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STARFARING EXPLORATION
For Delving Deeper
By Brett Slocum
Version 1.0
Copyright 2016 by Brett Slocum.
Weird Realm Games
STARFARING EXPLORATION
Starfaring ships travel in the aether sea driven by the solar winds; sometimes they
are aided or harried by the fickle aetheric currents. As with seafaring exploration,
outer space regions unknown to the players can be mapped in advance by the
referee or as they are explored. The principal features should be placed
thoughtfully with the remainder being filled in by random determination.
The referee can use the Random Wilderness tables to generate space regions for
starfaring exploration. Hexes of open terrain should be read as open space, woods
as nebulae, mountains as asteroid belts, desert as dust clouds, and swamp as space
storm regions. Likewise, rivers should represent persistent aetheric currents, fords
should represent confluences of aetheric currents, and trails should represent warp
tubes or wormholes. A result of 7 on a hex should be read as a system with a
planet. The other features are as per the wilderness, except that villages should be
ignored.
For planets, roll on the Random Wilderness Terrain Table for general terrain of the
world. An Open result represents a temperate world with plenty of water, a Woods
result represents a forest/jungle world, Mountains represent an ice world, Desert
indicates a hot world, and Swamp indicates an exotic world (gas giant, ring world,
artificial world, hollow world, generation ship, or other referee's special).
Time and Movement
Starfaring exploration retains the wilderness exploration timescale of 1 turn per
day.
Distances are measured in star miles, an abstract representation of the vast
distances in space. Planetary space (up to 3 hexes from a planet) has a scale where
each 1" of movement rate represents 1 space mile traveled per day. Interplanetary
space, however, is so vast and largely free of obstruction that sailing rates are
improved threefold such that 1" of movement represents 3 star miles traveled per
day.
Exploration in space is otherwise similar to seafaring exploration excepting that
players must have a space-going vessel. The same types of ships used in seafaring
exploration can be used in starfaring exploration (except rafts), if they have the
proper magical devices installed. Two common forms of propulsion are aetheric
sails and oars. Other more exotic forms of propulsion are possible. Oars can be
replaced by other labor-intensive propulsion methods. For instance, many dwarven
war galleys have dozens of dwarven laborers shoveling coal into the aetheric steam
engines. A magic user or cleric is required at the helm to operate the magical
propulsion.
Oared vessels
such as galleys and longships are not restricted by solar wind
direction, but galleys and sailboats are unable to withstand the stresses of
interplanetary space. These are limited to planetary space, except in calm space
weather.
Sailed vessels
such as merchants and warships can run swiftly before the solar
wind, but otherwise must progress by a series of turns and tacks at impaired speed.
Travel directly into the solar wind is generally impossible.
Movement rates for oared ships assume a full and well trained crew. Poor or
incomplete crews can achieve half the listed rate.
Movement rates for sailing ships assume running before the wind. All other
movement is at half rate. Note that sailing rates are faster in interplanetary space
due to sailing unimpeded day and night. One hex should be added to movement
rates when traveling with an aetheric current or subtracted when traveling against
an aetheric current.
Table 2.29 Starfaring Exploration Rate
Movement Rate
Hexes per Day
Transportation
Oared
Sailing
Planetary
Interplanetary
Sailboat
.
6"
1
3
Raft
6"
.
1
1
Galley, small
12"
.
2
2
Galley, large
18"
.
3
3
Longship
24"
.
4
4
Merchant, small
.
18"
3
9
Merchant, large
.
12"
2
6
Warship
.
6"
1
3
Reserves
With the exception of sailboats and rafts, all sailing ships carry reserve oars and all
oared ships carry reserve sails to be used if necessary. These allow movement at
half rate.
Resting
All crews require a full day of rest after six days at sea or immediately after
weathering a space storm.
Visibility
With the naked eye, visibility is limited to one hex (6 star miles). With a spyglass
or other visual assistance, a sailor can see up to two hexes (12 star miles) away in
clear weather. However, space weather conditions can severely restrict visibility.
Weather
The solar wind strength and direction should be determined each day in space.
Throw one six-sided die to determine which hex face the solar wind is blowing
from and two six-sided dice to determine wind strength.
Table 2.30 Space Weather and Ship Speed
Wind
Sailing
Rowing
Dead calm
No sailing
Normal speed
Moderate
�½ speed
Normal speed
Fresh
Normal speed
Normal speed
Strong
+6" (1 hex)
Normal speed
Storm
Special
Special
2d6
2-3
4-7
8-9
10-11
12
Strong Winds
Sailboats and galleys will capsize in strong solar winds in interplanetary space on a
throw of 1-2 on a six-sided die each turn.
Storms
Navigation is impossible in space storm conditions and any vessel will capsize on
a throw of 1-2 on a six-sided die each turn. Any vessel that does not capsize is
instead moved 2-7 hexes in a direction secretly determined by the referee and is
immediately considered to be lost.
Becoming Lost
A ship’s captain will have no difficulty navigating a known route so long as the
space weather remains fair. However, should the weather turn nasty, there is the
possibility of becoming lost. The referee should secretly throw a six-sided die for
the players each day spent in strong solar winds—a 1-2 indicating they have
become lost. If the players are lost the referee should move them an unplanned
distance/direction on his map that turn without alerting them.
Settlements and Strongholds
Settlements and strongholds occur in space as they do in the wilderness. These can
be free-floating space stations, hidden in nebulae, clinging to asteroids or comets,
or whatever else the referee desires. Whether these are friendly or unfriendly can
be determined with a reaction check.
Encounters in Space
Wandering monsters occur in outer space much as they do in the wilderness. The
referee need not check for wandering monsters while the players are within 3
hexes (18 star miles) of a friendly port, but once out in space proper they should
check once each day in interplanetary space or twice each day near planets. An
additional check should be made each day if the players are lost. A throw of 6 on a
six-sided die indicates an encounter will occur.
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