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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:12:11 GMT -5
...Activating Universal Translator...
Accessing Official IGM Database...
Access Granted.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:12:30 GMT -5
The Official Guide to Space Exploration
“All civilizations become either space faring or extinct.”
Gravitation - One of the key concepts involved in space travel and how celestial bodies relate to each other was first formally described on planet Earth, by Johannes Kepler and Albert Einstein. Gravitation is defined as an attractive force that exists between every pair of objects in the universe, Although the actual constant G, involved in these sorts of calculations, is relatively small, concepts of gravitation impact many parts of space travel. For example, establishing an orbit is a key topic for many galaxy wanderers, and one must be careful to maintain a balance of distance and mass when wishing to establish an orbit around a gravitational center.
Gravitation also refers to the relative force of gravity on a planet, which is specific to the planet’s size and weight. This can be quantified as a physics constant known as the acceleration due to gravity. On planet Earth, the value for g is approximately 9.81 meters per second squared. The larger that value is, the stronger the force of gravity is pulling an object down on a planet--likely, that planet is also bigger and heavier than Earth, our reference point. The smaller the value is, the weaker the force, and that planet is smaller and lighter.
Stars - A star is defined as a massive interstellar object composed of plasma (hot gas) held together by its own gravity in a spherical shape. They are incredibly large sources of energy and gravity, and have powerful magnetic fields that influence larger cosmic weather events. Their source of gravity acts as a tethering force for every single celestial object in orbit around it.
Small stars are generally the hottest, while large stars are the coolest. However, larger stars also pose a specific threat to nearby planets and travelers due to their energy. When a sufficiently large star dies, the resulting massive output of energy and gravity creates a phenomenon where the star’s core collapses in on itself. Two things are created during this event: a supernova and a black hole. A supernova is star dust and hot gas blasted out into the rest of space, and a black hole is an extremely massive and extremely dense physics anomaly. It has such a strong gravitational force that nothing, including light, the fastest traveling object in the universe, can escape from it. That being said, black holes are small, and its mass is never more than the star from which it was created, which means everything else in the galaxy will orbit as normal around it. It’s worth noting, however, that supernovae can easily destroy and burn surrounding planets. Intergalactic travelers are implored to take caution around large stars and black holes, but generally, they will be safe as long as they avoid the black hole’s event horizon.
Galaxies- Galaxies are defined as celestial all bound to each other through their own gravitational attraction to each other. They contain trillions of stars, planets, but also include plasma, space dust, and rocks and other asteroids. Current estimates for the number of galaxies in the universe are in the billions. They are defined in size as how many light years it would take to traverse it from end to end. For example, a small galaxy, such as the Milky Way Galaxy, would take about 100,000 light years to cross. A larger one, like the Andromeda Galaxy, would take roughly 2.5 million light years to cross. The size of a given galaxy must be taken into consideration for any intergalactic travelers planning an expedition.
Planets - A planet is an astronomical body orbiting a star, or stellar remnant, that is large enough to form a spherical shape from its own gravity. Although there is an incredible diversity of life in the universe, only a select few planets are considered habitable by any standards. There are quite a great number of things to consider when evaluating a planet for any given organism’s biological compatibility on it. Explorers are wise to characterize planets well in advance before attempting to land and explore, for their own safety. Keep in mind what kind of tools and space-grade suits that will be necessary to explore these planets.
Atmosphere: what kind of gas makes it up? What kinds of things can breathe it? Does it protect well against solar radiation, or should you stay indoors?
Size: how crushing is the force of gravity on this planet?
Temperature: how close is the nearest star to this planet? Is it burning up or freezing cold?
Terrain: Is it possible to navigate on ones' appendages or will the assistance of machines and vehicles be necessary?
Civilization Technological Advancements - All known civilizations are graded based on what is called the 'Kardashev scale' created by an Earth scientist known as Nikolai Kardashev with additions by Robert Zubrin, John D. Barrow, and Michio Kaku. It is based on the amount of energy a civilization is able to harness and utilize. It is the official scale the IGM uses in order to categorizes civilizations. There are two forms of mastery.
Microdimensional Mastery This is increasing ability to create energy through cost effective means of manipulating the environment over increasingly smaller dimensions.
