Tchklinxa November 9, 2014 - 3:22pm | I liked Gamma World with all it's crazy wacky campy stuff. One critter I always liked was the Centisteed which appears to have survived through the various changes the game went through: I have the GW1 rules so here it is in that format:
Force Field Generation
<!--EndFragment--> "Never fire a laser at a mirror." |
jedion357 November 9, 2014 - 6:04pm | Something like the centisteed exists in SF. The 10 harmless frontier creatures that the sathar took and made harmfull versions of that are listed in the back of Sundown on Starmist. There is a catepillar like mount. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Tchklinxa November 9, 2014 - 6:45pm | You must be referring to the Creepspine: Based on the genetically monkeyed with Sathar one a normal one might be: Type: Large herbivore Number: 1-5 Move: Slow IM/RS: 4/40 Stamina: 70 Attack: ? Damage: ? Special Attack: None Special Defense: None Native World: All character planets A large caterpillar like creature about 3 m long and 1 m wide in diameter. It stands about 1 m off the ground on a multitude of legs. The furry creature is used as a tire-less riding animal on many worlds. It has a soft furry exterior. This seems to be a very docile endurance based beast of burden, and probably a furry fuzzy wuzzy brightly marked colored critter. "Never fire a laser at a mirror." |
Abub November 9, 2014 - 7:19pm | I ran a d20 open source GW game recently (I've run alt:GW and a few earlier versions also) Obbs were impossible for my relatively low level PCs to hit cause they have crazy high AC. In the older editions I remembered obbs as an easier monster. My PCs had to retreat which the obbs were only protecting thier nest so they were happy to let them leave. ----------------------------------------------- |
bossmoss November 9, 2014 - 8:16pm | I always thought of the Creepspine as something like a giant inchworm. Based on the description, it seems like all these modified creatures are actually common (in their normal, unmodified forms). I often have players use Creepspines when exploring planets where vehicles are impractical. I also use tick-tock trees, especially on Vrusk planets. Sailsnails are popular pets for kids (kind of like having a pet goldfish). When my kids were playing SF, my youngest had a character with a pet sailsnail. I also make use of Sapes. I also love the Centisteed, and have a planet where they can be found in Star Frontiers. I like the write-up for them above. Few people know about them in my campaign, thus they are rare. Other GW creatures I have used: Arn - kind of like a dragonfly, but about 1 meter long - will follow commands, and can be trained like a dog - a popular pet in the Frontier - sometimes used as flying pack animals Herp - a flightless beetle the size of small dog (in GW it is normally much larger, up to 3.5 meters) - its carapace repels sonic attacks - excellent trackers in all weather - able to spit acid - a popular pet with Saurians, Thyrann, Vrusk Sleeth - humanoid lizard men, about 7' tall - telepathic, peaceful, well-educated - I needed a civilization that had been wiped out by the Sathar, leaving nothing but ruins behind, and these guys fit the bill nicely |
Tchklinxa November 10, 2014 - 8:29am | On the Centisteed do you guys think I should lower the FF back to the original 15 cm? Also sense SF is set up a bit different than all the various GW or d20 systems does that STA seem reasonable or too high? Bossmoss: I like that image of the Centisteed, looks like a good fusion attempt, the extra "mane" areas are cool and I really like the head. On the Arn, do you have a write up? If not I can crunch one... I sort of decided it would would not hurt to do a write up on each of the Creatures in the original GW1 book that converts the whole system to something workable with Alpha Dawn & Gamma Dawn... I never used Zebs rules so if something needs tweaking for that I will need help. People can then use or not use this as they see fit, I just sort of thought with Gamma Dawn out & some folks having Old Terra or at least Terran like critters in SF the critters might be a good salvage. Also there are some other fun things I have found that would fit 100% nicely into SF, I the plan to take stabs at salvaging some aliens from long forgotten TSR sources... but first GW1. "Never fire a laser at a mirror." |
