Atmospheric Hazards Transcat

atmospheric hazard definition geography

atmospheric hazard definition geography - win

[d100] Lets build death worlds

1-A planet that has plant lifes that can grow in every organic substince very fast. Resulting everyone who set a foot in this planet devored by untold billons of micro seeds on the skin. Sucking up nutritions And killing them.
2-The planet has massive, godzilla like creatures roaming around and stepping on everything
3-The planet is house to untold trillons of diseses, bacteria, parasites And viruses
4-The planets weather changes rapidly. One seconds its hot enough to boild your blood, another second is cold enough to freeze it.
5-A planet with massive solar waves And ion storms that result it giant storms And perventing technology to function properly.
6- The planet has suffered a supervolcano eruption, burying the cities in ash and reducing the sun to a dim bulb in the sky even at high noon.
7- The planet was host to a botched gravity manipulation experiment, and now shifts in the gravity are as frequent as changes in the weather, including brutal "grav storms" that will literally fling anything not bolted down into orbit.
8- The planet is a hazardous waste dump for an advanced species. Anything from yesterday's lunch, to surplus military weapons, to small quantities of anti-matter in expired containment units could be going to the surface to become someone else's problem.
9- The entire planet has been declared a memorial to the intelligent species that once lived there. Their cities and homes are kept pristine by an army of robots... which will brutally expunge anything disrupting the sanctity of the memorial.
10- The planet is tidally locked to the sun, resulting in a blasted day-side hellscape and a cold perpetual night on the opposite side.
11- A planet with extremely fine and sharp dust due to a lack of any binding water. This dust would wear down anything rather quickly and it would end up everywhere. They would also create thunderstorms due to static electricity.
12- A planet with extremely a high density atmosphere.
13- A planet with vast deposits of Gallium. During summer when the heat builds up entire land masses shift over the molten metal, every year the geography of the entire world shifts and rivers of liquid metal make certain areas uninhabitable.
14- A planet where terraforming efforts have catastrophically failed.
To resolve, roll again. The second result is an unexpected side effect, which appeared late in the process. If not for this side effect, the planetary environment would have been very pleasant for a variety of lifeforms.
15- -This planet is a jungle world so choked with vegetation the planet's earthen surface can't be found. The canopy layers are similar to the layer zones of oceans; the deeper one goes the less light there is, the stranger the life becomes, and the more hostile the conditions get.
16- -A dry desert planet with no resources of any kind, but is used as a testing ground for many experimental military equipment and munitions. Expect unexploded ordanence, rouge AI with guns, unstable energy weapons, and random blasts from orbital weapon platforms.
17- -The planet teeters dangerously close to a black hole but is held in place with a 'spatial anchor' on it's surface. Everything else that comes close to the black hole is sucked in so the planet is constantly bombarded with chunks of other broken planets
18- -A rouge planet that has no light of any kind. The clouds prevent any stars from being seen. It's totally silent here. There is something down there. Darkness equals death. Don't take your eyes off the light. Don't shine light into the dark.
19- Planet which is covered by a green mold that has completely encased everything
20- A planet covered in self replicating nanites. Any thing that touches the surface gets dissolved by the nanites.
21- A planet with permanent extremely violent storms.
22- A planet surrounded by killer satellites. The satellites fire on any non-native lifeforms on the planet.
23- A planet that was used for biological weapons testing. Horrific mutated monstrosities hunt and kill anything on the surface.
24- A planet that was used for robotic weapons testing. Prototype war machines hunt and kill anything on the surface.
25- Hordes of ghost wander around the planet and suck the life out of the living.
26- The entire planet is booby trapped.
27- The planet is a nuclear wasteland. Most of the world is covered in lethal levels of radiation.
28- The planet passes through a debris cloud. The ground is regularly hammered by meteorites.
29- The planets atmosphere acts like a drug. Drug causes (apathy, euphoria, mindless rage, paralysis, sleep, weakness).
30- The planets atmosphere is acidic.
31- The planets atmosphere is saturated with mutagens. Any person or creature exposed to the atmosphere mutates into horrific a creature.
32- The planets atmosphere is toxic.
33- The planet is covered in a fungal forest. The surface is constantly covered in a cloud of spores. The spores are lethal to those who breath them.
34- The planet suffered a zombie apocalypse. All the people and creatures on the planet are mindless zombies that attack the living.
35- The planet was host to a dimensional gateway experiment. Gateways randomly appear and disappear all around the planet. The gates often open to something dangerous (in or near a black hole / in or near a star / in a magma pocket / in the vacuum of space).
36- A planet that recently drew a moon into its Roche limit, ripping it apart. There's a belt around the equator where moon debris the size of Alaska rains down on all sides constantly, and will for the next 100,000 years.
37- • ⁠The planet is travelling through time at an accelerated pace. Days pass in seconds, and years pass in minutes. Before you can find out what's going on, it's too late. you've arrived at the heat-death of the universe
38- • ⁠The surface is covered by a relatively thin membrane separating the dangerous liquids from the atmosphere. From the outside, it appears that life can thrive on this planet, but only if it can distribute its weight well enough.
39- • ⁠This planet has converted its entire population into pure energy by mistake. Given the continued absence of life on the planet, it's safe to assume the machine is still active.
40- The planet had a breathable atmosphere, earth-like gravity, and a lush biosphere. However, due to the combined action of it's moons and the activity of the star it orbits, surface wind speeds seldom drop below 320km/h, with average rainfall over 12m/day. While the planet is theoretically habitable, attempting a landing is suicidal.
41- This planet is in a hyper-elliptic orbit around a massively dense star, being flung into the deep reaches of space, cold and freezing, before eventually reaching its apex, and beginning a gradual increase in speed until it is hurtling through space, briefly passing so near the star the atmosphere boils off, before being flung off into deep space and freezing over once again.
42- This “planet” is the body of a long dead gigantic being. It’s festering corpse was big enough to hold an atmosphere, and its rotting body produced fumes that made up a sickly yellow sky full of toxic gas. The ground is soft and mushy due to the decayed muscle underfoot, and may swallow you like quicksand. The life forms found here are mostly descended from gigantic parasites that were in the original creature. These parasites have evolved into different things, but still keep many parasitic features, making even the smallest plant dangerous. The seas are made a mix of body fluids, which rain down from blood red clouds. They are extremely acidic and contaminated with all sorts of bacteria, so caution is required in making any sort of water here. The surface has many great gaps and holes, leading into the dark abyss below. This underground houses the most predators, who consume the “planet” from the inside out.
43- Most of the animal life has evolved to be hyper-intelligent when it comes to survival. The simplest predator is as smart as the average teenager and there seem to be plenty of species that hunt for fun.
44- Planet was hit by a gamma ray burst that scourged it of most life either recently or long ago
45- Planet was terraformed by a long-dead race leaving relics like island size nuclear reactors, ancient machines waiting to be rewoken (Illus from the Expanse)
46- An arid planet with seas made of acid that rotate around the planet with the gravity of its moon wiping out everything in cycles
47- A planet that, at random times at least once per week, incenses it's gravity tenfold for one minute. Makes life near impossible and a death sentence for any travelers
48- The entire planet is constructed of thin sticks of balsa wood and canvas, painted to look like mundane rocks, ground and flora. A single wrong step upon its surface may lead to a lengthy and very crunchy fall to the planet’s core. It’s obvious that some force created this world as some sort of insane art project, but for what purpose?
49- A planet where every plant, animal and even the very earth had some form of venom or poison. It was very popular in Koronus for assassins. However, it was difficult to get to.
The equatorial ring was the only place habitation could occur, any attempts to expand further into the jungles and forests of the planet lead to extreme casualties.
Eventually a bunch of various manufactorums spread across the equator, however greed lead to war. To solve this issue, each manufactorum had a specific plot of land surrounded by a massive wall. They were separated from their neighbouring facilities by demilitarized zones.
50- An unstable planetoid whose atmosphere is held together by a supermassive core, resulting in a stable accretion disk of massive islands and chunks of rock and metal
51- The planet is full of vast deserts on one side of the planet and a massive ocean of salt water on the other no fresh water exists. All creatures hardy enough to live on this planet kill anything not part of their species on sight.
52- Two connected ideas:
-The planet was once alive; both the planet itself and all live living on it were a linked hive-like intelligence. Unfortunately, this intelligent met a terrible fate. The planet's life network is now either...
...a ghost: the planet appears translucent on a visual scan. Attempts to land a craft on it result in the craft passing through the planet, and the aura of undeath surrounding the planet causes severe damage to any living crew as the planet attempts to consume their life energy.
...or...
...a zombie: the planet's flora and fauna appear necrotized and crave flesh. The planet emits eerie signals into space, luring organic beings to approach it and be consumed.
53- Oh, I’ve got a good one!
The planet is under the control of a lovecraft monster. It seems like a generic medieval world, but nothing in it is real, and the longer you stay on the planet, the longer it becomes obvious. Mountains may end up becoming more numerous out of nowhere, the townsfolk begin to look and talk the same, and freak accidents start becoming much more occurent
54- Spatial rifts whip across the planet surface like knives. Being hit with a rift edge will slice anything into pieces and displace the pieces as far as 200m away, though most displacements are only 5m or less.
55- The entire surface is an acidic quicksand type of soup. This is even riskier because the surface churns so violently that tidal waves upto 5km high move chaotically at upto 250kph around the globe.
56- The planet is very young and still in the accretion phase so that thousands of massive asteroids impact the surface on many days. The atmosphere is highly toxic, filled with heavy metals, and radioactive isotopes.
57- The planet is within the blast wave of a supernova.
58- This was a ring world built by an advanced civilization over a Millenia ago. It is very broken. Pieces of the ring grind each other into asteroids continuously.
59- A planet with a surface made of clay that excretes acidic substances that dissolve all living matter into more clay.
60- A planet with an odd magnetic field that has caused large plates of sharp metal to become suspended in air. This same magnetic field is responsible for rushing winds that cause the plates to smash together, shredding anything in their path with deafening metallic ringing
61- Something living within the core of the planet releases psionic energy that drives the inhabitants mad
62- Poisonous mist hangs in the air, infecting wounds created by the needle sharp spines that cover the surface of this planet.
63- A planetoid made of diamond or precious metals that is caught within an asteroid field, causing the surface to be pelted nonstop by large chunks of space debris
64- An ocean planet where the ocean is made up of sulphuric acid due to volcanic activity in the depths. The acid is not strong enough to immediately dissolve you, it will take at least 10 minutes to get through your skin. But once it is through your skin, you will not last long... The ocean is also at least 1 km deep everywhere.
65- No oxygen in the atmosphere.
66- A dry, dusty planet that exists mostly of quicksand on the surface, though there are some rare oasis-like areas with a bit of water and plant life to stabilize the soil.
67- Cyanide-rich atmosphere.
68- A planet where carbon is scarce and the inhabiting lifeforms (mostly bacteria but also fast-growing fungi-like lifeforms) have a taste for it.
69- A planet with high radiation due to nuclear wars from past civilizations. There is life left, though heavily mutated and mostly sick.
70- A planet with high seismic activity; severe earthquakes and volcanic activity are prominent.
