Wednesday Comics: DC, December 1985 (week 4)
12 hours ago
Agricultural: Animals 0Right away certain things are just out: Asteroid, Fluid Ocean, Water World, and Vacuum are not going to happen in the World's Apart concept. Some things are going to change in concept, but still exist, such as High Technology and Industrial. This, of course, also brings up the skill list as well. Obviously there won't be Zero-G, Computers, and Vacc Suit skills in a World's Apart. This means I'll have to do some more designing into the void.
Asteroid: Zero-G 0
Desert: Survival 0
Fluid Oceans: Seafarer 0
Garden: Animals 0
High Technology: Computers 0
High Population: Streetwise 0
Ice-Capped: Vacc Suit 0
Industrial: Trade 0
Low Technology: Survival 0
Poor: Animals 0
Rich: Carouse 0
Water World: Seafarer 0
Vacuum: Vacc Suit 0
High Magic Magic 0Several things now pop out. There are varying level of magic on each island This adds a lot of diversity to the setting, for not every land has the same mystical underpinning. It also means, of course, that I'll have to mechanically determine just what Low and High magic means for spell casters. Also, I've "rationalized" the climatic variables a bit, so now there's hot and cold, wet and dry islands. I've also put in a few descriptors, such as Archipelago and Atoll. On the skills end, I've got Magic and Navigation as new skills that don't already exist in Traveller.
Low Magic Science 0
High Population Streetwise 0
Low Population Survival 0
High Technology Trade 0
Low Technology Navigation 0
Arid Survival 0
Lush Animals 0
Hot Survival 0
Cold Survival 0
Rich Carouse 0
Poor Agricultural 0
Agricultural Agriculture 0
Industrial Trade 0
Archipelago Seafarer 0
Atoll Seafarer 0
Large Language 0
Small Leadership 0
Long ago, the god of the soil and the goddess of the sea became lovers. Their union created the Ur-world composed of numberless islands in an endless sea. Upon these islands other creatures were born from the labors of other gods. These creatures grew and learned and prospered for countless generations, sailing upon the welcoming seas. After eons, after the rise and fall of hundreds of empires and kingdoms, Soil and Sea argued and rent the Ur-world asunder. The once-welcoming seas now stranded any that dared travel beyond the sight of land in a gigantic never-ending ocean upon which they died from privation. The once-interconnected islands were stranded alone, only able to communicate with other nearby islands, for a ship needed to keep some type of shore in sight to avoid the terrible fate of those stranded in the Forever Sea. Each island or group of islands became independent worlds set apart from their brothers. This new and terrible isolation lasted as along as the era before it, and many new creatures, new gods, and new peoples were born during the long separation.Right away the similarities are obvious. For the longest time people were unable to communicate with other distant islands which each developed its own unique culture, but now, through the use of voyager ships (the knowledge of which was given by a rogue God) the many peoples can once again interact. These two concepts are, IMO, very important to the flavor and feel of both games.
This age of isolation ended when an unidentified goddess, allegedly a daughter of Soil and Sea, taught the peoples the secret of taming elementals to create ships that could navigate through the Forever Ocean. She believed that a return to the first age would rekindle the affections that Soil and Sea once had for each other. Unfortunately, the discovery of her gift of knowledge was met by anger and rage by all of the gods, both new and old, and she was imprisoned in the sky, transformed into a cloud cursed to move forever against the wind. But the wondrous gift of Obstinate Cloud (as she is named by those who tell her story) could not be undone, and the peoples of the islands began to explore a newly boundless world in their strange voyager ships.
Strength (Str): A character’s physical strength, fitness and forcefulness.There is also another statistic called Psionic Strength (Psi) that only comes into play when the characters have an opportunity to see if they're Psionic. Worlds Apart has no psionics (we've got magic, bub) but there is a need for that stat, reskinned. So Worlds Apart has Magical Strength (Mag).
Dexterity (Dex): Physical co-ordination and agility, reflexes.
Endurance (End): A character’s ability to sustain damage, stamina and determination.
Intelligence (Int): A character’s intellect and quickness of mind.
Education (Edu): A measure of a character’s learning and experience.
Social Standing (Soc): A character’s place in society.
One of the first things we need to ask is "what's the design reason of TLs?" In Traveller, they determine relative power ranks for what types of weapons, armors, vehicles, vessels, and other equipment exist. Basically, the "material stuff" that occupies the game realm. This means that TLs play an integral role in the "treasure" aspect of the game. They're about stuff, and stuff is what players like to gain
TL 0: (Primitive) No technology.
TL 1: (Primitive) Roughly on a par with Bronze or Iron age technology.
TL 2: (Primitive) Renaissance technology.
TL 3: (Primitive) The advances of TL 2 are now applied, bringing the germ of industrial revolution and steam power.
TL 4: (Industrial) The transition to industrial revolution is complete, bringing plastics, radio and other such inventions.
TL 5: (Industrial) TL 5 brings widespread electrification, tele-communications and internal combustion.
TL 6: (Industrial) TL 6 brings the development of fission power and more advanced computing.
TL 7: (Pre-Stellar) A pre-stellar society can reach orbit reliably and has telecommunications satellites.
TL 8: (Pre-Stellar) At TL 8, it is possible to reach other worlds in the same system, although terraforming or full colonisation are not within the culture’s capacity.
TL 9: (Pre-Stellar) The defining element of TL 9 is the development of gravity manipulation, which makes space travel vastly safer and faster.
TL 10: (Early Stellar) With the advent of Jump, nearby systems are opened up.
TL 11: (Early Stellar) The first true artificial intelligences become possible, as computers are able to model synaptic networks.
TL 12: (Average Stellar) Weather control revolutionises terraforming and agriculture.
TL 13: (Average Stellar) The battle dress appears on the battlefield in response to the new weapons.
TL 14: (Average Stellar) Fusion weapons become man-portable.
TL 15: (High Stellar) Black globe generators suggest a new direction for defensive technologies, while the development of synthetic anagathics means that the human lifespan is now vastly increased.
TL 0: (Primitive) No technologyYou'll note that I've chosen to extend all the way into the Early Industrial. This means that there are locations out there resembling the early-early/mid 1800's (sans gunpowder and explosives, of course - this is fantasy.) I've put in the (Primitive) to indicate to Traveller players that all of these TLs are TL 0-3.
TL 1: (Primitive) The Middle Paleolithic
TL 2: (Primitive) The Upper Paleolithic
TL 3: (Primitive) The Neolithic (agriculture begins)
TL 4: (Primitive) The Copper Age
TL 5: (Primitive) The Early Bronze Age
TL 6: (Primitive) The Late Bronze Age
TL 7: (Primitive) The Early Iron Age
TL 8: (Primitive) The Late Iron Age
TL 9: (Primitive) The Early Medieval Age
TL 10: (Primitive) The Late Medieval Age
TL 11: (Primitive) The Renaissance
TL 12: (Primitive) The Age of Sail
TL 13: (Primitive) The Very Early Industrial
TL 14: (Primitive) The Early Industrial
As invertebrates, snailmen find the notion of a skeleton completely unnerving. They view arthropods and other creatures with an exoskeleton with somewhat less suspicion; yet they naturally view invertebrates as the pinnacles of biological design. Snailmen believe that covering the skeleton with layers of flesh indicates that the creature is hiding something, a belief continually borne out in their voluminous folklore on the subject. They take gleeful pride when breaking someone’s bones (even a friend’s) with their blunt weaponry as it is sure to "teach the skeleton inside a lesson."
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