Difference between revisions of "Gamemaster Environments (IF)"

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The Solar System is full of dangerous places and environments. <noinclude>This file is included in the player page "Environments (IF)", so be sure to use "noinclude" on any sensitive information.</noinclude>
 
=== Gravity Environments ===
 
=== Gravity Environments ===
Skills and adaptations for survival and maneuvering across the four most common environments of the Solar System. These are used both for training and as categories of genetic or mechanical modification.
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Gravity in the Solar System conforms to four categories, with only a few man-made exceptions. These categories are used both for training and as categories of genetic or mechanical modification
 +
No celestial body in the Solar System has a natural surface gravity between 0.4 g and 0.8 g or above 1.2 g.
  
:'''Microgravity''' Environments of near-weightlessness, such as spacecraft in freefall. Focuses on orientation, translation, tool use, and stability. Days of exposure causes [[#Degrav|Degrav]].
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==== Microgravity ====
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Near-weightlessness, such as spacecraft in freefall. Focus on orientation, translation, tool use, and stability. Days of exposure cause [[Icarus_Fall_Dictionary (IF)#Degrav|Degrav]].
  
:'''Low Gravity''' Environments between 0.15 g and 0.35 g, including many moons and small planets. Emphasizes balance, momentum control, and assisted locomotion. Distinct from [[#Microgravity|Microgravity]]. Weeks of exposure risks [[#Degrav|Degrav]].
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==== Low Gravity ====
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0.15–0.40 g (e.g., most moons; small planets like Mars and Mercury). Natural locomotion shifts from walking to '''bounding/loping''' — long, low jumps conserve momentum and cover distance with little effort. Distinct from [[Icarus_Fall_Dictionary (IF)#Microgravity|Microgravity]] where there’s no footing at all. [[Icarus_Fall_Dictionary (IF)#Degrav|Degrav]] risk over weeks to months; periodic [[Icarus_Fall_Dictionary (IF)#Regrav|Regrav]] prevents long-term loss. Beware overshooting on slopes and kicking up regolith plumes that hang in low-g.
  
:'''Earth Standard Gravity''' Environments between 0.8 g and 1.2 g, considered healthy for long-term residence. Covers most [[#Artificial Gravity|Artificial Gravity]] habitats and the surface of Earth and Venus. Focus is endurance, load-bearing, and efficient movement.
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==== Earth Standard Gravity ====
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0.8–1.2 g, considered healthy for long-term residence. Covers most living areas of [[Icarus_Fall_Dictionary (IF)#Artificial Gravity|Artificial Gravity]] habitats and the surfaces of Earth and Venus. Focus on endurance, load-bearing, and efficient movement.
  
:'''Aquatic''' Submersion in water or other liquids. Includes maneuvering by swimming or with specialized equipment. Environments range from shallow lakes on habitats to high-pressure oceans. Not strictly a gravity category, but it shares enough with them to be listed here.
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==== Aquatic ====
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Submersion in water or other liquids. Includes maneuvering by swimming or with specialized equipment. Ranges from shallow habitat lakes to high-pressure oceans. Not strictly a gravity category, but the same issues of movement and posture apply.
  
 
=== Terrain Terrains ===
 
=== Terrain Terrains ===
Earth has a lot of terrains, none of which occur is space, except in quirky environmental habitats. All have Earth Standard Gravity, most are characterized by life; vegetation, fungus, and even animal life. This is like a fairytale to spacers, but dangerously unfamiliar.
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Earth has many terrains (all at Earth Standard Gravity) characterized by abundant life: vegetation, fungus, and animal ecologies. To spacers this is like a land of fairytales — beautiful, but dangerously unfamiliar. The Earth is greener than it has been in a thousand years.
  
=== Off-Earth Terrains ===
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=== Extraterrestrial Terrains ===
The variety of domains in the solar system is much less than on Earth, but each of them are deadly in its own way. Most terrains are in low gravity or even microgravity, only Earth and Venus is there something resembling Earth Standard Gravity.
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The variety of domains off Earth is narrower, but each is deadly in its own way. Most are in low gravity or microgravity; only Earth and Venus offer long-term Earth-like gravity. This list covers terrains common across the Solar System (not unique local oddities).
This list does not list the unique types of terrain found only in certain location, this si a list of terrains common in the entire sol system.
 
