Difference between revisions of "Gamemaster Environments (IF)"

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The Solar System is full of dangerous places and environments.
  
 
=== 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.
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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''' 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''' 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''' 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''' 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. 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''' 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 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.
  
 
=== Off-Earth Terrains ===
 
=== Off-Earth 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
 
;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 to add extra unpredictability.
  
 
;Ice
 
;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 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 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 good anchors for [[Icarus_Fall_Dictionary (IF)#Accelerator|magnetic accelerators]].
  
 
;Vacuum
 
;Vacuum
Everywhere away from a celestial body and even on the surface of many bodies there will be vacuum. In deep space there is hard vacuum. This gives you several problems.
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Away from planetary bodies — and on many surfaces as well — vacuum is the default. Problems include:
Lack of or toxic atmosphere requires an air supply to be survivable short term and a recycling system long term.  
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* Atmosphere: you need an air supply (short-term) and recycling (long-term).
Lack of pressure requires protection mainly for the orifices of the body, but also for the skin. This can be surprisingly light and thin and still work.
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* Pressure: you need full-body pressure protection; mechanical counterpressure suits can be thin but still require complete coverage and a helmet.
You cannot maneuver like you are used to hovering in air, there is nothing to gain leverage against and conversation of momentum makes freefall techniques useless.  
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* Mobility: no buoyancy or aerodynamic control; you must manage translation via tethers or reaction mass, obeying conservation of momentum.
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 +
;Vacuum
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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
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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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
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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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
Habitats present terrain unlike either gravity or microgravity.
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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:
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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* '''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.
Kinetic weapons behave erratically, making firearms useless beyond a dozen meters, but otherwise things behave predictably.
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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.
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
 
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.
 
You can jump to nearly any point on the inner surface — if your aim and braking are good.  
 
Get it wrong, and you’ll either drift helplessly or slam into the wrong spot.
 
 
 
The second is the outer hull.
 
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.
 
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.
 

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.