Rules for Space Living | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Space Adaptation
The
transition to the Earth environment to a zero-g environment takes its
toll on the human organism. Body fluids move up from the lower body into
the upper body, causing swelling and congestion. The lack of gravity confuses
the inner ear, causing space-sickness in 70% of all astronauts for the
first two days – vertigo, nausea, vomiting and headaches. System
Roll
a D10 each day. If the result is 7 or less, space sickness persists and
the character will act at +2 difficulty (+1 difficulty if given promethazine
hydrochloride, a very strong anti-dizziness medication). After space sickness
has been mastered it will not return for the duration of the flight, unless
a long period of strong accelerations or rotations or occur. The next
time a space sickness roll has to be made the difficulty is two less,
and so on. The
upper body swelling causes a +1 penalty to dexterity for the first week
in space. Zero-G Physical Deterioration
Over
time humans in the zero-g environment will begin to suffer bone decalcification
and muscle atrophy unless they exercise vigorously. System
To avoid
atrophy the character needs to exercise for at least two hours each day,
increasing with one hour every six months until a total time of six hours
per day. Use of a centrifuge environment with simulated gravity counts
as exercise. Without
exercise a character will start losing STR and STA at a rate of one dot
(alternating between STR and STA; start with the highest) each month for
the first two months. There is no drop the third month, one dot less in
the fourth, sixth, ninth and so on (the interval increases with one month
per step). A character
whose stats reach zero has become severely deteriorated and will likely
not survive returning to Earth. People with no strength have extreme muscle
atrophy, while no stamina implies serious bone decalcification. In any
case their health will not be good, and heart problems, kidney stones
and fractures are very likely. (this
system borrowed from the Deep Space module to Cyberpunk 2020) Zero-G movement
Moving
in micro or zero gravity is fundamentally different from moving in a gravity
environment. Instead of walking characters climb and drift, and a push
can send them tumbling helplessly into empty air – or outer space. Pressing
a button will move them backwards unless there is something behind, and
unscrewing a screw is a tricky operation as the torque tends to twist
not just the screwdriver but also rotate the character. System
There
is a new secondary talent Zero-G movement denoting familiarity with zero-g
operations. Characters without the talent suffer +3 difficulty on any
skill use involving physical traits. Normally no rolls are needed with
the talent, but the number of dice from a physical skill used in a roll
is limited by the level of Zero-G movement, denoting the limitations caused
by uncertainty with the microgravity mechanics. Radiation
Space
is filled with radiation from the sun, cosmic rays and the occasional
nuclear reactor. On the Earth, the atmosphere and magnetic field provide
a shield for humans, but in space there is no such protection. Astronauts
will accumulate radiation damage from various sources over time. System
Radiation
is measured in rads. A dose less than 50 rads is usually harmless. A human
on Earth takes around 0.25 rads per year. In a spaceship or other thin-walled
environment the level is 1D6 millirads per hour, or on average 84 millirads
per day or 30 rads per year. The background levels in the van Allen radiation
belts are a number of times higher, making them unsuitable for manned
visits. Contact with an unshielded nuclear reactor such as a NERVA drive
contributes 1D10 rads per turn. Solar flares are the most dangerous radiation
hazard, producing total radiation exposures on the order of hundreds of
rads. Every
time a character is exposed to a substantial dose of radiation they should
roll a stamina roll with difficulty 6. The radiation level is the acute
dose plus half of all previous doses:
Blood:
Haematopoietic syndrome. Damage to bone marrow causing haemophilia and
immune system depression. Beside 4 points of aggravated damage from radiation
burns, STA is decreased by 3 (one step per week); if decreased below zero
death occurs due to damage to bone marrow. Intestine:
gastrointestinal syndrome. Death usually occurs within days and is associated
with bloody diarrhoea and destruction of the intestinal mucosa. 5 points
of aggravated damage, STA decreased by 4 (one step per day); if decreased
below zero death occurs days after exposure. Brain:
Cerebrovascular death. Death occurs within hours from neurological and
cardiovascular breakdown. All stats decrease by one per hour after exposure. Long
term effects of radiation
Solar Flares
The
chance of a flare occurring increases as time passes. Roll 2D10 each month
minus the number of months since last solar flare. A flare will occur
on a result less than 2. For
maximum realism, subtract one from the flare roll when near a solar maximum
(occurs in 2000, 2011, 2022, 2033, 2044,… with an 11-year period) and
add one near a solar minimum (2006 and so on). A flare
lasts 1D10 days, and has a strength determined as below:
Flares
also rend to disrupt space communications. (Rules
based from Deep Space, Cyberpunk 2020) Frustration
The
isolation, close quarters and boredom of space is frustrating to normal
humans. System
Although
the effects of being confined to a tiny volume with the same people week
after week should ideally be role-played, they might be simulated by rolling
random virtue against 6 each week. A failure will increase the difficulty
by one next week, a success will restore it to 6. When
a botch occurs, the character has run into trouble: Conscience: the character behaves rudely or inappropriately
to another character, perhaps stealing the last cookie or locking himself
up in the washroom. Self Control: the character lashes out or does
something stupid. Courage: the character has become depressed and
withdraws from others. The
number of ones determines the severity of the outbreak; a single one might
imply an unpleasant scene, four ones in a courage roll a suicide attempt. After
the crisis, the new difficulty depends on how well it was handled. If
the frustration was successfully vented and the situation resolved with
the rest of the crew, the difficulty returns to 6. If things went less
well, it will still be higher or the frustrated character might even increase
the difficulty for all others. If something unexpected happens, a practical
crisis, a change in situation or a landmark is passed, the difficulty
also tends to return to 6. Suitability
http://members.aol.com/jstuster/boldendeavors/quiz.htm contains
a test that might determine how suitable a character is to long space
missions. Although
having players fill out the quiz in character is best, it is possible
to estimate the result by the following formula: (Charisma
+ 2 * Self Control + Conscience + Courage)*7/5 + 12 plus
modifiers based on the Nature and Demeanor of the character: Bon Vivant –2 Bravo –3 Caregiver
+1 Conformist
+2 Conniver
–1 Curmudgeon
–2 Deviant
–2 Director
–1 Fanatic
+2 (might decrease scores for other characters) Jester
+2 Judge
+1 Rebel
–2 Survivor
+2 Autocrat
–1 Autist
–1 Avant-Garde
–1 Competitor
–1 Confidant
+2 Jobsworth
+2 Mediator
+3 Optimist
+2 Perfectionist
–1 Thrill-Seeker
–2 Short
Fuse –3 Territorial
–2 Calm
Heart +2 Self
Confident +2 Spacesuits
http://www.woundsunlimited.com/issue4/pages/suits1.html
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