Wednesday, March 19, 2014

SPACE & GRAVITY!

Here are the rules from The Atlas of the DC Universe detailing the effects of gravity and space phenomena. I have edited it to include a few other famous worlds and some updated material.


Gravitational Effects 
               All planets have their own unique mass and size, which result in a different degree of gravity on each world. Some worlds have a gravity that is very close to Earth’s, while others possess a gravity that is substantially greater or smaller. The table below summarizes the known gravitational information about several planets, real and imaginary. Note that natives of the planets suffer no ill effects from the gravity of their home world. The categories on the table are:
               Name: The name of the world.
               Opposing Value (OV) CS Increase: The OV column shifts increasing the difficulty of any Physical Action Checks due to any gravity differences from Earth’s. After approximately sixty hours (17 APs time), characters adjust to the gravitational differences. If the planet has a particularly heavy or low gravity, the GM may rule that this adjustment period will take a somewhat longer or shorter amount of time.
               Lift/Jump APs: Any increase or decrease in APs that a Character can lift due to gravity. This also affects Jumping and other Automatic Actions involving strength. The modifier is in effect as long as a Character is on the planet.
The Solar System
Name
OV CS Increase
Lift/Jump APs
Callisto (Heavily cratered moon of Jupiter)
2
+2
Ceres (Largest asteroid in the Asteroid Belt)
0
0
Europa (Frozen water moon of Jupiter)
2
+2
Ganymede (Largest moon of Jupiter)
2
+2
Io (Volcanic moon of Jupiter)
2
+2
Jupiter
3
-1
Mars
1
+1
Mercury
1
+1
Moon
2
+2
Neptune
1
0
Pluto
3
+3
Saturn
0
0
Sol (the sun)
6
-7
Titan (Saturn’s largest moon)
0
+1
Uranus
0
0
Venus
0
0
Marvel Worlds
Name
OV CS Increase
Lift/Jump APs
Chandilar (Shi’ar throneworld)
2
-3
Ego the Living Planet
0
0
Galador (baseworld of the Spaceknights)
0
0
Hala (Central world of the Kree Empire)
2
-2
Krelar (Second Kree homeworld)
2
-2
Rigel (Rigellian homeworld)
0
0
Sakaar (Hulk World)
1
-1
Skrullos (Skull homeworld)
0
0
Tarnax IV (Skrull throneworld)
0
0
Wraithworld (homeworld of the Dire Wraiths)
1
0
Xandar (baseworld of the Nova Corps)
0
0
Zenn-La (Silver Surfer’s homeworld)
0
0
DC Worlds
Name
OV CS Increase
Lift/Jump APs
Bismoll (Matter-Eater Lad’s homeworld)
0
0
Braal (homeworld of Cosmic Boy’s parents)
0
0
Cairn (Garryn Bek’s homeworld)
0
0
Cargg (Triplicate Girl’s homeworld)
0
0
Colu (Brainiac’s homeworld)
0
0
Daxam (Mon El’s homeworld)
5
-2
Dhor (Kanjar Ro’s homeworld)
0
0
Dominion (homeworld of the Dominators)
0
0
Durla (Chameleon Boy’s homeworld)
3
0
H’lven (Ch’p’s homeworld)
3
-1
Imsk (Shrinking Violet’s homeworld)
0
+1
Kalanor (Despero’s homeworkd)
1
+1
Karna (homeworld of the Gordanians)
0
0
Kathoon (Nightgirl’s homeworld)
1
-1
Khundia (homeworld of the Khunds)
5
+1
Korugar (Sinestro’s homeworld)
0
0
Krypton
6
-2
Labyrinth (prison world of the Science Police)
0
0
Medicus One (preeminent medical world of the 30th Century)
0
0
Mogo the Green Lantern
0
0
Naltor (Dream Girl’s homeworld)
0
0
Oa, Base of the Green Lantern Corps
0
0
Orando (Princess Projectra’s homeworld)
0
0
Protean Planet (homeworld of Proty)
0
+3
Rann (world of Adam Strange’s adventures)
0
+1
Rimbor (Ultra Boy’s homeworld)
0
0
Shanghalla (30th Century cemetery world)
3
+4
Slyggia (Salaak’s homeworld)
3
-1
Somahtur (Infectious Lass’ homeworld)
0
0
Starhaven (Dawnstar’s homeworld)
0
0
Takron-Galtos (30th Century maximum security prison world)
0
-1
Talok VIII (Lyrissa Mallor’s homeworld)
0
0
Tamaran (Starfire’s homeworld)
1
0
Thanagar (Hawkman’s homeworld)
0
0
Throneworld of Prince Gavyn (Starman)
0
0
Trom (Element Lad’s homeworld)
0
0
Ungara (Abin Sur’s homeworld)
0
0
Venegar (Emerald Empress’ homeworld)
0
0
Ventura (30th century casino world)
1
-1
War World
1
-1
Winath (Lightning Lad’s homeworld)
0
0
Zerox the Sorcerer’s World
0
0
Star Trek Worlds
Name
OV CS Increase
Lift/Jump APs
Andor
0
0
Bajor
0
0
Benzar
0
0
Betazed
0
0
Bolarus IX
0
0
Cardassia Prime
0
0
Delta
0
0
Denobula
0
0
Ferengar
0
0
Kzin
0
0
Orion
0
0
Qo’noS (Kling)
1
-1
Remus
1
-1
Risa
0
0
Romulus
0
0
Rura Penthe
1
-1
Shore Leave Planet
0
0
Tellar
0
0
Vulcan
1
-1
Star Wars Worlds
Name
OV CS Increase
Lift/Jump APs
Bespin
0
0
Coruscant
0
0
Dagobah
0
0
Forest Moon of Endor
0
0
Geonosis
0
0
Hoth
0
0
Kamino
0
0
Kashykk
1
-1
Mustafar
0
0
Naboo
0
0
Tatooine
0
0
Utapau
0
0
Yavin 4
0
0
Other Fictional Worlds
Name
OV CS Increase
Lift/Jump APs
Aurora (Spacer homeworld)
0
+1
Terminus (Foundation world)
0
0
Trantor (capital world of the Galactic Empire)
0
0
Mongo (world of Flash Gordon’s adventures)
0
0
Arrakis (Dune, Desert Planet)
1
0
Caladan (ancestral world pf House Atreides)
0
0
Chapterhouse (Bene Gesserit world)
0
0
Giedi Prime (ancestral world of House Harkonnen)
0
0
Kaitain (capital of the Known Universe)
0
0
Salusa Secundus (Imperial prison planet
1
-1