Tchklinxa November 10, 2014 - 9:22am | You know I am looking at the Arks right now and figuring out how to convert them and the Gamma Dawn versions of the mutated powers seem considerably stronger than the original GW1... Abub the obbs may have been pumped up through the changes to GW and Gamma Dawn may reflect these pumped up changes... I understand some of the changes in GD for SF reasons but it seems the powers are pumped up to a point they could over power a game quick. I think I am going to tone it down, people can always pump them up to GD strength if they prefer. "Never fire a laser at a mirror." |
bossmoss November 10, 2014 - 2:19pm | Yes, I agree. GW creatures are definitely overpowered compared to SF. Whenever I use one, I tone it down. The Arn are described in the 2nd or 3rd edition - I don't quite remember which one. I adapted them years ago. I know that I used editions 1-3, as well as the d20 Sword & Sorcery version. I didn't really care for the other editions. |
Tchklinxa November 11, 2014 - 7:56am | Well the GW1 versions of powers seems more limited and very taxing on the PC/NPC which helps with balance... I am trying to mesh the ideas in GD & GW1. GW1 has mutations that did not make it into GD... like the Ark's Weather Control, a powerful mutation yes but very hard to pull off successfully and then there are limitations on what a mutant can do, no going all super hero over the top Xmen. But it could be used in cleaver and patient ways. In a space setting the Weather Control would be even more limited in space, but less so planet side. "Never fire a laser at a mirror." |
Tchklinxa November 11, 2014 - 8:38am | Here is the first draft on the Ark: Ark: Type: Medium Carnivore Number: 1-4 Move: Slow (average 10 m/t) IM/RS: 5/50 Stamina: 55 Attack: 40 Special
Defense: ?Weather Manipulation Special
Attack: Telekinesis, Life Leech Damage: Bite 2d10, Ability Modifiers: STR/STA +10 DEX/RS +0 INT/LOG -10
PER/LDR +0 The intelligent dog man stands just
short of 3 meters tall and always walks on its well-developed hind legs. It has
a mental strength and radiation resistance of 10. All arks have the following
mutations: telekinesis, weather manipulation, and life leech. Arks fear large
winged creatures and carry wicker shields and large clubs as weapons. They
consider human hands to be a great delicacy. Telekinesis (SL1-6): The Ark is able to move objects up to 15 meters away, plus
5 meters for every SL point, with his mind. The STR that he uses to lift the
object is equal to 20xSL. The Ark can use telekinesis for 9 turns, then he must
rest 9 turns, before again using the power. Telekinesis cannot be used for fine
manipulations, like a hand operating a machine. It can only lift, carry, move,
throw or rotate an object. It cannot wield a weapon, except for throwing big
heavy things. Lifting and carrying objects telekinetically is
just as fatiguing as carrying them physically. The character cannot lift
himself. Any attempt to lift a creature requires a mental attack. The same is
true for attempting to manipulate an object in someone's hands. An Ark that is
using this mutation, even just to hold an object, cannot attack unless he is
allowed multiple actions per round. Weather Manipulation: This allows the Ark to
manipulate the weather in the area he is in. The newly-created weather
conditions will last as long as the mutant concentrates on them. (Note that if
the mutant is hit in combat his concentration will be broken.) The mutant must
concentrate for a full minute (10 turns) before the weather begins to changing,
and it takes another 2 minutes (20 turns) for change to be completed. The
weather will be affected in a 10 kilometer radius around the mutant. The
weather cannot be radically changed, i.e. from below zero to 100 degree
heatwave. The extent of manipulation possible depends upon the prevailing
conditions. Aspect of Weather Prevailing Conditions Possible Change Cloud Cover/
Clear
Very Clear Precipitation
Partly Cloudy/Hazy
Partly Cloudy Clear
Cloudy
Misty/Light Rain/Light Snow
Sleet/Small Hail Cloudy
Partly Cloudy
Deep Clouds
Fog/Heavy Rains
Heavy
Snow/Driving Sleet
Large Hail <!--[if !supportEmptyParas]--> <!--[endif]--> Temperature
Hot
Sweltering Heat
Warm Warm
Hot
Cool
Cool
Warm
Cold
Cold
Cool
Arctic Cold Wind
Calm
Dead Calm
Light
Wind
Light Wind
Calm
Strong Wind
Strong Wind
Light Wind
Gale
Gale
Strong Wind
Strong Gale
Storm