71- A planet with high wind speeds. The wind will blow away a full-sized orc at it's strongest. There are a few caves, which offer shelter from the wind, though the howling is insanely loud due to the corrosion it has caused on the landscape over the centuries. Long exposure to the howling wind will damage your ears severely, causing them to bleed after an hour and a half. Further expose will result in permanent deafness.
72- Hydrogen chloride-rich atmosphere (on contact with water or bodily fluids it will create highly concentrated hydrochloric acid. Eyes, nose and mouth will melt away first, and the rest follows soon after.
73- • ⁠This planet is a sentient gaseous giant although it has no voice to speak it attempts to communicate with other life forms by delving into their memories and bringing into existence the form of someone they were most attatched to, this more often that not is someone that the life form has lost and therefore drives the majority of life forms insane ( roughly adapted from the book solaris)
74- • ⁠A planet harsh and cold , the surface of which entirely covered in ice. Its ice storms blow so cold they can freeze objects/ships/lifeforms in seconds , deep beneath within the core is warm enough to support life . However through lack of food its inhabitants have devoured one another leaving only a large sea serpent within devouring parts of it's own tail in order to survive.
75- • ⁠an Orb of black obsidian this world makes a pass through its suns great solar flare once every 100 years.... some how it manages not to burn up and is instead supercooled creating a world of Black glass.
76- • ⁠a massive crystal imprisons a great titan. It is long dead but fiercely defended by a race that believe it to be a sleeping god
77- • ⁠a violently reactive newly formed world.. its plates shift so violently that it is almost constantly quaking. Its surface is hot and borderline molten and geothermal activity causes a constant spray of molten lava and ash into the upper atmosphere that is beginning to cool and harden, as it begins to seperate into 2 smaller bodies It resembles a mushroom cloud.
78- A planet with released clouds of experimental mind altering drugs. Since many of these were failed combat stimulants most increase aggression to extreme levels.
79- The planet was previously involved in a rebellion, one that failed with the most horrific outcome as the planet's surface was bombarded with nuclear detonations. All life that remains is grown underground in a complex of tunnels beneath the irradiated surface. People are not born, but rather grown in vats in bulk as tithe to those who won as tribute. Those who come from this world are very likely to join the bulwark of the current regime's army, and die whilst being trained in the harshest conditions possible. Those who make it beyond this grueling training regiment go on to usually die in service to the ruling faction's army, as an insignificant cog in the unstoppable, unending hordes of flesh that the ruling regime throws at its enemies.
80- The planet was host to a telepathic transmitter experiment. Unfortunately, the power is turned up so high that it literally fries the brain of anyone within high orbit of the planet.
81- An ancient precursor race built a machine on the planet that makes their thoughts into reality. They were destroyed by nightmares (made into reality) created by negative thoughts and emotions. The machines still function and will likely continue to function for millions of years. Credit: 1956 film "Forbidden Planet"
82- The planet is very placid and peaceful, but with no sapient life on it. The planet is so rich in natural resources that a pound of wood burns like 10 pounds of pure coal and its native animals’ meat is so nutritious it actually improves health. However, the planet is inhabited by hibernating superpredators that ruthlessly hunt down any foreign life form attempting to harvest its natural resources. They are completely immune to all forms of conventional weaponry.
83- The planet appears normal and Earthlike, however, there is no land-based animal life. Above the water, only plants and fungus live. This is because the planets star, which is normally quiet, is actually variable and goes nova ~ every 100 years, sterilizing the surface. Plants and fungus that regrow from their roots simply replace the dead tissue on the surface, and aquatic life is generally fine, but any colony established here is on a clock from day one.
84- A planet that is very rich in pure sodium on the surface. The atmosphere contains no oxygen. There are a few caves with bacterial ecosystems that are very rich in oxygen. However, should the oxygen ever reach the surface and come into contact with the sodium, the slightest spark will set it off and explode. This will cause a chain reaction by exposing other caves with oxygen. There are a few large (thousands of square kilometers) craters on the surface indicating this has happened before.
85- A planet inhabited by an intelligent species that will capture any alien lifeform to examine, usually with fatal consequences.
86- A planet that has near-constant thunderstorms, leaving no space for life to sprout other than underground. Life has adapted and can actually use the electricity as an energy source, but for earth(-like) life, the electrical currents in air will be lethal after a while.
87- A huge planet with gravity 5 times as strong as on earth. Only small plants and animals can survive (and bacteria and fungi-like lifeforms of course)
88- An icy planet that is warming up and the ice has started to melt. Ancient bacteria in the ice disrupt the water's eco-system and cause many species to die out. This world isn't immediately deadly, but it is a dying one.
89- A planet inhabited by robots who hate biolife as it used to treat them badly and slay any biolife that lands on their planet.
90- A planet involved in a violent interplanetary-wide war. Not as deadly as some planets, but not a very safe place to be for very long as there are no neutral countries and all sides commit regular war crimes
91- A planet that over a very long period of time spiraled inwards towards it's sun. The life either died or fled in starships. One half of the planet is a tide locked sea of lava and the other half is freezing ice.
92- The planet had been used as an insane asylum for the galactic governments for some time. It was practically a lone moon without a planet, massive complex buildings were erected on its surface, composed of only archways, staircases, compact cells (of course cells did vary for species), and small hallways. Using advanced technologies, a form of biological stasis fluid, that did not need changing, was administered to the ill. Essientally, the fluid kept the patients vitals stable and would repair any self inflicted wound and, in addition, rendered them relatively sedated, yet allowed them to remain conscious as the same time. The fluid was administered by a pack that would be inserted into the back and was wirelessly hooked onto a mainframe that insured each patients pack cycle the proper chemicals.
Unfortunately, due to a malfunction in the mainframe (that is still being investigated to this day), the sedative chemicals that were adminstered and cycled by the pack one day began to be filtered out of the blood stream and back into the pack. While the body stasis and regenrative functions remained stable, the patients then fell back into their own respective delusions and conditions. This incident caused the deaths of almost all staff at the facility (of which there were few), mainly due to patient voilence.
Since then, the facility has been abandoned and the only use its seen to date has been by corrupt governments dumping political prisoners on the surface of the planet. Currently there is a reward for the where'abouts of several political figures on the planet. There is also a incredibly large reward for anyone party that is able to repair the mainframe, located in the center basement of the planet's complex.
93- The planet is actually a pocket dimension controlled by what a thirteen year old author is writing on her newest Wattpad story. She’s going for a mixture of atomic horror and romance, and while the writing isn’t great the monsters are certainly awful. Also, random NPCs are constantly falling in love with the party. About half of them are obviously based on vampires and werewolves.
94- On #10, there exists one city that is built right on the border of night and day, all on top of a high-tech lazy Susan that slowly turns the city, maintaining an artificial night/day cycle. Life is a consistent struggle to maintain the rotation. Players will be rewarded if they go on a series of highly dangerous expeditions into the night/day sides of the planet in search of raw materials.
95- A planet that was once largely populated, until a strange ooze was birthed or created somehow with the ability to ingest any living matter and grow in size as a result. Over time, the ooze grew and grew until it became the size of a mountain, eventually gobbling up every other living organism on the planet. The ooze eventually died after running out of any organic matter to sustain itself, and it’s gargantuan amorphous corpse surrounds the entire planet, creating extremely interesting and unique landscapes.
96- A dry desert world with massive weather systems. Sandstorms the size of small continents constantly sweep across the world. Despite this, life survives on the planet, riding out the storms in armored shells, burrowing beneath the sands, or in extensive cave systems.
97- A metallic planet with a liquid interior. A current regularly cycles across the surface of the planet, causing anything on it to experience major electrical damage.
98- A planter that has two distinct magnetic fields on its poles alternating between attracting and repulsing each other at random times. Anything on it runs the risk of being flung into outer space or dragged into the rubble of the surface.
99- The planet's atmosphere contains a hive mind virus that quickly assimilates any visitors.
100- A species of practically indestructible predators methodically sweeps across the surface from west to east, consuming or killing almost every living thing. It takes them thousands of years to cross the ocean beds, but they scour the terrestrial surfaces within weeks.
101- The planet is an interstellar disposal grounds for radiation-contaminated material.
102- The planet periodically phases through into a dimension where life cannot exist, killing everything on it.
103- Rumors of a rift into a universe of Quantum Fatality. It's like the universe of Quantum Immortality, where every possible version of you that survives... survives - but opposite. The rumors of this rift somewhere in space are actually the spookiest part. No one is looking for it. Any real solid leads that definitely confirm or deny its existence remain behind, waiting to be read and understood, but they're covered in dust.
Apparently, anyone who gets close to even consider going to find if the rift is real or not... some version of them actually goes there... and the nature of Quantum Fatality snuffs that person out of existence and all living versions of them out of existence, back into the rest of the universe backwards and forwards throughout all time. Then, we never even know they existed.
But it's just a rumor. Right?
104- Planet is covered in millions of constantly firing machine guns.
105- Planet is covered in desiccant sand. Liquid is constantly being absorbed from the air, dehydrating anyone and anything in the atmosphere.
106- Planet vibrates at its core at a rapid rate. Anything remotely fragile is shaken to pieces in a short time.
107- The planet is a “Rogue Planet”. Whether it’s star burned out or the planet escaped it’s orbit, it’s sun is now missing. The entire planet is frozen over.
108- Everything on the surface of the planet has been turned into a giant desert due to the passing of gigantic robotic worms seeking to consume all metal they can find. Even the mountains have been worn away. (Credit to the movie Vexille).
109- The planet is a prison-planet that forces its residents into an infinite gladiatorial free-for-all
110-
• ⁠The planet is trapped in a forever war between two robot armies. Their creators have long since died off but the war machines will continue to fight in their name until everything not on their side is eradicated
111- • ⁠The entire global population has converted into worshipping an eldritch trans-dimensional horror and turned the planet into an elaborate temple/ritual ground. The stars are aligning allowing terrible things to enter our dimension and are helping the cultists open a light years wide hole in reality to let their dark master through.
112- • ⁠Every landmass on this planet is in fact the back shell of colossal mega fauna swimming on the surface of the planets shallow acid ocean
113- • ⁠A tropical planet with shallow seas that seems pleasant at first glance. On this planet is a singular 'ultimate lifeform' that causes life to flourish around it. When it dies, all life on the planet descends into a blood crazed killing frenzy attacking anything that lives. When there is one final living creature it rapidly evolves into an entirely new ultimate life form to bring life back to the dead planet.
114- An unknown intelligence has begun to take over the minds of the creatures on the planet. This hivemind seems virulent making many authorities to consider strict planetary quarantine or eradication.
115- A planet that a hyper advanced alien species attempted to teleport across multiples solar systems, however this catastrophically failed, and now all foreign matter immediately phases through the planet and is lost in its internal maw. It is nearly impossible to know about this planets side-effect without one observing it themselves which leads to many seeking refuge or adventure to being lost in its maw, as the aliens who caused the said side-effect are too ashamed to inform the public.
submitted by Alpbasket to d100 [link] [comments]