  
;Regolith
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==== Regolith ====
The sand and dust of space is insidious. With no wind or water to grind the pebbles to be rounded like Earth sand, they are sharp and piecing and grate on flesh and machinery. It has electrostatic effects, making it stick to everything and disrupting electronics and radio. It gives poor purchase for tethers or boots. In microgravity it gives almost no purchase at all and creates dangerous semi-permanent clouds that turns into micrometeors to puncture ships and suits.  
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Airless-world “sand” and dust are insidious. With no wind or water to round grains, particles are sharp and piercing, wearing down suits and machinery. Electrostatic charging makes dust cling to everything and can disrupt electronics and radio. It gives poor purchase for boots or tethers. In microgravity it offers almost no purchase and forms dangerous, long-lived dust clouds — over time these turn into micrometeors that can puncture suits and hulls. The composition of regolith varies by location, subtly changing how it behaves and adding unpredictability.
  
;Ice
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==== Ice ====
Ice is common all across the system, from the tiny grains of Saturn's rings to the kilometer-thick glaciers of Jovian Europa's surface. Ice melts if heated, which immediately evaporates in in vacuum. Even local warmth makes it slippery. It moves and churns following cruel cryotectonic laws, forming peaks and crevasses. It breaks into sharp shards that cut suits and safety lines. There are even rare exotic forms of ice with unpredictable properties that can deflect or be invisible to sensors.
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Common from ring grains to kilometer-thick glaciers. Heat causes sublimation in vacuum; even local warmth makes surfaces slick. Ice undergoes harsh [[Icarus_Fall_Dictionary (IF)#Cryotectonic|cryotectonic]] flow, raising pressure ridges and deep crevasses that shift over time. Fracture produces knife-edged shards that cut suits and lines. Rare exotic high-pressure phases can behave unpredictably to tools and sensors.
  
;Rock
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==== Rock ====
The least treacherous terrain is solid rock or metal, capable of supporting tethers and giving traction. It is even more prone to peaks and crevasses, not because it forms them easily like ice does but rather because its permanence retains every crack and thrust that shaped it in past eons. On bodies that once had volcanism or free water it forms tunnels and meandering canyons, which are useful as shelter and for travel.
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The least capricious footing is competent rock or metal — good for anchors and traction. Its permanence preserves ancient cracks, thrusts, lava tubes, and paleo-channels. On worlds with past volcanism or water, tunnels and canyons provide shelter and traverses. Provides reliable anchors for [[Icarus_Fall_Dictionary (IF)#Accelerator|magnetic accelerators]].
  
;Outer Space
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==== Vacuum ====
Spacers will tell you there is no such thing as empty space; there is always something, and often many things. You are always at risk from micrometeors, especially near regolith asteroids or old mining sites. When you can see the sun you are subject to radiation and in the inner system sun storms. In the shadow of a major body there is no light at all. There is no traction of any sort; while you can twist to change your orientation, you need a tether or reaction mass to control movement. Outer space is always in microgravity.
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Away from planetary bodies — and on many surfaces as well — vacuum is the default. Problems include:
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* Atmosphere: you need an air supply (short-term) and recycling (long-term).
 +
* Pressure: you need full-body pressure protection; mechanical counterpressure suits can be thin but still require complete coverage and a helmet.
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* Mobility: no buoyancy or aerodynamic control; you must manage translation via tethers or reaction mass, obeying conservation of momentum.
 +
* '''Short emergency exposure:''' If suddenly vented, '''do not hold your breath''' — exhale immediately to prevent lung injury. Expect loss of consciousness in ~10–15 seconds from hypoxia; rapid recompression and oxygen can prevent lasting harm. Unprotected skin can swell and chill but usually endures brief exposure; '''eyes and ears are vulnerable''' (pain, drying, potential injury) — even minimal eye protection and an oxygen mouthpiece or nose clip dramatically improve survival for dash-length gaps between airlocks.
  
;Orbital Space
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==== Outer Space ====
Whenever you are in close orbit of a planet or moon your movement becomes unintuitive to humans. Rather than applying thrust in the direction you want to go, you have to consider how your orbit changes; accelerating along your current trajectory gives you a higher orbit, accelerating against your trajectory moves you into a lower orbit. When you are close to a point of reference such as a ship or habitat this is not a major factor, but as soon as you move towards distant objects it is.
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There is no “empty” space — there is always debris, fields, and radiation. Micrometeors are a constant threat, especially near regolith bodies or old work sites. In sunlight you face radiation and, in the inner system, intense [[Icarus_Fall_Dictionary (IF)#Solar Wind|solar storms]]; in deep shadow there is no natural light to navigate by. With no traction, attitude can be changed by body motion, but changing position requires tethers or thrusters. There is always microgravity.
  
