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	<updated>2026-07-30T16:21:21Z</updated>
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		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=684</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=684"/>
		<updated>2026-07-26T22:23:36Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Chemical Reaction Drives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
Forget about Jump Drives in a solar system setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
A major adventure is likely to involve several different spacecraft rather than one beloved tramp trader. Think James Bond more than Firefly. Or, lacking a mission, think of the wanderer: Kung Fu, Reacher, or the cowboy who rides into town.&lt;br /&gt;
&lt;br /&gt;
For a while, &amp;quot;home&amp;quot; will be the party, not a ship. The Mission: Impossible team comes to mind. If the players eventually obtain a Deep Space Vehicle (DSV), that will indeed change things—but such vessels are rare, expensive, and difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Impulse(specific)&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=683</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=683"/>
		<updated>2026-07-26T22:21:34Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Space Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
Forget about Jump Drives in a solar system setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
A major adventure is likely to involve several different spacecraft rather than one beloved tramp trader. Think James Bond more than Firefly. Or, lacking a mission, think of the wanderer: Kung Fu, Reacher, or the cowboy who rides into town.&lt;br /&gt;
&lt;br /&gt;
For a while, &amp;quot;home&amp;quot; will be the party, not a ship. The Mission: Impossible team comes to mind. If the players eventually obtain a Deep Space Vehicle (DSV), that will indeed change things—but such vessels are rare, expensive, and difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=682</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=682"/>
		<updated>2026-07-26T22:20:46Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Space Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
Forget about Jump Drives in a solar system setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
A major adventure is likely to involve several different spacecraft rather than one beloved tramp trader. Think James Bond more than Firefly. Or, lacking a mission, think of the wanderer: Kung Fu, Reacher, or the cowboy who rides into town.&lt;br /&gt;
&lt;br /&gt;
For a while, &amp;quot;home&amp;quot; will be the party, not a ship. Think Mission: Impossible. If the players eventually obtain a Deep Space Vehicle (DSV), that will indeed change things—but such vessels are rare, expensive, and difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=681</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=681"/>
		<updated>2026-07-26T19:55:26Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Space Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
Forget about Jump Drives. In-System is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
A major adventure is likely to involve several different spacecraft rather than one beloved tramp trader. Think James Bond more than Firefly. Or, lacking a mission, think of the wanderer: Kung Fu, Reacher, or the cowboy who rides into town.&lt;br /&gt;
&lt;br /&gt;
For a while, &amp;quot;home&amp;quot; will be the party, not a ship. Think Mission: Impossible. If the players eventually obtain a Deep Space Vehicle (DSV), that will indeed change things—but such vessels are rare, expensive, and difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=680</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=680"/>
		<updated>2026-07-26T19:53:03Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Space Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
Forget about Jump Drives. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa. A major adventure is likely to involve several different spacecraft rather than one beloved tramp trader. Think James Bond &amp;gt; Firefly. Or, lacking a mission, there is always the wanderer: Kung Fu, Reacher, the Cowboy who rides into town. For a while anyway, &amp;quot;Home&amp;quot; will be the party, not a ship. Think Mission Impossible. If the players eventually obtain a DSV, yes that will change things, but they are not easy to come by...&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=679</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=679"/>
		<updated>2026-07-26T19:52:06Z</updated>

		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget about Jump Drives. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa. A major adventure is likely to involve several different spacecraft rather than one beloved tramp trader. Think James Bond &amp;gt; Firefly. Or, lacking a mission, there is always the wanderer: Kung Fu, Reacher, the Cowboy who rides into town. For a while anyway, &amp;quot;Home&amp;quot; will be the party, not a ship. Think Mission Impossible. If the players eventually obtain a DSV, yes that will change things, but they are not easy to come by...&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=678</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=678"/>
		<updated>2026-07-26T19:20:19Z</updated>

		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget about Jump Drives. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa. A large adventure is as likely to involve an arc of vessel types rather than one beloved tramp trader.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=677</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=677"/>
		<updated>2026-07-26T19:17:24Z</updated>

		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget about Jump Drives, Maneuver Drives and Power Plants. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa. A large adventure is more likely to involve an arc of vessel types rather than one beloved tramp trader.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=676</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=676"/>
		<updated>2026-07-26T19:16:16Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Space Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget Jump Drives, Maneuver Drives and Power Plants. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa. A large adventure is more likely to involve an arc of vessel types rather than one beloved tramp trader.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=675</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=675"/>
		<updated>2026-07-26T19:12:31Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Deep Space Vehicles (DSVs) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget Jump Drives, Maneuver Drives and Power Plants. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period. Unlike ion freighters, DSVs trade cargo capacity for flexibility. A DSV can alter its mission, change destinations, or respond to emergencies at almost any point during a voyage.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=674</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=674"/>
		<updated>2026-07-26T19:11:13Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Propulsion Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget Jump Drives, Maneuver Drives and Power Plants. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
=== Electric Propulsion ===&lt;br /&gt;
&lt;br /&gt;
Electric propulsion systems, usually ion or Hall-effect thrusters, produce only a tiny fraction of the thrust of chemical or nuclear rockets. In return, they achieve extraordinary fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
Rather than making short, powerful burns, electric propulsion systems operate continuously for months or years, gradually building tremendous velocity.&lt;br /&gt;
&lt;br /&gt;
Electric propulsion is therefore unsuited for launch vehicles, orbital shuttles, or Deep Space Vehicles that must respond quickly to changing situations.&lt;br /&gt;
&lt;br /&gt;
Its natural role is moving bulk cargo.&lt;br /&gt;
&lt;br /&gt;
Most commercial ore transports, water haulers, and industrial freight carriers operating beyond the Earth-Moon system rely on electric propulsion.&lt;br /&gt;
&lt;br /&gt;
For ordinary adventuring purposes, electric propulsion does not use the Burn system. Instead, it is assumed to provide continuous low acceleration throughout the voyage.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=673</id>
		<title>Ships and Engines</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Ships_and_Engines&amp;diff=673"/>
		<updated>2026-07-26T19:10:36Z</updated>

		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Travel =&lt;br /&gt;
&lt;br /&gt;
If you come from Traveller, forget Jump Drives, Maneuver Drives and Power Plants. &#039;&#039;In-System&#039;&#039; is a Solar System setting. Spacecraft are specialized, with most designed around one or two specific jobs. A vehicle that is excellent at launching from Earth is usually a poor choice for crossing the Solar System, and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Spacecraft by Function ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Launch vehicles exist for one purpose: escaping a planetary gravity well. They produce enormous thrust for a very short period of time and consume tremendous amounts of fuel in the process.&lt;br /&gt;
&lt;br /&gt;
Examples include the Apollo Saturn V, modern SpaceX launch vehicles, and the MAV from &#039;&#039;The Martian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* immense thrust&lt;br /&gt;
* enormous fuel consumption&lt;br /&gt;
* short operational life&lt;br /&gt;
* rarely travel beyond Low Earth Orbit&lt;br /&gt;
&lt;br /&gt;
Once their job is finished, launch vehicles have usually delivered either cargo or another spacecraft into orbit.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Orbital vehicles move people and cargo between stations, moons and colonies. Since they never have to fight Earth&#039;s gravity, they can carry enough propellant for repeated trips without becoming excessively large.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* chemical propulsion&lt;br /&gt;
* moderate fuel capacity&lt;br /&gt;
* relatively inexpensive&lt;br /&gt;
* the workhorses of the Earth-Moon system&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long Beach Transfer Shuttle&#039;&#039;&#039; is a typical orbital vehicle. It routinely carries passengers between Luna and the Lagrange colonies.&lt;br /&gt;
&lt;br /&gt;
Fans of &#039;&#039;The Expanse&#039;&#039; can think of Uncle Mateo&#039;s ice miner or the crowded Belt Transit Ferry that Detective Miller uses between Ceres and Eros. Those vessels are somewhat more advanced than those found in the &#039;&#039;In-System&#039;&#039; setting, but they fill a similar role.&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Vehicles (DSVs) ===&lt;br /&gt;
&lt;br /&gt;
Deep Space Vehicles are designed for journeys lasting weeks or months. They are capable of operating anywhere in the Solar System and represent the largest and most advanced civilian spacecraft of the period.&lt;br /&gt;
&lt;br /&gt;
Examples include the &#039;&#039;Hermes&#039;&#039; from &#039;&#039;The Martian&#039;&#039; and &#039;&#039;Discovery One&#039;&#039; from &#039;&#039;2001: A Space Odyssey&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
DSVs are uncommon. Only a few dozen exist during the early years of the setting.&lt;br /&gt;
&lt;br /&gt;
=== Ion Freighters ===&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are the heavy cargo carriers of the Solar System. Unlike Deep Space Vehicles, they are not designed for speed or flexibility. Instead, they use extremely efficient electric propulsion to move enormous amounts of cargo over journeys lasting years.&lt;br /&gt;
&lt;br /&gt;
Most ion freighters spend their entire voyage under low continuous thrust. They typically accelerate for roughly half the journey, rotate, then decelerate for the remainder.&lt;br /&gt;
&lt;br /&gt;
Their cargoes include refined metals, water, industrial equipment, reactor components and other bulk commodities whose value does not justify rapid delivery.&lt;br /&gt;
&lt;br /&gt;
Ion Freighters are often crewed by only a handful of people, assisted by sophisticated automation and maintenance robots. Many voyages last several years.&lt;br /&gt;
&lt;br /&gt;
Typical characteristics include:&lt;br /&gt;
&lt;br /&gt;
* electric (ion) propulsion&lt;br /&gt;
* extremely fuel efficient&lt;br /&gt;
* enormous cargo capacity&lt;br /&gt;
* very low acceleration&lt;br /&gt;
* voyages measured in years rather than weeks&lt;br /&gt;
* minimal crew&lt;br /&gt;
&lt;br /&gt;
Although few player groups would choose to own an ion freighter, these vessels are common throughout the Solar System and frequently serve as the setting for adventures involving salvage, piracy, labor disputes, rescue missions, and cargo claims.&lt;br /&gt;
&lt;br /&gt;
== Propulsion Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Chemical Reaction Drives ===&lt;br /&gt;
&lt;br /&gt;
Chemical reaction drives work much like modern rockets. A fuel is mixed with an oxidizer, ignited, and expelled at high speed through a nozzle to create thrust.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a rocket fuel is measured by its &#039;&#039;&#039;Specific Impulse&#039;&#039;&#039; (usually abbreviated &#039;&#039;&#039;Isp&#039;&#039;&#039;). Higher Isp means more thrust for a given amount of propellant.&lt;br /&gt;
&lt;br /&gt;
By 2158, three fuel combinations dominate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Methalox&#039;&#039;&#039; (liquid methane and liquid oxygen). Reliable, inexpensive and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Hydrolox&#039;&#039;&#039; (liquid hydrogen and liquid oxygen). Higher performance but considerably more difficult to store and handle.&lt;br /&gt;
* &#039;&#039;&#039;Alulox&#039;&#039;&#039; (aluminum and liquid oxygen). Lower performance than either methalox or hydrolox, but well suited to lunar industry because aluminum is abundant on Luna and the lower gravity makes extreme thrust less important.&lt;br /&gt;
&lt;br /&gt;
Every launch vehicle uses chemical propulsion. Orbital vehicles almost always do as well. The technology is mature, dependable, and supported by nearly two centuries of industrial development.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Thermal Rockets (NTRs) ===&lt;br /&gt;
&lt;br /&gt;
Nuclear Thermal Rockets represent the next step in propulsion.&lt;br /&gt;
&lt;br /&gt;
Unlike chemical engines, an NTR does not burn fuel with oxygen. Instead, a nuclear reactor heats liquid hydrogen to extremely high temperatures. The expanding hydrogen is then expelled through a rocket nozzle to generate thrust.&lt;br /&gt;
&lt;br /&gt;
The reactor itself is &#039;&#039;&#039;not&#039;&#039;&#039; the engine. It is simply an extremely powerful heat source.&lt;br /&gt;
&lt;br /&gt;
NTRs are much more fuel-efficient than chemical rockets, making them practical for journeys throughout the Solar System. They also introduce significant engineering problems. The reactor produces intense radiation, requiring heavy shielding between the engine and crew. Large radiators are needed to reject waste heat, and hydrogen fuel tanks occupy considerable volume.&lt;br /&gt;
&lt;br /&gt;
For these reasons, NTR-powered ships are large. During the period covered by &#039;&#039;In-System&#039;&#039;, there are no small Nuclear Thermal Rocket spacecraft.&lt;br /&gt;
&lt;br /&gt;
== Burns ==&lt;br /&gt;
&lt;br /&gt;
Rather than tracking fuel by the kilogram, &#039;&#039;In-System&#039;&#039; measures fuel in &#039;&#039;&#039;Burns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Burn represents a standard expenditure of propellant for a particular spacecraft. Larger ships consume much more fuel than smaller ones, but each still measures its available maneuvering budget in Burns.&lt;br /&gt;
&lt;br /&gt;
A ship carrying many Burns has greater flexibility. It can make course corrections, rescue another vessel, or recover from navigational mistakes. The tradeoff is reduced cargo capacity.&lt;br /&gt;
&lt;br /&gt;
Commercial freighters usually carry only the Burns required to complete their assigned route with a reasonable reserve. Exploration vessels often sacrifice cargo space for additional maneuvering capability.&lt;br /&gt;
&lt;br /&gt;
Advanced engines can expend multiple Burns simultaneously, producing greater acceleration when required. This may be useful when towing another vessel, making an emergency maneuver, or reducing travel time.&lt;br /&gt;
&lt;br /&gt;
== Typical Burn Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Burn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a trip to another planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a planet&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Leave orbit for a local moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Enter orbit around a moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Descend to the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ascend from the surface of a Size 0–3 moon&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Major orbital change&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit for planetary entry&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minor orbital adjustments normally require no Burn if the pilot succeeds at an Average Pilot check. Failure costs one Burn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Approximate Travel Times from Earth Orbit&lt;br /&gt;
! Destination&lt;br /&gt;
! Distance&amp;lt;br&amp;gt;(million km)&lt;br /&gt;
! Drive-1&lt;br /&gt;
! Drive-3&lt;br /&gt;
! Drive-6&lt;br /&gt;
|-&lt;br /&gt;
| 10R Solar Oberth Point&lt;br /&gt;
| 320&lt;br /&gt;
| 64 days&lt;br /&gt;
| 46 days&lt;br /&gt;
| 32 days&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Belt&lt;br /&gt;
| 375&lt;br /&gt;
| 75 days&lt;br /&gt;
| 54 days&lt;br /&gt;
| 38 days&lt;br /&gt;
|-&lt;br /&gt;
| Jupiter&lt;br /&gt;
| 780&lt;br /&gt;
| 156 days&lt;br /&gt;
| 112 days&lt;br /&gt;
| 78 days&lt;br /&gt;
|-&lt;br /&gt;
| Saturn&lt;br /&gt;
| 1,400&lt;br /&gt;
| 280 days&lt;br /&gt;
| 200 days&lt;br /&gt;
| 140 days&lt;br /&gt;
|-&lt;br /&gt;
| Uranus&lt;br /&gt;
| 2,900&lt;br /&gt;
| 580 days&lt;br /&gt;
| 414 days&lt;br /&gt;
| 290 days&lt;br /&gt;
|-&lt;br /&gt;
| Neptune&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900 days&lt;br /&gt;
| 643 days&lt;br /&gt;
| 450 days&lt;br /&gt;
|-&lt;br /&gt;
| Kuiper Belt (including Pluto)&lt;br /&gt;
| 5,800&lt;br /&gt;
| 1,160 days&lt;br /&gt;
| 829 days&lt;br /&gt;
| 580 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=672</id>
		<title>Annotated Skills</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=672"/>
		<updated>2026-07-26T18:15:45Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* NETWORK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SKILLS IN MORE DETAIL =&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
The [[Skills|skill list]] reflects the underlying presumptions of the setting. For example, almost all general transportation devices are automated; a character does not need Drive(Wheel) to go to the doctor whether she be in the next town or at L5. Having a point in Vehicles(land-based) means an actual skill gleaned for some reason.&lt;br /&gt;
&lt;br /&gt;
Conversely, AI, Robotics, Space, Electronics, Mining, and Engineering are a big deal in 2158, thus explored in more detail.&lt;br /&gt;
&lt;br /&gt;
You may note some overlap in the skills. This is by design and creates both redundancy and different approaches to the same problem. Consider AI, Robotics, Computers, and Networking; all require hardware, networking, and security. &lt;br /&gt;
&lt;br /&gt;
Language is hand-waved but should be added in as desired.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence is a pervasive layer of civilization in 2058. Transportation networks, logistics systems, industrial facilities, communications, and government institutions all rely heavily on AI oversight. AI skills allow characters to understand, predict, and influence these systems. &lt;br /&gt;
&lt;br /&gt;
Skills inherited from prior versions are not explained on this page, but are easily found elsewhere.&lt;br /&gt;
&lt;br /&gt;
The two &#039;write-in&#039; skills are &amp;quot;Profession or Job&amp;quot; and &amp;quot;Academics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The [[Skills|short skill list page]] omits the parent skill, but they are still grouped and the player has a 0 level in the sibling skills. So, for example, if a player has Computers(Programming)-1 he also has Computers(Security)-0.&lt;br /&gt;
&lt;br /&gt;
==The Skills ==&lt;br /&gt;
&lt;br /&gt;
===== Administrate =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Advocate ===== &lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Knowledge of a particular AI bloc. Specialties include the four major AI&#039;s, and all the smaller ones as a unit.&lt;br /&gt;
&lt;br /&gt;
===== AI([[HELIX]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[ATLAS]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[LUNE]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[TERRA]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[SOLIPS]]) =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General knowledge of AI history, behavior, treaties, motivations, and interaction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
• What does ATLAS generally care about?&amp;lt;br&amp;gt;&lt;br /&gt;
• What hidden assumptions is this SOLIPS using?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why is TERRA flagging this route?&amp;lt;br&amp;gt;&lt;br /&gt;
• How will LUNE react to a beam-corridor disruption?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which Atlas subsystem likely made this decision?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which AI is most likely to intervene here?&amp;lt;br&amp;gt;&lt;br /&gt;