Type I-minus A civilization is capable of manipulating objects over the scale of themselves such as building structures, mining, joining and breaking solids
Type II-minus A civilization is capable of manipulating genes and altering the development of living things, transplanting, or replacing parts of themselves, reading and engineering their genetic code
Type III-minus A civilization is capable of manipulating molecules and molecular bonds, creating new materials
Type IV-minus A civilization is capable of manipulating individual atoms, creating nanotechnologies on the atomic scale and creating complex forms of artificial life
Type V-minus A civilization is capable of manipulating the atomic nucleus and engineering the nucleons
Type VI-minus A civilization is capable of manipulating elmentary particles of matter(quarks and leptons) to create organized complexity among populations of elementary particles
Type Omega-minus A civilization is capable of manipulating the basic structure of space and time in order to harness energy and
Cosmic Mastery This is the ability to harness, use, and store energy. A civilization can have cosmic mastery and microdimensional mastery, but not vice versa.
Type I - Planetary Civilization A civilization can use and store all of the energy available on its planet. This is seen in large scale application of fusion power and renewable energy utilizing sunlight as electricity and utilizing other natural resources for energy as well such as biofuel, wind and hydroelectric power.
Type II - Stellar Civilization A civilization that can harness the total energy of its planet's parent star. Known methods include building a 'dyson sphere' around the star which would capture its energy output or feed stellar mass into a black hole and collect photons. There is also 'star lifting' in which a civilization removes a substantial portion of the star's matter in a controlled manner. Civilizations in galaxies with multiple stars or large ones can absorb a small, but significant faction of the output of each star.
Type III - Galactic Civilization A civilization that can control energy at the scale of its entire host galaxy. These civilizations utilize the same methods as a stellar civilization but on a grander scale. Some have also shown the ability to tap into the energy released by supermassive black holes. There have also been civlizations who capture energy of gamma-ray bursts and emissions from quasars.
Type IV Rumored but unproven, there may be civilizations that are able to utilize "extragalactic" energy sources such as dark energy that far exceed that of a Galactic civilization.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:15:55 GMT -5
Remarkable Changes and Discoveries
“We cannot predict the new forces, powers, and discoveries that will be disclosed to us when we reach the other planets and set up new laboratories in space.
They are as much beyond our vision today as fire or electricity would be beyond the imagination of a fish.”
Evolution - Evolution occurs to an entire population, and natural selection, which over time, results in evolution, occurs to an individual organism. It can take many thousands of years for distinct and observable changes to be seen, but for such a speciation event to occur, there needs to be immense selective pressure taking place to drive a population to develop certain traits.
It’s been said that the one thing that differentiates humans from who they called ‘aliens’ most is their lack of integrated technology. Many organisms outside of Earth have perfectly mastered blending body with machine--they have created devices and designed technology that enhance the user’s natural ability as if they had undergone thousands of years of natural selection. In other words, the technology they possess and integrate can make them stronger, faster, more durable, and in some cases, can even convert their bodies into living, breathing weapons. This phenomenon has been seen on many planets that have the manufacturing capabilities to produce such items.
Integrated Technology - Blah blah baird's section about tech Some of the most impressive integrated technology include but are not limited to ⮚ Bioware: Enhanced antibodies, self regeneration, immunity to poisons and toxins ⮚ Implants: Gill implants, independent air supply, motion detectors, radar sensor, audio/visual recorder, voice synthesizer, access to the intergalactic web database ⮚ Enhancements: Enhanced speed, strength, stamina, better reflexes, dulled pain sensors, enhanced senses
Psionics & The Arcane Billions of years old and yet there are some things that still go unexplained in this universe. Most prevalent of those are psionic and arcane abilities.
Many civilizations have dedicated time and research into studying these abilities. None of have come up fruitful in their research and even those that possess it do not know the origins of their abilities. What is known about these abilities is that they are far more prevalent in star-faring civilizations.
Psionic Abilities that have been noted by the IGM include but are not limited to: ⮚ Energy Manipulation ⮚ Telepathy ⮚ Telekinesis ⮚ Teleportation ⮚ Clairvoyance ⮚ Precognition
Arcane Abilities that have been logged by the IGM include but are not limited to: ⮚ Elemental Abilities ⮚ Shapeshifting ⮚ Regeneration ⮚ Healing Augmentations ⮚ Mimicry
Some civilizations have been able to reproduce rudimentary versions of these abilities through their technology. Generally these abilities appear in limited capacities and hosts of them cannot do anything far too grand. Stories of mind control are grossly exaggerated and near impossible.
In addition, proclaimed 'masters of the arcane' generally have abilities that are not noteworthy enough to be considered a threat to the IGM. These individuals limited range of abilities are only dangerous on an individual level but not a planteary - much less galactic - level.
