Difference between revisions of "Gamemaster Environments (IF)"
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{{IF}} | {{IF}} | ||
+ | The Solar System is full of dangerous places and environments. | ||
=== Gravity Environments === | === 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''' | + | :'''Microgravity''' 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''' | + | :'''Low Gravity''' 0.15–0.40 g (e.g., most moons; borderline worlds like Mars and Mercury at ~0.38 g). Emphasizes balance, momentum control, assisted locomotion, and jump/braking control. [[Icarus_Fall_Dictionary (IF)#Degrav|Degrav]] risk over weeks to months. |
− | :'''Earth Standard Gravity''' | + | :'''Earth Standard Gravity''' 0.8–1.2 g, considered healthy for long-term residence. Covers most [[Icarus_Fall_Dictionary (IF)#Artificial Gravity|Artificial Gravity]] habitats and the surfaces of Earth and Venus. Focus on endurance, load-bearing, and efficient movement. Occurs naturally only on Earth and Venus. |
− | :'''Aquatic''' Submersion in water or other liquids. Includes maneuvering by swimming or with specialized equipment. | + | :'''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 skills overlap enough to include here. |
=== Terrain Terrains === | === Terrain Terrains === | ||
− | Earth has | + | 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. |
=== Off-Earth Terrains === | === Off-Earth Terrains === | ||
− | The variety of domains | + | 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 | ||
;Regolith | ;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 to add extra unpredictability. | |
;Ice | ;Ice | ||
− | + | 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 change 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 | ;Rock | ||
− | The least | + | 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 good anchors for [[Icarus_Fall_Dictionary (IF)#Accelerator|magnetic accelerators]]. |
;Vacuum | ;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. | |
+ | |||
+ | ;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/nose clip dramatically improve survival for dash-length gaps between airlocks. | ||
;Outer Space | ;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 [[Icarus_Fall_Dictionary (IF)#Solar Wind|solar storms]]; in deep shadow there may be no visible light. With no traction, attitude can be changed by body motion, but changing position requires tethers or thrusters. Always microgravity. | |
;Orbital Space | ;Orbital Space | ||
− | + | Close to a planet or moon, motion is orbital, not intuitive. Thrust along your track (prograde) raises orbital energy and lifts the opposite side of the orbit; thrust against it (retrograde) lowers it. Near a fixed reference (ship or hab) this matters less; when ranging out or matching another orbit you must think in terms of orbits, not “point and go.” | |
;Spin Habitats | ;Spin Habitats | ||
− | + | 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. | |
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Revision as of 16:31, 16 September 2025
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Hard Science-Fiction Setting |
The Solar System is full of dangerous places and environments.
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; borderline worlds like Mars and Mercury at ~0.38 g). Emphasizes balance, momentum control, assisted locomotion, and jump/braking control. Degrav risk over weeks to months.
- Earth Standard Gravity 0.8–1.2 g, considered healthy for long-term residence. Covers most Artificial Gravity habitats and the surfaces of Earth and Venus. Focus on endurance, load-bearing, and efficient movement. Occurs naturally only on Earth and Venus.
- 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 skills overlap enough to include here.
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.
Off-Earth 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 to add extra 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 change 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 good 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.
- 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/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 may be no visible light. With no traction, attitude can be changed by body motion, but changing position requires tethers or thrusters. Always microgravity.
- Orbital Space
Close to a planet or moon, motion is orbital, not intuitive. Thrust along your track (prograde) raises orbital energy and lifts the opposite side of the orbit; thrust against it (retrograde) lowers it. Near a fixed reference (ship or hab) this matters less; when ranging out or matching another orbit you must think in terms of orbits, not “point and go.”
- Spin Habitats
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.