A thousand words wasn't enough? Here's five thousand.

List acquired here.
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Nexus Aurora Active Projects - This list will be constantly updated. Feel free to join the conversation on discord as well.

Nexus Aurora Active Projects - This list will be constantly updated. Feel free to join the conversation on discord as well.
If you have engineering, academics, or 3D artist background you might want to join the NexusAurora discord server. Nexus Aurora project is a collaboration between volunteers aiming to submit a proposal for the Mars City State Design Competition organized by The Mars Society by the end of June 2020. Together with YouTuber Spaceman Dave, I intend to gather together a crew of volunteers in various domains: engineering, logistics, aeronautics, medical, programming, design, etc. We have to design a viable city for 1 million people on Mars. Right now we are lacking some expert advice from the medical field.
Volunteers:
  • Mars or Bust - Engineering, Coordination
  • Visual School - Graphics, Coding
  • Lots of engineers and designers on Discord already
Official website coming soon! Until then, join NexusAurora subreddit if you want to contribute or simply to stay updated. If you would please, send a private message at u/SpaceInstructor and include the following:
  • Your Name,
  • Location,
  • Area of interest: (How you can help)
We will reply with the discord server invite link and thoughts on how we can proceed. Thank you for responding!

Administration

A1 - Government - u/themarstronaut #a1-government Government is responsible for everything form healthcare to basic human rights. Without the right government nothing works. P15-government is not only purely laws but with new laws come new ethical questions. We have the chance to design a new "order" from scratch, a chance to make a better world. The Martronaut is leading this project. He is already and experienced thinker in this domain. He is preparing to launch his book about the training-program needed to get the colony started. It has 4 Chapters: 1. human aspects on manned missions to mars and the colonization. 2. educational aspects of the training system: -Anthropological aspects(neurological, psychological, sociological, physical, etc) - Educational Aspects(fields of education, technology implication, infrastructure, etc) . 2. financial aspects(the role of private education in the 2nd space-race and the colonization of mars. Join if you want to make a difference in the new Mars society!
Discussions: Branches of government, Mars Calendar
A2 - Diplomacy - u/tankat0208 u/themarstronaut #a2-diplomacy - As the international effort in unconventional scale lead by the United Nations, successful diplomacy of the Mars city with Earth and other Martian settlements will be essential to the success of the colonization program. This project aims to provide detailed and realistic solutions to international politics related problems ranging from the funding to the protection of Martian Sovereignty.
A3 - Education - u/themarstronaut u/Hoospitalball #a3-education The strongest force of a nation isn't the military it's EDUCATION. With education one can fight almost everything from obesity to crime, but we not only keep colonists form doing bad things but we also want to raise couscous, healthy, and most important... intelligent and wise colonists. With education a nation can gain power, influence and economic power. Education WILL be the backbone of nexus aurora. Not only do just want to establish our education system. NO we want to do it right this time. This time we have the chance to optimize the shit out of education.
A4 - Judicial System - u/Hoospitalball #a4-judicial-system - While we construct this colony, it is important to remember that we do not live in a utopia. Sometimes, people make mistakes that cannot go unmentioned and sometimes people are hurt. This project is meant to develop a system for discovering possible crimes, giving people charged with crimes trial, and the ways those convicted can be sentenced. There are many different ways these systems are run on earth, each with benefits and drawbacks. Our goal is to create the most humane, equitable, and reasonable justice system that still functions to deter and stop crimes within the colony and maintain peace. This project will work closely with p15-government as judicial systems are generally a branch of the government itself.

Buildings

B1 - Regolith Housing u/Jakobbberg #b1-regolith-housing - Would you like a 140 m2 apartment on Mars? This is the first Nexus Aurora habitat prototype.
Work In Progress
B2 - Modular Housing - u/MaNaeSWolf u/hyperion #b2-modular-housing - Once we start having a kernel of a colony we need to move people around for remote jobs, this means designing modular scalable housing for isolated projects such as near power stations etc. The discussion is already ongoing. I recommend Think Tank for brainstorming and Mission Parameters for advancing the debate closer to final specs.
Proposals for the modular housing system - WIP

Economy

E1 - Interplanetary Trade - u/Toni #e1-interplanetary-trade - As noted, imports will always be necessary, so teams will need to think of useful exports – of either material or intellectual products that the colony could produce and transport or transit back to Earth to pay for them. In the future, it can be expected that, using the SpaceX Starship or similar technology, the cost of shipping goods from Earth to Mars will be $500/kg and the cost of shipping goods from Mars to Earth will be $200/kg. Under these assumptions, it is the job of the team to design an economy, cost it out and show that after a certain initial investment in time, money and effort, that it can become successful.
E2 - Internal Markets - u/Arxivist #e2-internal-markets - A journey to Mars will be one of humanity's greatest achievements, but someone has to pay for it. Internal markets will be focused on capturing the initial costs of setting up a 1 million person colony, and the operating costs of maintaining and growing that colony. In order to balance the budget, we will work closely with p34-interplanetary-trade and other channels to determine possible revenue streams.
E3 - Entertainment - u/Arxivist #e3-services - Mars may be one of the most challenging places that humanity will ever try to live, but that does not mean it has to be miserable! Our focus is to make sure that our city is an enjoyable place to live, work, and thrive. To accomplish this we will be discussing what entertainment opportunities and venues can be installed in the city within our technical limitations.
E4 - Research Centers - u/ukudaly #e4-research-centers - Crazy idea here... I suppose most of you heard of LIGO and the first observation of gravitational waves. The further apart are these observatories the better the accuracy of the detections. Same goes for the Event Horizon telescope (imaging blackholes). Having extra units on Mars I think would greatly increase the accuracy of the observations. These could be enough reason for the scientific community to bang on the doors of congress/parliament/ministries to ask for funding for such elaborate grand schemes. Could this be a viable route to consider funding the first settlements on Mars? After all, people built the LHC and the ISS being driven by similar incentives.

Equipment

EQ1 - Multipurpose Robotics - u/henry-manelski #eq1-multipurpose-robotics - In order for our Martian colony to have the best chance of success it needs to take advantage of the advances that have been made in the fields of robotics and remote sensing. Robots can act as scouts, they could assist in construction of habitats and other infrastructure, or do anything else that we dream up and design. Specialized robots could process Martian regolith for useful materials while a fleet of robots search the surrounding landscape for anything that might help our colony grow. The purpose of this project is to think of and design robotic systems to assist the colony in any way possible.
EQ2 - Spacesuit - u/TheMirage #eq2-spacesuit - Human protective suits and clothing with climate conditioning and self charging abilities! The idea is to use graphene which is a high conductor of electricity to make life in the suit self sufficient and this material can protect as graphene is the hardest material on earth as a concept it has great applications and can be integrated as an EVA suit too.

Infrastructure

IN1 - Orbital Station - u/tankat0208 #in1-orbital-station - The orbital station of Nexus Aurora project will serve myriad of essential purposes ranging from Earth-Mars communication, Space medicine, and Mars tourism. The station of the Mars city will be the middle stage between earth and mars, letting the immigrants and emigrants of Mars to adapt to vastly different environment. Volunteers of interior designing and architecture is required, and all effort is appreciated.
Mars Space Station Early Ideas
IN2 - Satellites Network - u/Arxivist #in2-satellites-network - Communications on Mars has two major issues: bringing data from Earth, then distributing that data once it is at Mars. We will be analysing combinations of terrestrial and satellite based communications and network systems to solve these problems. Once a way ahead is determined, we will develop a network diagram to show what that solution looks like for Nexus Aurora.
IN3 - Radiation Shield - u/jacktherer #in3-radiation-shield - Space radiation comes from cosmic rays emitted by our local star, the Sun, and from stars beyond the Solar System as well. Space radiation can trigger cancer and cause damage to the central nervous system. In these ways space radiation presents an extreme hazard to crews of interplanetary missions and as such protection from said radiation is necessary. the main goal of the radiation shielding project group is to minimize the physiological damage done to crew members and other mission critical biological lifeforms due to space radiation exposure through various operational, engineering and dietary countermeasures as well as radiation dosimetry and monitoring of solar activity.
IN4 - Outdoor Engineering - u/blakemw #in4-outdoor-engineering: I have the idea for "outdoor engineering" (name might be improvable), essentially determining how lightly external (non-pressurized) structures can be constructed, without being destroyed by the environmental hazards on Mars, which are basically: gravity, wind, thermal cycling, dust, radiation, micrometeorites, corrosion (Mars excludes many hazards which exist on Earth, such as wildlife, hail, snow etc). These kind of structures would be things like: Solar arrays (flat and tilted), reflectors (used to enhance light in greenhouses), solar concentrators, radiators - especially vertical ones -, overhead power lines, vehicles, bridges. I'm not sure exactly what the best place for it is but I'm throwing the idea out there as something I am interested in.
IN5 - Augmented Reality, Internet Of Things, Sensors Network - u/MaNaeSWolf #in5-ar-iot-sensors-net - Nexus Aurora will be a hyper connected city with sensors monitoring everything all the time. This vast array of sensors and network allow for new things to emerge, allowing us to control, manage and see what is happening elsewhere. Systems interwoven with the buildings and structures help with maintenance and fix problems before they happen. We will also need to consider the moral impact all of this will have on the privacy, control and personal lives of our civilians.