Gale Hurricane/Typhoon All three aspects of the weather can be manipulated, but only as shown: For example, a day which is clear and warm with a light wind can become hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example. Success is not automatic SL above 1 increases the % chance by +5: There is a base 65% chance of causing one of the possible changes. If it is desirable to cause a change one degree away (from clear to light rains, for example) the chance of success drops to 35%, and double the time is required (20 turns of initial concentration, 40 turns to accomplish the change). If a change two degrees away from prevailing conditions is desired (such as warm to arctic cold, the chance of success is only 10% and triple the time is required (30 and 60 turns). The percentile dice are rolled after the initial concentration is completed, but the new conditions are not fully effective until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather manipulation again. This mutation is usable a maximum of once per day. Life Leach: The mutant is able to drain the life force from all semi-intelligent or intelligent beings, friend and foe alike, within a 10 meter radius of the mutant. Small animals and normal plants are not affected by life leech. Most common animals over half a meter in size qualify. Plants only qualify if the are mobile or sentient. The character drains 2xSL STA points from all such creatures within 10 meters each round. He can continue to use this power for 5+SL rounds, but then must rest it for at least 20 hours. Range increases by 3 meters for each SL over level 1. The STA points drained from nearby creatures are first used to heal any damage he has taken. Any leftover points are put into a special pool of STA points. All subsequent attacks do damage to this STA point pool. Only when the pool is empty do attacks affect the creature's original STA points. After four hours, what remains of any of these "phantom" STA points in the pool begin to fade at the rate of 5 per round. The STA pool cannot exceed the character's SL x 10. <!--EndFragment--> "Never fire a laser at a mirror." |
Tchklinxa November 15, 2014 - 6:07am | There are a couple things I still need to hammer out on the arks to SF standards one is Radiation Resistance the other is Mental Strength... I forgot to convert those it seems (I am still working on conversion rules so I need to work on those things next), I am trying to use the ideas in Gamma Dawn without over powering the creatures from Gamma World 1. If people use GD rules the creatures will be more powerful... I made Weather Manipulation more difficult than GW1 because the SL system of SF GD will eventually make it the same as GW1. I am trying to blend the best from both systems, my biggest concern is over powering creatures. The Arks could be very dangerous in an Old Terra setting, or as an alien species, or as escaped lab experiment in SF. I bumped the STR/STA up & lowered the LOG/INT scores to try and reflect their more primitive cultural development stage and the fact that a nearly 3 meter tall creature is probably pretty strong... I added the stats in case people wanted to play them as the intelligent deadly creatures they are NPC or PC. "Never fire a laser at a mirror." |
Tchklinxa November 15, 2014 - 5:18pm |
<!--[if gte mso 9]>
Stat Conversion GW1 = SF 3 = 30 Feeble/Weak 4 = 32 Feeble/Weak 5 = 34 Feeble to Poor/Weak 6 = 36 Poor/Weak 7 = 38 Poor/Weak 8 = 40 Below Average/Weak 9 = 42 Average/Average 10 = 44 Average/Average 11 = 46 Average/Average 12 = 48 Average/Average 13 = 50 Above Average/Above Average 14 = 55 Good/Above Average 15 = 60 Excellent/Above Average 16 = 65 Remarkable/Above Average 17 = 68 Remarkable/Above Average 18 = 70+ Incredible/Above Average So Arks have a Mental Strength of 10 in the Average range and based on the feel of SF I would go with 45 being their base LOG for this... What do you all think? <!--EndFragment--> "Never fire a laser at a mirror." |
Tchklinxa November 16, 2014 - 8:20am | I transcribed the wrong numbers... I made several different conversions using different systems So it should look more like this I think: Input welcome. <!--[if gte mso 9]> 3 = 30 Feeble/Weak 4
= 32 Feeble/Weak 5
= 34 Feeble to Poor/Weak 6
= 36 Poor/Weak 7
= 38 Poor/Weak 8
= 40 Below Average/Weak 9
= 45 Average/Average 10
= 46 Average/Average 11
= 48 Average/Average 12