• What happened during the Zurich AI Arbitration?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why would an AI object to this proposal?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I convince HELIX this plan improves social stability?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I persuade ATLAS to prioritize our cargo?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I frame this request so TERRA sees it as beneficial?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I obtain assistance without triggering intervention?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quantitatively:&lt;br /&gt;
&lt;br /&gt;
*Skill-0: Knows the major AI blocs, their basic functions, and standard interaction protocols.&lt;br /&gt;
&lt;br /&gt;
*Skill-1: Professional familiarity. Can routinely communicate with AI systems, anticipate common responses, and make effective requests through established channels.&lt;br /&gt;
&lt;br /&gt;
*Skill-2: Recognized specialist. Understands AI priorities well enough to predict reactions, negotiate effectively, and obtain cooperation that less experienced operators would miss.&lt;br /&gt;
&lt;br /&gt;
*Skill-3: Leading expert. Can identify subtle motivations, exploit opportunities for alignment, and influence decisions in complex or unusual circumstances.&lt;br /&gt;
&lt;br /&gt;
*Skill-4+: International authority. Frequently consulted regarding AI behavior, policy, negotiations, or disputes. May personally know key human representatives, architects, or historical decision-makers associated with one or more AI blocs.&lt;br /&gt;
&lt;br /&gt;
===== Art =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Athletics =====&lt;br /&gt;
Similar to other 2d6 lineage games, but not broken down into categories.&lt;br /&gt;
&lt;br /&gt;
===== Broker =====&lt;br /&gt;
Similar to other 2d6 lineage games. The affect of AI and the ability to accurately estimate shipping costs cause a modest shift towards commodities as opposed to differentiated markets, but this does not make the job easier.&lt;br /&gt;
&lt;br /&gt;
===== Carouse =====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
=== COMPUTERS ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computers governs software, digital systems, automation, and machine logic. Unlike Network, which focuses on institutions and permissions, Computers focuses on the machines themselves.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Programming) =====&lt;br /&gt;
&lt;br /&gt;
Creation and modification of software.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Writing automation routines. &lt;br /&gt;
    • Modifying AI interfaces. &lt;br /&gt;
    • Creating diagnostic tools. &lt;br /&gt;
    • Repairing damaged software. &lt;br /&gt;
    • Developing control systems.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Robotic Integration) =====&lt;br /&gt;
The connection between software and robotic systems.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Integrating a mining swarm. &lt;br /&gt;
    • Linking industrial robots to factory systems. &lt;br /&gt;
    • Synchronizing spacecraft maintenance robots. &lt;br /&gt;
    • Diagnosing robot communication failures. &lt;br /&gt;
    • Configuring autonomous vehicle fleets.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Security) =====&lt;br /&gt;
Deep technical security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Breaking encryption. &lt;br /&gt;
    • Discovering software vulnerabilities. &lt;br /&gt;
    • Reverse engineering malware. &lt;br /&gt;
    • Penetrating hardened systems. &lt;br /&gt;
    • Auditing critical code. &lt;br /&gt;
&lt;br /&gt;
===== Deception =====&lt;br /&gt;
Compared to 2d6 lineage games, this adds the use of criminal/illegal software, hardware, or robotics. Note that in order to use this skill effectively in the electronic arenas, you need to be skilled in those other areas already.&lt;br /&gt;
&lt;br /&gt;
=== ELECTRONICS ===&lt;br /&gt;
Electronics governs the operation, maintenance, troubleshooting, and physical implementation of electronic systems. Many electronic systems are highly automated, but failures still occur. Electronics specialists keep civilization functioning when automation begins to break down.&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Field Engineer) =====&lt;br /&gt;
Practical repair and implementation.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Replacing damaged hardware.&amp;lt;br&amp;gt;&lt;br /&gt;
• Repairing communications equipment. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring power systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Fabricating temporary solutions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing physical faults.&amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring backups. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering crashed systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restarting habitat control systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing AI support hardware. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing computer failures. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maintaining station operations centers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Sensors &amp;amp; Remote Operations) =====&lt;br /&gt;
Using sensors and operating systems through robotic intermediaries.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling inspection drones. &amp;lt;br&amp;gt;&lt;br /&gt;
• Operating mining robots with communication delays. &amp;lt;br&amp;gt;&lt;br /&gt;
• Interpreting sensor data. &amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting telepresence operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surveying damaged spacecraft remotely. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Engineer, Industrial ===&lt;br /&gt;
&lt;br /&gt;
Factories, production lines, manufacturing systems, heavy machinery, and industrial processes. Structures, habitats, buildings, tunnels, pressure vessels, infrastructure, and construction. Includes design of everything from coffee mugs to Orbitals. A Level 4 Industrial or Civil Engineer often becomes a Systems Engineer, i.e., the boss.&lt;br /&gt;
&lt;br /&gt;
Note there is a different skill dedicated to Spacecraft Engineers.&lt;br /&gt;
&lt;br /&gt;
==== Gambler ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gun Combat ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gunner ====&lt;br /&gt;
Operation, maintenance, and understanding of any ship-mounted weaponry. The use propelled projectiles as weapons often requires a separate roll or task chain involving Space(Navigation) and significant computation.&lt;br /&gt;
&lt;br /&gt;
==== Heavy Weapons ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Human Factors ===&lt;br /&gt;
&lt;br /&gt;
Human Factors governs the interaction between people, environments, organizations, and performance. In a civilization where machines perform most routine labor, human limitations often become the critical factor.&lt;br /&gt;
&lt;br /&gt;
==== Communications ====&lt;br /&gt;
&lt;br /&gt;
Motivation, persuasion, diplomacy, morale, and interpersonal coordination.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Resolving crew conflicts. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving morale. &amp;lt;br&amp;gt;&lt;br /&gt;
• Negotiating between factions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Motivating exhausted workers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Delivering effective briefings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often can step in for what is called &amp;quot;Leadership.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Understanding how physical conditions affect human performance.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Designing effective work schedules. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing fatigue. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying environmental stressors. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating habitability. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving workspace efficiency. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
==== Medic ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Similar to other 2d6 lineage games. Slightly condensed.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Unarmed) ====&lt;br /&gt;
Will use Mongoose Traveller&#039;s fun rules.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Weapon) ====&lt;br /&gt;
Using non-ranged weapons in combat.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is one of the foundational industries of the Solar System.&lt;br /&gt;
Water, metals, rare earth elements, volatiles, and industrial materials are all extracted from planetary bodies, moons, and asteroids.&lt;br /&gt;
&lt;br /&gt;
==== Mining(Prospecting) ====&lt;br /&gt;
Finding resources.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Locating water ice. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating ore deposits. &amp;lt;br&amp;gt;&lt;br /&gt;
• Assessing asteroid composition. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying economically viable claims. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Extraction) ====&lt;br /&gt;
&lt;br /&gt;
Recovering resources.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning excavation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing explosive extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maximizing production. &amp;lt;br&amp;gt;&lt;br /&gt;
• Avoiding geological hazards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Robotic) ====&lt;br /&gt;
Operating automated mining systems. This is such an important process it has its own category.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Supervising mining swarms. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing autonomous excavators. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering failed mining operations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Optimizing robotic extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NETWORK ===&lt;br /&gt;
Network governs the interconnected communications, permissions, identity, routing, and control systems that bind together modern civilization.&lt;br /&gt;
In 2158, almost every significant activity relies on network infrastructure. Spacecraft traffic, cargo routing, station access, robot authentication, financial transactions, AI interaction, and legal permissions all depend upon the network. Thus, like with Vacc Suit, we will actually drill down into skill levels.&lt;br /&gt;
Unlike Computers, which focuses on individual machines and software, Network focuses on the relationships between systems.&lt;br /&gt;
A character with Network understands how complex organizations, infrastructures, and authorities communicate and grant authority.&lt;br /&gt;
Network is commonly used by:&lt;br /&gt;
    • traffic controllers&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • logistics specialists&lt;br /&gt;
    • security analysts&lt;br /&gt;
    • communications officers&lt;br /&gt;
    • corporate investigators&lt;br /&gt;
    • government officials&lt;br /&gt;
    • experienced spacers&lt;br /&gt;
&lt;br /&gt;
==== NETWORK (PROTOCOLS) ====&lt;br /&gt;
Protocols combines many of the functions performed by Communications and Administration skills in older games. &lt;br /&gt;
It represents knowledge of procedures, workflows, permissions, regulations, standards, and institutional behavior.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Requesting emergency docking clearance.&lt;br /&gt;
    • Filing a cargo exception.&lt;br /&gt;
    • Understanding station traffic procedures.&lt;br /&gt;
    • Navigating corporate approval chains.&lt;br /&gt;
    • Determining which office controls a permit.&lt;br /&gt;
    • Identifying which AI subsystem should receive a request.&lt;br /&gt;
    • Understanding beam corridor operating procedures.&lt;br /&gt;
    • Locating the correct authority during an emergency.&lt;br /&gt;
    • Determining how cargo should legally move between jurisdictions.&lt;br /&gt;
Protocols often answers the question:&lt;br /&gt;
&amp;quot;How is this supposed to work?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can navigate routine procedures and use standard systems.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Familiar with a profession&#039;s normal workflows.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Can efficiently navigate complex organizations.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Can find solutions and shortcuts that most people never discover.&lt;br /&gt;
&lt;br /&gt;
==== NETWORK(SECURITY) ====&lt;br /&gt;
Security governs the protection, control, and exploitation of networked systems.&lt;br /&gt;
Unlike Computers (Security), which focuses on software, operating systems, and deep technical vulnerabilities, Network (Security) focuses on identity, permissions, trust relationships, authentication, and operational security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Identifying suspicious network activity.&lt;br /&gt;
    • Determining who has access to a system.&lt;br /&gt;
    • Tracing permission chains.&lt;br /&gt;
    • Auditing station access records.&lt;br /&gt;
    • Detecting forged credentials.&lt;br /&gt;
    • Investigating unauthorized cargo movements.&lt;br /&gt;
    • Analyzing traffic routing anomalies.&lt;br /&gt;
    • Understanding authentication systems.&lt;br /&gt;
    • Establishing secure communications channels.&lt;br /&gt;
    • Exploiting organizational weaknesses in access control.&lt;br /&gt;
Network Security is often used by:&lt;br /&gt;
    • security officers&lt;br /&gt;
    • auditors&lt;br /&gt;
    • investigators&lt;br /&gt;
    • intelligence personnel&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • corporate compliance specialists&lt;br /&gt;
Network Security often answers the question: &amp;quot;Who is allowed to do this?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can operate securely within established procedures.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Understands common security practices and controls.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Professional security specialist.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Expert capable of identifying subtle vulnerabilities, hidden access paths, and complex security failures.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE ON NETWORK VS COMPUTERS&lt;br /&gt;
A useful rule of thumb:&lt;br /&gt;
Computers governs machines.&lt;br /&gt;
Network governs relationships.&lt;br /&gt;
Examples:&lt;br /&gt;
Writing software:&lt;br /&gt;
Computers (Programming); &lt;br /&gt;
Breaking encryption:&lt;br /&gt;
Computers (Security); &lt;br /&gt;
Integrating robot control systems:&lt;br /&gt;
Computers (Robotic Integration); &lt;br /&gt;
Obtaining docking clearance:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Investigating access permissions:&lt;br /&gt;
Network (Security); &lt;br /&gt;
Tracing authority through multiple organizations:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Determining who forged a credential:&lt;br /&gt;
Network (Security).&lt;br /&gt;
&lt;br /&gt;
Many situations involve both skills. When in doubt, ask:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is the challenge primarily technical, or primarily organizational?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
If it is technical, use Computers.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is organizational, use Network.&amp;lt;br&amp;gt;&lt;br /&gt;
If it needs both, it needs both.&lt;br /&gt;
&lt;br /&gt;
==== Persuade ====&lt;br /&gt;
Similar to other 2d6 lineage games, with perhaps an accent on non-corporate settings. Persuade is a more casual and informal than Human Factors(Communications). Among other things, it covers fast talking, bargaining, wheedling, bluffing, bribery and intimidation.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics governs the understanding of power structures, factions, institutions, and influence.&lt;br /&gt;
In 2058, governments remain important, but corporations, labor organizations, AI blocs, infrastructure authorities, and major industrial interests all compete for influence. Politics allows a character to understand who actually holds power and how that power is exercised.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Which faction benefits from a delayed beam corridor? &lt;br /&gt;
    • Why is Earth opposing this proposal? &lt;br /&gt;
    • Which labor organization controls this station? &lt;br /&gt;
    • Which ministry really oversees lunar exports? &lt;br /&gt;
    • How much influence does ATLAS have over this corporation? &lt;br /&gt;
    • Which corporation is funding the protest movement? &lt;br /&gt;
    • Which Martian bloc is likely to support Luna? &lt;br /&gt;
Politics often answers: &amp;quot;Who benefits from this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Recon ===&lt;br /&gt;
Observation, surveillance, anomaly detection, and interpretation of incomplete information. Also picks up the physical side of &amp;quot;Investigate,&amp;quot; the other parts being picked up by Network(protocols) and Network(Security).&lt;br /&gt;
Examples:&lt;br /&gt;
    • Spot an ambush. &lt;br /&gt;
    • Notice that a cargo manifest has been altered. &lt;br /&gt;
    • Identify unusual traffic patterns around a station. &lt;br /&gt;
    • Detect a hidden surveillance drone. &lt;br /&gt;
    • Determine whether a spacecraft&#039;s thermal signature is normal. &lt;br /&gt;
    • Notice a mining operation is concealing production. &lt;br /&gt;
    • Identify an unexpected change in robot behavior. &lt;br /&gt;
    • Interpret imagery from remote sensors. &lt;br /&gt;
Recon often answers: &amp;quot;What doesn&#039;t fit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Robotics ===&lt;br /&gt;
Robotics governs the operation, coordination, maintenance, and management of robotic systems. By 2058 robots perform much of civilization&#039;s physical labor.&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Industrial) ====&lt;br /&gt;
&lt;br /&gt;
Manufacturing and production systems.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Factory automation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo handling. &amp;lt;br&amp;gt;&lt;br /&gt;
• Refinery operations. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Mobile Platforms) ====&lt;br /&gt;
&lt;br /&gt;
Large autonomous machines.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Mining crawlers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo movers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
• Security vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Social) ====&lt;br /&gt;
Human-facing robots.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reception robots. &amp;lt;br&amp;gt;&lt;br /&gt;
• Medical assistants. &amp;lt;br&amp;gt;&lt;br /&gt;
• Educational systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Companion robots. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Swarm) ====&lt;br /&gt;
&lt;br /&gt;
Managing large numbers of small robots.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Mining swarms. &lt;br /&gt;
    • Inspection swarms. &lt;br /&gt;
    • Security swarms. &lt;br /&gt;
    • Construction swarms. &lt;br /&gt;
    • Habitat maintenance. &lt;br /&gt;
    • Life support servicing. &lt;br /&gt;
    • Utility systems. &lt;br /&gt;
    • Infrastructure repair. &lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Knowledge of the physical and operational realities of civilization beyond Earth. This is essentially the professional knowledge of a spacer.&lt;br /&gt;
&lt;br /&gt;
==== Space(Infrastructure) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • beam corridors &lt;br /&gt;
    • orbital traffic &lt;br /&gt;
    • logistics networks &lt;br /&gt;
    • depots &lt;br /&gt;
    • stations &lt;br /&gt;
    • docking systems &lt;br /&gt;
&lt;br /&gt;
==== Space(Navigation) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • transfer windows &lt;br /&gt;
    • orbital mechanics &lt;br /&gt;
    • rendezvous&lt;br /&gt;
    • missile route and interception&lt;br /&gt;
    • burn planning &lt;br /&gt;
    • stationkeeping&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Engineer ===&lt;br /&gt;
&lt;br /&gt;
Spacecraft Engineers maintain, operate, diagnose, and repair the propulsion, power, thermal-control, life-support, and support systems that allow spacecraft to function. While Mechanics repair machines and Industrial Engineers build systems, Spacecraft Engineers keep spacecraft operating under real-world conditions.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Chemical Power Systems) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s chemical power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
managing cryogenic fuels&amp;lt;br&amp;gt;&lt;br /&gt;
diagnosing pump failures&amp;lt;br&amp;gt;&lt;br /&gt;
balancing propellant systems&amp;lt;br&amp;gt;&lt;br /&gt;
repairing feed lines&amp;lt;br&amp;gt;&lt;br /&gt;
restarting engines after faults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Nuclear Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s Nuclear Thermal power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
reactor startup&amp;lt;br&amp;gt;&lt;br /&gt;
fuel element monitoring&amp;lt;br&amp;gt;&lt;br /&gt;
thermal management&amp;lt;br&amp;gt;&lt;br /&gt;
radiation control&amp;lt;br&amp;gt;&lt;br /&gt;
emergency shutdowns&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer (Laser-Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s laser collection power source and chemical drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
beam alignment&amp;lt;br&amp;gt;&lt;br /&gt;
receiver maintenance&amp;lt;br&amp;gt;&lt;br /&gt;
reaction-mass management&amp;lt;br&amp;gt;&lt;br /&gt;
corridor operations&amp;lt;br&amp;gt;&lt;br /&gt;
thermal overload recovery&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Pilot ===&lt;br /&gt;