Logistics

LOG1 - Landing Zones u/koenikova #log1-landing-zones - Scouting for landing zones and placing the right infrastructure in place to secure the inflow of people and goods into the colony.
Landing Zones Candidates - WIP
LOG2 - Access Management - u/Zam #log2-access-management - On Mars we will have to treat the entire colony as one giant building. Most systems will be interconnected, so first of all we need to distinguish between: colonist personal health and safety, key system protection, workplace health and safety, police services, disaster and accident response, privacy and finally data and information IT system protection. For key systems User Access Management based on typical industrial solutions may be sufficient. RFID based access cards working as keys would be best, as they also allow to identify the user (by ID, so we can make it work while maintaining privacy) and not only identify if they had permission to access, but in case of later issues, system could check what threats each ID may have been exposed to (industrial fumes, sections not shielded from radiation, waste etc.).
LOG3 - Colony Bootstrapping - u/Agustin99 #log3-colony-bootstrapping - Colony bootstrapping is about asking ourselves. What can I do with everything I brought with me? You just can't give yourself the luxury to waste anything before being self sufficient, recycle and adapt the hardware to quickly achieve the minimum required to have a pressurized environment, air & water recyclers, electricity, hydroponics, communications and redundant systems as soon as possible.
Roadmap with proposed events for the bootstrapping process
LOG4 - Standardisation - u/thephatpeach #log4-standardisation - Hi everyone! I noticed some general confusion amongst the members of Nexus Aurora about what is acceptable to design, what assumptions can be made, etc... The objective of this chat is to definitively nail down what design constraints and assumptions we want to make for this project other than what is already listed in the project description. This will be community decided and will be used to inform your design decisions. If you have a question as to what needs to be considered when planning a design (whether it be housing, infrastructure, transport tunnels or any other chat), this is where you will find your answers. It is up to you as members of Nexus Aurora and members of your respective teams within the project to set standards, constraints and assumptions about design.
LOG5 - Supply Chains - u/ZikeF (Mitch) #log5-supply-chains - One of biggest challenges for the colony will be the supply chain. Mars will need a constant supply of food, medicine, supplies etc. at least at the very beginning. Without these critical supplies the colony can and will fall apart and very likely even die. The two main concerns of any supply chain are the cost for every trip and the reliability of consistent trips. It is also important to note that any submissions to supply chains must be based in present technology, meaning nothing that requires more advanced engineering techniques, materials or ridiculous amounts of funding to achieve. Only exception being if you can provide strong evidence showing either it is currently being developed (with very promising results) or something similar. We as a group like to dream big and that is great, however we want to stay grounded and not get into science fiction realm.
LOG6 - Virtual Catalog - u/SpaceInstructor u/koenikova #log6-virtual-catalog - We create an extremely accurate model of everything on Mars, which is needed for planning permissions anyway for all governments. On earth you would go and draw a 2d vector drawing and hand it in, to get permission to start building. But here it would need to be all in 3D and including all properties of all individual components inside the thing you are building. Local governments dream of such databases and are trying to implement these for years already, but this requires putting all existing data in that system as well.. On Mars, we have the luxury of starting fresh!

Medical

M1 - Medical Facilities - u/MaNaeSWolf #m1-medical-facilities - People have evolved for living on a planet with 9.8m/s2 of gravity, and we have no idea what the reduced gravity on Mars will do to us. So medical facilities will have an important problem to solve for Mars. Here we look at generating 1G for medical requirements and recovery in a safe manner. We can also look at how buildings that help the general wellness of the population on Mars.
Radical concept for hospital providing treatment in artificially genereted 1G
M2 - Medicine Production - u/Julian #m2-medicine-production - A Mars colony will need a lot of common pharmaceuticals. Shipping those from earth is expensive and makes the colony vulnerable. Therefore a sustainable solution for the production of medicine is needed. We hope to demonstrate how this could be done by developing the synthesis of one or two model drugs, which could potentially be produced in a sustainable way using colony resources.
M3 - Medical Research - u/b.funkt#5421 #m3-medical-research - Medical research on Mars will be a heavily staffed operation, with dual primary-level missions: 1. At all times, and to the greatest extent safely possible, the medical research staff will bring money into the Mars medical system through research grants made available by private firms and govt entities on Earth. A key metric to track is the anticipated financial offset to the startup / construction costs of the medical system as a whole. The main verticals of science that the grant-writing team will focus on will be studies involving low-G / no-G / variable-G, and low-bar / no-bar atmospheric testing environments. 2. Equally important, the medical research team needs to manage day-to-day research operations including direct supervision of all scientists involved in performing research. This means heavily interfacing with the medical system and staff as the two groups will be sharing some lab resources and personnel.
M4 - Medical Services - u/b.funkt u/themarstronaut #m4-medical-services - will include management of day to day medical system operations, including patient care and medical staff management. This project will compose a plan for tracking the availability and sourcing of disposable medical supplies, and will specify a detailed plan to provide and administer medical services to the people of Mars. This project will define the portion of the system-wide emergency protocol plans relating to medicine and wellness, which will interface directly with #u4-emergency-services. Further, #m4-medical-services will oversee the procurement of drugs, vaccines, and other medical therapies, directly interfacing with #m2-medicine-production.

Production

P1 - Manufacturing Steel - u/Petwara7 #p1-steel - Well, there's no fun to have on Mars if we cannot weld something there. So we need steel, lots of it...
P2 - Farming - u/themarstronaut #p2-farming - Without food there is no Mars colony. We will have to establish quickly production facilities for growing foods. Probably we will have to consider plant based diet and maybe insects for proteins initially. Starting production of food needs systems that are extremely quick to setup and low maintenance. Growing meat is highly expensive and probably should be a separate project.
P3 - Polymer - u/Mark Watt Ne #p3-polymer - We need a way to make polymers on Mars. We need rubber and Teflon for seals, glues for example for making a 3D-Printer regolith material, artificial fibers for cloth, etc. We use polymers in every aspect of our life today and we will use it on Mars. As Polymers are mostly carbon, oxygen and hydrogen this is a good way to get CO2 out of the atmosphere as well. Also we could make Carbon Fiber Composite Materials and possible Graphene and Carbon Nano Tubes.
P4 - Mining - u/henry-manelski u/Orion #p4-mining - Whether it is for use in the colony or export back to Earth, locating and extracting minerals will be crucial for the growth of our settlement. The mining project's goal is to predict where we might find important minerals and design the systems used to extract them along with exploring any other logistical concerns we might encounter along the way (creating mining outposts, clarifying legal frameworks for prospecting, etc.)
P5 - Goods - u/Mae Elizabeth u/Julian #p5-manufacturing-goods - Any long-term settlement requires a plethora of products and services reliant on a complex industry and manufacturing system. These will be further complicated by the lack of fossil fuels on mars. This channel aims to design the industry of a mars colony so that it can support all of the needs of modern science, industry, and technology.

Transport

T1 - Orbital Lander - u/Chahn20 #t1-orbital-lander - One of the immediate needs of a Mars colony will be to shuttle people and cargo between surface and orbit. Chahn is proposing to expand on his existing design. He has a basic design for surface to orbit and orbit to surface lander that can transport 7 crew in crew type and in cargo type can get at least 15 tons to orbit in single stage to orbit config note it uses rl-10c-3 engines.
T2 - Railroads - u/Cameron #t2-railroads - To provide for cost and time-efficient transport of resources between colonies and extraction sites, a railway transport system shall be developed. The primary objectives for this project to provide are pathing: where rails are needed and how they will be deployed; railway autonomy: manned or unmanned decisions and pseudo algorithms; power distribution: distributed by rail or stored onboard; overall design: design of rail requirements including power, propulsion method, and cargo/accessibility to provide ease of loading/unloading.
T3 - Surface Rover - u/Toni #t3-surface-rover - Mars colony needs an efficient means of transporting goods over dirt roads, within the city and a capability to explore the best locations for mines and other points of interest. We will develop a modular rover with good off-road capabilities that meets the need.
T4 - Launch Complex - u/Jakobbberg #t4-launch-complex - So you have a starting colony on Mars. Every 26 months a number of ships arrive, with new people, production equipment and your favorite reclining chair which you have missed for the last six years. In the beginning all the rockets touchdown on a convenient flat surface, a number of kilometers from anything valuable, like other rockets, domes or fleshy humans. This made retrieving your new stuff and people a bit of a trip and you really just want to get everything delivered to your house. A spaceport it is then, but how? It has to be able to process a number of rockets coming at a short time interval. Protect said rockets from each other if they decide to use lithobraking and all of your other stuff. How will you transport people and cargo, some of which/whom does not tolerate vacuum very well, from the rocket to the storage facility or check in counter? And when they need to fly again, how will they be refueled, prepped and launched? All of this and many more questions need to be answered in p40-launch-complex!