Instances of abilities that are noteworthy threats are Nil.
Technology The universe holds many grand wonders - technology being the most prevalent of them all. Nanotechnology and Artificial Intelligent is common place in this universe. Weaponry has been improved to such substantial levels that they can enhance the abilities of an individual or grant them abilities that most of their species could never even dream of possessing.
Many civilizations have been known to discover anti-aging serums and ability enhancers that can give individuals incredible strength or speed. Laser swords, light swords, energy swords, laser guns and blasters are all common place. Weapons have became more deadly and more powerful, some can also multipurpose as handtools. Weapons have been known to be modified to become: magnets and tasers. Energy shields are also common in combat.
Combat armor and power armor are common place uniform for intergalactic organizations or space-faring criminals. These armors are usually outfitted with technology that can allow them to: ⮚ Blend into the environment seamlessly ⮚ Disappear off heat sensors and radar ⮚ Absorb great amounts of shock waves and damage ⮚ Protect the wearer from harsh or unfamiliar environments ⮚ Get to places that most would not be able to
In the most advanced civilization, all food and resources are gathered by artificial intelligence and android life forms. Food and water has been repurposed by many great minds to be nonperishable on long voyages through space and most space stations and spaceships have the ability to transverse great distances in the blink of an eye.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:16:31 GMT -5
Universal Database of Planetary Bodies
Earth Galaxy: The Milky Way Temperament: Belligerent Threat Level: Moderate Technological Advancements: UNKNOWN Atmosphere: Primarily Nitrogen and Oxygen Global Temperature: 14.6°C Terrain: 68.3% water, 31.7% mountains, plateaus, deserts, forests, etc. Inhabitants: Mutated Humans, Humans, ██████████ Intel: Ever since the humans destroyed Earth, the resources available on the planet have been near nil. After thousands of years with little to no human industrial activity, however, the planet has grown luscious and green once again. The IGM believes however that the humans who still reside on the planet have allied themselves with ██████████ and are to be considered a threat.
Frío Galaxy: Black Eye Galaxy Temperament: Neutral Threat Level: Low Technological Advancements: Type VI-minus, Type II Atmosphere: Primarily Nitrogen and Methane Global Temperature: -178 °C Terrain: 51.3% frozen ice, 30% frigid water, 18.7% mountains and tundra Inhabitants: Shadow Walkers Intel: A highly advanced society, Frío has figured out a way to harness energy from their parent star in order to create massive technological empires. They house the biggest and best exhibitions of technological advancements in their galaxy. Most space stations in that galaxy generally are situated near Frío.
Europa Galaxy: The Milky Way Temperament: Peaceful Threat Level: Low Technological Advancements: Type II-minus Atmosphere: Primarily Nitrogen and Oxygen Global Temperature: 25°C Terrain: 43.2% water, 56.8% mountains, plateaus, forestland. much more dense and populated with plants and wildlife in comparison to Earth. Inhabitants: Crawlers, Drayl, Mutated Humans Intel: Europa was one of most common planets that humans fled to near the end of their planet. This planet is rather far behind on technological advancements, but it seems the inhabitants are in no rush to try to improve their lifestyle with technology. The kind that reside here evolve and grow as a species instead.
Rynol Galaxy: Pinwheel Galaxy Temperament: Neutral Threat Level: Substantial Technological Advancements: Type VI-minus, Type III Atmosphere: Primarily Nitrogen with traces of Argon, Methane, and Oxygen Global Temperature: -57°C Terrain: 36.7% water, 63.3% floating city Inhabitants: Rynol, Ien Intel: Rynol is the origin planet of a sprawling galactic empire known as the Rynol Empire. They only open their doors to the brightest and strongest the galaxy have to offer. Their people seek peace talks with Frío. Beliefs are if the two manage any form of union, they will harness their technology to unforeseen heights. They do not seem inspired to conquer outside of their galaxy however, content with their numbers and strength. Due to the unforeseeable nature of the Rynol people, despite their proclamations for peace, the IGM has kept an eye out on them.
LOCKED Galaxy: ? Temperament: ? Threat Level: ? Technological Advancements: ? Atmosphere: ? Global Temperature: ? Terrain: ? Inhabitants: ? Intel: -
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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:17:03 GMT -5
Universal Database of Known Species
Human Origins: Earth Temperament: Fluctuates Trademark Characteristics: Physically diverse ranging from 5' to 7' tall with their tallest even in the 9' range. Their builds vary greatly from thin and lanky to muscular and thick. They have a variety of hair colors but they seem to be earthly tones and their eye colors are very limited as well. Their mutated kind have very recognizably human characteristics but also some stranger features that vary from individual to individual.