;Spin Habitats
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==== Orbital Space ====
Habitats present terrain unlike either gravity or microgravity.
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Near a planet or moon, you don’t fly in straight lines — you change your path and wait for the result. A prograde burn makes your track swell outward; a retrograde burn makes it tighten — the effect shows up later along the orbit. Thrusting toward a target doesn’t move you closer — it skews your course and you drift. To match trajectories you don’t aim at the target; you slip onto an intersecting orbit, then make final adjustments so you slide into a nearby parallel path instead of hitting. Unless you’re a real pro, let your navigation system do the planning.
As long as you're standing on the inner surface (almost always Earth Standard Gravity) or floating near the center (microgravity) things are familiar.  
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:''Drop to catch up, climb to fall back, fine-tune to intercept'' 
Kinetic weapons behave erratically, making firearms useless beyond a dozen meters, but otherwise things behave predictably.
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::— Spacer proverb.
But with spin-induced gravity and confusing flight dynamics, two terrain types are unique to rotating space habitats:
 
  
The first is the volume of space between the central axis and the surface
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==== Spin Habitats in Space ====
But once you stop being anchored, you will no longer follow the habitats rotation; in your subjective view the floor of the hab will be rushing sideways beneath you.
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Rotating habitats mix spin gravity — almost always Earth Standard Gravity — near the hull with microgravity near the axis. Kinetics are non-intuitive: Coriolis deflects trajectories significantly. Firearms and thrown objects become unreliable beyond short ranges (often only tens of meters); aiming requires local tables or smart sights. Besides these familiar environments, two unusual “terrains” emerge:
You can jump to nearly any point on the inner surface — if your aim and braking are good.  
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* '''The interior volume''' between axis and surface: if you leave the surface, you stop corotating; the floor appears to shear sideways beneath you. With skill, you can “ballistically” hop to distant points — if your aim and braking are precise.
Get it wrong, and you’ll either drift helplessly or slam into the wrong spot.
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* '''The outer hull''': outside a cylinder there is no spin gravity, but relative motion is tricky. Let go and you drift along a tangent while the hull rotates away; hovering over a spot requires continuous correction or magnetic/grapple anchoring. Small Jovian EVA rigs often use “feet” with magnetic or grappling pads to stay planted.
  
The second is the outer hull.
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==== Planetary Spin Habitats ====
Gravity here seems to pull away from the hull, but if you let go, you’re flung along a tangent not straight out. As you approach the hull, it slides sideways beneath you, making it hard to grab hold. Hovering over a specific spot requires constant acceleration.
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Some habitats are built on planetary surfaces, buried in pits or bermed under regolith for shielding. They work on the same principle as orbital spin habs, but the presence of planetary gravity changes everything.
This is why many Jovian personal vehicles are humanoid in form, equipped with magnetic or grappling feet to stay anchored on the outside of a habitat.
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Inside, spin gravity combines with the pull of the planet. Near the axis, instead of drifting weightless you are tugged downward, making “axis jumps” short and awkward — you arc into the floor almost immediately. The outer hull lies close to the pit wall and is not used as working surface; there is no “outside” in the same sense as free habs.
 +
Access and supply rely on trains or lifts that accelerate to match the shell’s rotation before docking. To visitors the effect is unsettling: a sideways pull from the spin and a downward tug from the planet, blending into a skewed but steady floor.

Latest revision as of 21:43, 16 September 2025

Icarus FallIcarus Fall logo placeholder
Hard Science-Fiction Setting

The Solar System is full of dangerous places and environments. This file is included in the player page "Environments (IF)", so be sure to use "noinclude" on any sensitive information.

Gravity Environments

Gravity in the Solar System conforms to four categories, with only a few man-made exceptions. These categories are used both for training and as categories of genetic or mechanical modification. No celestial body in the Solar System has a natural surface gravity between 0.4 g and 0.8 g or above 1.2 g.

Microgravity

Near-weightlessness, such as spacecraft in freefall. Focus on orientation, translation, tool use, and stability. Days of exposure cause Degrav.

Low Gravity

0.15–0.40 g (e.g., most moons; small planets like Mars and Mercury). Natural locomotion shifts from walking to bounding/loping — long, low jumps conserve momentum and cover distance with little effort. Distinct from Microgravity where there’s no footing at all. Degrav risk over weeks to months; periodic Regrav prevents long-term loss. Beware overshooting on slopes and kicking up regolith plumes that hang in low-g.

Earth Standard Gravity

0.8–1.2 g, considered healthy for long-term residence. Covers most living areas of Artificial Gravity habitats and the surfaces of Earth and Venus. Focus on endurance, load-bearing, and efficient movement.

Aquatic

Submersion in water or other liquids. Includes maneuvering by swimming or with specialized equipment. Ranges from shallow habitat lakes to high-pressure oceans. Not strictly a gravity category, but the same issues of movement and posture apply.

Terrain Terrains

Earth has many terrains (all at Earth Standard Gravity) characterized by abundant life: vegetation, fungus, and animal ecologies. To spacers this is like a land of fairytales — beautiful, but dangerously unfamiliar. The Earth is greener than it has been in a thousand years.