= 49 Average/Average 13
= 50 Above Average/Above Average 14
= 55 Good/Above Average 15
= 60 Excellent/Above Average 16
= 65 Remarkable/Above Average 17
= 68 Remarkable/Above Average 18
= 70+ Incredible/Above Average So the Ark should be LOG 46 as a base. "Never fire a laser at a mirror." |
Tchklinxa November 16, 2014 - 12:27pm | Well as I understand it Radiation Resistance in GW1 equals the CON of the PC so that would be STA in in SF NPCs/PCs So 10RS would be in the SF Average range and should be probably 46... So I think the Ark should be finalized as follows: (I also tweaked the PC Stats a bit more, to try and reflect better the MS & RS, made them less strong) In put welcome: Ark: Type: Medium Carnivore Number: 1-4 Move: Slow (average 10 m/t) IM/RS: 5/50 Stamina: 46 Attack: 40 Special Defense: ?Weather Manipulation Special Attack: Telekinesis, Life Leech Damage: Bite 2d10, Ability Modifiers (For PCs): STR/STA +0/+3 to DEX/RS +0/+0 INT/LOG -3/+3 PER/LDR -3/+0 The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. It has a mental strength:LOG 46 and radiation resistance:STA of 46. All arks have the following mutations: telekinesis, weather manipulation, and life leech. Arks fear large winged creatures and carry wicker shields and large clubs as weapons. They consider human hands to be a great delicacy. Telekinesis (SL1-6): The Ark is able to move objects up to 15 meters away, plus 5 meters for every SL point, with his mind. The STR that he uses to lift the object is equal to 20xSL. The Ark can use telekinesis for 9 turns, then he must rest 9 turns, before again using the power. Telekinesis cannot be used for fine manipulations, like a hand operating a machine. It can only lift, carry, move, throw or rotate an object. It cannot wield a weapon, except for throwing big heavy things. Lifting and carrying objects telekinetically is just as fatiguing as carrying them physically. The character cannot lift himself. Any attempt to lift a creature requires a mental attack. The same is true for attempting to manipulate an object in someone's hands. An Ark that is using this mutation, even just to hold an object, cannot attack unless he is allowed multiple actions per round. Weather Manipulation: This allows the Ark to manipulate the weather in the area he is in. The newly-created weather conditions will last as long as the mutant concentrates on them. (Note that if the mutant is hit in combat his concentration will be broken.) The mutant must concentrate for a full minute (10 turns) before the weather begins to changing, and it takes another 2 minutes (20 turns) for change to be completed. The weather will be affected in a 10 kilometer radius around the mutant. The weather cannot be radically changed, i.e. from below zero to 100 degree heatwave. The extent of manipulation possible depends upon the prevailing conditions. Aspect of Weather Prevailing Conditions Possible Change Cloud Cover/ Clear Very Clear Precipitation Partly Cloudy/Hazy Partly Cloudy Clear Cloudy Misty/Light Rain/Light Snow Sleet/Small Hail Cloudy Partly Cloudy Deep Clouds Fog/Heavy Rains Heavy Snow/Driving Sleet Large Hail <!--[if !supportEmptyParas]--> <!--[endif]--> Temperature Hot Sweltering Heat Warm Warm Hot Cool Cool Warm Cold Cold Cool Arctic Cold Wind Calm Dead Calm Light Wind Light Wind Calm Strong Wind Strong Wind Light Wind Gale Gale Strong Wind Strong Gale Storm Gale Hurricane/Typhoon All three aspects of the weather can be manipulated, but only as shown: For example, a day which is clear and warm with a light wind can become hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example. Success is not automatic SL above 1 increases the % chance by +5: There is a base 65% chance of causing one of the possible changes. If it is desirable to cause a change one degree away (from clear to light rains, for example) the chance of success drops to 35%, and double the time is required (20 turns of initial concentration, 40 turns to accomplish the change). If a change two degrees away from prevailing conditions is desired (such as warm to arctic cold, the chance of success is only 10% and triple the time is required (30 and 60 turns). The percentile dice are rolled after the initial concentration is completed, but the new conditions are not fully effective until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather manipulation again. This mutation is usable a maximum