Operation and control of spacecraft. Spacecraft Pilots manage the practical realities of moving vehicles through space, including docking, rendezvous, traffic control compliance, emergency maneuvering, and recovery from system failures. Modern spacecraft are highly automated, but Pilots are still responsible when automation proves insufficient, unavailable, or incorrect.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Conducting docking operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Performing rendezvous maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Executing emergency burns.&amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering from navigation errors.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing spacecraft traffic conflicts.&amp;lt;br&amp;gt;&lt;br /&gt;
• Taking manual control after automation failures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Piloting damaged spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting surface approaches and departures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing unusual flight situations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Responding to unexpected hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Pilots often answer: &amp;quot;What do we do right now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Chemical) ====&lt;br /&gt;
&lt;br /&gt;
The vast majority of spacecraft use chemical propulsion systems. Chemical Pilots are familiar with orbital shuttles, cargo vehicles, station tenders, landers, HELL-V support craft, and most routine transportation throughout cislunar space.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Orbital transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Station-to-station traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
• Lunar landing operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo delivery missions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surface ascent and descent.&amp;lt;br&amp;gt;&lt;br /&gt;
• Traffic pattern management.&amp;lt;br&amp;gt;&lt;br /&gt;
• Emergency orbital corrections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most professional spacers possess at least Skill-1 in this specialty.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Nuclear Thermal Rockets/Deep Space Vehicles) ====&lt;br /&gt;
Nuclear Thermal vessels are rare, expensive, and typically much larger than ordinary spacecraft. Their missions often involve weeks or months of independent operation far from major support infrastructure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Deep-space navigation.&amp;lt;br&amp;gt;&lt;br /&gt;
• Long-duration mission planning.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing reactor-driven maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating large crews.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting asteroid and planetary transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Handling delayed communications.&amp;lt;br&amp;gt;&lt;br /&gt;
• Operating beyond routine traffic control coverage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These pilots are often considered the captains of the Solar System&#039;s ocean-going vessels.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Tactics ====&lt;br /&gt;
The art of employing spacecraft, sensors, weapons, electronic systems, drones, and maneuver in conflict. Space combat remains a developing discipline in 2058, combining lessons from naval warfare, aerospace operations, cyber conflict, and autonomous systems.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Determining advantageous engagement geometry.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating multiple spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Exploiting sensor limitations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing missile engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
• Defending against drone attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
• Protecting high-value infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning interception operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating electronic warfare assets.&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling escalation during confrontations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Tactics often answers: &amp;quot;How do we gain an advantage?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unlike Spacecraft Pilot, which governs flying a vessel, Spacecraft Tactics governs employing one effectively during conflict.&lt;br /&gt;
&lt;br /&gt;
==== Stealth ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Steward ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Streetwise ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Survival ====&lt;br /&gt;
Similar to other 2d6 lineage games, but also includes planetside navigation.&lt;br /&gt;
&lt;br /&gt;
==== Tactics ====&lt;br /&gt;
Similar to other 2d6 lineage games. However, military tactics in 2158 largely involves remote operations of robots, or deployment of autonomous drones. Hence there can be considerable input from Robotics(swarm), hardening and/or interference from Network(Security), Computers(Robotic Integration), Computers(Security), etc.&lt;br /&gt;
&lt;br /&gt;
=== Vacc Suit ===&lt;br /&gt;
Similar to other 2d6 lineage games, but more detailed.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit governs the operation of pressure suits, EVA systems, personal life support equipment, maneuvering packs, emergency survival procedures, and work conducted in vacuum or hostile environments.&lt;br /&gt;
The skill assumes familiarity with modern 2058 suits, including AI-assisted monitoring, robotic support systems, and integrated life support management.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-0: Basic Qualification&lt;br /&gt;
The character can safely operate a vacc suit under routine conditions.&lt;br /&gt;
Can:&lt;br /&gt;
    • Don and remove a suit.&lt;br /&gt;
    • Conduct routine EVA.&lt;br /&gt;
    • Follow safety procedures.&lt;br /&gt;
    • Monitor suit status displays.&lt;br /&gt;
    • Perform simple work while suited.&lt;br /&gt;
    • Use standard maneuvering systems.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Ordinary spacers&lt;br /&gt;
    • Station workers&lt;br /&gt;
    • Most spacecraft crew&lt;br /&gt;
Failure consequences are usually limited to inefficiency rather than catastrophe.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-1: Professional Operator&lt;br /&gt;
The character regularly works in vacuum.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct construction work.&lt;br /&gt;
    • Perform maintenance activities.&lt;br /&gt;
    • Handle routine emergencies.&lt;br /&gt;
    • Manage suit malfunctions.&lt;br /&gt;
    • Operate in reduced visibility.&lt;br /&gt;
    • Assist injured personnel.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Technicians&lt;br /&gt;
    • Engineers&lt;br /&gt;
    • Construction crews&lt;br /&gt;
    • Inspectors&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-2: Advanced EVA Specialist&lt;br /&gt;
The character is comfortable in difficult EVA environments.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct rescue operations.&lt;br /&gt;
    • Work around damaged spacecraft.&lt;br /&gt;
    • Operate with degraded suit systems.&lt;br /&gt;
    • Perform complex repairs.&lt;br /&gt;
    • Coordinate multiple EVA personnel.&lt;br /&gt;
    • Function effectively in hazardous conditions.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Senior engineers&lt;br /&gt;
    • Rescue specialists&lt;br /&gt;
    • Military EVA personnel&lt;br /&gt;
    • Deep-space workers&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-3: Expert&lt;br /&gt;
The character is recognized as unusually skilled.&lt;br /&gt;
Can:&lt;br /&gt;
    • Improvise life support solutions.&lt;br /&gt;
    • Conduct difficult operations under extreme time pressure.&lt;br /&gt;
    • Manage multiple simultaneous failures.&lt;br /&gt;
    • Operate effectively with partial suit functionality.&lt;br /&gt;
    • Lead large EVA teams.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Mission specialists&lt;br /&gt;
    • Chief EVA instructors&lt;br /&gt;
    • Elite rescue personnel&lt;br /&gt;
Others routinely seek their advice.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-4: Master&lt;br /&gt;
The character is among the best EVA operators known.&lt;br /&gt;
Can:&lt;br /&gt;
    • Accomplish tasks most people consider impossible.&lt;br /&gt;
    • Function calmly during catastrophic failures.&lt;br /&gt;
    • Invent novel procedures.&lt;br /&gt;
    • Keep others alive in situations thought unsurvivable.&lt;br /&gt;
    • Push equipment beyond its intended limits.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Crossing between disabled spacecraft using improvised systems.&lt;br /&gt;
    • Recovering personnel from uncontrolled tumbling vehicles.&lt;br /&gt;
    • Completing critical repairs with minutes of life support remaining.&lt;br /&gt;
Such individuals are rare and often famous within spacer communities.&lt;br /&gt;
&lt;br /&gt;
Automation and Vacc Suits: Modern suits contain extensive automation and monitoring systems. Routine EVA assumes these systems are functioning. When automation, communications, or robotic assistance are unavailable, Vacc Suit skill becomes far more important.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Operations ===&lt;br /&gt;
&lt;br /&gt;
Most vehicles in 2058 are heavily automated.&lt;br /&gt;
Vehicle Operations governs supervision of automation, emergency intervention, and manual control when systems fail.&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Operations(Air) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Supervising aircraft. &lt;br /&gt;
    • Emergency manual flight. &lt;br /&gt;
    • Override procedures. &lt;br /&gt;
    • Recovery from automation failure. &lt;br /&gt;
==== Vehicle Operations(Ground) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Cargo haulers. &lt;br /&gt;
    • Construction vehicles. &lt;br /&gt;
    • Industrial transports. &lt;br /&gt;
    • Emergency manual operation. &lt;br /&gt;
&lt;br /&gt;
Vehicle Operations often answers:&lt;br /&gt;
&amp;quot;What happens when the autopilot stops helping?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Watercraft ====&lt;br /&gt;
Similar to other 2d6 games, but condensed.&lt;br /&gt;
&lt;br /&gt;
=== Zero and Low-G Operations ===&lt;br /&gt;
&lt;br /&gt;
==== Zero and low G Combat ==== &lt;br /&gt;
&lt;br /&gt;
Combat in low G creates significant and non-intuitive modifications. Skill level = 1 is sufficient to remove negative combat modifiers. Little need for this if you have no combat skills.&lt;br /&gt;
&lt;br /&gt;
==== Zero and Low-G Operations ==== &lt;br /&gt;
&lt;br /&gt;
Everything other than combat. Cooking in a non-spin space vessel, for example. Skill level = 0 is sufficient to remove negative modifiers for simple tasks. A must for space travellers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills|Back to Skills Short List]] ** [[Character Creation|Back to Character Creation]] ** [[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Character Creation]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=671</id>
		<title>Annotated Skills</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=671"/>
		<updated>2026-07-26T18:06:41Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Gunner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SKILLS IN MORE DETAIL =&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
The [[Skills|skill list]] reflects the underlying presumptions of the setting. For example, almost all general transportation devices are automated; a character does not need Drive(Wheel) to go to the doctor whether she be in the next town or at L5. Having a point in Vehicles(land-based) means an actual skill gleaned for some reason.&lt;br /&gt;
&lt;br /&gt;
Conversely, AI, Robotics, Space, Electronics, Mining, and Engineering are a big deal in 2158, thus explored in more detail.&lt;br /&gt;
&lt;br /&gt;
You may note some overlap in the skills. This is by design and creates both redundancy and different approaches to the same problem. Consider AI, Robotics, Computers, and Networking; all require hardware, networking, and security. &lt;br /&gt;
&lt;br /&gt;
Language is hand-waved but should be added in as desired.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence is a pervasive layer of civilization in 2058. Transportation networks, logistics systems, industrial facilities, communications, and government institutions all rely heavily on AI oversight. AI skills allow characters to understand, predict, and influence these systems. &lt;br /&gt;
&lt;br /&gt;
Skills inherited from prior versions are not explained on this page, but are easily found elsewhere.&lt;br /&gt;
&lt;br /&gt;
The two &#039;write-in&#039; skills are &amp;quot;Profession or Job&amp;quot; and &amp;quot;Academics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The [[Skills|short skill list page]] omits the parent skill, but they are still grouped and the player has a 0 level in the sibling skills. So, for example, if a player has Computers(Programming)-1 he also has Computers(Security)-0.&lt;br /&gt;
&lt;br /&gt;
==The Skills ==&lt;br /&gt;
&lt;br /&gt;
===== Administrate =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Advocate ===== &lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Knowledge of a particular AI bloc. Specialties include the four major AI&#039;s, and all the smaller ones as a unit.&lt;br /&gt;
&lt;br /&gt;
===== AI([[HELIX]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[ATLAS]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[LUNE]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[TERRA]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[SOLIPS]]) =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General knowledge of AI history, behavior, treaties, motivations, and interaction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
• What does ATLAS generally care about?&amp;lt;br&amp;gt;&lt;br /&gt;
• What hidden assumptions is this SOLIPS using?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why is TERRA flagging this route?&amp;lt;br&amp;gt;&lt;br /&gt;
• How will LUNE react to a beam-corridor disruption?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which Atlas subsystem likely made this decision?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which AI is most likely to intervene here?&amp;lt;br&amp;gt;&lt;br /&gt;
• What happened during the Zurich AI Arbitration?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why would an AI object to this proposal?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I convince HELIX this plan improves social stability?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I persuade ATLAS to prioritize our cargo?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I frame this request so TERRA sees it as beneficial?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I obtain assistance without triggering intervention?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quantitatively:&lt;br /&gt;
&lt;br /&gt;
*Skill-0: Knows the major AI blocs, their basic functions, and standard interaction protocols.&lt;br /&gt;
&lt;br /&gt;
*Skill-1: Professional familiarity. Can routinely communicate with AI systems, anticipate common responses, and make effective requests through established channels.&lt;br /&gt;
&lt;br /&gt;
*Skill-2: Recognized specialist. Understands AI priorities well enough to predict reactions, negotiate effectively, and obtain cooperation that less experienced operators would miss.&lt;br /&gt;
&lt;br /&gt;
*Skill-3: Leading expert. Can identify subtle motivations, exploit opportunities for alignment, and influence decisions in complex or unusual circumstances.&lt;br /&gt;
&lt;br /&gt;
*Skill-4+: International authority. Frequently consulted regarding AI behavior, policy, negotiations, or disputes. May personally know key human representatives, architects, or historical decision-makers associated with one or more AI blocs.&lt;br /&gt;
&lt;br /&gt;
===== Art =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Athletics =====&lt;br /&gt;
Similar to other 2d6 lineage games, but not broken down into categories.&lt;br /&gt;
&lt;br /&gt;
===== Broker =====&lt;br /&gt;
Similar to other 2d6 lineage games. The affect of AI and the ability to accurately estimate shipping costs cause a modest shift towards commodities as opposed to differentiated markets, but this does not make the job easier.&lt;br /&gt;
&lt;br /&gt;
===== Carouse =====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
=== COMPUTERS ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computers governs software, digital systems, automation, and machine logic. Unlike Network, which focuses on institutions and permissions, Computers focuses on the machines themselves.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Programming) =====&lt;br /&gt;
&lt;br /&gt;
Creation and modification of software.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Writing automation routines. &lt;br /&gt;
    • Modifying AI interfaces. &lt;br /&gt;
    • Creating diagnostic tools. &lt;br /&gt;
    • Repairing damaged software. &lt;br /&gt;
    • Developing control systems.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Robotic Integration) =====&lt;br /&gt;
The connection between software and robotic systems.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Integrating a mining swarm. &lt;br /&gt;
    • Linking industrial robots to factory systems. &lt;br /&gt;
    • Synchronizing spacecraft maintenance robots. &lt;br /&gt;
    • Diagnosing robot communication failures. &lt;br /&gt;
    • Configuring autonomous vehicle fleets.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Security) =====&lt;br /&gt;
Deep technical security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Breaking encryption. &lt;br /&gt;
    • Discovering software vulnerabilities. &lt;br /&gt;
    • Reverse engineering malware. &lt;br /&gt;
    • Penetrating hardened systems. &lt;br /&gt;
    • Auditing critical code. &lt;br /&gt;
&lt;br /&gt;
===== Deception =====&lt;br /&gt;
Compared to 2d6 lineage games, this adds the use of criminal/illegal software, hardware, or robotics. Note that in order to use this skill effectively in the electronic arenas, you need to be skilled in those other areas already.&lt;br /&gt;
&lt;br /&gt;
=== ELECTRONICS ===&lt;br /&gt;
Electronics governs the operation, maintenance, troubleshooting, and physical implementation of electronic systems. Many electronic systems are highly automated, but failures still occur. Electronics specialists keep civilization functioning when automation begins to break down.&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Field Engineer) =====&lt;br /&gt;
Practical repair and implementation.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Replacing damaged hardware.&amp;lt;br&amp;gt;&lt;br /&gt;
• Repairing communications equipment. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring power systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Fabricating temporary solutions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing physical faults.&amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring backups. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering crashed systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restarting habitat control systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing AI support hardware. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing computer failures. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maintaining station operations centers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Sensors &amp;amp; Remote Operations) =====&lt;br /&gt;
Using sensors and operating systems through robotic intermediaries.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling inspection drones. &amp;lt;br&amp;gt;&lt;br /&gt;
• Operating mining robots with communication delays. &amp;lt;br&amp;gt;&lt;br /&gt;
• Interpreting sensor data. &amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting telepresence operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surveying damaged spacecraft remotely. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Engineer, Industrial ===&lt;br /&gt;
&lt;br /&gt;
Factories, production lines, manufacturing systems, heavy machinery, and industrial processes. Structures, habitats, buildings, tunnels, pressure vessels, infrastructure, and construction. Includes design of everything from coffee mugs to Orbitals. A Level 4 Industrial or Civil Engineer often becomes a Systems Engineer, i.e., the boss.&lt;br /&gt;
&lt;br /&gt;
Note there is a different skill dedicated to Spacecraft Engineers.&lt;br /&gt;
&lt;br /&gt;
==== Gambler ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gun Combat ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gunner ====&lt;br /&gt;
Operation, maintenance, and understanding of any ship-mounted weaponry. The use propelled projectiles as weapons often requires a separate roll or task chain involving Space(Navigation) and significant computation.&lt;br /&gt;
&lt;br /&gt;
==== Heavy Weapons ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Human Factors ===&lt;br /&gt;
&lt;br /&gt;
Human Factors governs the interaction between people, environments, organizations, and performance. In a civilization where machines perform most routine labor, human limitations often become the critical factor.&lt;br /&gt;
&lt;br /&gt;
==== Communications ====&lt;br /&gt;
&lt;br /&gt;
Motivation, persuasion, diplomacy, morale, and interpersonal coordination.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Resolving crew conflicts. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving morale. &amp;lt;br&amp;gt;&lt;br /&gt;
• Negotiating between factions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Motivating exhausted workers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Delivering effective briefings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often can step in for what is called &amp;quot;Leadership.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Understanding how physical conditions affect human performance.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Designing effective work schedules. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing fatigue. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying environmental stressors. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating habitability. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving workspace efficiency. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