Abilities: Rather average, most humans are not notably strong, fast, or intelligent. However, some of their kind exceed their peers having "genius" level intellect and "Adonis" physiques. Those who have mutated or have been experimented on in their kind, however, are a different tale and can have many differing attributes as noted by the database regarding human mutations and experimentation.
Culture: War-driven. Humans fought amongst themselves unable to come to a peaceful conclusion before the destruction of their planet. Following that, the rich abandoned the poor driving hate between their kind further. There seems to be a lot of unrest with those of their kind. Mutated humans dislike non-mutated humans and vice versa. The enhanced are something of a questionable subject. All humans seem to have varying opinions and fluctuating cultures, principles, and beliefs. There is a lack of unity in principles in this species that makes them an anomaly. Evolution in humans is also extremely noteworthy. Those who colonized other Earth-like planets remained rather unchanged. What occurred on the vastly different planets, though--some aquatic, some mountainous, some very cold-- was evolution to better adapt them to these unique environments over time. The species that exist now have diverged quite a bit from the original race of humans. Shadow Walker Origins: Frío Temperament: Neutral Trademark Characteristics: Black iris with white pupils, shadowy wispy tendrils, an almost ethereal quality to their bodies that appear as though they are a gaseous creature and not a solid one, soundless footsteps, generally average in terms of height ranging from 5' to 6', feather light weight. Mixed Shadow Walkers generally do not exhibit most traits common to their kind.
Abilities: Enhanced intelligence and perception Silent Footsteps - doesn't make a sound when traveling over any surface and leaves no footprints behind Inhuman strength - though they weigh near nothing, their strength is incredible Incorporeal Form - Pure breeds of the species are able to maintain a incorporeal form for a limited period of time, they can neither interact with the world around them nor can the world around them harm them in this state Aura Reading - Shadow Walkers claim to have an incredible ability to read the intents of those around them as being peaceful, neutral, or malicious. This claim has not been proven or disproved.
Culture: Curious. Shadow Walkers are an advanced society pursuing further technological studies. They are known to be some of the best manufacturers of ships and tech in their galaxy. They are very open to work relationships with other species but they are very stingy about their creations. Shadow Walkers do not share well and they do not like it when their creations are given or sold without their permission. They are generally neutral but do disapprove of marrying out of species and poor business etiquette. Crawler Origins: Europa Temperament: Peaceful Trademark Characteristics: Tall, crawlers tower over most other known species. They range anywhere from 7' to 10' in their humanoid forms, their skin is usually tinted the same color as their beastly form so a purple crawler will have a purple hue to their skin, on their back and where they usually would grow hair they have masses of tentacles instead. Crawlers generally have multiple eyes [generally 2+, a maximum of 10 has been recorded] of a variety of bright colors.
Abilities: Enhanced strength, stamina, and endurance Tentacles function like additional limbs and can grab items and utilize them Night vision - can see in low and dim lighting areas without any problem Iron Stomach - can stomach just about anything including but not limited to raw and decaying meats, bones, metals Can breathe both oxygen and nearly all liquids Beast Form - beastly form ranges anywhere from 10' to 14' in height, shape becomes a beastly mass of tentacles. has a large maw that can eat most creatures alive in one bite, very hard to pierce through with normal weapons and requires laser or plasma weapons to cut through the mass of tentacles
Culture: Crawlers generally function in a pack. Where there's one, there's bound to be at least four or five more. They generally inhabit wet biomes - either cold or neutral temperature. They do not bode well in the heat. They are rather friendly and though they're not a very talkative species, they generally leave travelers and explorers to their own devices and sometimes have been known to save lost or drowning travelers. Drayl
Origins: Europa Temperament: Peaceful Trademark Characteristics: Easily identifiable by their thin, lithe frames they are almost skeletal in appearance. They have barklike textured flesh and an abnormally wide mouth filled with sharp teeth. They have feral eyes reminiscent to that of a rabid animal
Abilities: Incredible sense of smell Superior Hearing - can tell apart sounds of native flora/fauna from that of an outsider Regenerative Photosynthesis - When bathed in the light of the sun, they heal from injuries at a quicker rate Iron Stomach - Capable of stomaching raw and spoiled meat without a problem, they can also go for weeks without food Terrain Sensory - They can feel when another creature is walking on the same terrain as them Accelerate Growth - They can make small flowers and plants grow at a quicker rate than they normally would Stillness - They can stay still for days without moving or eating