of once per day. Life Leach: The mutant is able to drain the life force from all semi-intelligent or intelligent beings, friend and foe alike, within a 10 meter radius of the mutant. Small animals and normal plants are not affected by life leech. Most common animals over half a meter in size qualify. Plants only qualify if the are mobile or sentient. The character drains 2xSL STA points from all such creatures within 10 meters each round. He can continue to use this power for 5+SL rounds, but then must rest it for at least 20 hours. Range increases by 3 meters for each SL over level 1. The STA points drained from nearby creatures are first used to heal any damage he has taken. Any leftover points are put into a special pool of STA points. All subsequent attacks do damage to this STA point pool. Only when the pool is empty do attacks affect the creature's original STA points. After four hours, what remains of any of these "phantom" STA points in the pool begin to fade at the rate of 5 per round. The STA pool cannot exceed the character's SL x 10. "Never fire a laser at a mirror." |
Tchklinxa November 16, 2014 - 1:23pm | Here is my stab at the Arn I found some GW2 info to include:
<!--[if gte mso 9]> The
Arn (Dragon Bugs) <!--[if !supportEmptyParas]--> <!--[endif]--> Type:
Medium Carnivore Number:
1-6 Move:
Medium 3 (on the ground) 16-75 (flight) IM/RS:
5/50 Stamina:
50 Attack:
55 Special
Defense: N/A Special
Attack: N/A Damage:
Bite 1D10 <!--[if !supportEmptyParas]--> <!--[endif]--> This 1 to
2 meter long mutated insect (dragonfly) is often domesticated by small
humanoids and used as a riding mount or beast of burden. Arns cannot fly with
more than 6-20 kilograms on their backs and must be caught and trained while
young to be of any use. The arn has large mandibles, which can bite doing 1
dice of damage. It can fly backwards, change direction in mid-air and hover for
up to a minute (10 turns). It possesses six legs, but cannot walk well. It eats
any other small creatures (land, aquatic if on surface of water, or aerial) it
can catch. They are usually found around marshes, lakes, ponds, streams, and wetlands because their larvae, known as "nymphs", are aquatic. "Never fire a laser at a mirror." |
Tchklinxa November 16, 2014 - 4:59pm |
<!--[if gte mso 9]> ANDROIDS:
Thinker
Worker Warrior Type:
Mechanical Number:
1-6
1-6
1-6 Move:
12
12
15 STA:
70
45
100 IM/RS:
varies Attack: ½
DEX or STR Special
Defense: varies Special
Attack: varies Damage:
varies Planet of
Origin: Terra <!--[if !supportEmptyParas]--> <!--[endif]--> Androids
look like Pure Strain Humans. All have the basic attributes: STR/STA, DEX/RS,
INT/LOG and PER/LDR… all to be determined by the referee randomly except for
the following guidelines: All Androids have a low INT score of and have a -20
at creation. The thinker has a 70 LOG and 70 STA, and the warrior has an 70 in
all categories except STA which is 100 & LOG is random rolled. All workers
have a STA 45 all other abilities are random. Androids consider humans to be a
threat to their existence, travel heavily armed, and will always fight to the
death. <!--[if !supportEmptyParas]--> <!--[endif]--> (GW1) "Never fire a laser at a mirror." |
Rum Rogue November 16, 2014 - 7:19pm | nice work Time flies when your having rum. Im a government employee, I dont goof-off. I constructively abuse my time. |
Tchklinxa November 23, 2014 - 1:42pm | I am working up a simplified Dangerous Conditions Alert system for the human colonies that would have been based on old Terra ideas. Since GW in it's original form is very much a product of the cold war impending nuclear war fears and what that waste land might be like via pulp sci-fi, I figured I should use older ideas for threat assessment, & warning the populace of that sort of thing. I spent some time reading through various systems, naturally every country has their own systems... but I don't want something that is confusing and fragmented... so I decided to tweak the heck out of the USA system of DefCon, EBS, and Civil Air Defense warning systems. I know DefCon is nuclear war specific in RL, I just wanted to simplify all the XCons I read. So here is my basic idea: Human Alert Systems:
Defense Condition/General Condition: Human Colonies use a
readiness system based on Old Terra’s DefCon system which had been used by some of the
ancients, they have modified it. All colonies us a 1-5, normal - delta system