==== Medic ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Similar to other 2d6 lineage games. Slightly condensed.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Unarmed) ====&lt;br /&gt;
Will use Mongoose Traveller&#039;s fun rules.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Weapon) ====&lt;br /&gt;
Using non-ranged weapons in combat.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is one of the foundational industries of the Solar System.&lt;br /&gt;
Water, metals, rare earth elements, volatiles, and industrial materials are all extracted from planetary bodies, moons, and asteroids.&lt;br /&gt;
&lt;br /&gt;
==== Mining(Prospecting) ====&lt;br /&gt;
Finding resources.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Locating water ice. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating ore deposits. &amp;lt;br&amp;gt;&lt;br /&gt;
• Assessing asteroid composition. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying economically viable claims. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Extraction) ====&lt;br /&gt;
&lt;br /&gt;
Recovering resources.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning excavation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing explosive extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maximizing production. &amp;lt;br&amp;gt;&lt;br /&gt;
• Avoiding geological hazards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Robotic) ====&lt;br /&gt;
Operating automated mining systems. This is such an important process it has its own category.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Supervising mining swarms. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing autonomous excavators. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering failed mining operations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Optimizing robotic extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NETWORK ===&lt;br /&gt;
Network governs the interconnected communications, permissions, identity, routing, and control systems that bind together modern civilization.&lt;br /&gt;
In 2058, almost every significant activity relies on network infrastructure. Spacecraft traffic, cargo routing, station access, robot authentication, financial transactions, AI interaction, and legal permissions all depend upon the network. Thus, like with Vacc Suit, we will actually drill down into skill levels.&lt;br /&gt;
Unlike Computers, which focuses on individual machines and software, Network focuses on the relationships between systems.&lt;br /&gt;
A character with Network understands how complex organizations, infrastructures, and authorities communicate and grant authority.&lt;br /&gt;
Network is commonly used by:&lt;br /&gt;
    • traffic controllers&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • logistics specialists&lt;br /&gt;
    • security analysts&lt;br /&gt;
    • communications officers&lt;br /&gt;
    • corporate investigators&lt;br /&gt;
    • government officials&lt;br /&gt;
    • experienced spacers&lt;br /&gt;
&lt;br /&gt;
==== NETWORK (PROTOCOLS) ====&lt;br /&gt;
Protocols combines many of the functions performed by Communications and Administration skills in older games. &lt;br /&gt;
It represents knowledge of procedures, workflows, permissions, regulations, standards, and institutional behavior.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Requesting emergency docking clearance.&lt;br /&gt;
    • Filing a cargo exception.&lt;br /&gt;
    • Understanding station traffic procedures.&lt;br /&gt;
    • Navigating corporate approval chains.&lt;br /&gt;
    • Determining which office controls a permit.&lt;br /&gt;
    • Identifying which AI subsystem should receive a request.&lt;br /&gt;
    • Understanding beam corridor operating procedures.&lt;br /&gt;
    • Locating the correct authority during an emergency.&lt;br /&gt;
    • Determining how cargo should legally move between jurisdictions.&lt;br /&gt;
Protocols often answers the question:&lt;br /&gt;
&amp;quot;How is this supposed to work?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can navigate routine procedures and use standard systems.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Familiar with a profession&#039;s normal workflows.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Can efficiently navigate complex organizations.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Can find solutions and shortcuts that most people never discover.&lt;br /&gt;
&lt;br /&gt;
==== NETWORK(SECURITY) ====&lt;br /&gt;
Security governs the protection, control, and exploitation of networked systems.&lt;br /&gt;
Unlike Computers (Security), which focuses on software, operating systems, and deep technical vulnerabilities, Network (Security) focuses on identity, permissions, trust relationships, authentication, and operational security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Identifying suspicious network activity.&lt;br /&gt;
    • Determining who has access to a system.&lt;br /&gt;
    • Tracing permission chains.&lt;br /&gt;
    • Auditing station access records.&lt;br /&gt;
    • Detecting forged credentials.&lt;br /&gt;
    • Investigating unauthorized cargo movements.&lt;br /&gt;
    • Analyzing traffic routing anomalies.&lt;br /&gt;
    • Understanding authentication systems.&lt;br /&gt;
    • Establishing secure communications channels.&lt;br /&gt;
    • Exploiting organizational weaknesses in access control.&lt;br /&gt;
Network Security is often used by:&lt;br /&gt;
    • security officers&lt;br /&gt;
    • auditors&lt;br /&gt;
    • investigators&lt;br /&gt;
    • intelligence personnel&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • corporate compliance specialists&lt;br /&gt;
Network Security often answers the question: &amp;quot;Who is allowed to do this?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can operate securely within established procedures.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Understands common security practices and controls.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Professional security specialist.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Expert capable of identifying subtle vulnerabilities, hidden access paths, and complex security failures.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE ON NETWORK VS COMPUTERS&lt;br /&gt;
A useful rule of thumb:&lt;br /&gt;
Computers governs machines.&lt;br /&gt;
Network governs relationships.&lt;br /&gt;
Examples:&lt;br /&gt;
Writing software:&lt;br /&gt;
Computers (Programming); &lt;br /&gt;
Breaking encryption:&lt;br /&gt;
Computers (Security); &lt;br /&gt;
Integrating robot control systems:&lt;br /&gt;
Computers (Robotic Integration); &lt;br /&gt;
Obtaining docking clearance:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Investigating access permissions:&lt;br /&gt;
Network (Security); &lt;br /&gt;
Tracing authority through multiple organizations:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Determining who forged a credential:&lt;br /&gt;
Network (Security).&lt;br /&gt;
&lt;br /&gt;
Many situations involve both skills. When in doubt, ask:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is the challenge primarily technical, or primarily organizational?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
If it is technical, use Computers.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is organizational, use Network.&amp;lt;br&amp;gt;&lt;br /&gt;
If it needs both, it needs both.&lt;br /&gt;
&lt;br /&gt;
==== Persuade ====&lt;br /&gt;
Similar to other 2d6 lineage games, with perhaps an accent on non-corporate settings. Persuade is a more casual and informal than Human Factors(Communications). Among other things, it covers fast talking, bargaining, wheedling, bluffing, bribery and intimidation.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics governs the understanding of power structures, factions, institutions, and influence.&lt;br /&gt;
In 2058, governments remain important, but corporations, labor organizations, AI blocs, infrastructure authorities, and major industrial interests all compete for influence. Politics allows a character to understand who actually holds power and how that power is exercised.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Which faction benefits from a delayed beam corridor? &lt;br /&gt;
    • Why is Earth opposing this proposal? &lt;br /&gt;
    • Which labor organization controls this station? &lt;br /&gt;
    • Which ministry really oversees lunar exports? &lt;br /&gt;
    • How much influence does ATLAS have over this corporation? &lt;br /&gt;
    • Which corporation is funding the protest movement? &lt;br /&gt;
    • Which Martian bloc is likely to support Luna? &lt;br /&gt;
Politics often answers: &amp;quot;Who benefits from this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Recon ===&lt;br /&gt;
Observation, surveillance, anomaly detection, and interpretation of incomplete information. Also picks up the physical side of &amp;quot;Investigate,&amp;quot; the other parts being picked up by Network(protocols) and Network(Security).&lt;br /&gt;
Examples:&lt;br /&gt;
    • Spot an ambush. &lt;br /&gt;
    • Notice that a cargo manifest has been altered. &lt;br /&gt;
    • Identify unusual traffic patterns around a station. &lt;br /&gt;
    • Detect a hidden surveillance drone. &lt;br /&gt;
    • Determine whether a spacecraft&#039;s thermal signature is normal. &lt;br /&gt;
    • Notice a mining operation is concealing production. &lt;br /&gt;
    • Identify an unexpected change in robot behavior. &lt;br /&gt;
    • Interpret imagery from remote sensors. &lt;br /&gt;
Recon often answers: &amp;quot;What doesn&#039;t fit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Robotics ===&lt;br /&gt;
Robotics governs the operation, coordination, maintenance, and management of robotic systems. By 2058 robots perform much of civilization&#039;s physical labor.&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Industrial) ====&lt;br /&gt;
&lt;br /&gt;
Manufacturing and production systems.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Factory automation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo handling. &amp;lt;br&amp;gt;&lt;br /&gt;
• Refinery operations. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Mobile Platforms) ====&lt;br /&gt;
&lt;br /&gt;
Large autonomous machines.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Mining crawlers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo movers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
• Security vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Social) ====&lt;br /&gt;
Human-facing robots.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reception robots. &amp;lt;br&amp;gt;&lt;br /&gt;
• Medical assistants. &amp;lt;br&amp;gt;&lt;br /&gt;
• Educational systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Companion robots. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Swarm) ====&lt;br /&gt;
&lt;br /&gt;
Managing large numbers of small robots.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Mining swarms. &lt;br /&gt;
    • Inspection swarms. &lt;br /&gt;
    • Security swarms. &lt;br /&gt;
    • Construction swarms. &lt;br /&gt;
    • Habitat maintenance. &lt;br /&gt;
    • Life support servicing. &lt;br /&gt;
    • Utility systems. &lt;br /&gt;
    • Infrastructure repair. &lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Knowledge of the physical and operational realities of civilization beyond Earth. This is essentially the professional knowledge of a spacer.&lt;br /&gt;
&lt;br /&gt;
==== Space(Infrastructure) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • beam corridors &lt;br /&gt;
    • orbital traffic &lt;br /&gt;
    • logistics networks &lt;br /&gt;
    • depots &lt;br /&gt;
    • stations &lt;br /&gt;
    • docking systems &lt;br /&gt;
&lt;br /&gt;
==== Space(Navigation) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • transfer windows &lt;br /&gt;
    • orbital mechanics &lt;br /&gt;
    • rendezvous&lt;br /&gt;
    • missile route and interception&lt;br /&gt;
    • burn planning &lt;br /&gt;
    • stationkeeping&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Engineer ===&lt;br /&gt;
&lt;br /&gt;
Spacecraft Engineers maintain, operate, diagnose, and repair the propulsion, power, thermal-control, life-support, and support systems that allow spacecraft to function. While Mechanics repair machines and Industrial Engineers build systems, Spacecraft Engineers keep spacecraft operating under real-world conditions.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Chemical Power Systems) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s chemical power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
managing cryogenic fuels&amp;lt;br&amp;gt;&lt;br /&gt;
diagnosing pump failures&amp;lt;br&amp;gt;&lt;br /&gt;
balancing propellant systems&amp;lt;br&amp;gt;&lt;br /&gt;
repairing feed lines&amp;lt;br&amp;gt;&lt;br /&gt;
restarting engines after faults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Nuclear Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s Nuclear Thermal power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
reactor startup&amp;lt;br&amp;gt;&lt;br /&gt;
fuel element monitoring&amp;lt;br&amp;gt;&lt;br /&gt;
thermal management&amp;lt;br&amp;gt;&lt;br /&gt;
radiation control&amp;lt;br&amp;gt;&lt;br /&gt;
emergency shutdowns&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer (Laser-Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s laser collection power source and chemical drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
beam alignment&amp;lt;br&amp;gt;&lt;br /&gt;
receiver maintenance&amp;lt;br&amp;gt;&lt;br /&gt;
reaction-mass management&amp;lt;br&amp;gt;&lt;br /&gt;
corridor operations&amp;lt;br&amp;gt;&lt;br /&gt;
thermal overload recovery&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Pilot ===&lt;br /&gt;
Operation and control of spacecraft. Spacecraft Pilots manage the practical realities of moving vehicles through space, including docking, rendezvous, traffic control compliance, emergency maneuvering, and recovery from system failures. Modern spacecraft are highly automated, but Pilots are still responsible when automation proves insufficient, unavailable, or incorrect.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Conducting docking operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Performing rendezvous maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Executing emergency burns.&amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering from navigation errors.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing spacecraft traffic conflicts.&amp;lt;br&amp;gt;&lt;br /&gt;
• Taking manual control after automation failures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Piloting damaged spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting surface approaches and departures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing unusual flight situations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Responding to unexpected hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Pilots often answer: &amp;quot;What do we do right now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Chemical) ====&lt;br /&gt;
&lt;br /&gt;
The vast majority of spacecraft use chemical propulsion systems. Chemical Pilots are familiar with orbital shuttles, cargo vehicles, station tenders, landers, HELL-V support craft, and most routine transportation throughout cislunar space.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Orbital transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Station-to-station traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
• Lunar landing operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo delivery missions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surface ascent and descent.&amp;lt;br&amp;gt;&lt;br /&gt;
• Traffic pattern management.&amp;lt;br&amp;gt;&lt;br /&gt;
• Emergency orbital corrections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most professional spacers possess at least Skill-1 in this specialty.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Nuclear Thermal Rockets/Deep Space Vehicles) ====&lt;br /&gt;
Nuclear Thermal vessels are rare, expensive, and typically much larger than ordinary spacecraft. Their missions often involve weeks or months of independent operation far from major support infrastructure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Deep-space navigation.&amp;lt;br&amp;gt;&lt;br /&gt;
• Long-duration mission planning.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing reactor-driven maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating large crews.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting asteroid and planetary transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Handling delayed communications.&amp;lt;br&amp;gt;&lt;br /&gt;
• Operating beyond routine traffic control coverage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These pilots are often considered the captains of the Solar System&#039;s ocean-going vessels.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Tactics ====&lt;br /&gt;
The art of employing spacecraft, sensors, weapons, electronic systems, drones, and maneuver in conflict. Space combat remains a developing discipline in 2058, combining lessons from naval warfare, aerospace operations, cyber conflict, and autonomous systems.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Determining advantageous engagement geometry.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating multiple spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Exploiting sensor limitations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing missile engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
• Defending against drone attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
• Protecting high-value infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning interception operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating electronic warfare assets.&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling escalation during confrontations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Tactics often answers: &amp;quot;How do we gain an advantage?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unlike Spacecraft Pilot, which governs flying a vessel, Spacecraft Tactics governs employing one effectively during conflict.&lt;br /&gt;
&lt;br /&gt;
==== Stealth ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Steward ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Streetwise ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Survival ====&lt;br /&gt;
Similar to other 2d6 lineage games, but also includes planetside navigation.&lt;br /&gt;
&lt;br /&gt;
==== Tactics ====&lt;br /&gt;
Similar to other 2d6 lineage games. However, military tactics in 2158 largely involves remote operations of robots, or deployment of autonomous drones. Hence there can be considerable input from Robotics(swarm), hardening and/or interference from Network(Security), Computers(Robotic Integration), Computers(Security), etc.&lt;br /&gt;
&lt;br /&gt;
=== Vacc Suit ===&lt;br /&gt;
Similar to other 2d6 lineage games, but more detailed.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit governs the operation of pressure suits, EVA systems, personal life support equipment, maneuvering packs, emergency survival procedures, and work conducted in vacuum or hostile environments.&lt;br /&gt;
The skill assumes familiarity with modern 2058 suits, including AI-assisted monitoring, robotic support systems, and integrated life support management.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-0: Basic Qualification&lt;br /&gt;
The character can safely operate a vacc suit under routine conditions.&lt;br /&gt;
Can:&lt;br /&gt;
    • Don and remove a suit.&lt;br /&gt;
    • Conduct routine EVA.&lt;br /&gt;
    • Follow safety procedures.&lt;br /&gt;
    • Monitor suit status displays.&lt;br /&gt;
    • Perform simple work while suited.&lt;br /&gt;
    • Use standard maneuvering systems.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Ordinary spacers&lt;br /&gt;
    • Station workers&lt;br /&gt;
    • Most spacecraft crew&lt;br /&gt;
Failure consequences are usually limited to inefficiency rather than catastrophe.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-1: Professional Operator&lt;br /&gt;
The character regularly works in vacuum.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct construction work.&lt;br /&gt;
    • Perform maintenance activities.&lt;br /&gt;
    • Handle routine emergencies.&lt;br /&gt;
    • Manage suit malfunctions.&lt;br /&gt;
    • Operate in reduced visibility.&lt;br /&gt;
    • Assist injured personnel.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Technicians&lt;br /&gt;
    • Engineers&lt;br /&gt;
    • Construction crews&lt;br /&gt;
    • Inspectors&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-2: Advanced EVA Specialist&lt;br /&gt;
The character is comfortable in difficult EVA environments.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct rescue operations.&lt;br /&gt;
    • Work around damaged spacecraft.&lt;br /&gt;
    • Operate with degraded suit systems.&lt;br /&gt;
    • Perform complex repairs.&lt;br /&gt;
    • Coordinate multiple EVA personnel.&lt;br /&gt;
    • Function effectively in hazardous conditions.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Senior engineers&lt;br /&gt;
    • Rescue specialists&lt;br /&gt;
    • Military EVA personnel&lt;br /&gt;
    • Deep-space workers&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-3: Expert&lt;br /&gt;
The character is recognized as unusually skilled.&lt;br /&gt;
Can:&lt;br /&gt;
    • Improvise life support solutions.&lt;br /&gt;
    • Conduct difficult operations under extreme time pressure.&lt;br /&gt;
    • Manage multiple simultaneous failures.&lt;br /&gt;
    • Operate effectively with partial suit functionality.&lt;br /&gt;
    • Lead large EVA teams.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Mission specialists&lt;br /&gt;
