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Location:
Quandrant & Sector:
System or Star Name:
Star Type: http://www.astronomytrek.com/list-of-different-star-types/
Parent Planet: (remove if not applicable; needed for satellites)
Parent Planet Classification: ""

Object:
Name:
Classification: (Jovian [Gas Giant], Terrestrial [Rocky Planet], Planetoid [including dwarf planets, asteroids and comets], Natural Satellite, Artificial Satellite)
Habitability Scale: 1-5 (◆◇) To make things easier, the scale is based on how easily a human or oxygen/nitrogen breathing creature used to earth-like gravity could exist there. With 5 being the most 'earth-like' and 0 being a Jovian planet.

Extended Information: (can be removed or edited to fit needs)
Gravity:
Orbit:
Atmosphere:
Astronomical Phenomenon: (if applicable; 'high radiation due to an overactive sun or weak magnetic field', 'surrounded by a debris field from the remains of its sister planet' etc)
Environment: (weather, soil, topography, geography, ratio of water to dry land, etc)
Government: (detailed or brief)

Miscellany/Restrictions:
All other relevant information. If you would like to place restrictions on the use of this planet do so here with the request that players contact you before doing anything significant on the planet.

Code
Code:
[size=5][b]Location:[/b][/size] [b]Quandrant & Sector:[/b] [b]System or Star Name:[/b] [b]Star Type:[/b] http://www.astronomytrek.com/list-of-different-star-types/ [b]Parent Planet:[/b] (remove if not applicable; needed for satellites) [b]Parent Planet Classification:[/b] "" [size=5][b]Object:[/b][/size] [b]Name: [/b] [b]Classification:[/b] (Jovian [Gas Giant], Terrestrial [Rocky Planet], Planetoid [including dwarf planets, asteroids and comets], Natural Satellite, Artificial Satellite) [b]Habitability Scale:[/b] 1-5 (◆◇) To make things easier, the scale is based on how easily a human or oxygen/nitrogen breathing creature used to earth-like gravity could exist there. With 5 being the most 'earth-like' and 0 being a Jovian planet. [size=5][b]Extended Information:[/b][/size] (can be removed or edited to fit needs) [b]Gravity:[/b] [b]Orbit:[/b] [b]Atmosphere:[/b] [b]Astronomical Phenomenon:[/b] (if applicable; 'high radiation due to an overactive sun or weak magnetic field', 'surrounded by a debris field from the remains of its sister planet' etc) [b]Environment:[/b] (weather, soil, topography, geography, ratio of water to dry land, etc) [b]Government:[/b] (detailed or brief) [size=5][b]Miscellany/Restrictions:[/b][/size] All other relevant information. If you would like to place restrictions on the use of this planet do so here with the request that players contact you before doing anything significant on the planet.
Location:
Quandrant & Sector: --
System or Star Name: Thaavruc.
Star Type: Orange Dwarf.

Object:
Name: Sema,
Classification: Terrestrial.
Habitability Scale: ◆◆◆◆◇

Extended Information:
Gravity: 9.5m/s.
Cycle: 12hr days.
Seasons: Temperate (spring/summer hybrid) & Intemperate (extreme winter.)
Temperatures: 50° - 105° || 5° - -65° (Fahrenheit.)
Native Species: Wixileon.
Invasive Species: Dabas (WIP).
Ports: Edmin's Port, situated in the center of Edminton proper, the only town on the planet.
Registration: All present gen characters are most likely to be unregistered citizens.
Notable Salvage: Jorgensen and Halvorsen.

Environment

Sema's environment is largely depleted. A wasteland. It was originally scouted by Galfed as an earth-like planet capable of sustaining life, but was found to be too small to support any substantial population, and too far off the beaten path to act as a catchall for other planets' people.

In light of this it was stripped first of the majority of its surface water, then mined out, and the rest of the planet's ecosystems began crashing after that. A brief resurgence was made in life on the planet with the help of healthy annual rainfalls, but the planet was designated a dumping planet and once it began receiving trash, pollution from dumping practices that were neither adherent to guidelines, nor particularly safe saw to the beginning of the end for Sema's native wildlife.
Government

Sema is lawless. What does pass for primitive government is made up of a council representative from each of the 10 salvage operations and 2 from domestic and in-house mercenary groups.