with the same warning colors with public announcements and warning sirens and
signals to tell the populace what they are preparing for. DefCon announcements
with numbers refer to military defense in response to other powers and
terrorist threats. Normal through Delta are used to describe various dangerous
conditions as are numbers 5 through 1. Conditions caused by nature such as
extreme weather, disease, and astronomical conditions for example are referred
to as GenCon and followed with further instructions. GenCon means General
Condition of the base, colony or station for all conditions not involving
Defense. The color code used for all conditions goes blue, green, yellow, red,
to white (with blue being normal, and white being worse condition.) For instance a PC might hear or read on a human space station announcement board: “All Conditions Normal GenCon 5
Condition Blue” or “GenCon Delta, Repeat
GenCon Delta, Condition White, Shelter in place until further notice.” (There would also be a 5 colored panels through out the base with the right light lit up for the condition and all Emergency Alert System Signals have been retained as has Civil Defense Siren Signals.). Readiness condition Exercise term Description Readiness Color DEFCON 1 GenCon Delta COCKED
PISTOL War
is imminent. Terrorist attack is taking place or has just occurred in the
area. Epidemic. Storm occurring. Maximum
readiness, lock down, extreme security measures, martial law, shelter in
place and or directed to shelters. Extreme quarantine measures. All emergency
preps should be done, be evacuated or in lock down to ride out emergency.
White DEFCON 2 GenCon Charlie FAST
PACE Next
step to war, terrorist attack has occurred or local threat is imminent, 24
hours out. High number of ill. Armed
Forces ready to deploy and engage in less than 6 hours, rigorous efforts in
security, 24 hours before emergency: Adhere to evacuation orders or lock down
orders. Enforced quarantines.
Red DEFCON 3 GenCon Bravo Beta ROUND
HOUSE Increase
in force readiness above that required for normal readiness, terrorist threat highly possible. 48
hours out. Confirmed contagion medium amount of patients. Armed
Forces ready to mobilize in 15 minutes, security measures taken, 48 hours
before emergency: continue preparing, secure loose items (base), review
evacuation routes. Populace should be taking precautions, masks, gloves,
limit travel, limited enforced quarantine.
Yellow DEFCON 4 GenCon Alpha DOUBLE
TAKE Increased
intelligence watch and strengthened security measures, Small
and general terrorist threat. Approaching dangerous weather condition 72
hours out. Possible or confirmed contagion few cases. Above
normal readiness, possible increased security, review of security. 72 hours
before emergency: stock up emergency supplies, prepare for emergency, copy
important documents, prepare to evacuate. Report to medical facility if
showing symptoms follow instructions. Report illness, follow instructions,
self quarantine of people who show no symptoms but may have been in contact.
Green DEFCON 5 GenCon Normal FADE
OUT Lowest
state of readiness, No
current terrorist activity Normal
readiness, normal routine security.
Blue Anyhow I think this will work for Human Colonies in space... "Never fire a laser at a mirror." |
iggy November 24, 2014 - 9:08am | This sounds fun to use with the players but I would change the color progression by moving white from "blue, green, yellow, red, to white" to "white, blue, green, yellow, to red". This way the station, ship, city, etc could have room light change color from standard everyday white to the most critical red. This sets the mood of the encounters if the room lights are constantly changing or are different in different rooms as the PCs approach the area of a threat. -iggy |
Tchklinxa November 24, 2014 - 9:55am | I like the idea of the whole base/station/ship's lighting changing on human built facilities... Drals would be all why is every freaking out the lights only dimmed? It would indeed be a good mood setter. Culturally it would key into white = peace, red = danger/war. Thanks... good idea. I looked at some other versions by other countries... the Bikini State is (white, black, black special, amber, red) I have no idea why they have 2 black levels? But it does make Red Dwarf jokes about condition Marigold or Mauve make more sense.