    • Chief EVA instructors&lt;br /&gt;
    • Elite rescue personnel&lt;br /&gt;
Others routinely seek their advice.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-4: Master&lt;br /&gt;
The character is among the best EVA operators known.&lt;br /&gt;
Can:&lt;br /&gt;
    • Accomplish tasks most people consider impossible.&lt;br /&gt;
    • Function calmly during catastrophic failures.&lt;br /&gt;
    • Invent novel procedures.&lt;br /&gt;
    • Keep others alive in situations thought unsurvivable.&lt;br /&gt;
    • Push equipment beyond its intended limits.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Crossing between disabled spacecraft using improvised systems.&lt;br /&gt;
    • Recovering personnel from uncontrolled tumbling vehicles.&lt;br /&gt;
    • Completing critical repairs with minutes of life support remaining.&lt;br /&gt;
Such individuals are rare and often famous within spacer communities.&lt;br /&gt;
&lt;br /&gt;
Automation and Vacc Suits: Modern suits contain extensive automation and monitoring systems. Routine EVA assumes these systems are functioning. When automation, communications, or robotic assistance are unavailable, Vacc Suit skill becomes far more important.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Operations ===&lt;br /&gt;
&lt;br /&gt;
Most vehicles in 2058 are heavily automated.&lt;br /&gt;
Vehicle Operations governs supervision of automation, emergency intervention, and manual control when systems fail.&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Operations(Air) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Supervising aircraft. &lt;br /&gt;
    • Emergency manual flight. &lt;br /&gt;
    • Override procedures. &lt;br /&gt;
    • Recovery from automation failure. &lt;br /&gt;
==== Vehicle Operations(Ground) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Cargo haulers. &lt;br /&gt;
    • Construction vehicles. &lt;br /&gt;
    • Industrial transports. &lt;br /&gt;
    • Emergency manual operation. &lt;br /&gt;
&lt;br /&gt;
Vehicle Operations often answers:&lt;br /&gt;
&amp;quot;What happens when the autopilot stops helping?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Watercraft ====&lt;br /&gt;
Similar to other 2d6 games, but condensed.&lt;br /&gt;
&lt;br /&gt;
=== Zero and Low-G Operations ===&lt;br /&gt;
&lt;br /&gt;
==== Zero and low G Combat ==== &lt;br /&gt;
&lt;br /&gt;
Combat in low G creates significant and non-intuitive modifications. Skill level = 1 is sufficient to remove negative combat modifiers. Little need for this if you have no combat skills.&lt;br /&gt;
&lt;br /&gt;
==== Zero and Low-G Operations ==== &lt;br /&gt;
&lt;br /&gt;
Everything other than combat. Cooking in a non-spin space vessel, for example. Skill level = 0 is sufficient to remove negative modifiers for simple tasks. A must for space travellers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills|Back to Skills Short List]] ** [[Character Creation|Back to Character Creation]] ** [[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Character Creation]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=670</id>
		<title>Annotated Skills</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=670"/>
		<updated>2026-07-26T01:11:52Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Space(Navigation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SKILLS IN MORE DETAIL =&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
The [[Skills|skill list]] reflects the underlying presumptions of the setting. For example, almost all general transportation devices are automated; a character does not need Drive(Wheel) to go to the doctor whether she be in the next town or at L5. Having a point in Vehicles(land-based) means an actual skill gleaned for some reason.&lt;br /&gt;
&lt;br /&gt;
Conversely, AI, Robotics, Space, Electronics, Mining, and Engineering are a big deal in 2158, thus explored in more detail.&lt;br /&gt;
&lt;br /&gt;
You may note some overlap in the skills. This is by design and creates both redundancy and different approaches to the same problem. Consider AI, Robotics, Computers, and Networking; all require hardware, networking, and security. &lt;br /&gt;
&lt;br /&gt;
Language is hand-waved but should be added in as desired.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence is a pervasive layer of civilization in 2058. Transportation networks, logistics systems, industrial facilities, communications, and government institutions all rely heavily on AI oversight. AI skills allow characters to understand, predict, and influence these systems. &lt;br /&gt;
&lt;br /&gt;
Skills inherited from prior versions are not explained on this page, but are easily found elsewhere.&lt;br /&gt;
&lt;br /&gt;
The two &#039;write-in&#039; skills are &amp;quot;Profession or Job&amp;quot; and &amp;quot;Academics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The [[Skills|short skill list page]] omits the parent skill, but they are still grouped and the player has a 0 level in the sibling skills. So, for example, if a player has Computers(Programming)-1 he also has Computers(Security)-0.&lt;br /&gt;
&lt;br /&gt;
==The Skills ==&lt;br /&gt;
&lt;br /&gt;
===== Administrate =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Advocate ===== &lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Knowledge of a particular AI bloc. Specialties include the four major AI&#039;s, and all the smaller ones as a unit.&lt;br /&gt;
&lt;br /&gt;
===== AI([[HELIX]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[ATLAS]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[LUNE]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[TERRA]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[SOLIPS]]) =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General knowledge of AI history, behavior, treaties, motivations, and interaction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
• What does ATLAS generally care about?&amp;lt;br&amp;gt;&lt;br /&gt;
• What hidden assumptions is this SOLIPS using?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why is TERRA flagging this route?&amp;lt;br&amp;gt;&lt;br /&gt;
• How will LUNE react to a beam-corridor disruption?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which Atlas subsystem likely made this decision?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which AI is most likely to intervene here?&amp;lt;br&amp;gt;&lt;br /&gt;
• What happened during the Zurich AI Arbitration?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why would an AI object to this proposal?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I convince HELIX this plan improves social stability?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I persuade ATLAS to prioritize our cargo?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I frame this request so TERRA sees it as beneficial?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I obtain assistance without triggering intervention?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quantitatively:&lt;br /&gt;
&lt;br /&gt;
*Skill-0: Knows the major AI blocs, their basic functions, and standard interaction protocols.&lt;br /&gt;
&lt;br /&gt;
*Skill-1: Professional familiarity. Can routinely communicate with AI systems, anticipate common responses, and make effective requests through established channels.&lt;br /&gt;
&lt;br /&gt;
*Skill-2: Recognized specialist. Understands AI priorities well enough to predict reactions, negotiate effectively, and obtain cooperation that less experienced operators would miss.&lt;br /&gt;
&lt;br /&gt;
*Skill-3: Leading expert. Can identify subtle motivations, exploit opportunities for alignment, and influence decisions in complex or unusual circumstances.&lt;br /&gt;
&lt;br /&gt;
*Skill-4+: International authority. Frequently consulted regarding AI behavior, policy, negotiations, or disputes. May personally know key human representatives, architects, or historical decision-makers associated with one or more AI blocs.&lt;br /&gt;
&lt;br /&gt;
===== Art =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Athletics =====&lt;br /&gt;
Similar to other 2d6 lineage games, but not broken down into categories.&lt;br /&gt;
&lt;br /&gt;
===== Broker =====&lt;br /&gt;
Similar to other 2d6 lineage games. The affect of AI and the ability to accurately estimate shipping costs cause a modest shift towards commodities as opposed to differentiated markets, but this does not make the job easier.&lt;br /&gt;
&lt;br /&gt;
===== Carouse =====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
=== COMPUTERS ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computers governs software, digital systems, automation, and machine logic. Unlike Network, which focuses on institutions and permissions, Computers focuses on the machines themselves.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Programming) =====&lt;br /&gt;
&lt;br /&gt;
Creation and modification of software.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Writing automation routines. &lt;br /&gt;
    • Modifying AI interfaces. &lt;br /&gt;
    • Creating diagnostic tools. &lt;br /&gt;
    • Repairing damaged software. &lt;br /&gt;
    • Developing control systems.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Robotic Integration) =====&lt;br /&gt;
The connection between software and robotic systems.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Integrating a mining swarm. &lt;br /&gt;
    • Linking industrial robots to factory systems. &lt;br /&gt;
    • Synchronizing spacecraft maintenance robots. &lt;br /&gt;
    • Diagnosing robot communication failures. &lt;br /&gt;
    • Configuring autonomous vehicle fleets.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Security) =====&lt;br /&gt;
Deep technical security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Breaking encryption. &lt;br /&gt;
    • Discovering software vulnerabilities. &lt;br /&gt;
    • Reverse engineering malware. &lt;br /&gt;
    • Penetrating hardened systems. &lt;br /&gt;
    • Auditing critical code. &lt;br /&gt;
&lt;br /&gt;
===== Deception =====&lt;br /&gt;
Compared to 2d6 lineage games, this adds the use of criminal/illegal software, hardware, or robotics. Note that in order to use this skill effectively in the electronic arenas, you need to be skilled in those other areas already.&lt;br /&gt;
&lt;br /&gt;
=== ELECTRONICS ===&lt;br /&gt;
Electronics governs the operation, maintenance, troubleshooting, and physical implementation of electronic systems. Many electronic systems are highly automated, but failures still occur. Electronics specialists keep civilization functioning when automation begins to break down.&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Field Engineer) =====&lt;br /&gt;
Practical repair and implementation.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Replacing damaged hardware.&amp;lt;br&amp;gt;&lt;br /&gt;
• Repairing communications equipment. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring power systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Fabricating temporary solutions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing physical faults.&amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring backups. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering crashed systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restarting habitat control systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing AI support hardware. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing computer failures. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maintaining station operations centers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Sensors &amp;amp; Remote Operations) =====&lt;br /&gt;
Using sensors and operating systems through robotic intermediaries.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling inspection drones. &amp;lt;br&amp;gt;&lt;br /&gt;
• Operating mining robots with communication delays. &amp;lt;br&amp;gt;&lt;br /&gt;
• Interpreting sensor data. &amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting telepresence operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surveying damaged spacecraft remotely. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Engineer, Industrial ===&lt;br /&gt;
&lt;br /&gt;
Factories, production lines, manufacturing systems, heavy machinery, and industrial processes. Structures, habitats, buildings, tunnels, pressure vessels, infrastructure, and construction. Includes design of everything from coffee mugs to Orbitals. A Level 4 Industrial or Civil Engineer often becomes a Systems Engineer, i.e., the boss.&lt;br /&gt;
&lt;br /&gt;
Note there is a different skill dedicated to Spacecraft Engineers.&lt;br /&gt;
&lt;br /&gt;
==== Gambler ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gun Combat ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gunner ====&lt;br /&gt;
Operation of any ship-mounted weaponry (includes rockets and missiles used as weapons).&lt;br /&gt;
&lt;br /&gt;
==== Heavy Weapons ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Human Factors ===&lt;br /&gt;
&lt;br /&gt;
Human Factors governs the interaction between people, environments, organizations, and performance. In a civilization where machines perform most routine labor, human limitations often become the critical factor.&lt;br /&gt;
&lt;br /&gt;
==== Communications ====&lt;br /&gt;
&lt;br /&gt;
Motivation, persuasion, diplomacy, morale, and interpersonal coordination.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Resolving crew conflicts. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving morale. &amp;lt;br&amp;gt;&lt;br /&gt;
• Negotiating between factions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Motivating exhausted workers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Delivering effective briefings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often can step in for what is called &amp;quot;Leadership.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Understanding how physical conditions affect human performance.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Designing effective work schedules. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing fatigue. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying environmental stressors. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating habitability. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving workspace efficiency. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
==== Medic ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Similar to other 2d6 lineage games. Slightly condensed.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Unarmed) ====&lt;br /&gt;
Will use Mongoose Traveller&#039;s fun rules.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Weapon) ====&lt;br /&gt;
Using non-ranged weapons in combat.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is one of the foundational industries of the Solar System.&lt;br /&gt;
Water, metals, rare earth elements, volatiles, and industrial materials are all extracted from planetary bodies, moons, and asteroids.&lt;br /&gt;
&lt;br /&gt;
==== Mining(Prospecting) ====&lt;br /&gt;
Finding resources.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Locating water ice. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating ore deposits. &amp;lt;br&amp;gt;&lt;br /&gt;
• Assessing asteroid composition. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying economically viable claims. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Extraction) ====&lt;br /&gt;
&lt;br /&gt;
Recovering resources.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning excavation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing explosive extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maximizing production. &amp;lt;br&amp;gt;&lt;br /&gt;
• Avoiding geological hazards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Robotic) ====&lt;br /&gt;
Operating automated mining systems. This is such an important process it has its own category.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Supervising mining swarms. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing autonomous excavators. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering failed mining operations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Optimizing robotic extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NETWORK ===&lt;br /&gt;
Network governs the interconnected communications, permissions, identity, routing, and control systems that bind together modern civilization.&lt;br /&gt;
In 2058, almost every significant activity relies on network infrastructure. Spacecraft traffic, cargo routing, station access, robot authentication, financial transactions, AI interaction, and legal permissions all depend upon the network. Thus, like with Vacc Suit, we will actually drill down into skill levels.&lt;br /&gt;
Unlike Computers, which focuses on individual machines and software, Network focuses on the relationships between systems.&lt;br /&gt;
A character with Network understands how complex organizations, infrastructures, and authorities communicate and grant authority.&lt;br /&gt;
Network is commonly used by:&lt;br /&gt;
    • traffic controllers&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • logistics specialists&lt;br /&gt;
    • security analysts&lt;br /&gt;
    • communications officers&lt;br /&gt;
    • corporate investigators&lt;br /&gt;
    • government officials&lt;br /&gt;
    • experienced spacers&lt;br /&gt;
&lt;br /&gt;
==== NETWORK (PROTOCOLS) ====&lt;br /&gt;
Protocols combines many of the functions performed by Communications and Administration skills in older games. &lt;br /&gt;
It represents knowledge of procedures, workflows, permissions, regulations, standards, and institutional behavior.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Requesting emergency docking clearance.&lt;br /&gt;
    • Filing a cargo exception.&lt;br /&gt;
    • Understanding station traffic procedures.&lt;br /&gt;
    • Navigating corporate approval chains.&lt;br /&gt;
    • Determining which office controls a permit.&lt;br /&gt;
    • Identifying which AI subsystem should receive a request.&lt;br /&gt;
    • Understanding beam corridor operating procedures.&lt;br /&gt;
    • Locating the correct authority during an emergency.&lt;br /&gt;
    • Determining how cargo should legally move between jurisdictions.&lt;br /&gt;
Protocols often answers the question:&lt;br /&gt;
&amp;quot;How is this supposed to work?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can navigate routine procedures and use standard systems.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Familiar with a profession&#039;s normal workflows.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Can efficiently navigate complex organizations.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Can find solutions and shortcuts that most people never discover.&lt;br /&gt;
&lt;br /&gt;
==== NETWORK(SECURITY) ====&lt;br /&gt;
Security governs the protection, control, and exploitation of networked systems.&lt;br /&gt;
Unlike Computers (Security), which focuses on software, operating systems, and deep technical vulnerabilities, Network (Security) focuses on identity, permissions, trust relationships, authentication, and operational security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Identifying suspicious network activity.&lt;br /&gt;
    • Determining who has access to a system.&lt;br /&gt;
    • Tracing permission chains.&lt;br /&gt;
    • Auditing station access records.&lt;br /&gt;
    • Detecting forged credentials.&lt;br /&gt;
    • Investigating unauthorized cargo movements.&lt;br /&gt;
    • Analyzing traffic routing anomalies.&lt;br /&gt;
    • Understanding authentication systems.&lt;br /&gt;
    • Establishing secure communications channels.&lt;br /&gt;
    • Exploiting organizational weaknesses in access control.&lt;br /&gt;
Network Security is often used by:&lt;br /&gt;
    • security officers&lt;br /&gt;
    • auditors&lt;br /&gt;
    • investigators&lt;br /&gt;
    • intelligence personnel&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • corporate compliance specialists&lt;br /&gt;
Network Security often answers the question: &amp;quot;Who is allowed to do this?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can operate securely within established procedures.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Understands common security practices and controls.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Professional security specialist.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Expert capable of identifying subtle vulnerabilities, hidden access paths, and complex security failures.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE ON NETWORK VS COMPUTERS&lt;br /&gt;
A useful rule of thumb:&lt;br /&gt;
Computers governs machines.&lt;br /&gt;
Network governs relationships.&lt;br /&gt;
Examples:&lt;br /&gt;
Writing software:&lt;br /&gt;
Computers (Programming); &lt;br /&gt;
Breaking encryption:&lt;br /&gt;
Computers (Security); &lt;br /&gt;
Integrating robot control systems:&lt;br /&gt;
Computers (Robotic Integration); &lt;br /&gt;
Obtaining docking clearance:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Investigating access permissions:&lt;br /&gt;
Network (Security); &lt;br /&gt;
Tracing authority through multiple organizations:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Determining who forged a credential:&lt;br /&gt;
Network (Security).&lt;br /&gt;
&lt;br /&gt;
Many situations involve both skills. When in doubt, ask:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is the challenge primarily technical, or primarily organizational?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
If it is technical, use Computers.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is organizational, use Network.&amp;lt;br&amp;gt;&lt;br /&gt;
If it needs both, it needs both.&lt;br /&gt;
&lt;br /&gt;
==== Persuade ====&lt;br /&gt;
Similar to other 2d6 lineage games, with perhaps an accent on non-corporate settings. Persuade is a more casual and informal than Human Factors(Communications). Among other things, it covers fast talking, bargaining, wheedling, bluffing, bribery and intimidation.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics governs the understanding of power structures, factions, institutions, and influence.&lt;br /&gt;