The population is small enough that between these twelve, all disputes are settled quickly enough, but things such as education and medical services are virtually nonexistent, it's every man for himself. Such things are taken care of by the family heads.
Brief History


Sema was settled by petty criminals, from poverty stricken circumstances who were stuck in a loop that would eventually see them dead.

They came to the planet to try and eek out a decent living sorting through the galaxy's trash and selling it back to those in the know. It was neither a glamorous, nor healthy life path, but they were largely forgotten about, and free.

Sema wasn't as polluted as it is today when they settled. Evidence of vegetation and surface water made it easily inhabitable, and native fauna allowed for a relatively decent lifestyle, but as the trash kept coming, pollutants, chemical spills, gasses and garbage ground cover made it a virtual wasteland in as little as a generation. The result was devastating and nearly ran all operations off the planet due to an inability to sustain themselves.

That's when the rations began. Trimonthly for as long as the current generation of Semetians can remember, there has been an unmarked drop of dehydrated food supply and basic water necessities. No one knows where exactly they come from, but hungry people aren't often overly concerned with that detail.
Entertainment

The SBMC - Sema Battle-Mech Circuit was setup by Jorgensen Salvage, the most affluent of the salvage operations on Sema.

The build up of old mech frames and bored teenagers and young adults were a bad combination, but produced excellent entertainment value for a planet that had nothing in the ways of it.

Monthly Battle Royales not only gave inventive individuals a chance to showcase their piloting skills, but also to learn the ins and outs of servicing mechanical contraptions and was initially frowned upon and very nearly shut down by the original gen.

But when those skills came in handy for repairing compactors, and sorting through old, faulty wiring, it was left to flourish, and the circuit grew into the favored pastime of most of Sema's denizens, growing from small, short matches and expanding into everything from demolition matches, to tagteam matches, complete with mascots.

The mortality rate for pilots in aged junkmechs was high, but the payout was also high and for the hopelessly bored, it was a chance to make enough to find passage off the planet if they wanted.

(WIP)
Location
Quandrant & Sector: --
System or Star Name: Epsilon-15-1426
Star Type: Orange Dwarf

Object:
Name: Xutune
Classification: Planetoid
Habitability Scale: (◆◆◆◆◆)

Extended Information:
Gravity: Equivalent to Earth's
Orbit: 12hour days
Atmosphere: Humid; heavier rains during the spring/summer months. Never snows, and cold days are barely considered such to outsiders.
Environment: Humid weather, and the plant life is well-supported. However, half of the planet is filled with swamplands that are dangerous due to the creatures roaming that part of the planet. Some of the plants, too, can be deadly.
Government: Direct Democracy.

Miscellany:
Xutune is the known homeplanet of the race; Fayenal, and imports their own advanced cybernetics to other planets (which have a special metal fitting through it) and is home to Engineering schools that accept all races.
Location:
Quandrant & Sector: Unknown
System or Star Name: Hidden
Star Type: Orange Dwarf
Parent Planet: Olympus
Parent Planet Classification: ""

Object:
Name: Asphodel
Classification: Terrestrial Planetoid, Natural Satellite
Habitability Scale: 4 (◆◇)

Extended Information: (can be removed or edited to fit needs)
Gravity: Heavy
Orbit: Around the planet, Olympus
Atmosphere:
Astronomical Phenomenon: orbit is parallel with it’s sister satelites; Elysium, Tartarus, and Erebus
Environment: Mountainous, acidic soil, and stormy weather. It's all land, water extracted from underground.
Government: See Olympus

Miscellany:
All other relevant information.
Ohkram, the banded planet
(/oʊk/-/rɑm/, oak-ram)

Location:
Quadrant & Sector: TBD
System/Star Name: Hybrothus-7
Star Type: Red Giant
Diameter: 137 million miles ( 220 million km)
Current Evolution Age: 2.5-3.5 million years

Object:
Name: Ohkram, the banded planet
Classification: Terrestrial Planet
Habitability Scale: ◆◇◇◇◇

