Degrav (IF)

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Solar Hard SF Setting

Degrav & Suspended Animation

You said: Would suspended animation reduce the dangers of degrav over time?

What suspended animation helps

Muscle & bone loss: Torpor/hibernation-like states suppress metabolism and remodeling; animals in torpor show far less atrophy than awake bedrest. Expect slower loss of strength and bone mineral in degrav.

Immune wear & tear / inflammation: Lower metabolic activity means fewer stressors and less chronic inflammation.

Calorie/consumables burn: Greatly reduced—handy for long transits.

What it doesn’t fix

No gravity = no loading. Even in torpor, your skeleton isn’t bearing weight. You’ll still have some deconditioning unless you add loading (e.g., spin gravity).

Fluid shift & SANS risk: Headward fluid shift (the eye/vision issue) can still occur; torpor might blunt it, but doesn’t eliminate it.

Radiation exposure: Torpor doesn’t block GCR/solar particles. You still need shielding.

Clotting & pressure injuries: Low movement adds DVT and tissue-risk concerns unless managed.

Practical takeaways for IB

Best combo: Suspended animation plus even mild artificial gravity (slow spin) → biggest reduction in degrav harm.

If no AG: Add countermeasures: periodic electrical muscle stimulation, bone-protective meds (setting-equivalents of bisphosphonates), careful fluid/salt management, anticoagulation protocols, and eye/ICP monitoring.

Wake-up cost: Plan a rehab window on arrival (reloading, vestibular reconditioning), shorter than if the crew stayed awake but not zero.

So: suspended animation reduces the dangers of long degrav stints—especially muscle/bone loss and general physiological “wear”—but you still need gravity or substitutes for full protection, plus radiation shielding either way.


You said: What onset time for degrav would this give in Lunar and Micro grav, respectively?

Here’s a simple, game-useful yardstick for onset of meaningful deconditioning (“degrav”) under two gravities, comparing awake crews vs suspended animation/torpor. Times are how long until effects are noticeable enough to matter (coordination, strength/endurance, orthostatic issues), then when they become operationally significant.

Micro-g (≈0 g)

Awake:

Minor: 3–7 days

Moderate: 2–4 weeks

Severe: 6–12 weeks

Suspended animation: (slowed catabolism/loading loss)

Minor: 2–3 weeks

Moderate: 6–10 weeks

Severe: 4–6 months

Lunar-g (≈0.17 g)

Awake:

Minor: 2–4 weeks

Moderate: 2–3 months

Severe: 6–12 months

Suspended animation:

Minor: 6–8 weeks

Moderate: 5–7 months

Severe: 12–18+ months

Notes you can use in play

“Minor” = light penalties to fine motor/orthostatics; “Moderate” = strength/endurance hits, vestibular trouble; “Severe” = mission-limiting without rehab.

Add spin/AG, EMS, drugs, or periodic wake-and-load cycles to push those thresholds further right; poor shielding/fluids/fit pushes them left.