In 2058, governments remain important, but corporations, labor organizations, AI blocs, infrastructure authorities, and major industrial interests all compete for influence. Politics allows a character to understand who actually holds power and how that power is exercised.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Which faction benefits from a delayed beam corridor? &lt;br /&gt;
    • Why is Earth opposing this proposal? &lt;br /&gt;
    • Which labor organization controls this station? &lt;br /&gt;
    • Which ministry really oversees lunar exports? &lt;br /&gt;
    • How much influence does ATLAS have over this corporation? &lt;br /&gt;
    • Which corporation is funding the protest movement? &lt;br /&gt;
    • Which Martian bloc is likely to support Luna? &lt;br /&gt;
Politics often answers: &amp;quot;Who benefits from this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Recon ===&lt;br /&gt;
Observation, surveillance, anomaly detection, and interpretation of incomplete information. Also picks up the physical side of &amp;quot;Investigate,&amp;quot; the other parts being picked up by Network(protocols) and Network(Security).&lt;br /&gt;
Examples:&lt;br /&gt;
    • Spot an ambush. &lt;br /&gt;
    • Notice that a cargo manifest has been altered. &lt;br /&gt;
    • Identify unusual traffic patterns around a station. &lt;br /&gt;
    • Detect a hidden surveillance drone. &lt;br /&gt;
    • Determine whether a spacecraft&#039;s thermal signature is normal. &lt;br /&gt;
    • Notice a mining operation is concealing production. &lt;br /&gt;
    • Identify an unexpected change in robot behavior. &lt;br /&gt;
    • Interpret imagery from remote sensors. &lt;br /&gt;
Recon often answers: &amp;quot;What doesn&#039;t fit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Robotics ===&lt;br /&gt;
Robotics governs the operation, coordination, maintenance, and management of robotic systems. By 2058 robots perform much of civilization&#039;s physical labor.&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Industrial) ====&lt;br /&gt;
&lt;br /&gt;
Manufacturing and production systems.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Factory automation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo handling. &amp;lt;br&amp;gt;&lt;br /&gt;
• Refinery operations. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Mobile Platforms) ====&lt;br /&gt;
&lt;br /&gt;
Large autonomous machines.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Mining crawlers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo movers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
• Security vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Social) ====&lt;br /&gt;
Human-facing robots.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reception robots. &amp;lt;br&amp;gt;&lt;br /&gt;
• Medical assistants. &amp;lt;br&amp;gt;&lt;br /&gt;
• Educational systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Companion robots. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Swarm) ====&lt;br /&gt;
&lt;br /&gt;
Managing large numbers of small robots.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Mining swarms. &lt;br /&gt;
    • Inspection swarms. &lt;br /&gt;
    • Security swarms. &lt;br /&gt;
    • Construction swarms. &lt;br /&gt;
    • Habitat maintenance. &lt;br /&gt;
    • Life support servicing. &lt;br /&gt;
    • Utility systems. &lt;br /&gt;
    • Infrastructure repair. &lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Knowledge of the physical and operational realities of civilization beyond Earth. This is essentially the professional knowledge of a spacer.&lt;br /&gt;
&lt;br /&gt;
==== Space(Infrastructure) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • beam corridors &lt;br /&gt;
    • orbital traffic &lt;br /&gt;
    • logistics networks &lt;br /&gt;
    • depots &lt;br /&gt;
    • stations &lt;br /&gt;
    • docking systems &lt;br /&gt;
&lt;br /&gt;
==== Space(Navigation) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • transfer windows &lt;br /&gt;
    • orbital mechanics &lt;br /&gt;
    • rendezvous&lt;br /&gt;
    • missile route and interception&lt;br /&gt;
    • burn planning &lt;br /&gt;
    • stationkeeping&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Engineer ===&lt;br /&gt;
&lt;br /&gt;
Spacecraft Engineers maintain, operate, diagnose, and repair the propulsion, power, thermal-control, life-support, and support systems that allow spacecraft to function. While Mechanics repair machines and Industrial Engineers build systems, Spacecraft Engineers keep spacecraft operating under real-world conditions.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Chemical Power Systems) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s chemical power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
managing cryogenic fuels&amp;lt;br&amp;gt;&lt;br /&gt;
diagnosing pump failures&amp;lt;br&amp;gt;&lt;br /&gt;
balancing propellant systems&amp;lt;br&amp;gt;&lt;br /&gt;
repairing feed lines&amp;lt;br&amp;gt;&lt;br /&gt;
restarting engines after faults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Nuclear Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s Nuclear Thermal power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
reactor startup&amp;lt;br&amp;gt;&lt;br /&gt;
fuel element monitoring&amp;lt;br&amp;gt;&lt;br /&gt;
thermal management&amp;lt;br&amp;gt;&lt;br /&gt;
radiation control&amp;lt;br&amp;gt;&lt;br /&gt;
emergency shutdowns&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer (Laser-Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s laser collection power source and chemical drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
beam alignment&amp;lt;br&amp;gt;&lt;br /&gt;
receiver maintenance&amp;lt;br&amp;gt;&lt;br /&gt;
reaction-mass management&amp;lt;br&amp;gt;&lt;br /&gt;
corridor operations&amp;lt;br&amp;gt;&lt;br /&gt;
thermal overload recovery&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Pilot ===&lt;br /&gt;
Operation and control of spacecraft. Spacecraft Pilots manage the practical realities of moving vehicles through space, including docking, rendezvous, traffic control compliance, emergency maneuvering, and recovery from system failures. Modern spacecraft are highly automated, but Pilots are still responsible when automation proves insufficient, unavailable, or incorrect.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Conducting docking operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Performing rendezvous maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Executing emergency burns.&amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering from navigation errors.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing spacecraft traffic conflicts.&amp;lt;br&amp;gt;&lt;br /&gt;
• Taking manual control after automation failures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Piloting damaged spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting surface approaches and departures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing unusual flight situations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Responding to unexpected hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Pilots often answer: &amp;quot;What do we do right now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Chemical) ====&lt;br /&gt;
&lt;br /&gt;
The vast majority of spacecraft use chemical propulsion systems. Chemical Pilots are familiar with orbital shuttles, cargo vehicles, station tenders, landers, HELL-V support craft, and most routine transportation throughout cislunar space.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Orbital transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Station-to-station traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
• Lunar landing operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo delivery missions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surface ascent and descent.&amp;lt;br&amp;gt;&lt;br /&gt;
• Traffic pattern management.&amp;lt;br&amp;gt;&lt;br /&gt;
• Emergency orbital corrections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most professional spacers possess at least Skill-1 in this specialty.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Nuclear Thermal Rockets/Deep Space Vehicles) ====&lt;br /&gt;
Nuclear Thermal vessels are rare, expensive, and typically much larger than ordinary spacecraft. Their missions often involve weeks or months of independent operation far from major support infrastructure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Deep-space navigation.&amp;lt;br&amp;gt;&lt;br /&gt;
• Long-duration mission planning.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing reactor-driven maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating large crews.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting asteroid and planetary transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Handling delayed communications.&amp;lt;br&amp;gt;&lt;br /&gt;
• Operating beyond routine traffic control coverage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These pilots are often considered the captains of the Solar System&#039;s ocean-going vessels.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Tactics ====&lt;br /&gt;
The art of employing spacecraft, sensors, weapons, electronic systems, drones, and maneuver in conflict. Space combat remains a developing discipline in 2058, combining lessons from naval warfare, aerospace operations, cyber conflict, and autonomous systems.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Determining advantageous engagement geometry.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating multiple spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Exploiting sensor limitations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing missile engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
• Defending against drone attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
• Protecting high-value infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning interception operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating electronic warfare assets.&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling escalation during confrontations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Tactics often answers: &amp;quot;How do we gain an advantage?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unlike Spacecraft Pilot, which governs flying a vessel, Spacecraft Tactics governs employing one effectively during conflict.&lt;br /&gt;
&lt;br /&gt;
==== Stealth ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Steward ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Streetwise ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Survival ====&lt;br /&gt;
Similar to other 2d6 lineage games, but also includes planetside navigation.&lt;br /&gt;
&lt;br /&gt;
==== Tactics ====&lt;br /&gt;
Similar to other 2d6 lineage games. However, military tactics in 2158 largely involves remote operations of robots, or deployment of autonomous drones. Hence there can be considerable input from Robotics(swarm), hardening and/or interference from Network(Security), Computers(Robotic Integration), Computers(Security), etc.&lt;br /&gt;
&lt;br /&gt;
=== Vacc Suit ===&lt;br /&gt;
Similar to other 2d6 lineage games, but more detailed.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit governs the operation of pressure suits, EVA systems, personal life support equipment, maneuvering packs, emergency survival procedures, and work conducted in vacuum or hostile environments.&lt;br /&gt;
The skill assumes familiarity with modern 2058 suits, including AI-assisted monitoring, robotic support systems, and integrated life support management.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-0: Basic Qualification&lt;br /&gt;
The character can safely operate a vacc suit under routine conditions.&lt;br /&gt;
Can:&lt;br /&gt;
    • Don and remove a suit.&lt;br /&gt;
    • Conduct routine EVA.&lt;br /&gt;
    • Follow safety procedures.&lt;br /&gt;
    • Monitor suit status displays.&lt;br /&gt;
    • Perform simple work while suited.&lt;br /&gt;
    • Use standard maneuvering systems.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Ordinary spacers&lt;br /&gt;
    • Station workers&lt;br /&gt;
    • Most spacecraft crew&lt;br /&gt;
Failure consequences are usually limited to inefficiency rather than catastrophe.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-1: Professional Operator&lt;br /&gt;
The character regularly works in vacuum.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct construction work.&lt;br /&gt;
    • Perform maintenance activities.&lt;br /&gt;
    • Handle routine emergencies.&lt;br /&gt;
    • Manage suit malfunctions.&lt;br /&gt;
    • Operate in reduced visibility.&lt;br /&gt;
    • Assist injured personnel.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Technicians&lt;br /&gt;
    • Engineers&lt;br /&gt;
    • Construction crews&lt;br /&gt;
    • Inspectors&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-2: Advanced EVA Specialist&lt;br /&gt;
The character is comfortable in difficult EVA environments.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct rescue operations.&lt;br /&gt;
    • Work around damaged spacecraft.&lt;br /&gt;
    • Operate with degraded suit systems.&lt;br /&gt;
    • Perform complex repairs.&lt;br /&gt;
    • Coordinate multiple EVA personnel.&lt;br /&gt;
    • Function effectively in hazardous conditions.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Senior engineers&lt;br /&gt;
    • Rescue specialists&lt;br /&gt;
    • Military EVA personnel&lt;br /&gt;
    • Deep-space workers&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-3: Expert&lt;br /&gt;
The character is recognized as unusually skilled.&lt;br /&gt;
Can:&lt;br /&gt;
    • Improvise life support solutions.&lt;br /&gt;
    • Conduct difficult operations under extreme time pressure.&lt;br /&gt;
    • Manage multiple simultaneous failures.&lt;br /&gt;
    • Operate effectively with partial suit functionality.&lt;br /&gt;
    • Lead large EVA teams.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Mission specialists&lt;br /&gt;
    • Chief EVA instructors&lt;br /&gt;
    • Elite rescue personnel&lt;br /&gt;
Others routinely seek their advice.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-4: Master&lt;br /&gt;
The character is among the best EVA operators known.&lt;br /&gt;
Can:&lt;br /&gt;
    • Accomplish tasks most people consider impossible.&lt;br /&gt;
    • Function calmly during catastrophic failures.&lt;br /&gt;
    • Invent novel procedures.&lt;br /&gt;
    • Keep others alive in situations thought unsurvivable.&lt;br /&gt;
    • Push equipment beyond its intended limits.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Crossing between disabled spacecraft using improvised systems.&lt;br /&gt;
    • Recovering personnel from uncontrolled tumbling vehicles.&lt;br /&gt;
    • Completing critical repairs with minutes of life support remaining.&lt;br /&gt;
Such individuals are rare and often famous within spacer communities.&lt;br /&gt;
&lt;br /&gt;
Automation and Vacc Suits: Modern suits contain extensive automation and monitoring systems. Routine EVA assumes these systems are functioning. When automation, communications, or robotic assistance are unavailable, Vacc Suit skill becomes far more important.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Operations ===&lt;br /&gt;
&lt;br /&gt;
Most vehicles in 2058 are heavily automated.&lt;br /&gt;
Vehicle Operations governs supervision of automation, emergency intervention, and manual control when systems fail.&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Operations(Air) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Supervising aircraft. &lt;br /&gt;
    • Emergency manual flight. &lt;br /&gt;
    • Override procedures. &lt;br /&gt;
    • Recovery from automation failure. &lt;br /&gt;
==== Vehicle Operations(Ground) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Cargo haulers. &lt;br /&gt;
    • Construction vehicles. &lt;br /&gt;
    • Industrial transports. &lt;br /&gt;
    • Emergency manual operation. &lt;br /&gt;
&lt;br /&gt;
Vehicle Operations often answers:&lt;br /&gt;
&amp;quot;What happens when the autopilot stops helping?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Watercraft ====&lt;br /&gt;
Similar to other 2d6 games, but condensed.&lt;br /&gt;
&lt;br /&gt;
=== Zero and Low-G Operations ===&lt;br /&gt;
&lt;br /&gt;
==== Zero and low G Combat ==== &lt;br /&gt;
&lt;br /&gt;
Combat in low G creates significant and non-intuitive modifications. Skill level = 1 is sufficient to remove negative combat modifiers. Little need for this if you have no combat skills.&lt;br /&gt;
&lt;br /&gt;
==== Zero and Low-G Operations ==== &lt;br /&gt;
&lt;br /&gt;
Everything other than combat. Cooking in a non-spin space vessel, for example. Skill level = 0 is sufficient to remove negative modifiers for simple tasks. A must for space travellers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills|Back to Skills Short List]] ** [[Character Creation|Back to Character Creation]] ** [[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Character Creation]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=669</id>
		<title>Annotated Skills</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Annotated_Skills&amp;diff=669"/>
		<updated>2026-07-26T01:07:42Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Deception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SKILLS IN MORE DETAIL =&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
The [[Skills|skill list]] reflects the underlying presumptions of the setting. For example, almost all general transportation devices are automated; a character does not need Drive(Wheel) to go to the doctor whether she be in the next town or at L5. Having a point in Vehicles(land-based) means an actual skill gleaned for some reason.&lt;br /&gt;
&lt;br /&gt;
Conversely, AI, Robotics, Space, Electronics, Mining, and Engineering are a big deal in 2158, thus explored in more detail.&lt;br /&gt;
&lt;br /&gt;
You may note some overlap in the skills. This is by design and creates both redundancy and different approaches to the same problem. Consider AI, Robotics, Computers, and Networking; all require hardware, networking, and security. &lt;br /&gt;
&lt;br /&gt;
Language is hand-waved but should be added in as desired.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence is a pervasive layer of civilization in 2058. Transportation networks, logistics systems, industrial facilities, communications, and government institutions all rely heavily on AI oversight. AI skills allow characters to understand, predict, and influence these systems. &lt;br /&gt;
&lt;br /&gt;
Skills inherited from prior versions are not explained on this page, but are easily found elsewhere.&lt;br /&gt;
&lt;br /&gt;
The two &#039;write-in&#039; skills are &amp;quot;Profession or Job&amp;quot; and &amp;quot;Academics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The [[Skills|short skill list page]] omits the parent skill, but they are still grouped and the player has a 0 level in the sibling skills. So, for example, if a player has Computers(Programming)-1 he also has Computers(Security)-0.&lt;br /&gt;
&lt;br /&gt;
==The Skills ==&lt;br /&gt;
&lt;br /&gt;
===== Administrate =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Advocate ===== &lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Knowledge of a particular AI bloc. Specialties include the four major AI&#039;s, and all the smaller ones as a unit.&lt;br /&gt;
&lt;br /&gt;
===== AI([[HELIX]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[ATLAS]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[LUNE]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[TERRA]]) =====&lt;br /&gt;
&lt;br /&gt;
===== AI([[SOLIPS]]) =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General knowledge of AI history, behavior, treaties, motivations, and interaction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
• What does ATLAS generally care about?&amp;lt;br&amp;gt;&lt;br /&gt;
• What hidden assumptions is this SOLIPS using?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why is TERRA flagging this route?&amp;lt;br&amp;gt;&lt;br /&gt;
• How will LUNE react to a beam-corridor disruption?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which Atlas subsystem likely made this decision?&amp;lt;br&amp;gt;&lt;br /&gt;
• Which AI is most likely to intervene here?&amp;lt;br&amp;gt;&lt;br /&gt;
• What happened during the Zurich AI Arbitration?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why would an AI object to this proposal?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I convince HELIX this plan improves social stability?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I persuade ATLAS to prioritize our cargo?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I frame this request so TERRA sees it as beneficial?&amp;lt;br&amp;gt;&lt;br /&gt;
• Can I obtain assistance without triggering intervention?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quantitatively:&lt;br /&gt;
&lt;br /&gt;
*Skill-0: Knows the major AI blocs, their basic functions, and standard interaction protocols.&lt;br /&gt;
&lt;br /&gt;
*Skill-1: Professional familiarity. Can routinely communicate with AI systems, anticipate common responses, and make effective requests through established channels.&lt;br /&gt;
&lt;br /&gt;
*Skill-2: Recognized specialist. Understands AI priorities well enough to predict reactions, negotiate effectively, and obtain cooperation that less experienced operators would miss.&lt;br /&gt;
&lt;br /&gt;
*Skill-3: Leading expert. Can identify subtle motivations, exploit opportunities for alignment, and influence decisions in complex or unusual circumstances.&lt;br /&gt;
&lt;br /&gt;
*Skill-4+: International authority. Frequently consulted regarding AI behavior, policy, negotiations, or disputes. May personally know key human representatives, architects, or historical decision-makers associated with one or more AI blocs.&lt;br /&gt;