Extended Information:
Diameter: 9,207 miles (14,817 km)
Mass: 6.945x10^24 kg
Gravity: 22.055 m/s^2
Orbit: Circular orbit, 0.74 astronomical units (68.7904 million miles)
Orbit Cycle: 1,026 standard days
Axis Cycle: 114 standard days
Axis Tilt: 30.5 degrees
Atmosphere: CO2 (0.87), N2 (0.12), Ar (0.01)
Temperature: Average - 90F/32C; Max - 150F/65C; Min - -80F/-62C
Astronomical Phenomenon: Ohkram’s atmosphere is constantly burning off causing it to leave a short trail of microparticles as it orbits its star. The atmosphere is replenished as absorbed CO2 in its soil is emitted. High levels of radiation exist at fatal levels at the equators.

Physical Appearance: The planet is a ruddy-orange shade that spans across its entire surface with rolling storm clouds that can be seen from space along the terminator. Along the ancient seafloors exist a darker brown striping that spans across the planet in sequential bands.

Environment: Main weather patterns vary as dust storms ravage the surface in a constant, slow moving crawl that follows the leading edge of the terminator as the planet rotates on its axis. These storms are fueled by the sudden temperature snap from harsh, mercilessly freezing temperatures to oven-like highs. The planet has no sustained surface water due to these temperature changes. As night falls, massive balls of hail fall to the ground as evaporated water quickly condenses and, upon dawn, goes through a violent process of sublimation as the ice explodes into gas. However, geologic structures suggest that at one time it would have had shallow seas that covered nearly 40% of the celestial body.

Government: The planet exists outside of federation control.

Miscellany/Restrictions: Much of the system remains officially uncharted with only a recent scan revealing the lone planet orbiting the red giant. Recent rumors have emerged of illegal trade routes being established through the system as well as whispers that the dark brown bands found on the planet are actually a rare substance that can be refined into potent narcotics for medical, though mostly illegal, use. With the emergence of illegal trade routes, strange artifacts and alleged fossils have begun to appear on the black market with the point of origin being Ohkram, hinting that the planet had once sustained life. Life that may have been burnt out from the evolution of the system’s star which could have potentially consumed any other planets.
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Location:
Quandrant & Sector: Alpha Quadrant, Nought Sector
System or Star Name: The Timirrian Expanse
Star Type: Yellow Dwarf
Parent Planet: Alicanto
Parent Planet Classification: Terrestrial

Object:
Name: Kroberos
Classification: Terrestrial natural satellite
Habitability Scale: ◆◆◆◆◆

Extended Information:
Gravity: Slightly lighter than an Earth-equivalent.
Orbit: Circular
Atmosphere: Earthlike mix of nitrogen-oxygen-argon, but notably less water vapor. Pack for sun, bring water bottles, eat your potassium.
Environment: Terra-formed-temperate; savanna. Largely industrialized.
Government: Independent and autonomous; every settlement is allowed its own police force. While all decisions are ostensibly overseen and kept in check by one of Alicanto's syndicates - The Tribe of Obscura - this appears to be in name only, and the only unifying factor between self-governing settlements is a blistering resistance to the Federation.

Miscellany:

A temperate moon of the mining planet of Alicanto, Kroberos has become emblematic of slapdash, opportunistic industry and a popular pit-stop for refueling and resupplying in the Alpha-Nought territories.

Where most colonies build out, the various attempts at settling Kroberos have built up. Seas of shipyards sprung forth from necessity, and while other manufacturing industries have attempted to blossom, the main motivator of Kroberos appears to be the drive to get back off of it, again.

If you need a rare part or repair, or simply need to move a few things around Federation checks, chances are you can find what you're looking for on Kroberos.

