’s path intersects such a field, however, the ship, in its strange state of faster-than-light travel, will not survive the gravity, and be shorn apart into constituent molecules. One must be careful to appear off the plane of a solar system or at the edge of one, to avoid these “Holes”
A Warp Tunneling Drive is about 1000 cubic feet(the size of your average bedroom)

 
Skip Drive: 2: The Skip Drive forces the mass it launches into a strange, difficult to understand dimension dictated by mass quantum effects. When it reemerges less than a second later(whether the moment of transfer is instant or just very short is debatable) it can emerge anywhere in the universe, provided the place that it emerges is free of strong gravity fields and dense masses. Should it emerge in a strong gravity field, it will simply not come back together properly, and reappear in a burst of protons, electrons, and neutrons. If it intersects a dense mass such as an asteroid, the atomic nuclei will probably overlap, destroying both masses in a Nuclear Fusion reaction. This is unpleasant for all involved. A Skip Drive is about 800 cubic feet(a small bedroom)

 
Hyperdrive: 1: Hyperdrive is a very strange device. It takes the ship it is using out of our universe, and places it in a universe that is astrographically identical, one thousandth the size, , and follows very different lays of physics. While accelerating, a ship’s speed increases not linearly, like in the real world, but exponentially. The longer you stay in Hyperspace, the faster your ship moves. Aside from that matter which originates in Hyperspace, matter can only exist in Hyperspace for a short time before it flies apart, individual electrons accelerating out of their orbits, causing the matter to disintegrate. By maneuvering about in this micro-universe, a ship can cross interstellar distances on conventional thrusters, and then return to normal space. The Hyperdrive must be kept at around 400 degrees Celsius while in Hyperspace, or else the effect will fail. A Hyperdrive consists of a wire mesh running along the armor of the ship. Momentum is not conserved when transferring between Hyperspace and Normal Space(the proper word for this is “Tearing Through”)

 
Superlight Drive: 1: The Superlight Drive suspends two commonly held “laws” of physics. E=mc^2 and Inertia. In short, they allow a ship to break lightspeed in space on conventional power. However these ships must be traveling at .05c before the Superlight Drive can be initialized, likely with a Launching Laser or Mass Accelerator(See “Interstellar Launch”) A Superlight drive is an object about the size of a desktop computer that is clipped to any part of the ship’s mass.

 
Industrial

 
Colonized Asteroid Belt: 1: Your people have, over the course of the centuries since it became possible to leave your homeworld, colonized and developed an Asteroid Belt in your system, providing an economic boost. This advancement may be taken multiple times.

 
Extra Planet: 2: Whether by terraforming, or just luck, your home system contains an extra world inhabited by your species. This advancement may be taken multiple times.

 
Colonized Gas Giant: 1: While Gas Giants are an incredibly hostile environment to most living things, they have their uses. A Colonized Gas Giant is actually the moons and rings of a gas giant, along with stations placed in the upper atmosphere to gather valuable gases. This advancement may be taken multiple times.

 
Extra Colonized System: 3: By using slower-than-light “Generation” or “Sleeper” ships, your species has colonized a planet in a nearby star system.

 
Interstellar Launch: 1: An Interstellar Launch takes the form of either a Launching Laser, which propels Light Sail Craft to enormous speeds by means of hitting the Light Sail with a laser, or a Mass Accelerator, which uses magnetic rings to do the same. They are necessary for use of the Superlight Drive.

 
Homeworld Space Elevator: 1: A set of long cables placed on your homeworld’s equator, used to cheaply ferry goods and supplies from the planet’s surface to space. See the “Resources” document. This advancement may be taken multiple times.


 
Social

 
Fleetborn: 1: Your race is perhaps on a long lost exodus from your home stars, or perhaps they simply evolved out in the cold and the empty. Stranger things have happened. Your people have no homeworld, but begin the game with a motley assortment of warships and Producer Ships.

 
Perfect Dictatorship: 1: A Perfect Dictatorship is an incredibly valuable asset for a species in space. When the government controls the entire economy, it can produce spacecraft At-Cost, without worrying about giving profits to Shipbuilding corporations. A Perfect Dictatorship may well be a Hive Mind, insectoid Queen bugs giving commands to the Drones, or simply an excellently crafted system of controlling the populace.

 
Transhuman Society: 4: Your people have long since evolved beyond the need for physical bodies, existing entirely as AIs in Cyberspace. Your people are entirely independent of physical bodies, though they can have some in biological or robotic form. Their spaceships are crewed not by bodies on the ships, but are simply inhabited by the species’ personality. When combined with Perfect Dictatorship, this can represent an entire planetwide empire which is controlled by one single personality that can be everywhere at once.

 
Proud Warrior Race: 1: Your race honors and respects its Warrior class greatly. You will rarely have a shortage of volunteers for your military, and the Military has the right to do quite a bit without oversight from Civilians.

 
Technolepathy: 2: The logical extension of The Internet, and a step on the way to Transhuman Society, Technolepathy allows your people to instantly communicate with each other with an internet-like system, and control technology with the same.

 
Empathy: 1: Your species has evolved a specialized, unique system(perhaps pheromones or a subtle body language) that allow it to instinctively understand the feelings and emotions of one another. This obviously does not function on other races.

Single Mind: 2: Regardless of the mechanics of how, your species’ bodies are all extra limbs of a single, controlling hive mind, perhaps using natural Hyperwaves to communicate between body parts. This is the most controlled society possible, a single entity making up an entire race.

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