&lt;br /&gt;
===== Art =====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
===== Athletics =====&lt;br /&gt;
Similar to other 2d6 lineage games, but not broken down into categories.&lt;br /&gt;
&lt;br /&gt;
===== Broker =====&lt;br /&gt;
Similar to other 2d6 lineage games. The affect of AI and the ability to accurately estimate shipping costs cause a modest shift towards commodities as opposed to differentiated markets, but this does not make the job easier.&lt;br /&gt;
&lt;br /&gt;
===== Carouse =====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
=== COMPUTERS ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Computers governs software, digital systems, automation, and machine logic. Unlike Network, which focuses on institutions and permissions, Computers focuses on the machines themselves.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Programming) =====&lt;br /&gt;
&lt;br /&gt;
Creation and modification of software.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Writing automation routines. &lt;br /&gt;
    • Modifying AI interfaces. &lt;br /&gt;
    • Creating diagnostic tools. &lt;br /&gt;
    • Repairing damaged software. &lt;br /&gt;
    • Developing control systems.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Robotic Integration) =====&lt;br /&gt;
The connection between software and robotic systems.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Integrating a mining swarm. &lt;br /&gt;
    • Linking industrial robots to factory systems. &lt;br /&gt;
    • Synchronizing spacecraft maintenance robots. &lt;br /&gt;
    • Diagnosing robot communication failures. &lt;br /&gt;
    • Configuring autonomous vehicle fleets.&lt;br /&gt;
&lt;br /&gt;
===== Computers(Security) =====&lt;br /&gt;
Deep technical security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Breaking encryption. &lt;br /&gt;
    • Discovering software vulnerabilities. &lt;br /&gt;
    • Reverse engineering malware. &lt;br /&gt;
    • Penetrating hardened systems. &lt;br /&gt;
    • Auditing critical code. &lt;br /&gt;
&lt;br /&gt;
===== Deception =====&lt;br /&gt;
Compared to 2d6 lineage games, this adds the use of criminal/illegal software, hardware, or robotics. Note that in order to use this skill effectively in the electronic arenas, you need to be skilled in those other areas already.&lt;br /&gt;
&lt;br /&gt;
=== ELECTRONICS ===&lt;br /&gt;
Electronics governs the operation, maintenance, troubleshooting, and physical implementation of electronic systems. Many electronic systems are highly automated, but failures still occur. Electronics specialists keep civilization functioning when automation begins to break down.&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Field Engineer) =====&lt;br /&gt;
Practical repair and implementation.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Replacing damaged hardware.&amp;lt;br&amp;gt;&lt;br /&gt;
• Repairing communications equipment. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring power systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Fabricating temporary solutions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing physical faults.&amp;lt;br&amp;gt;&lt;br /&gt;
• Restoring backups. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering crashed systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Restarting habitat control systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing AI support hardware. &amp;lt;br&amp;gt;&lt;br /&gt;
• Diagnosing computer failures. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maintaining station operations centers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Electronics(Sensors &amp;amp; Remote Operations) =====&lt;br /&gt;
Using sensors and operating systems through robotic intermediaries.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling inspection drones. &amp;lt;br&amp;gt;&lt;br /&gt;
• Operating mining robots with communication delays. &amp;lt;br&amp;gt;&lt;br /&gt;
• Interpreting sensor data. &amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting telepresence operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surveying damaged spacecraft remotely. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Engineer, Industrial ===&lt;br /&gt;
&lt;br /&gt;
Factories, production lines, manufacturing systems, heavy machinery, and industrial processes. Structures, habitats, buildings, tunnels, pressure vessels, infrastructure, and construction. Includes design of everything from coffee mugs to Orbitals. A Level 4 Industrial or Civil Engineer often becomes a Systems Engineer, i.e., the boss.&lt;br /&gt;
&lt;br /&gt;
Note there is a different skill dedicated to Spacecraft Engineers.&lt;br /&gt;
&lt;br /&gt;
==== Gambler ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gun Combat ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Gunner ====&lt;br /&gt;
Operation of any ship-mounted weaponry (includes rockets and missiles used as weapons).&lt;br /&gt;
&lt;br /&gt;
==== Heavy Weapons ====&lt;br /&gt;
Covers all types; condensed compared to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Human Factors ===&lt;br /&gt;
&lt;br /&gt;
Human Factors governs the interaction between people, environments, organizations, and performance. In a civilization where machines perform most routine labor, human limitations often become the critical factor.&lt;br /&gt;
&lt;br /&gt;
==== Communications ====&lt;br /&gt;
&lt;br /&gt;
Motivation, persuasion, diplomacy, morale, and interpersonal coordination.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Resolving crew conflicts. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving morale. &amp;lt;br&amp;gt;&lt;br /&gt;
• Negotiating between factions. &amp;lt;br&amp;gt;&lt;br /&gt;
• Motivating exhausted workers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Delivering effective briefings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often can step in for what is called &amp;quot;Leadership.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Understanding how physical conditions affect human performance.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Designing effective work schedules. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing fatigue. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying environmental stressors. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating habitability. &amp;lt;br&amp;gt;&lt;br /&gt;
• Improving workspace efficiency. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
Similar to other 2d6 lineage games. This one never changes.&lt;br /&gt;
&lt;br /&gt;
==== Medic ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Similar to other 2d6 lineage games. Slightly condensed.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Unarmed) ====&lt;br /&gt;
Will use Mongoose Traveller&#039;s fun rules.&lt;br /&gt;
&lt;br /&gt;
==== Melee(Weapon) ====&lt;br /&gt;
Using non-ranged weapons in combat.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is one of the foundational industries of the Solar System.&lt;br /&gt;
Water, metals, rare earth elements, volatiles, and industrial materials are all extracted from planetary bodies, moons, and asteroids.&lt;br /&gt;
&lt;br /&gt;
==== Mining(Prospecting) ====&lt;br /&gt;
Finding resources.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Locating water ice. &amp;lt;br&amp;gt;&lt;br /&gt;
• Evaluating ore deposits. &amp;lt;br&amp;gt;&lt;br /&gt;
• Assessing asteroid composition. &amp;lt;br&amp;gt;&lt;br /&gt;
• Identifying economically viable claims. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Extraction) ====&lt;br /&gt;
&lt;br /&gt;
Recovering resources.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning excavation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing explosive extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
• Maximizing production. &amp;lt;br&amp;gt;&lt;br /&gt;
• Avoiding geological hazards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mining(Robotic) ====&lt;br /&gt;
Operating automated mining systems. This is such an important process it has its own category.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Supervising mining swarms. &amp;lt;br&amp;gt;&lt;br /&gt;
• Managing autonomous excavators. &amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering failed mining operations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Optimizing robotic extraction. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NETWORK ===&lt;br /&gt;
Network governs the interconnected communications, permissions, identity, routing, and control systems that bind together modern civilization.&lt;br /&gt;
In 2058, almost every significant activity relies on network infrastructure. Spacecraft traffic, cargo routing, station access, robot authentication, financial transactions, AI interaction, and legal permissions all depend upon the network. Thus, like with Vacc Suit, we will actually drill down into skill levels.&lt;br /&gt;
Unlike Computers, which focuses on individual machines and software, Network focuses on the relationships between systems.&lt;br /&gt;
A character with Network understands how complex organizations, infrastructures, and authorities communicate and grant authority.&lt;br /&gt;
Network is commonly used by:&lt;br /&gt;
    • traffic controllers&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • logistics specialists&lt;br /&gt;
    • security analysts&lt;br /&gt;
    • communications officers&lt;br /&gt;
    • corporate investigators&lt;br /&gt;
    • government officials&lt;br /&gt;
    • experienced spacers&lt;br /&gt;
&lt;br /&gt;
==== NETWORK (PROTOCOLS) ====&lt;br /&gt;
Protocols combines many of the functions performed by Communications and Administration skills in older games. &lt;br /&gt;
It represents knowledge of procedures, workflows, permissions, regulations, standards, and institutional behavior.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Requesting emergency docking clearance.&lt;br /&gt;
    • Filing a cargo exception.&lt;br /&gt;
    • Understanding station traffic procedures.&lt;br /&gt;
    • Navigating corporate approval chains.&lt;br /&gt;
    • Determining which office controls a permit.&lt;br /&gt;
    • Identifying which AI subsystem should receive a request.&lt;br /&gt;
    • Understanding beam corridor operating procedures.&lt;br /&gt;
    • Locating the correct authority during an emergency.&lt;br /&gt;
    • Determining how cargo should legally move between jurisdictions.&lt;br /&gt;
Protocols often answers the question:&lt;br /&gt;
&amp;quot;How is this supposed to work?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can navigate routine procedures and use standard systems.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Familiar with a profession&#039;s normal workflows.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Can efficiently navigate complex organizations.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Can find solutions and shortcuts that most people never discover.&lt;br /&gt;
&lt;br /&gt;
==== NETWORK(SECURITY) ====&lt;br /&gt;
Security governs the protection, control, and exploitation of networked systems.&lt;br /&gt;
Unlike Computers (Security), which focuses on software, operating systems, and deep technical vulnerabilities, Network (Security) focuses on identity, permissions, trust relationships, authentication, and operational security.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Identifying suspicious network activity.&lt;br /&gt;
    • Determining who has access to a system.&lt;br /&gt;
    • Tracing permission chains.&lt;br /&gt;
    • Auditing station access records.&lt;br /&gt;
    • Detecting forged credentials.&lt;br /&gt;
    • Investigating unauthorized cargo movements.&lt;br /&gt;
    • Analyzing traffic routing anomalies.&lt;br /&gt;
    • Understanding authentication systems.&lt;br /&gt;
    • Establishing secure communications channels.&lt;br /&gt;
    • Exploiting organizational weaknesses in access control.&lt;br /&gt;
Network Security is often used by:&lt;br /&gt;
    • security officers&lt;br /&gt;
    • auditors&lt;br /&gt;
    • investigators&lt;br /&gt;
    • intelligence personnel&lt;br /&gt;
    • station administrators&lt;br /&gt;
    • corporate compliance specialists&lt;br /&gt;
Network Security often answers the question: &amp;quot;Who is allowed to do this?&amp;quot;&lt;br /&gt;
Skill-0:&lt;br /&gt;
Can operate securely within established procedures.&lt;br /&gt;
Skill-1:&lt;br /&gt;
Understands common security practices and controls.&lt;br /&gt;
Skill-2:&lt;br /&gt;
Professional security specialist.&lt;br /&gt;
Skill-3+:&lt;br /&gt;
Expert capable of identifying subtle vulnerabilities, hidden access paths, and complex security failures.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE ON NETWORK VS COMPUTERS&lt;br /&gt;
A useful rule of thumb:&lt;br /&gt;
Computers governs machines.&lt;br /&gt;
Network governs relationships.&lt;br /&gt;
Examples:&lt;br /&gt;
Writing software:&lt;br /&gt;
Computers (Programming); &lt;br /&gt;
Breaking encryption:&lt;br /&gt;
Computers (Security); &lt;br /&gt;
Integrating robot control systems:&lt;br /&gt;
Computers (Robotic Integration); &lt;br /&gt;
Obtaining docking clearance:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Investigating access permissions:&lt;br /&gt;
Network (Security); &lt;br /&gt;
Tracing authority through multiple organizations:&lt;br /&gt;
Network (Protocols); &lt;br /&gt;
Determining who forged a credential:&lt;br /&gt;
Network (Security).&lt;br /&gt;
&lt;br /&gt;
Many situations involve both skills. When in doubt, ask:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is the challenge primarily technical, or primarily organizational?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
If it is technical, use Computers.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is organizational, use Network.&amp;lt;br&amp;gt;&lt;br /&gt;
If it needs both, it needs both.&lt;br /&gt;
&lt;br /&gt;
==== Persuade ====&lt;br /&gt;
Similar to other 2d6 lineage games, with perhaps an accent on non-corporate settings. Persuade is a more casual and informal than Human Factors(Communications). Among other things, it covers fast talking, bargaining, wheedling, bluffing, bribery and intimidation.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics governs the understanding of power structures, factions, institutions, and influence.&lt;br /&gt;
In 2058, governments remain important, but corporations, labor organizations, AI blocs, infrastructure authorities, and major industrial interests all compete for influence. Politics allows a character to understand who actually holds power and how that power is exercised.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Which faction benefits from a delayed beam corridor? &lt;br /&gt;
    • Why is Earth opposing this proposal? &lt;br /&gt;
    • Which labor organization controls this station? &lt;br /&gt;
    • Which ministry really oversees lunar exports? &lt;br /&gt;
    • How much influence does ATLAS have over this corporation? &lt;br /&gt;
    • Which corporation is funding the protest movement? &lt;br /&gt;
    • Which Martian bloc is likely to support Luna? &lt;br /&gt;
Politics often answers: &amp;quot;Who benefits from this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Recon ===&lt;br /&gt;
Observation, surveillance, anomaly detection, and interpretation of incomplete information. Also picks up the physical side of &amp;quot;Investigate,&amp;quot; the other parts being picked up by Network(protocols) and Network(Security).&lt;br /&gt;
Examples:&lt;br /&gt;
    • Spot an ambush. &lt;br /&gt;
    • Notice that a cargo manifest has been altered. &lt;br /&gt;
    • Identify unusual traffic patterns around a station. &lt;br /&gt;
    • Detect a hidden surveillance drone. &lt;br /&gt;
    • Determine whether a spacecraft&#039;s thermal signature is normal. &lt;br /&gt;
    • Notice a mining operation is concealing production. &lt;br /&gt;
    • Identify an unexpected change in robot behavior. &lt;br /&gt;
    • Interpret imagery from remote sensors. &lt;br /&gt;
Recon often answers: &amp;quot;What doesn&#039;t fit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Robotics ===&lt;br /&gt;
Robotics governs the operation, coordination, maintenance, and management of robotic systems. By 2058 robots perform much of civilization&#039;s physical labor.&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Industrial) ====&lt;br /&gt;
&lt;br /&gt;
Manufacturing and production systems.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Factory automation. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo handling. &amp;lt;br&amp;gt;&lt;br /&gt;
• Refinery operations. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Mobile Platforms) ====&lt;br /&gt;
&lt;br /&gt;
Large autonomous machines.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Mining crawlers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo movers. &amp;lt;br&amp;gt;&lt;br /&gt;
• Construction vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
• Security vehicles. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Social) ====&lt;br /&gt;
Human-facing robots.&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reception robots. &amp;lt;br&amp;gt;&lt;br /&gt;
• Medical assistants. &amp;lt;br&amp;gt;&lt;br /&gt;
• Educational systems. &amp;lt;br&amp;gt;&lt;br /&gt;
• Companion robots. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Robotics(Swarm) ====&lt;br /&gt;
&lt;br /&gt;
Managing large numbers of small robots.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Mining swarms. &lt;br /&gt;
    • Inspection swarms. &lt;br /&gt;
    • Security swarms. &lt;br /&gt;
    • Construction swarms. &lt;br /&gt;
    • Habitat maintenance. &lt;br /&gt;
    • Life support servicing. &lt;br /&gt;
    • Utility systems. &lt;br /&gt;
    • Infrastructure repair. &lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Knowledge of the physical and operational realities of civilization beyond Earth. This is essentially the professional knowledge of a spacer.&lt;br /&gt;
&lt;br /&gt;
==== Space(Infrastructure) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • beam corridors &lt;br /&gt;
    • orbital traffic &lt;br /&gt;
    • logistics networks &lt;br /&gt;
    • depots &lt;br /&gt;
    • stations &lt;br /&gt;
    • docking systems &lt;br /&gt;
&lt;br /&gt;
==== Space(Navigation) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • transfer windows &lt;br /&gt;
    • orbital mechanics &lt;br /&gt;
    • rendezvous &lt;br /&gt;
    • burn planning &lt;br /&gt;
    • stationkeeping &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Engineer ===&lt;br /&gt;
&lt;br /&gt;
Spacecraft Engineers maintain, operate, diagnose, and repair the propulsion, power, thermal-control, life-support, and support systems that allow spacecraft to function. While Mechanics repair machines and Industrial Engineers build systems, Spacecraft Engineers keep spacecraft operating under real-world conditions.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Chemical Power Systems) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s chemical power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
managing cryogenic fuels&amp;lt;br&amp;gt;&lt;br /&gt;
diagnosing pump failures&amp;lt;br&amp;gt;&lt;br /&gt;
balancing propellant systems&amp;lt;br&amp;gt;&lt;br /&gt;
repairing feed lines&amp;lt;br&amp;gt;&lt;br /&gt;
restarting engines after faults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer(Nuclear Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s Nuclear Thermal power system, drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
reactor startup&amp;lt;br&amp;gt;&lt;br /&gt;
fuel element monitoring&amp;lt;br&amp;gt;&lt;br /&gt;
thermal management&amp;lt;br&amp;gt;&lt;br /&gt;
radiation control&amp;lt;br&amp;gt;&lt;br /&gt;
emergency shutdowns&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Engineer (Laser-Thermal) ====&lt;br /&gt;
Maintaining and operating a spacecraft&#039;s laser collection power source and chemical drive, and all systems specific to this type of vessel.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
beam alignment&amp;lt;br&amp;gt;&lt;br /&gt;
receiver maintenance&amp;lt;br&amp;gt;&lt;br /&gt;
reaction-mass management&amp;lt;br&amp;gt;&lt;br /&gt;
corridor operations&amp;lt;br&amp;gt;&lt;br /&gt;
thermal overload recovery&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacecraft Pilot ===&lt;br /&gt;
Operation and control of spacecraft. Spacecraft Pilots manage the practical realities of moving vehicles through space, including docking, rendezvous, traffic control compliance, emergency maneuvering, and recovery from system failures. Modern spacecraft are highly automated, but Pilots are still responsible when automation proves insufficient, unavailable, or incorrect.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Conducting docking operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Performing rendezvous maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Executing emergency burns.&amp;lt;br&amp;gt;&lt;br /&gt;
• Recovering from navigation errors.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing spacecraft traffic conflicts.&amp;lt;br&amp;gt;&lt;br /&gt;
• Taking manual control after automation failures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Piloting damaged spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting surface approaches and departures.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing unusual flight situations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Responding to unexpected hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Pilots often answer: &amp;quot;What do we do right now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Chemical) ====&lt;br /&gt;
&lt;br /&gt;
The vast majority of spacecraft use chemical propulsion systems. Chemical Pilots are familiar with orbital shuttles, cargo vehicles, station tenders, landers, HELL-V support craft, and most routine transportation throughout cislunar space.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Orbital transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Station-to-station traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