Permanent residence is altogether different. There is no native sentient population; all present have emigrated for the industrial jobs, and all evident record shows that the original inhabitants simply vanished, hundreds of years prior, with no lingering evidence of migration, seismic or cataclysmic event. Long-forgotten lost cities, tunnels and canals have been crushed by the crashed remains of old star-faring vessels; those vessels have transformed over time and necessity into repurposed shantytowns of their own, and nature struggles hard to reclaim it all. Industry and poverty can often exist on the same block, and little thought appears to have been given as to why it had been abandoned at all.
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Location:
Quandrant & Sector: Alpha Quadrant, Nought Sector
System or Star Name: The Timirrian Expanse
Star Type: Yellow Dwarf

Object:
Name: Alicanto
Classification: Terrestrial
Habitability Scale: ◆◆◆◆◇

Extended Information:
Gravity: Near-Earth (Heavy)
Orbit: Elliptic, stable
Atmosphere: Hot. Harsh. Somewhat irradiated.
Environment: Mountainous. Ravaged by the ravenous stripping of rare minerals and gases. The usage of protective gear and climate-controlled hubs is plentiful.

Natural fauna is large, hardy, predominately insectoid and severely armored, built to thrive in harsh climates and ash.

Flora is tenacious and valuable, generally low, succulent, and of the sort that thrive in porous rocks, ash, volcanic soil and high altitudes. Silver and golden hued mats of mosses are plentiful, often the only visible plant life for miles. Forests by contrast cluster the equatorial regions, and are equally striking, as jagged and threatening as its mountain ranges, with grasping obsidian branches and thick, spiny leaves.

Government: Minimal. The Galaxy Federation has a loose foothold here, but it generally falls to 'whomever owns the space at the time' - which typically defaults to a consortium of corporations, ruling families, crime syndicates, or some combination of the lot.

Miscellany:

A home to a wealth of rare minerals and refineries and a bastion of individual liberty, Alicanto's discovery and the fact that it hadn't been immediately annexed by the Federation led to a small Mobian rush of opportunists and no small press about freedom and opportunity. The reality is far less romantic - Galfed may not have its usual foothold here, but like any other endeavor, operations are driven by the need for isolation and cold, hard credits.

Federation patrols to the Nought sector are infrequent. The Federation are allowed several mining facilities; these are often understaffed or in disrepair, and a post at Alicanto is often synonymous with a punishment or demotion.

There is no central government; the majority of occupying forces are private entities and syndicates that constantly vye for control over resources and exports - and spoils are often ludicrously lucrative.

Notable (and notably disreputable) organizations that call Alicanto home include:
  • Obscura - Sarr Treevo. Primarily human, near-human and humanoid. Their spoils are often funneled into the shipyards at Kroberos, and these ships turn a tidy profit.
  • The Invisibles - Rhylden Orviel and The Family, Primarily comprised of displaced Fayenal and the odd Garou. They often clash with Orium Ghost.
  • Copper Axebeak Clan - Miners largely comprised of the Folk. Unusually, these miners are monks, uniquely isolated, and rumors abound and run wild, speculating on whether that's all that they are. Insinuations that their own operations are synthesizing their findings into unchecked drugs may be well founded, indeed.
  • Orium Ghost - The Lady Zil. Alien and humans from all ends of the Galaxy, but rumored to be largely skin-shifted Edasichians. Known for vast greed and unrivaled intelligence operations, as well as being established mercenaries with a ravaging reputation. They own several facilities of Alicanto and Kroberos and are rumored to finance and supply large gangs of pirates.

These characters are presently NPCs, but send me a message if you wish to play one!
Location:
Quadrant & Sector: Alpha Quadrant, Sector TBD
System or Star Name: Kel System
Star Type: Yellow Dwarf

Object:
Name: Omessia (Oh-mess-eya)
Classification: Jovian planet
Habitability Scale: ◇◇◇◇◇/◆◆◆◆◇ (Outside/Inside)

Extended Information:
Gravity: ~18 m/s^2 (~1.8 g's, or 1.8x Earth's gravity)
Orbit: Elliptic
Atmosphere/Environment: Hydrogen, helium, methane, water, other traces. Omessia is a gas giant, and has no defined rocky core.

Instead the gaseous atmosphere of the planet transitions smoothly into a supercritical fluid at the base of the troposphere. The transition takes place over a span of about 10km, with no defined ‘surface’.

The higher gravity requires some getting used to, making it very difficult for some races or differently-abled individuals. However, some of the ships that make their means through tourism partially counteract the gravity by artificial means to a much more ‘human’ tolerance.