Urban Planning

U1 - Transport Corridors u/Astro_Alphard #u1-transport-tunnels - The theme of the project is conceiving a multi purpose tunnel network that will be used to transport within the colony, people & goods. Join his project if you want to contribute knowhow in the transportation and tunneling business.
Work In Progress
U2 - Landmarks - u/Jakobbberg #u2-landmarks - This is the project where we look at all the structures that will attract attention. We answer the question "What can you build when you have 1 million people on mars, a robust economy, lots of industrial capacity and a decent amount of automation?". It is the "Go Big or Go Home" projects for Mars. If the visiting tourists are not taking pictures it is not welcome. You can have boron and liquid hydrogen as radiation shielding, you can have active supports and this kind of thing. We are staying inside known physics and reasonable material costs, so no solid gold space ports. But if you can make a convincing case for the Olympus Mons down hill ski resort, then by all means, we want to see your detailed plan. Any SFIA (Science & Futurism with Isaac Arthur) fans will be right at home here.
U3 - City Layout - u/Andrew - MarsFTW #u3-city-layout - This channel is dedicated to planning the layout for our planned colony. We will need to best optimize the locations of housing, industrial buildings, and transportation pathways to assure a optimized work flow for our Martians! We must be able to set our city up in a way that allows for easy transport between frequently needed places and separation between working and living areas. Additionally we need to take into account the environment and geography that is naturally occurring on mars in order to create a sustainable and functional colony.

Utilities

UT1 - Water Recovery System - u/Riedinger_A #ut1-water-recovery - Provides clean water by reclaiming wastewater (including water from crew members’ urine), cabin humidity condensate, and water from the hydration system inside crew members’ Extra Vehicular Activity suits. The recovered water must meet stringent purity standards before it can be used to support crew, extravehicular and payload activities. Water produced by the urine processor is combined with all other wastewaters and delivered to the water processor for treatment. The water processor sends the water through a series of multi-filtration beds and a catalyt-ic oxidizer for purification. The water purity is checked by electrical conductivity sensors in the sys-tems. Unacceptable water is reprocessed, and clean water is sent to a storage tank, ready for the crew to use.
UT2 - Air Revitalization System - u/Riedinger_A #ut2-air-revitalization - Dedicated to cleaning the circulating cabin air. This involves re-moving trace contaminants produced by electronics, plastics and human off-gassing, including carbon dioxide exhaled by the crew during normal respiration. Trace contaminants are removed by flowing cabin air through three separate units including an activated charcoal bed, a catalytic oxidizer and a lithium hydroxide bed. Carbon dioxide is removed using molecular sieves, materials that separate and capture gases based on their size.
UT3 - Power Generation - u/Sajateron #ut3-power-generation - For the nuclear generation and our power generation strategy as a whole I am proposing a meshed network of smaller generators located throughout the colony. I am proposing using a series of NASA KRUSTY generators (https://www.nasa.gov/sites/default/files/atoms/files/ns_kilopower_fs_180111.pdf) these are Kilopower nuclear fission powered stirling type generators. These have been widely tested and could benefit from mass production type savings. Other power generation options are explored here as well such as solar and wind.
UT4 - Recycling - u/koenikova #ut4-recycling - Getting stuff to Mars is extremely expensive. Extracting raw materials on Mars and creating useful materials and products, will also be very expensive, since it will require a lot of machinery, factories and energy. So envision our Colony like a spaceship, in which every material is worth its weight in gold and therefor is worth being reused and recycled as much as we possible can.

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Nexus Aurora - Ongoing Projects - Join the design process on Discord

Nexus Aurora - Ongoing Projects - Join the design process on Discord
If you have engineering, academics, or 3D artist background join the discord server. We are open sourcing the first Martian colony plans. Currently: 240 volunteers and 45 projects ongoing.
The design aims to provide plans for a viable city for 1 million people on Mars. These plans will be submitted to the Mars City State Design Competition organised by The Mars Society.
Send a private message at u/SpaceInstructor and include the following: Your Name, Location, Area of interest (how can you help). We will reply with the discord server invite link and thoughts on how we can proceed. The project is coordinated by Mars or Bust & Visual School

Administration

A1 - Government - u/themarstronaut #a1-government Government is responsible for everything form healthcare to basic human rights. Without the right government nothing works. P15-government is not only purely laws but with new laws come new ethical questions. We have the chance to design a new "order" from scratch, a chance to make a better world. The Martronaut is leading this project. He is already and experienced thinker in this domain. He is preparing to launch his book about the training-program needed to get the colony started. It has 4 Chapters: 1. human aspects on manned missions to mars and the colonization. 2. educational aspects of the training system: -Anthropological aspects(neurological, psychological, sociological, physical, etc) - Educational Aspects(fields of education, technology implication, infrastructure, etc) . 2. financial aspects(the role of private education in the 2nd space-race and the colonization of mars. Join if you want to make a difference in the new Mars society!
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A2 - Diplomacy - u/tankat0208 u/themarstronaut #a2-diplomacy - As the international effort in unconventional scale lead by the United Nations, successful diplomacy of the Mars city with Earth and other Martian settlements will be essential to the success of the colonization program. This project aims to provide detailed and realistic solutions to international politics related problems ranging from the funding to the protection of Martian Sovereignty.
A3 - Education - u/themarstronaut u/Hoospitalball #a3-education The strongest force of a nation isn't the military it's EDUCATION. With education one can fight almost everything from obesity to crime, but we not only keep colonists form doing bad things but we also want to raise couscous, healthy, and most important... intelligent and wise colonists. With education a nation can gain power, influence and economic power. Education WILL be the backbone of nexus aurora. Not only do just want to establish our education system. NO we want to do it right this time. This time we have the chance to optimize the shit out of education.
A4 - Judicial System - u/Hoospitalball #a4-judicial-system - While we construct this colony, it is important to remember that we do not live in a utopia. Sometimes, people make mistakes that cannot go unmentioned and sometimes people are hurt. This project is meant to develop a system for discovering possible crimes, giving people charged with crimes trial, and the ways those convicted can be sentenced. There are many different ways these systems are run on earth, each with benefits and drawbacks. Our goal is to create the most humane, equitable, and reasonable justice system that still functions to deter and stop crimes within the colony and maintain peace. This project will work closely with p15-government as judicial systems are generally a branch of the government itself.

Buildings

B1 - Regolith Housing u/Jakobbberg #b1-regolith-housing - Would you like a 140 m2 apartment on Mars? This is the first Nexus Aurora habitat prototype.
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B2 - Modular Housing - u/MaNaeSWolf u/hyperion #b2-modular-housing - Once we start having a kernel of a colony we need to move people around for remote jobs, this means designing modular scalable housing for isolated projects such as near power stations etc. The discussion is already ongoing. I recommend Think Tank for brainstorming and Mission Parameters for advancing the debate closer to final specs.
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Economy

E1 - Interplanetary Trade - u/Toni #e1-interplanetary-trade - As noted, imports will always be necessary, so teams will need to think of useful exports – of either material or intellectual products that the colony could produce and transport or transit back to Earth to pay for them. In the future, it can be expected that, using the SpaceX Starship or similar technology, the cost of shipping goods from Earth to Mars will be $500/kg and the cost of shipping goods from Mars to Earth will be $200/kg. Under these assumptions, it is the job of the team to design an economy, cost it out and show that after a certain initial investment in time, money and effort, that it can become successful.
E2 - Internal Markets - u/Arxivist #e2-internal-markets - A journey to Mars will be one of humanity's greatest achievements, but someone has to pay for it. Internal markets will be focused on capturing the initial costs of setting up a 1 million person colony, and the operating costs of maintaining and growing that colony. In order to balance the budget, we will work closely with p34-interplanetary-trade and other channels to determine possible revenue streams.
E3 - Entertainment - u/Arxivist #e3-services - Mars may be one of the most challenging places that humanity will ever try to live, but that does not mean it has to be miserable! Our focus is to make sure that our city is an enjoyable place to live, work, and thrive. To accomplish this we will be discussing what entertainment opportunities and venues can be installed in the city within our technical limitations.
E4 - Research Centers - u/ukudaly #e4-research-centers - Crazy idea here... I suppose most of you heard of LIGO and the first observation of gravitational waves. The further apart are these observatories the better the accuracy of the detections. Same goes for the Event Horizon telescope (imaging blackholes). Having extra units on Mars I think would greatly increase the accuracy of the observations. These could be enough reason for the scientific community to bang on the doors of congress/parliament/ministries to ask for funding for such elaborate grand schemes. Could this be a viable route to consider funding the first settlements on Mars? After all, people built the LHC and the ISS being driven by similar incentives.

Equipment

EQ1 - Multipurpose Robotics - u/henry-manelski #eq1-multipurpose-robotics - In order for our Martian colony to have the best chance of success it needs to take advantage of the advances that have been made in the fields of robotics and remote sensing. Robots can act as scouts, they could assist in construction of habitats and other infrastructure, or do anything else that we dream up and design. Specialized robots could process Martian regolith for useful materials while a fleet of robots search the surrounding landscape for anything that might help our colony grow. The purpose of this project is to think of and design robotic systems to assist the colony in any way possible.
EQ2 - Spacesuit - u/TheMirage #eq2-spacesuit - Human protective suits and clothing with climate conditioning and self charging abilities! The idea is to use graphene which is a high conductor of electricity to make life in the suit self sufficient and this material can protect as graphene is the hardest material on earth as a concept it has great applications and can be integrated as an EVA suit too.

Infrastructure

IN1 - Orbital Station - u/tankat0208 #in1-orbital-station - The orbital station of Nexus Aurora project will serve myriad of essential purposes ranging from Earth-Mars communication, Space medicine, and Mars tourism. The station of the Mars city will be the middle stage between earth and mars, letting the immigrants and emigrants of Mars to adapt to vastly different environment. Volunteers of interior designing and architecture is required, and all effort is appreciated.
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IN2 - Satellites Network - u/Arxivist #in2-satellites-network - Communications on Mars has two major issues: bringing data from Earth, then distributing that data once it is at Mars. We will be analysing combinations of terrestrial and satellite based communications and network systems to solve these problems. Once a way ahead is determined, we will develop a network diagram to show what that solution looks like for Nexus Aurora.
IN3 - Radiation Shield - u/jacktherer #in3-radiation-shield - Space radiation comes from cosmic rays emitted by our local star, the Sun, and from stars beyond the Solar System as well. Space radiation can trigger cancer and cause damage to the central nervous system. In these ways space radiation presents an extreme hazard to crews of interplanetary missions and as such protection from said radiation is necessary. the main goal of the radiation shielding project group is to minimize the physiological damage done to crew members and other mission critical biological lifeforms due to space radiation exposure through various operational, engineering and dietary countermeasures as well as radiation dosimetry and monitoring of solar activity.
IN4 - Outdoor Engineering - u/blakemw #in4-outdoor-engineering: I have the idea for "outdoor engineering" (name might be improvable), essentially determining how lightly external (non-pressurized) structures can be constructed, without being destroyed by the environmental hazards on Mars, which are basically: gravity, wind, thermal cycling, dust, radiation, micrometeorites, corrosion (Mars excludes many hazards which exist on Earth, such as wildlife, hail, snow etc). These kind of structures would be things like: Solar arrays (flat and tilted), reflectors (used to enhance light in greenhouses), solar concentrators, radiators - especially vertical ones -, overhead power lines, vehicles, bridges. I'm not sure exactly what the best place for it is but I'm throwing the idea out there as something I am interested in.
IN5 - Augmented Reality, Internet Of Things, Sensors Network - u/MaNaeSWolf #in5-ar-iot-sensors-net - Nexus Aurora will be a hyper connected city with sensors monitoring everything all the time. This vast array of sensors and network allow for new things to emerge, allowing us to control, manage and see what is happening elsewhere. Systems interwoven with the buildings and structures help with maintenance and fix problems before they happen. We will also need to consider the moral impact all of this will have on the privacy, control and personal lives of our civilians.

