Supplement Four
SOC-14 5K
Here's something interesting if you're running a CT game right now. A section of Grand Survey deals with using UPP data to create the feeling that players' characters are adventuring on truly different planets.
GM's, here's some considerations in making alien planets into strange new worlds in your campaigns...
Gravity Most regular ship runs adjust their gravity gradually in jump space to accustom passengers to the gravity of the destination world. Correct response to new gravity takes two weeks to develop at minimum.
Marksman ship skills require 1D -Skill weeks (minimum of 2) of daily practice to restore full proficiency. Scouts and Marines in active service may waive this rule.
Lower gravity than characters are used to will cause them to aim high and lose footing easily (-1 to -3 on DEX depending on percentage difference of gravities). Lower gravity increases projectile range dramatically. It also reduces potential damage from falls and increases payload capacity on air/rafts and muscles.
Higher gravity also reduces DEX. END is reduced in proportion to the gravity difference. Aim will be too low until players adjust. Damage from falls increases proportially to gravity. Payloads of grav vehicles decrease.
Atmosphere Native life on thin atmo worlds wil have means of preventing moisture loss through their outer surfaces. Radiation is stronger through a thinner atmo and mutation is more likely.
Dense atmo have much more powerful winds than std. atmospheres, with 3 to 10 times more kinectic energy. Operation of air vehicles is more hazardous in dense atmo. Dense atmo also cause distortion of light, which may affect the aiming of weapons. In Dense atmo, divide by the atmospheric pressure to get the maximum laser range.
Magnetic Fields Rocky and icy bodies have no magnetic fields (the way molten core bodies and gas giants do), so they have higher background radiation...which will mess with a lot of gizmos, especially compasses!
Multiple Star Systems Binaries rarely create the dramatic effects pictured in fiction. A distant binary companion will supply no more light than a large moon and look like no more than a bright star. Closer binaries are treated as gravitational points for purposes of planetary orbit, so both will usually be in the sky at the same time.
GM's, here's some considerations in making alien planets into strange new worlds in your campaigns...
Gravity Most regular ship runs adjust their gravity gradually in jump space to accustom passengers to the gravity of the destination world. Correct response to new gravity takes two weeks to develop at minimum.
Marksman ship skills require 1D -Skill weeks (minimum of 2) of daily practice to restore full proficiency. Scouts and Marines in active service may waive this rule.
Lower gravity than characters are used to will cause them to aim high and lose footing easily (-1 to -3 on DEX depending on percentage difference of gravities). Lower gravity increases projectile range dramatically. It also reduces potential damage from falls and increases payload capacity on air/rafts and muscles.
Higher gravity also reduces DEX. END is reduced in proportion to the gravity difference. Aim will be too low until players adjust. Damage from falls increases proportially to gravity. Payloads of grav vehicles decrease.
Atmosphere Native life on thin atmo worlds wil have means of preventing moisture loss through their outer surfaces. Radiation is stronger through a thinner atmo and mutation is more likely.
Dense atmo have much more powerful winds than std. atmospheres, with 3 to 10 times more kinectic energy. Operation of air vehicles is more hazardous in dense atmo. Dense atmo also cause distortion of light, which may affect the aiming of weapons. In Dense atmo, divide by the atmospheric pressure to get the maximum laser range.
Magnetic Fields Rocky and icy bodies have no magnetic fields (the way molten core bodies and gas giants do), so they have higher background radiation...which will mess with a lot of gizmos, especially compasses!
Multiple Star Systems Binaries rarely create the dramatic effects pictured in fiction. A distant binary companion will supply no more light than a large moon and look like no more than a bright star. Closer binaries are treated as gravitational points for purposes of planetary orbit, so both will usually be in the sky at the same time.