Society: Omessia has no surface to land ships on. In fact, most space-faring vehicles are not constructed to withstand the high pressure encountered in Omessia’s atmosphere, and are unable to enter the gas giant for very long.

Despite this, the gas giant in fact hosts a small cluster of floating cities. These cities are constructed as large ships, built akin to submarines to resist the crushing pressures of the atmosphere. Large tanks carefully regulate the ships’ densities, and this allows them to ‘float’ in the troposphere, within the supercritical transition layer.

These ‘city ships’ (of which there are less than a dozen) are essentially invisible deep within the clouds of Omessia, hidden from most forms of radar as well as the visible spectrum. This makes entering the atmosphere by spaceship particularly difficult, as the ‘cities’ can be anywhere on the bottom-most tropospheric layer, at any given time.

Their location instead is regulated by a medium-sized artificial satellite, where visitors can park their ships and be shuttled down to the cities. This satellite is the cities’ only connection to the outside world, and were it damaged or destroyed the colonies could be lost forever.

Residents/Economy:
The Ommesians are in fact an offshoot of the Khuzaits, a nomadic race native to the MSG, whose home planet was destroyed centuries earlier. Delicate, hairless, in a variety of colours with slits for a nose and the ability to absorb nutrients through their hands.

The ‘Sky City’, as the groups of ships are often called, is open and friendly to tourists, provided one go through the proper channels, and offer a variety of sight-seeing and vacation packages. Obviously restricted to the ships themselves--*although*, there is a rather risky banned sport called ‘Skipping’, where residents (and tourists) take out tiny, one-person vehicles designed for trips between ships and race them across the supercritical fluid boundary, setting the ship’s density beforehand. It’s very risky in that the thick gas and fluid atmosphere makes communication and navigation virtually impossible. It’s easy to get loss, and if your ship were to break down--well, there’s a good chance you’ll either float or sink. Literally. With no real hope of rescue.

Other than tourism, the colony makes its means by ‘mining’ some of the valuable trace elements from the gas giant itself. Many like to collect in the supercritical layer, while some require ‘miners’ dive dangerously deep to retrieve. It is lucrative but dangerous, however well suited for the Ommesians, who originally came from a high-gravity, dense-atmosphered planet similar to Venus.
PHALERUS


Quadrant & Sector: Beta Quadrant, VU-638 Sector
System or Star Name: Vria System
Star Type: Red Dwarf


Name: Phalerus (Known as Draguna IV by Federation Citizens)**
Classification: Terrestrial
Habitability Scale: ◆◆◆◆◇


Gravity: Slightly lower than Earth's
Atmosphere: Nitrogen-Oxygen with a band of sulfur dioxide beneath the habitable islands
Astronomical Phenomenon: The planet is only slightly larger than a dwarf planet and has no known moons. Some Phalerians believe that Phalerus used to be a moon herself and broke free from the orbit she held around one her sister planets long before sapient beings came to exist on the Phalerus surface.


Environment: The surface of the planet is made up predominantly of a vast ocean. Volcanic activity as well as earthquakes and other plate-shifting phenomena are prevalent, creating the existence of massive waves--thereby making the surface land uninhabitable except for the rare species of flora or fauna which can survive the extreme conditions.

Above the ocean, there is a couple thousand feet of sulfur oxide, which promotes the existence of acid rain and massive storms.

Above the sulfur clouds there is Phalerus' most unique feature. Floating islands of flourishing flora and fauna are made possible by the high concentrations of the superconductor niobium within the rocks of the islands. Impeccably planned cities sit atop a great number of the islands, yet wildlife flourishes. Civilization and wildlife, existing in perfect harmony.

Government: Phalerians are a matriarchal society, following the leadership of the High Priestess and her Council of Elders. The Galaxy Federation has no jurisdiction. Any and all matters are taken care of by the native peoples.


As a general note it is ill-advised by the Galaxy Federation to make contact with Draguna IV. Due to past hostilities, there is no guarantee that the Phalerian people will welcome anyone from the established Federation planets.

It is said that they house (and even welcome) enemies of the Federation.

Moderators: Rigby AJ_89 Degu