Logistics

LOG1 - Landing Zones u/koenikova #log1-landing-zones - Scouting for landing zones and placing the right infrastructure in place to secure the inflow of people and goods into the colony.
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LOG2 - Access Management - u/Zam #log2-access-management - On Mars we will have to treat the entire colony as one giant building. Most systems will be interconnected, so first of all we need to distinguish between: colonist personal health and safety, key system protection, workplace health and safety, police services, disaster and accident response, privacy and finally data and information IT system protection. For key systems User Access Management based on typical industrial solutions may be sufficient. RFID based access cards working as keys would be best, as they also allow to identify the user (by ID, so we can make it work while maintaining privacy) and not only identify if they had permission to access, but in case of later issues, system could check what threats each ID may have been exposed to (industrial fumes, sections not shielded from radiation, waste etc.).
LOG3 - Colony Bootstrapping - u/Agustin99 #log3-colony-bootstrapping - Colony bootstrapping is about asking ourselves. What can I do with everything I brought with me? You just can't give yourself the luxury to waste anything before being self sufficient, recycle and adapt the hardware to quickly achieve the minimum required to have a pressurized environment, air & water recyclers, electricity, hydroponics, communications and redundant systems as soon as possible.
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LOG4 - Standardisation - u/thephatpeach #log4-standardisation - Hi everyone! I noticed some general confusion amongst the members of Nexus Aurora about what is acceptable to design, what assumptions can be made, etc... The objective of this chat is to definitively nail down what design constraints and assumptions we want to make for this project other than what is already listed in the project description. This will be community decided and will be used to inform your design decisions. If you have a question as to what needs to be considered when planning a design (whether it be housing, infrastructure, transport tunnels or any other chat), this is where you will find your answers. It is up to you as members of Nexus Aurora and members of your respective teams within the project to set standards, constraints and assumptions about design.
LOG5 - Supply Chains - u/ZikeF (Mitch) #log5-supply-chains - One of biggest challenges for the colony will be the supply chain. Mars will need a constant supply of food, medicine, supplies etc. at least at the very beginning. Without these critical supplies the colony can and will fall apart and very likely even die. The two main concerns of any supply chain are the cost for every trip and the reliability of consistent trips. It is also important to note that any submissions to supply chains must be based in present technology, meaning nothing that requires more advanced engineering techniques, materials or ridiculous amounts of funding to achieve. Only exception being if you can provide strong evidence showing either it is currently being developed (with very promising results) or something similar. We as a group like to dream big and that is great, however we want to stay grounded and not get into science fiction realm.
LOG6 - Virtual Catalog - u/SpaceInstructor u/koenikova #log6-virtual-catalog - We create an extremely accurate model of everything on Mars, which is needed for planning permissions anyway for all governments. On earth you would go and draw a 2d vector drawing and hand it in, to get permission to start building. But here it would need to be all in 3D and including all properties of all individual components inside the thing you are building. Local governments dream of such databases and are trying to implement these for years already, but this requires putting all existing data in that system as well.. On Mars, we have the luxury of starting fresh!

Medical

M1 - Medical Facilities - u/MaNaeSWolf #m1-medical-facilities - People have evolved for living on a planet with 9.8m/s2 of gravity, and we have no idea what the reduced gravity on Mars will do to us. So medical facilities will have an important problem to solve for Mars. Here we look at generating 1G for medical requirements and recovery in a safe manner. We can also look at how buildings that help the general wellness of the population on Mars.
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M2 - Medicine Production - u/Julian #m2-medicine-production - A Mars colony will need a lot of common pharmaceuticals. Shipping those from earth is expensive and makes the colony vulnerable. Therefore a sustainable solution for the production of medicine is needed. We hope to demonstrate how this could be done by developing the synthesis of one or two model drugs, which could potentially be produced in a sustainable way using colony resources.
M3 - Medical Research - u/b.funkt#5421 #m3-medical-research - Medical research on Mars will be a heavily staffed operation, with dual primary-level missions: 1. At all times, and to the greatest extent safely possible, the medical research staff will bring money into the Mars medical system through research grants made available by private firms and govt entities on Earth. A key metric to track is the anticipated financial offset to the startup / construction costs of the medical system as a whole. The main verticals of science that the grant-writing team will focus on will be studies involving low-G / no-G / variable-G, and low-bar / no-bar atmospheric testing environments. 2. Equally important, the medical research team needs to manage day-to-day research operations including direct supervision of all scientists involved in performing research. This means heavily interfacing with the medical system and staff as the two groups will be sharing some lab resources and personnel.
M4 - Medical Services - u/b.funkt u/themarstronaut #m4-medical-services - will include management of day to day medical system operations, including patient care and medical staff management. This project will compose a plan for tracking the availability and sourcing of disposable medical supplies, and will specify a detailed plan to provide and administer medical services to the people of Mars. This project will define the portion of the system-wide emergency protocol plans relating to medicine and wellness, which will interface directly with #u4-emergency-services. Further, #m4-medical-services will oversee the procurement of drugs, vaccines, and other medical therapies, directly interfacing with #m2-medicine-production.

Production

P1 - Manufacturing Steel - u/Petwara7 #p1-steel - Well, there's no fun to have on Mars if we cannot weld something there. So we need steel, lots of it...
P2 - Farming - u/themarstronaut #p2-farming - Without food there is no Mars colony. We will have to establish quickly production facilities for growing foods. Probably we will have to consider plant based diet and maybe insects for proteins initially. Starting production of food needs systems that are extremely quick to setup and low maintenance. Growing meat is highly expensive and probably should be a separate project.
P3 - Polymer - u/Mark Watt Ne #p3-polymer - We need a way to make polymers on Mars. We need rubber and Teflon for seals, glues for example for making a 3D-Printer regolith material, artificial fibers for cloth, etc. We use polymers in every aspect of our life today and we will use it on Mars. As Polymers are mostly carbon, oxygen and hydrogen this is a good way to get CO2 out of the atmosphere as well. Also we could make Carbon Fiber Composite Materials and possible Graphene and Carbon Nano Tubes.
P4 - Mining - u/henry-manelski u/Orion #p4-mining - Whether it is for use in the colony or export back to Earth, locating and extracting minerals will be crucial for the growth of our settlement. The mining project's goal is to predict where we might find important minerals and design the systems used to extract them along with exploring any other logistical concerns we might encounter along the way (creating mining outposts, clarifying legal frameworks for prospecting, etc.)
P5 - Goods - u/Mae Elizabeth u/Julian #p5-manufacturing-goods - Any long-term settlement requires a plethora of products and services reliant on a complex industry and manufacturing system. These will be further complicated by the lack of fossil fuels on mars. This channel aims to design the industry of a mars colony so that it can support all of the needs of modern science, industry, and technology.

Transport

T1 - Orbital Lander - u/Chahn20 #t1-orbital-lander - One of the immediate needs of a Mars colony will be to shuttle people and cargo between surface and orbit. Chahn is proposing to expand on his existing design. He has a basic design for surface to orbit and orbit to surface lander that can transport 7 crew in crew type and in cargo type can get at least 15 tons to orbit in single stage to orbit config note it uses rl-10c-3 engines.
T2 - Railroads - u/Cameron #t2-railroads - To provide for cost and time-efficient transport of resources between colonies and extraction sites, a railway transport system shall be developed. The primary objectives for this project to provide are pathing: where rails are needed and how they will be deployed; railway autonomy: manned or unmanned decisions and pseudo algorithms; power distribution: distributed by rail or stored onboard; overall design: design of rail requirements including power, propulsion method, and cargo/accessibility to provide ease of loading/unloading.
T3 - Surface Rover - u/Toni #t3-surface-rover - Mars colony needs an efficient means of transporting goods over dirt roads, within the city and a capability to explore the best locations for mines and other points of interest. We will develop a modular rover with good off-road capabilities that meets the need.
T4 - Launch Complex - u/Jakobbberg #t4-launch-complex - So you have a starting colony on Mars. Every 26 months a number of ships arrive, with new people, production equipment and your favorite reclining chair which you have missed for the last six years. In the beginning all the rockets touchdown on a convenient flat surface, a number of kilometers from anything valuable, like other rockets, domes or fleshy humans. This made retrieving your new stuff and people a bit of a trip and you really just want to get everything delivered to your house. A spaceport it is then, but how? It has to be able to process a number of rockets coming at a short time interval. Protect said rockets from each other if they decide to use lithobraking and all of your other stuff. How will you transport people and cargo, some of which/whom does not tolerate vacuum very well, from the rocket to the storage facility or check in counter? And when they need to fly again, how will they be refueled, prepped and launched? All of this and many more questions need to be answered in p40-launch-complex!