UK HANDLE:
NATO Counter-Surprise alert states (most serious at top)
FRANCE:
"Never fire a laser at a mirror." |
Tchklinxa November 24, 2014 - 10:46am | I also decided each race had it's own currency system prior to UPF Credit... Human
Currency Prior To UPF: 2145 Old
Terra adopted uniform currency (the domar) established worldwide which then spread to space as a trade
currency. The “Dollar Marker” is an all-but
indestructible coin of dense plastic that, due to holographic designs imprinted
in it, was next to impossible to counterfeit. The term “Dollar Markers” was soon verbally shortened to “Domars”. Thus all Human
Colonies that survived the collapse of
Old Terra continued to use the Domar. All surving Human Governments in
Human Space still use the same color coding but each government has it’s own
unique holographic designs. Domars in the Frontier where used by Human Colonies
until the adoption of the Credit by all UPF Members. All Frontier Domars have
an equal exchange rate for UPF Credits, but as they are now rare they are
considered collector items. Gamma Terra (Old Terra) economies no longer know
what the colors or markings mean on the domars and as a result all colors
currently carry a value of 5
Domars to one 1 gold piece (1 oz). I am thinking of using these colors for Domars... White, $1 Red, $5 Blue, $10 Grey, $20 Green, $25 Orange, $50 Black, $100 Pink, $250 Purple, $500 Yellow, $1000 Light Blue, $2000 Brown, $5000 "Never fire a laser at a mirror." |
iggy November 25, 2014 - 3:32pm | I imagine that patterns are mixed in with the lights to aid dralasites. The pattern progression could be none with white, small dots, fixed barber pole, rolling barber pole, and finally cross hatched rolling barber pole for red. -iggy |
jedion357 November 25, 2014 - 4:19pm | Imagine, doillars, ruppees, yen or British pounds in the Frontier? Its just so much paper and only has value as historical documents, not for the printed denominations. Sort of like Confederate States of America paper money no longer backed by a government for all intents and purpises since Earth is so far away. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Tchklinxa November 25, 2014 - 4:20pm | A standardized panel would also work for them... if every human station has a panel with 5 lights spread around the base, redundant system, that lights up a specific panel light maybe with a number &/or Greek symbol on it & flashing. Dral bases would totally do a pattern thing of some sort, colors as we think of them would be less useful... they have colors in the form of grey scale, but your right patterns would be more useful to Drals... also their threat levels might be different too. I am sort of musing over what each species tech/culture look would be specifically for them, built for them by them before UPF cooperation push. "Never fire a laser at a mirror." |
Tchklinxa March 12, 2015 - 5:04am | What sort of warning system do you all think a Vrusk only ship or base might have? I am thinking they use octogons in their building of things... I am trying to use shapes to help set the cultures apart. So I am thinking an Octogon panel, but past that I do not know, maybe colors in the infra-red and sounds in a different pitch? "Never fire a laser at a mirror." |
Malcadon March 12, 2015 - 10:06am | White, $1 Red, $5 Blue, $10 Grey, $20 Green, $25 Orange, $50 Black, $100 Pink, $250 Purple, $500 Yellow, $1000 Light Blue, $2000 Brown, $5000
Every time I see a list like that, the first thing that comes to mind is: Just saying... (WTF is with the quote boxes? I think they are broken?) |
Tchklinxa March 12, 2015 - 3:18pm | I know, but I am working on some Pre-Frontier Cultural aspects for the different cultures... so happily pilfering TSR products/ideas of old for the humans. "Never fire a laser at a mirror." |
Malcadon March 12, 2015 - 10:06pm | Wait, is that list accurate? I thought it was: White, $1 Pink, $5 Light Yellow, $10 Mint Green, $20 Sky Blue, $50 Medium Yellow, $100 Golden Yellow, $500 ...or is that Monopoly money? (Also, I dont know if this is at all helpful to anyone, but what I list prices in Domars, I use this symbol: Ð ) |
Tchklinxa March 13, 2015 - 4:36am | Ð what script is that found in? "Never fire a laser at a mirror." |
Malcadon March 13, 2015 - 5:56am | I found it on Wikipedia as "D with stroke", "Eth" and "African D", with more notes about them. |