Space Phenomena
Alien Armadas: While not a natural phenomenon, there are enough hostile alien races inhabiting the universe that heroes who journey between stars are bound to run into at least one fleet of ships hell-bent on conquest during their travels. The GM may wish to build an entire adventure or series of adventures around such an encounter, or just include one as an aside or even as a humorous incident. Alien starships will be presented elsewhere.

Asteroid Belt: Asteroid belts are vast collections of boulders and space debris. In reality, they are massive and so far apart that they present little danger. However, in fiction, the debris is usually so tightly clustered as to make entering the belt a dangerous proposition. Anyone piloting a spaceship into an asteroid belt must make an Action Check using his Vehicles (Space) skill as the AV/EV against an OV/RV of 6/6 every phase that he remains within the belt, to avoid colliding with an asteroid. Any collision automatically damages the ship with an EV equal to the spaceship’s speed. Flying characters use their DEX as AV and APs of Flight as EV in the collision check.

Black Holes: A black hole (also known as a singularity) is the remnant of a massive star gone supernova. After the nova, the star collapses under its own weight and its massive gravity is exerted from a single point. This results in a powerful gravitational field that extends out into the space/time continuum, pulling everything into itself, including light.
               Black holes are extremely dangerous to space travelers. A black hole begins to affect a passing ship or traveler when the ship is 38 APs away from the black hole. At that point, the passerby is attacked with the Gravity Increase power rated at 32 APs, with the OV/RV of the attack being the ship or traveler’s APs of Flight. If a ship is moving directly toward the black hole, 1 AP is added to the Gravity Increase for each AP closer to the black hole that the ship gets. Record the RAPs from this Action Check, then make the attack again the next phase. Keep rolling Gravity Increase attacks each phase until the target breaks away (one of the attacks fails to gain positive RAPs), or there have been a total of 38 cumulative RAPs. In the latter case, the target is pulled into the hole. Exactly what happens once one is pulled inside a black hole is unknown. Some people believe that whatever is pulled into the heart of the black hole is crushed into nonexistence (Disintegration: 65). Others think that black holes are portals to another dimension (Dimension Travel: 30). The GM can decide which concept is correct.
               The strange gravity field that surrounds black holes is very difficult to detect. A ship must gain positive RAPs on a Radar Sense Action Check against an OV/RV of 18/18 in order to detect a black hole before coming within 38 APs of it.
               
Meteor Showers: A meteor shower is a collection of rapidly moving debris that travels across the cosmos. Meteor showers damage any spaceships or characters that they strike as if Charging. The AV/EV of this attack is equal to the ship/Character’s APs of speed added to the shower’s APs of speed (or add 1 AP to the greater value). The OV is the character’s Vehicles (Space) skill or DEX if flying and the RV is the BODY of the vehicle or flying character.
              
Nebulae: A nebula is a vast cloud of ionized gases suspended in space. Starships like to hide in nebulae and ambush passing spaceships. Make an Action Check using a passing vessel’s APs of Radar Sense as the AV/EV against an OV/RV of 13/13 to detect a ship or object hidden in a nebula. On 1 RAP, the ship’s Radar Sense will have detected an object in the nebula, if the RAPs equal ½ the RV, the Radar Sense will give an outline of the object detected, and if the RAPs equal or exceed the RV, the Radar Sense will yield a complete schematic of the object.
               Inside a nebula, sensors and force fields will not work due to the electrical disturbances within the gasses. Ships firing on each other suffer a +2 CS to OV due to the inability to lock weapons.
              
Novas/Supernovas: A nova is an exploding star. Treat a star going nova as having the Bomb Power at 70 APs; a supernova has the Bomb Power at 75 APs (neither of which is damage enough to threaten a galaxy, by the way). There is little that can be done to prevent stars from going nova. In most adventures featuring novas, the heroes’ first priority should be to evacuate any inhabitants of nearby planets before the cataclysm occurs.
              
Pulsars: A pulsar is the core of a red giant star that has gone nova. After the explosion, the star collapses down to a tiny piece of matter about thirty kilometers across, which emits perfectly periodic streams of radiation appearing to blink on and off in rapid regular intervals. A pulsar has Magnetic Control of 35 APs that can pull spaceships that come within range toward the pulsar center, causing a catastrophic collision (AV/EV of 25/25). Although pulsars tend to jam the electronic operating systems of nearby spaceships (treat this situation as the Pulse power at 20 APs), they are often used as navigational beacons, like “cosmic lighthouses”.


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