Urban Planning

U1 - Transport Corridors u/Astro_Alphard #u1-transport-tunnels - The theme of the project is conceiving a multi purpose tunnel network that will be used to transport within the colony, people & goods. Join his project if you want to contribute knowhow in the transportation and tunneling business.
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U2 - Landmarks - u/Jakobbberg #u2-landmarks - This is the project where we look at all the structures that will attract attention. We answer the question "What can you build when you have 1 million people on mars, a robust economy, lots of industrial capacity and a decent amount of automation?". It is the "Go Big or Go Home" projects for Mars. If the visiting tourists are not taking pictures it is not welcome. You can have boron and liquid hydrogen as radiation shielding, you can have active supports and this kind of thing. We are staying inside known physics and reasonable material costs, so no solid gold space ports. But if you can make a convincing case for the Olympus Mons down hill ski resort, then by all means, we want to see your detailed plan. Any SFIA (Science & Futurism with Isaac Arthur) fans will be right at home here.
U3 - City Layout - u/Andrew - MarsFTW #u3-city-layout - This channel is dedicated to planning the layout for our planned colony. We will need to best optimize the locations of housing, industrial buildings, and transportation pathways to assure a optimized work flow for our Martians! We must be able to set our city up in a way that allows for easy transport between frequently needed places and separation between working and living areas. Additionally we need to take into account the environment and geography that is naturally occurring on mars in order to create a sustainable and functional colony.

Utilities

UT1 - Water Recovery System - u/Riedinger_A #ut1-water-recovery - Provides clean water by reclaiming wastewater (including water from crew members’ urine), cabin humidity condensate, and water from the hydration system inside crew members’ Extra Vehicular Activity suits. The recovered water must meet stringent purity standards before it can be used to support crew, extravehicular and payload activities. Water produced by the urine processor is combined with all other wastewaters and delivered to the water processor for treatment. The water processor sends the water through a series of multi-filtration beds and a catalyt-ic oxidizer for purification. The water purity is checked by electrical conductivity sensors in the sys-tems. Unacceptable water is reprocessed, and clean water is sent to a storage tank, ready for the crew to use.
UT2 - Air Revitalization System - u/Riedinger_A #ut2-air-revitalization - Dedicated to cleaning the circulating cabin air. This involves re-moving trace contaminants produced by electronics, plastics and human off-gassing, including carbon dioxide exhaled by the crew during normal respiration. Trace contaminants are removed by flowing cabin air through three separate units including an activated charcoal bed, a catalytic oxidizer and a lithium hydroxide bed. Carbon dioxide is removed using molecular sieves, materials that separate and capture gases based on their size.
UT3 - Power Generation - u/Sajateron #ut3-power-generation - One of the most important things in a Martian colony is power. Used for everything from light in the habitats to the iron and polymer processing plants to the production of rocket propellant. Nuclear, solar and wind are looked at as a potential sources of power and the different stages of the colony, the production capacity and energy demands are also looked at as a way to make sure that there are enough power generation capacity to grow the colony.
UT4 - Recycling - u/koenikova #ut4-recycling - Getting stuff to Mars is extremely expensive. Extracting raw materials on Mars and creating useful materials and products, will also be very expensive, since it will require a lot of machinery, factories and energy. So envision our Colony like a spaceship, in which every material is worth its weight in gold and therefor is worth being reused and recycled as much as we possible can.
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How to Make Problems for Your Players: One Method

TL;DR: The Player's Handbook gives you a list of challenges for your players that you didn't realize. I included it at the bottom.
How do you plan a list of encounters? How do you think of problems for the heroes to overcome? Do you just pick a stat block out of the Monster Manual and put that monster in the next room? Pretty easy, but I think most of us are here because we agree that a great DM puts a little more effort in than that.
What if I told you that you were thinking about this all backwards? Like, literally backwards. Maybe you should be starting at the other end.
Reverse Engineering Challenges
Now obviously this isn't the be-all, end-all way to brainstorm problem-solving obstacles to throw at your players. It probably isn't even my main method. But I think that it grants you a very important insight into the nature of the relationship between Players and the game. And I also needed a sensationalist hook for my intro.
The Dungeon Master's Guide explains pretty well how you build an encounter. It's very much focused on combat encounters, but tries to say, "by the way, you should give XP for other types of challenges, too. Combat is just the most fleshed-out component of this game, so it needs more explanation." And in that explanation it frames encounter-building as a pretty abstract game of calculating generalist-measures of challenge. Assign CR values/XP budgets based on a few universal factors, like HP and average damage output per round and such. But the reality when in play is that any given scenario gets complicated by a lot of factors very quickly. Which is why it's understandable that the DMG would abstract things so much. It's relying on you to be smart enough to know when the challenge of an encounter changes because of contextual factors. The CR number might go down when everyone happens to be carrying acid flasks at the moment of the trolls' appearance.
But what about Thieves' Cant?
My Eureka
Hear me out. This actually started when I was discussing character-building options for a potential campaign of a more-obscure RPG called Fantasy Craft (which most DMs would probably do well to at least check out, by the way). Fantasy Craft uses different classes than in D&D, and it specifically aims to offer more types of in-depth problem-solving than just combat stuff. The classes can be categorized in roles like "Talker" and "Solver" and "Specialist," for example. Contrast this with 4th Edition D&D, where every class is defined by its role exclusively within combat encounters (Defender, Striker, Leader, and Controller). So the classes and their abilities are kinda interesting. One of their classes is just "Courtier," which is like the ultimate Talker but the worst Combatant.
The class I was interested in is called the "Explorer," and is supposed to be a way for you to play as Indiana Jones or Nathan Drake. You get abilities that let you dodge traps or have a cool contact or refer to a notebook you carry around to solve puzzles and stuff. And classes have some abilities that get better and better as you level up. Well the Explorer has an ability called "Bookworm" that comes in three levels. Here's the description:
You can ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with eerie accuracy. At Level 2, you make Research checks in 1/2 the usual time (rounded up).
At Level 11 it becomes 1/4 the usual time, and at Level 19 it becomes 1/10.
I thought this was a really cool ability. Definitely makes me feel like Indiana Jones. But my potential GM for this game was telling me a bit about what he had in mind for this adventure (something about escaping imprisonment from ogres or something, I dunno). And I got worried. Because I realized already that my ability would be irrelevant. And, in fact, I realized that it would probably almost always be irrelevant. Here's why:
In order for this ability to be useful at all, the adventure in which it is used would need three qualities: 1) There is an opportunity to make Research checks, 2) There is a consequence to making Research checks, and 3) There is a consequence to the amount of time consumed by Research checks (with the degrees of consequences measurable down to gradations 1/10th in length to the normal time). Firstly, a lot of adventures just don't have room for research. You're stuck underground. You're out at sea. You're protecting a caravan. You're holding out during a siege. When, in the natural course of these stories, will the heroes have an opportunity to halt everything and go read at the library for a few hours? Secondly, you might not get anything out of research. Okay, so before you protect the caravan, there's an opportunity for you to research the route ahead of time and any potential dangers. And you discover that... you'll be going through the woods. Pretty normal. You find bears, deer, highwaymen, etc. The DM didn't really know what to tell you when you asked for useful information to be better prepared. Thirdly, even when the adventure was perfect for you to do some research ahead of time, like if you're hunting vampires/werewolves or you're about to excavate a legendary old dungeon or something, it might be simple enough that... you'll get the information you need just by looking for it at all. It's not like it was gunna take you four weeks to read the bestiary entry on werewolves. You'll pick up the useful stuff easily enough. Or maybe it just wasn't time-sensitive to begin with. The dungeon will be sitting there waiting for you whenever you feel ready to delve in. Take your time researching.
All of these problems come from the DM not preparing the adventure to specifically address them. Now, a lot of class abilities you can rely on being relevant without needing to put any effort in or a reminder to yourself to address. Fighters and their combat maneuvers will pretty much inevitably get to use them. Druids and their shapeshifting will constantly be thinking of ways to take advantage of their miscellaneous animal forms. But Research checks are not inevitable. They almost certainly won't occur naturally. They are difficult to improvise. You almost definitely need to make it a point to include provisions for a Research check when writing your adventure, because otherwise it probably won't come up. To fit the three requirements, you'd have to 1) set aside an opportunity for the players to research that doesn't seem like a stretch, 2) have useful (but probably not vital) information prepared as a result of the research, and 3) create a cost for the activity (specifically attached to time as a resource) in order to make it a real decision instead of just a given on the part of the players. If there's no cost and only reward to researching, the players will always say, "oh yeah, sure, we also do research first. Might as well." In order for there to be a meaning to the idea of "this guy is better at researching than that guy is," there needs to be multiple degrees of success in this activity in order to define what "better" could mean in this context.
I know this might all sound like, "well, duh" but it honestly doesn't cross the minds of most DMs. It might be simple but it's also something you need to be actively aware of.
Do you need to include all of this in every adventure you write? Absolutely not. The rogue doesn't get a chance to sneak attack every session, just because of the way things play out sometimes. But do you need to include it occasionally? Definitely. Because otherwise your player is not able to play their character to their full capacity. An ability is only as useful as its use. And soon you realize that a Player Character's strength is defined by the application of their class features and almost nothing else. NPC commoners have six ability scores, too. Lower, but they have them. Yet they can't be adventurers delving dungeons and fighting monsters. Why? Well the main reason why a commoner isn't able to delve the dungeon and you are, the main thing separating NPCs from PCs, are class features. And if class features are never used, then the PC becomes functionally indistinguishable from an NPC. They may as well have been playing a classless commoner who just happened to have some high ability scores. I'm sorry Laozi, but a bowl is not most useful when it is empty. A bowl is most useful when it is being used.
Writing Around Class Features
Thieves' Cant has become something of a running joke in D&D. It's been around since pretty much the beginning of the game and is now iconic. It's based on a very real thing, too. It isn't just a way of saying, "oh well you know, criminals have their own sort of urban lingo." Thieves' Cant was real, had a lot of variation, and was a pretty fully-developed code of communication. It's a really cool, atmospheric, flavorful, and unique non-combat ability for rogues to have. Every time you get a first-time player making their first ever character and they pick rogue and they start going through the character creation and reading through abilities, you get to tell them about their secret thief language and they say, "Oh that's so cool! It's like Shadowmarks in Skyrim! I can't wait to learn all sorts of exclusive thief-y information that the other players won't know!"
No DM ever fucking uses Thieves' Cant.
I mean, some do. Obviously some do. But most of them use it because they agree that it's cool and they think it's a waste to see it go unused. They specifically plant opportunities for it to come up in their adventures because they want it to come up. But if there were a hypothetical "default game of D&D" implied by the rules, then apparently Thieves' Cant would just be flavor text because the designers were comfortable packaging that into the rogue's set of 1st level abilities like it costs 0 points.
But I imagine you could write an entire plot around using Thieves' Cant. A sort of investigation into the criminal underworld where you need a guide or cypher that can help you follow the right symbols and phrases to get your answers. And it wouldn't require any combat.
Now don't get me wrong. I like D&D combat. I think there should be a healthy amount of it. And D&D, including 5E, is very much built for action stories. But even with that being said, a lot of DMs spend a lot of time trying to figure out other ways they can challenge their players without it being about beating someone else in a fight. And you can only have so many traps, puzzles, and riddles before it begins to seem formulaic. The secret is that, this whole time, you were given a list of obstacles to throw at your players that's guaranteed to be relevant and fits into the pre-established framework of the game. This sentence is important:
"Any ability or feature that a character has at their disposal is a potential challenge for them. Conversely, any ability or feature they don't have is a potential challenge as well."
If the rules enumerate to your player an ability, the implication is that this is something a person couldn't have been able to do otherwise. You have to be a rogue to know Thieves' Cant. You have to be a cleric to use Turn Undead. Which means that when writing your adventure, you could make a list of character abilities and key your encounters to one or several of them. You have a handful of players, so you can have a lot of variety in your encounters, and you can give everyone a day in the spotlight. And when you want to figure out a way to really challenge them, you look at abilities that aren't at their disposal and throw that at them. In some cases they'll have to solve it by thinking outside the box. In other cases, it can act as a straight-up invisible wall. Look, at 13th Level, a monk completely eliminates the language barrier. No way around it. If the party has a monk, when they hit 13th Level you better give up any plans you had to restrict information based on language proficiency. But if you know there aren't any monks on the party, then you can still use the language barrier as a real barrier. And yeah, oftentimes "there's a spell for that," and most spellcasters get a pretty wide variety of spells, but... not all at once, usually. Knock is a second-level spell for bards, sorcerers, and wizards. Pretty likely you'll have at least one of those three classes in the party, but you can still use locks during those early adventures before your players can cast second-level spells. And even if they can cast the spell, there's a good while when those second-level spell slots are few and valuable enough that they can't afford to use knock to automatically unlock more than a couple doors.
Any ability that can be possessed through multiple different paths is better suited for being something that empowers your players. You can feel safe throwing poison damage at your players knowing that it's fairly likely they've acquired some ability that makes them resistant to poison damage. It's a "this will make them feel good for choosing this option" challenge. An easy win that validates their decisions when building their character. Conversely, making your encounter specific to a rare ability or benefit makes it more likely to be a serious obstacle for the party. It's unlikely that someone had "just the right thing" for this challenge. And even if they did, it was probably only one of them. Even if someone is immune to mind-control, if their five friends aren't then they can still be pretty screwed when the rest of the party gets mind-controlled.
Where This Can be Hard to Implement
For starters, if you're writing your adventure for a specific audience, then it's easy enough to write it around their specific abilities. But if you were writing your adventure for publication, then you'd have to make sure it provides opportunities for any combination of all the classes, and you'd have to make sure none of these things were really vital. The party might not have a rogue, so you can't make knowing Thieves' Cant a requirement for beating the adventure (unless you offer an alternative in-story method to get the heroes through that obstacle). And of course there's always the issue of trying to make these opportunities to use your abilities not feel forced and shoe-horned in.
It can also be hard for the DMs who don't deliberate on these sorts of things, exactly. My reasoning so far assumes that you write your adventures and plan them out. You plan an outline of the plot and the encounters and have an idea of what direction it'll go. Not every DM does that. A lot of DMs nowadays make use out of elements of emergent gameplay and emergent story, borrowing from procedural-generated games like Rogue and Nethack. Games whose preparation is instead just the setting up and integration of a number of mechanical systems that run through scripts and are prone to affecting each other when they interact (go ahead and watch this video if you find this approach to gameplay and storytelling interesting). But you can still build those systems to target specific character abilities. You can, instead of shoe-horning an opportunity for Thieves' Cant, create a system that generates patterns of how and where Thieves' Cant shows up and what causes it, and then working it into the plot as the system tells you it appears.
A Handy Dandy Steal-able List
I went through the 5th Edition Player's Handbook and made a list of abilities and features. I specifically only included things that I felt, based on my experience as a DM, were not necessarily going to show up in adventures on their own inevitably. They'd have to be deliberately planted in order to see use, most likely. Which means that almost all combat abilities didn't get included. Something that did get included were damage types, since I feel like it's easy for too many DMs to have their players fight even more humanoids with mundane swords instead of thinking of enemies that deal poison damage every now and then. But obviously some of these abilities remain more specific and rare of use than others. I also haven't gotten around to applying this exact same process to the spell list yet, because it's pretty daunting. But technically every single spell in the game is a class feature that can solve a potential problem. And then there are features specific to some archetypes but not to the whole class. I included those but I didn't delineate the stuff that's exclusive to an archetype. You can go read the class entry yourself to figure that out. You'll soon realize that the power to read minds is something only Knowledge Domain clerics get, not all clerics. And of course, this was all just a big judgment call. You don't need to agree on what I should have included or not included here. This is my list of conflicts that can be inferred from powers enumerated to the players through the rules.
Racial Conflicts:
Class Conflicts:
Background Conflicts:
Language Conflicts:
(5E characters can, through their features, gain access to the following list of languages somehow. You can either use these or make alternatives, and you can use languages not on this list as major barriers)
Common, Dwarfish, Elvish, Halfling, Draconic, Gnomish, Speaking with small animals (Gnome), Orc, Infernal, Druidic, Thieves’ Cant (4x as long to communicate)
Equipment Conflicts:
Skill Conflicts:
These are all examples specifically named in the book. Obviously it isn't hard to brainstorm more and more and more uses for these. But why not have these all in one place anyway, right?
Skipping the three "classic" ability saving throws, here are the three that can be less intuitive to think of uses for:
submitted by DwizKhalifa to DnDBehindTheScreen [link] [comments]