Culture: Open minded and kind, the Drayl are a rather easy going kind. They generally do not go out of their way to antagonize or hurt people and stick to their nomadic life styles of hunting and gathering. They prefer being outdoors and living along the other wildlife. They are also very blunt individuals and carnivorous by nature. Their kind has nothing against cannibalism nor do they respect the dead. Once an individual is dead, they believe the soul is no longer apart of the body and... well, suitable to eat. Noor Origins: Nar Temperament: Belligerent Trademark Characteristics: Average to tall height 5' to 7', sculpted features, long pointed fangs in place of teeth, unnatural colored eyes, very powerfully built, the Noor are generally muscular whether they be massive or lean muscle mass due to their incredible fast acting metabolism
Abilities: Enhanced strength Extreme durability Heightened sense of smell and hearing Immunity to high temperatures - heat, fire, and even lava do not seem to harm or bother the Noor at all Claws and fangs - the Noor seem to be able to tear and bite through most substances without any problem Limited Self Teleportation - the Noor are capable of short distance teleportation in small bursts Fire Manipulation - the Noor seem to be able to create fire on a small scale, but extreme control of the element has not been seen Beastly Form - The Noor are capable of turning into rather large dog-like creatures. The fur is highly durable with an almost leather-like thickness to it. They usually range anywhere from 7' to 10' tall in this form and their canine features vary. Some have exhibited qualities such as thick heavy fur and floppy ears while others have pointed ears and short fur. They also seem to have multiple arms in this form ranging anywhere from two to eight.
Culture: Violent. The Noor live by a very competitive mentality where only the best and strongest will survive. They fight among themselves a lot for territory and food. They generally travel in pairs, usually only mates. Children are known to break away from their parents or be abandoned. Siblings also rarely stick together, generally choosing to compete with one another. Their kind's planet no longer exists, there are few noted survivors. They do not take well to outsiders and generally require individuals to prove their worth to them before they will bother to pay attention to them. They enjoy taking charge and fighting, the IGM has noted encounters with several rather renowned pirates and conquistadors of this species in the past. They were originally a species without a name, granted a name by a human who managed to live among their kind for some time peacefully until her death. Rynol
Origins: Rynol Temperament: Neutral Trademark Characteristics: A noble people, those of this species know fairly well the honor that comes with hailing from their planet and galaxy. They are fairly delicate looking with wiry frames and bright hair. Their skin usually is the same hue as their hair, but a darker shade. They usually possess two eyes and humanoid features that look rather sculpted like a marble statue. Some have been noted to have three eyes. Their eyes are known to glow.
Abilities: Limited psionic abilities. It seems every family has one connected to their lineage. Enhanced mobility - Due to their slight and delicate forms, they generally move with great amounts of grace and agility Integrated Technology - The Rynol and the Ien are especially known for the integrated technology seen on all their kind Immunity to Cold - They do not respond to frigid temperatures poorly Telepathy - They can make 'mind-links' with their friends and family for mental conversation
Culture: Prideful by nature, the Rynol believe themselves to be a great species. They are always seeking for self improvement, but at the same time they are far less inclusive than the Shadow Walkers. They believe that to enter their lands, one must have a worth reputation. They do not take kindly to displays of violence. Threatening one Rynol is akin to threatening all Rynols and will cause you to fall out of their favor. Permanently.
Ien Origins: UNKNOWN Temperament: Fluctuates Trademark Characteristics: Inhumane paleness, they almost look like ghosts. Their hair and eyes are very much the same with very light colors generally seen such as white, platinum blonde, silver, light blue. An Ien with bright colored or dark colored hair or eyes generally has bio-ware implants or are not completely Ien by blood. They also have cybernetic implants all over their body. The more visible enhancements, the higher their status symbol among other Iens.
Abilities: ? Culture: ?
LOCKED Origins: ? Trademark Characteristics: ? Abilities: ? Temperament: ? Culture: ?
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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:17:56 GMT -5
Ally Factions
Intergalactic Law Enforcement Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
Rynol Empire Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
Ierol Alliance Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
LOCKED Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
LOCKED Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
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Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 13, 2019 5:18:27 GMT -5
Hostile Forces
Tempest Isle Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
LOCKED Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
LOCKED Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
LOCKED Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
LOCKED Origins: ? Threat Level: ? Objective: ? Combat Specialties: ? Intel: -
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