Extraterrestrial Terrains

The variety of domains off Earth is narrower, but each is deadly in its own way. Most are in low gravity or microgravity; only Earth and Venus offer long-term Earth-like gravity. This list covers terrains common across the Solar System (not unique local oddities).

Regolith

Airless-world “sand” and dust are insidious. With no wind or water to round grains, particles are sharp and piercing, wearing down suits and machinery. Electrostatic charging makes dust cling to everything and can disrupt electronics and radio. It gives poor purchase for boots or tethers. In microgravity it offers almost no purchase and forms dangerous, long-lived dust clouds — over time these turn into micrometeors that can puncture suits and hulls. The composition of regolith varies by location, subtly changing how it behaves and adding unpredictability.

Ice

Common from ring grains to kilometer-thick glaciers. Heat causes sublimation in vacuum; even local warmth makes surfaces slick. Ice undergoes harsh cryotectonic flow, raising pressure ridges and deep crevasses that shift over time. Fracture produces knife-edged shards that cut suits and lines. Rare exotic high-pressure phases can behave unpredictably to tools and sensors.

Rock

The least capricious footing is competent rock or metal — good for anchors and traction. Its permanence preserves ancient cracks, thrusts, lava tubes, and paleo-channels. On worlds with past volcanism or water, tunnels and canyons provide shelter and traverses. Provides reliable anchors for magnetic accelerators.

Vacuum

Away from planetary bodies — and on many surfaces as well — vacuum is the default. Problems include:

  • Atmosphere: you need an air supply (short-term) and recycling (long-term).
  • Pressure: you need full-body pressure protection; mechanical counterpressure suits can be thin but still require complete coverage and a helmet.
  • Mobility: no buoyancy or aerodynamic control; you must manage translation via tethers or reaction mass, obeying conservation of momentum.
  • Short emergency exposure: If suddenly vented, do not hold your breath — exhale immediately to prevent lung injury. Expect loss of consciousness in ~10–15 seconds from hypoxia; rapid recompression and oxygen can prevent lasting harm. Unprotected skin can swell and chill but usually endures brief exposure; eyes and ears are vulnerable (pain, drying, potential injury) — even minimal eye protection and an oxygen mouthpiece or nose clip dramatically improve survival for dash-length gaps between airlocks.

Outer Space

There is no “empty” space — there is always debris, fields, and radiation. Micrometeors are a constant threat, especially near regolith bodies or old work sites. In sunlight you face radiation and, in the inner system, intense solar storms; in deep shadow there is no natural light to navigate by. With no traction, attitude can be changed by body motion, but changing position requires tethers or thrusters. There is always microgravity.

Orbital Space

Near a planet or moon, you don’t fly in straight lines — you change your path and wait for the result. A prograde burn makes your track swell outward; a retrograde burn makes it tighten — the effect shows up later along the orbit. Thrusting toward a target doesn’t move you closer — it skews your course and you drift. To match trajectories you don’t aim at the target; you slip onto an intersecting orbit, then make final adjustments so you slide into a nearby parallel path instead of hitting. Unless you’re a real pro, let your navigation system do the planning.

Drop to catch up, climb to fall back, fine-tune to intercept
— Spacer proverb.

Spin Habitats in Space

Rotating habitats mix spin gravity — almost always Earth Standard Gravity — near the hull with microgravity near the axis. Kinetics are non-intuitive: Coriolis deflects trajectories significantly. Firearms and thrown objects become unreliable beyond short ranges (often only tens of meters); aiming requires local tables or smart sights. Besides these familiar environments, two unusual “terrains” emerge:

  • The interior volume between axis and surface: if you leave the surface, you stop corotating; the floor appears to shear sideways beneath you. With skill, you can “ballistically” hop to distant points — if your aim and braking are precise.
  • The outer hull: outside a cylinder there is no spin gravity, but relative motion is tricky. Let go and you drift along a tangent while the hull rotates away; hovering over a spot requires continuous correction or magnetic/grapple anchoring. Small Jovian EVA rigs often use “feet” with magnetic or grappling pads to stay planted.

Planetary Spin Habitats

Some habitats are built on planetary surfaces, buried in pits or bermed under regolith for shielding. They work on the same principle as orbital spin habs, but the presence of planetary gravity changes everything. Inside, spin gravity combines with the pull of the planet. Near the axis, instead of drifting weightless you are tugged downward, making “axis jumps” short and awkward — you arc into the floor almost immediately. The outer hull lies close to the pit wall and is not used as working surface; there is no “outside” in the same sense as free habs. Access and supply rely on trains or lifts that accelerate to match the shell’s rotation before docking. To visitors the effect is unsettling: a sideways pull from the spin and a downward tug from the planet, blending into a skewed but steady floor.