atmospheric hazard definition geography video

Atmospheric hazards walkthrough talkthrough - YouTube Global Atmospheric Circulation - YouTube Natural Disasters The Atmosphere - YouTube Big Idea 8: Natural Hazards Affect Humans - YouTube Understanding Global Atmospheric Circulation - YouTube NH4: Global Atmospheric Circulation (AQA GCSE Geography ... Geography - Weather & Climate: Geography Exam Tips - YouTube GCSE Geography - Tectonic Hazards Overview - YouTube

AQA define natural hazards as; “ A natural event (for example earthquake, volcanic eruption, tropical storm, flood) that threatens people or has the potential to cause damage, destruction and death .”. The key part of the definition is the threat to human populations and their properties. Atmospheric hazards - those hazards to human health and wealth that are created in the atmosphere -including tornadoes and hurricanes. Geological/tectonic hazards - those hazards that are created by the movement of the Earth's tectonic plates such as earthquakes and volcanoes, or the movement of rocks and soil such as mudflows and landslides Online Geography resources for teachers and students of KS3, GCSE / IGCSE, IB DP Geography and MYP Individuals and Societies. geographyalltheway.com - Atmoshperic Hazards Online Geography Resources The Atmospheric Hazards of Confined Space What is confined space? NIOSH (National Institute for Occupational Safety and Health) defines confined space as "a space which by design has limited openings for entry or exit; unfavorable natural ventilation which could contain or produce dangerous air contaminates and which is not intended for continuous employee occupancy." Atmospheric Hazards . Severe weather and air quality events have major ecological, health, and socioeconomic impacts. Both human-derived and natural emissions affect air quality and climate change, which in turn drive the severity and frequency of future weather events. Hazard occasions are eccentric: We cannot foresee the recurrence, extent or size of a characteristic occasion. Absence of choices: Due to social, political, monetary and social components, individuals cannot just evacuate themselves starting with one spot and move then onto the next, surrendering their homes, land and work.. Changing the degree of a hazard: Places that were once generally safe ... "Atmospheric hazards are natural phenomena." A Natural Hazard is an unexpected or uncontrollable natural event of unusual magnitude that threatens the activities of people or people themselves. Natural hazards can be catagorized into three main groups: Geomorphic, Ecological and of course atmospheric hazards. ATMOSPHERIC HAZARDS. Atmospheric hazards include things such as oxygen deficiencies, dusts, chemical vapors, welding fumes, fogs, and mists that can interfere with the bodies ability to transport and utilize oxygen, or that have negative toxicological effects on the human body. Before entry into most confined spaces, a multi-gas meter is commonly ... Geography Topics Atmospheric hazard. Group(s):Hazards - Key Terms; Print page. Share: Share on Facebook Share on Twitter Share on Linkedin Share on Google Share by email. Natural hazards where the causal factor is an atmospheric process (e.g. tropical storm or drought) Collections. 10. Natural hazards can be placed into two categories - tectonic hazards and climatic hazards. Tectonic hazards occur when the Earth's crust moves. For example, when the plates move, friction can ...

atmospheric hazard definition geography top

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Atmospheric hazards walkthrough talkthrough - YouTube

Earth’s diverse climate and weather patterns are predominantly governed by global atmospheric circulation and ocean currents. This programme looks at differe... About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... Watch how natural hazards occur, how they affect our lives and what we can do to prepare for and mitigate their effects. GCSE AQA Geography Time to cover one of the tougher topics in GCSE Geography.If you found this useful, have a look at my other videos - I'm aiming to cover virtually the entire... Get Unlimited Access to GCSE Tutor Videos & Online Revision Here for £19.99: http://www.revisionapp.co.uk/product/online-gcse-revision. Scientists describe t... About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... 004 - The AtmosphereIn this video Paul Andersen explains how the atmosphere surrounds the planet. The state of the atmosphere is climate and is affected by ... This shortage could be in atmospheric water, ... 200 fps slow motion, Full HD, HDCAM 1080i High Definition, ... Natural Hazards and Disasters - Chapter 7 Geography NCERT class 11 - Duration: ...

atmospheric hazard definition geography

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