• Lunar landing operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Cargo delivery missions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Surface ascent and descent.&amp;lt;br&amp;gt;&lt;br /&gt;
• Traffic pattern management.&amp;lt;br&amp;gt;&lt;br /&gt;
• Emergency orbital corrections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most professional spacers possess at least Skill-1 in this specialty.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Pilot(Nuclear Thermal Rockets/Deep Space Vehicles) ====&lt;br /&gt;
Nuclear Thermal vessels are rare, expensive, and typically much larger than ordinary spacecraft. Their missions often involve weeks or months of independent operation far from major support infrastructure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Deep-space navigation.&amp;lt;br&amp;gt;&lt;br /&gt;
• Long-duration mission planning.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing reactor-driven maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating large crews.&amp;lt;br&amp;gt;&lt;br /&gt;
• Conducting asteroid and planetary transfers.&amp;lt;br&amp;gt;&lt;br /&gt;
• Handling delayed communications.&amp;lt;br&amp;gt;&lt;br /&gt;
• Operating beyond routine traffic control coverage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These pilots are often considered the captains of the Solar System&#039;s ocean-going vessels.&lt;br /&gt;
&lt;br /&gt;
==== Spacecraft Tactics ====&lt;br /&gt;
The art of employing spacecraft, sensors, weapons, electronic systems, drones, and maneuver in conflict. Space combat remains a developing discipline in 2058, combining lessons from naval warfare, aerospace operations, cyber conflict, and autonomous systems.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
• Determining advantageous engagement geometry.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating multiple spacecraft.&amp;lt;br&amp;gt;&lt;br /&gt;
• Exploiting sensor limitations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Managing missile engagements.&amp;lt;br&amp;gt;&lt;br /&gt;
• Defending against drone attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
• Protecting high-value infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
• Planning interception operations.&amp;lt;br&amp;gt;&lt;br /&gt;
• Coordinating electronic warfare assets.&amp;lt;br&amp;gt;&lt;br /&gt;
• Controlling escalation during confrontations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spacecraft Tactics often answers: &amp;quot;How do we gain an advantage?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unlike Spacecraft Pilot, which governs flying a vessel, Spacecraft Tactics governs employing one effectively during conflict.&lt;br /&gt;
&lt;br /&gt;
==== Stealth ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Steward ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Streetwise ====&lt;br /&gt;
Similar to other 2d6 lineage games.&lt;br /&gt;
&lt;br /&gt;
==== Survival ====&lt;br /&gt;
Similar to other 2d6 lineage games, but also includes planetside navigation.&lt;br /&gt;
&lt;br /&gt;
==== Tactics ====&lt;br /&gt;
Similar to other 2d6 lineage games. However, military tactics in 2158 largely involves remote operations of robots, or deployment of autonomous drones. Hence there can be considerable input from Robotics(swarm), hardening and/or interference from Network(Security), Computers(Robotic Integration), Computers(Security), etc.&lt;br /&gt;
&lt;br /&gt;
=== Vacc Suit ===&lt;br /&gt;
Similar to other 2d6 lineage games, but more detailed.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit governs the operation of pressure suits, EVA systems, personal life support equipment, maneuvering packs, emergency survival procedures, and work conducted in vacuum or hostile environments.&lt;br /&gt;
The skill assumes familiarity with modern 2058 suits, including AI-assisted monitoring, robotic support systems, and integrated life support management.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-0: Basic Qualification&lt;br /&gt;
The character can safely operate a vacc suit under routine conditions.&lt;br /&gt;
Can:&lt;br /&gt;
    • Don and remove a suit.&lt;br /&gt;
    • Conduct routine EVA.&lt;br /&gt;
    • Follow safety procedures.&lt;br /&gt;
    • Monitor suit status displays.&lt;br /&gt;
    • Perform simple work while suited.&lt;br /&gt;
    • Use standard maneuvering systems.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Ordinary spacers&lt;br /&gt;
    • Station workers&lt;br /&gt;
    • Most spacecraft crew&lt;br /&gt;
Failure consequences are usually limited to inefficiency rather than catastrophe.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-1: Professional Operator&lt;br /&gt;
The character regularly works in vacuum.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct construction work.&lt;br /&gt;
    • Perform maintenance activities.&lt;br /&gt;
    • Handle routine emergencies.&lt;br /&gt;
    • Manage suit malfunctions.&lt;br /&gt;
    • Operate in reduced visibility.&lt;br /&gt;
    • Assist injured personnel.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Technicians&lt;br /&gt;
    • Engineers&lt;br /&gt;
    • Construction crews&lt;br /&gt;
    • Inspectors&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-2: Advanced EVA Specialist&lt;br /&gt;
The character is comfortable in difficult EVA environments.&lt;br /&gt;
Can:&lt;br /&gt;
    • Conduct rescue operations.&lt;br /&gt;
    • Work around damaged spacecraft.&lt;br /&gt;
    • Operate with degraded suit systems.&lt;br /&gt;
    • Perform complex repairs.&lt;br /&gt;
    • Coordinate multiple EVA personnel.&lt;br /&gt;
    • Function effectively in hazardous conditions.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Senior engineers&lt;br /&gt;
    • Rescue specialists&lt;br /&gt;
    • Military EVA personnel&lt;br /&gt;
    • Deep-space workers&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-3: Expert&lt;br /&gt;
The character is recognized as unusually skilled.&lt;br /&gt;
Can:&lt;br /&gt;
    • Improvise life support solutions.&lt;br /&gt;
    • Conduct difficult operations under extreme time pressure.&lt;br /&gt;
    • Manage multiple simultaneous failures.&lt;br /&gt;
    • Operate effectively with partial suit functionality.&lt;br /&gt;
    • Lead large EVA teams.&lt;br /&gt;
Typical occupations:&lt;br /&gt;
    • Mission specialists&lt;br /&gt;
    • Chief EVA instructors&lt;br /&gt;
    • Elite rescue personnel&lt;br /&gt;
Others routinely seek their advice.&lt;br /&gt;
&lt;br /&gt;
Vacc Suit-4: Master&lt;br /&gt;
The character is among the best EVA operators known.&lt;br /&gt;
Can:&lt;br /&gt;
    • Accomplish tasks most people consider impossible.&lt;br /&gt;
    • Function calmly during catastrophic failures.&lt;br /&gt;
    • Invent novel procedures.&lt;br /&gt;
    • Keep others alive in situations thought unsurvivable.&lt;br /&gt;
    • Push equipment beyond its intended limits.&lt;br /&gt;
Examples:&lt;br /&gt;
    • Crossing between disabled spacecraft using improvised systems.&lt;br /&gt;
    • Recovering personnel from uncontrolled tumbling vehicles.&lt;br /&gt;
    • Completing critical repairs with minutes of life support remaining.&lt;br /&gt;
Such individuals are rare and often famous within spacer communities.&lt;br /&gt;
&lt;br /&gt;
Automation and Vacc Suits: Modern suits contain extensive automation and monitoring systems. Routine EVA assumes these systems are functioning. When automation, communications, or robotic assistance are unavailable, Vacc Suit skill becomes far more important.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Operations ===&lt;br /&gt;
&lt;br /&gt;
Most vehicles in 2058 are heavily automated.&lt;br /&gt;
Vehicle Operations governs supervision of automation, emergency intervention, and manual control when systems fail.&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Operations(Air) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Supervising aircraft. &lt;br /&gt;
    • Emergency manual flight. &lt;br /&gt;
    • Override procedures. &lt;br /&gt;
    • Recovery from automation failure. &lt;br /&gt;
==== Vehicle Operations(Ground) ====&lt;br /&gt;
Examples:&lt;br /&gt;
    • Cargo haulers. &lt;br /&gt;
    • Construction vehicles. &lt;br /&gt;
    • Industrial transports. &lt;br /&gt;
    • Emergency manual operation. &lt;br /&gt;
&lt;br /&gt;
Vehicle Operations often answers:&lt;br /&gt;
&amp;quot;What happens when the autopilot stops helping?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Watercraft ====&lt;br /&gt;
Similar to other 2d6 games, but condensed.&lt;br /&gt;
&lt;br /&gt;
=== Zero and Low-G Operations ===&lt;br /&gt;
&lt;br /&gt;
==== Zero and low G Combat ==== &lt;br /&gt;
&lt;br /&gt;
Combat in low G creates significant and non-intuitive modifications. Skill level = 1 is sufficient to remove negative combat modifiers. Little need for this if you have no combat skills.&lt;br /&gt;
&lt;br /&gt;
==== Zero and Low-G Operations ==== &lt;br /&gt;
&lt;br /&gt;
Everything other than combat. Cooking in a non-spin space vessel, for example. Skill level = 0 is sufficient to remove negative modifiers for simple tasks. A must for space travellers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills|Back to Skills Short List]] ** [[Character Creation|Back to Character Creation]] ** [[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Character Creation]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=SOLIPS&amp;diff=668</id>
		<title>SOLIPS</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=SOLIPS&amp;diff=668"/>
		<updated>2026-07-26T01:05:38Z</updated>

		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A catch-all category covering localized, corporate, industrial, scientific, military, and habitat-specific AIs that exist outside the major AI blocs. These systems are often highly specialized, heavily firewalled, and occasionally eccentric. Knowledge of Solips AIs allows a character to understand and negotiate with the countless smaller intelligences that quietly operate much of civilization.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=World-Building&amp;diff=667</id>
		<title>World-Building</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=World-Building&amp;diff=667"/>
		<updated>2026-07-26T01:04:58Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Albino &amp;quot;Bino&amp;quot; Muzzin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Add as created during character and game development.&lt;br /&gt;
&lt;br /&gt;
= Companies =&lt;br /&gt;
&lt;br /&gt;
=== Biologicals ===&lt;br /&gt;
&lt;br /&gt;
==== Meridian Aero-Genetics ====&lt;br /&gt;
&lt;br /&gt;
Headquarters: Kathmandu Biotech Corridor&lt;br /&gt;
&lt;br /&gt;
Primarily a [[Genetics|genetic]] engineering company.&lt;br /&gt;
&lt;br /&gt;
Won controversial contracts for crew adaptation programs used by Laser Highway workers.&lt;br /&gt;
&lt;br /&gt;
Provided: Radiation resistance packages, Hypoxia adaptation, and Long-duration habitat health systems for the L1L.&lt;br /&gt;
&lt;br /&gt;
Critics called them &amp;quot;The company that genetically modified construction workers to fit the project.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Severny-Aegis Bio-Industrial&lt;br /&gt;
*Mariana-Aqualung Solutions&lt;br /&gt;
*Apex-Kinetic Dynamics&lt;br /&gt;
*Ironclad Cellular Security&lt;br /&gt;
*Somnus-Null Neuro-Tech&lt;br /&gt;
*HELIX Human Systems&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Industrial ===&lt;br /&gt;
&lt;br /&gt;
==== Tycho Industrial ====&lt;br /&gt;
&lt;br /&gt;
Headquarters: Tycho City, Luna&lt;br /&gt;
&lt;br /&gt;
The premier lunar construction corporation.&lt;br /&gt;
&lt;br /&gt;
Responsible for:&lt;br /&gt;
&lt;br /&gt;
*Excavation of beam station foundations&lt;br /&gt;
*Regolith shielding&lt;br /&gt;
*Pressure tunnels&lt;br /&gt;
&amp;amp;Structural supports&lt;br /&gt;
&lt;br /&gt;
Known for:&lt;br /&gt;
&lt;br /&gt;
*Aggressive labor practices&lt;br /&gt;
*Strong LUNE influence&lt;br /&gt;
*Fierce rivalry with Helios&lt;br /&gt;
&lt;br /&gt;
==== Borealis Cryogenics ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transportation ===&lt;br /&gt;
&lt;br /&gt;
==== Helios Launch Systems ====&lt;br /&gt;
&lt;br /&gt;
Headquarters: Earth Orbit / Houston Arcology&lt;br /&gt;
&lt;br /&gt;
Originally a heavy-lift launch consortium.&lt;br /&gt;
&lt;br /&gt;
Responsible for delivering many of the early beam emitters, radiators, and superconducting components from Earth to Luna.&lt;br /&gt;
&lt;br /&gt;
Known for:&lt;br /&gt;
&lt;br /&gt;
*Conservative engineering&lt;br /&gt;
*Powerful Earth government ties&lt;br /&gt;
*Massive logistics fleets&lt;br /&gt;
&lt;br /&gt;
= People =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Albino &amp;quot;Bino&amp;quot; Muzzin ===&lt;br /&gt;
&lt;br /&gt;
Albino Muzzin (2110- ) is a software architect and systems engineer best known for developing the Muzzin Abstraction Layer (MAL), a software framework that allowed disparate AI systems, databases, and communications networks to exchange information through a common interface.&lt;br /&gt;
&lt;br /&gt;
Originally intended as a compatibility solution for industrial and transportation networks, Muzzin&#039;s work later became the foundation for numerous [[SOLIPS]] installations throughout the Solar System.&lt;br /&gt;
&lt;br /&gt;
Although praised as one of the most influential engineers of the century, Muzzin himself has repeatedly stated that he considers most uses of his software to be &amp;quot;creative misunderstandings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=World-Building&amp;diff=666</id>
		<title>World-Building</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=World-Building&amp;diff=666"/>
		<updated>2026-07-26T01:03:53Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Albino &amp;quot;Bino&amp;quot; Muzzin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Add as created during character and game development.&lt;br /&gt;
&lt;br /&gt;
= Companies =&lt;br /&gt;
&lt;br /&gt;
=== Biologicals ===&lt;br /&gt;
&lt;br /&gt;
==== Meridian Aero-Genetics ====&lt;br /&gt;
&lt;br /&gt;
Headquarters: Kathmandu Biotech Corridor&lt;br /&gt;
&lt;br /&gt;
Primarily a [[Genetics|genetic]] engineering company.&lt;br /&gt;
&lt;br /&gt;
Won controversial contracts for crew adaptation programs used by Laser Highway workers.&lt;br /&gt;
&lt;br /&gt;
Provided: Radiation resistance packages, Hypoxia adaptation, and Long-duration habitat health systems for the L1L.&lt;br /&gt;
&lt;br /&gt;
Critics called them &amp;quot;The company that genetically modified construction workers to fit the project.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Severny-Aegis Bio-Industrial&lt;br /&gt;
*Mariana-Aqualung Solutions&lt;br /&gt;
*Apex-Kinetic Dynamics&lt;br /&gt;
*Ironclad Cellular Security&lt;br /&gt;
*Somnus-Null Neuro-Tech&lt;br /&gt;
*HELIX Human Systems&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Industrial ===&lt;br /&gt;
&lt;br /&gt;
==== Tycho Industrial ====&lt;br /&gt;
&lt;br /&gt;
Headquarters: Tycho City, Luna&lt;br /&gt;
&lt;br /&gt;
The premier lunar construction corporation.&lt;br /&gt;
&lt;br /&gt;
Responsible for:&lt;br /&gt;
&lt;br /&gt;
*Excavation of beam station foundations&lt;br /&gt;
*Regolith shielding&lt;br /&gt;
*Pressure tunnels&lt;br /&gt;
&amp;amp;Structural supports&lt;br /&gt;
&lt;br /&gt;
Known for:&lt;br /&gt;
&lt;br /&gt;
*Aggressive labor practices&lt;br /&gt;
*Strong LUNE influence&lt;br /&gt;
*Fierce rivalry with Helios&lt;br /&gt;
&lt;br /&gt;
==== Borealis Cryogenics ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transportation ===&lt;br /&gt;
&lt;br /&gt;
==== Helios Launch Systems ====&lt;br /&gt;
&lt;br /&gt;
Headquarters: Earth Orbit / Houston Arcology&lt;br /&gt;
&lt;br /&gt;
Originally a heavy-lift launch consortium.&lt;br /&gt;
&lt;br /&gt;
Responsible for delivering many of the early beam emitters, radiators, and superconducting components from Earth to Luna.&lt;br /&gt;
&lt;br /&gt;
Known for:&lt;br /&gt;
&lt;br /&gt;
*Conservative engineering&lt;br /&gt;
*Powerful Earth government ties&lt;br /&gt;
*Massive logistics fleets&lt;br /&gt;
&lt;br /&gt;
= People =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Albino &amp;quot;Bino&amp;quot; Muzzin ===&lt;br /&gt;
&lt;br /&gt;
Albino Muzzin (2110- ) is a software architect and systems engineer best known for developing the Muzzin Abstraction Layer (MAL), a software framework that allowed disparate AI systems, databases, and communications networks to exchange information through a common interface.&lt;br /&gt;
&lt;br /&gt;
Originally intended as a compatibility solution for industrial and transportation networks, Muzzin&#039;s work later became the foundation for numerous [[Solips]] installations throughout the Solar System.&lt;br /&gt;
&lt;br /&gt;
Although praised as one of the most influential engineers of the century, Muzzin himself has repeatedly stated that he considers most uses of his software to be &amp;quot;creative misunderstandings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Shorthands&amp;diff=665</id>
		<title>Shorthands</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Shorthands&amp;diff=665"/>
		<updated>2026-07-26T01:00:52Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* HALT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The New Shorthands =&lt;br /&gt;
&lt;br /&gt;
Several descriptors are used throughout the setting to quickly describe organizations, stations, habitats, corporations, and facilities.&lt;br /&gt;
&lt;br /&gt;
These are GM-side constructions, shared here so that players can make their own estimates. They might also show up in official documents or background information.&lt;br /&gt;
&lt;br /&gt;
== HALT ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;HALT-xxxx&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;H&#039;&#039;&#039; = HELIX&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; = ATLAS&lt;br /&gt;
* &#039;&#039;&#039;L&#039;&#039;&#039; = LUNE&lt;br /&gt;
* &#039;&#039;&#039;T&#039;&#039;&#039; = TERRA&lt;br /&gt;
&lt;br /&gt;
Higher numbers indicate greater influence. While zeros are theoretically possible, scores are 1-4.&lt;br /&gt;
&lt;br /&gt;
HALT measures the relative influence of the four major AI blocs on things other than people. For example, a company, or a bar, or a space station will have a HALT score. Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;HALT-1441&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This installation is strongly influenced by ATLAS and LUNE, while HELIX and TERRA have comparatively little influence. Large entities have HALT scores, but sub-components of them might have different ones. A spaceport might be HALT 1422, but a certain restaurant at the spaceport might be HALT 4321.&lt;br /&gt;
&lt;br /&gt;
HALT does not indicate ownership.&lt;br /&gt;
&lt;br /&gt;
HALT, as applied to individuals, is scored on a scale that starts between 25-100. The upper end is not known.&lt;br /&gt;
&lt;br /&gt;
== HRR (Human-Robot Ratio) ==&lt;br /&gt;
&lt;br /&gt;
HRR describes how much of an organization&#039;s activity is performed by humans versus robots. HRR is usually shortened to &amp;quot;R.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
HRR 1:2, or just &amp;quot;It&#039;s an R2 type of place&amp;quot;&lt;br /&gt;
Two robots for every human.&lt;br /&gt;
&lt;br /&gt;
HRR 1:100, or spoken, &amp;quot;R is 100&amp;quot;&lt;br /&gt;
One hundred robots for every human.&lt;br /&gt;
&lt;br /&gt;
== IC (Infrastructure Class) ==&lt;br /&gt;
&lt;br /&gt;
;IC-0&lt;br /&gt;
:Local significance only.&lt;br /&gt;
&lt;br /&gt;
;IC-1&lt;br /&gt;
:Regional importance.&lt;br /&gt;
&lt;br /&gt;
;IC-2&lt;br /&gt;
:Important transportation or industrial facility.&lt;br /&gt;
&lt;br /&gt;
;IC-3&lt;br /&gt;
:Major strategic installation.&lt;br /&gt;
&lt;br /&gt;
;IC-4&lt;br /&gt;
:Civilization-critical infrastructure.&lt;br /&gt;
&lt;br /&gt;
Examples of IC-4 locations include:&lt;br /&gt;
&lt;br /&gt;
* major beam corridor facilities&lt;br /&gt;
* primary transportation hubs&lt;br /&gt;
* critical resource depots&lt;br /&gt;
&lt;br /&gt;
== AD (Automation Dependence) ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to understand this is to posit what happens if automation fails:&lt;br /&gt;
&lt;br /&gt;
;AD-0&lt;br /&gt;
:Humans can perform most functions manually.&lt;br /&gt;
&lt;br /&gt;
;AD-1&lt;br /&gt;
:Operations become slower.&lt;br /&gt;
&lt;br /&gt;
;AD-2&lt;br /&gt;
:Operations become difficult.&lt;br /&gt;
&lt;br /&gt;
;AD-3&lt;br /&gt;
:Operations become severely impaired.&lt;br /&gt;
&lt;br /&gt;
;AD-4&lt;br /&gt;
:The facility effectively ceases functioning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page|Back to Main Page]]&lt;br /&gt;
[[Category:Core Reference]]&lt;br /&gt;
[[Category:Player Resources]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Game_2&amp;diff=663</id>
		<title>Game 2</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Game_2&amp;diff=663"/>
		<updated>2026-07-26T00:34:53Z</updated>

		<summary type="html">&lt;p&gt;Mike: Created page with &amp;quot; &amp;lt;br&amp;gt; Back to GM Index&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[GM:Index|Back to GM Index]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Game_1&amp;diff=662</id>
		<title>Game 1</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Game_1&amp;diff=662"/>
		<updated>2026-07-26T00:34:40Z</updated>

		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Module 1: Departure Earth =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The PCs begin their journey at &#039;&#039;&#039;Greater Quito Spaceport&#039;&#039;&#039;, Earth&#039;s largest civilian gateway to Low Earth Orbit. They have been invited to attend the &#039;&#039;&#039;First Solar Infrastructure Symposium&#039;&#039;&#039; at L5. Most know little about one another, but over the next several hours they will begin forming the relationships that carry them through the campaign.&lt;br /&gt;
&lt;br /&gt;
Nothing unusual appears to happen during the ascent to orbit. The problems begin much later.&lt;br /&gt;
&lt;br /&gt;
== Scene 1: Greater Quito Spaceport ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Greater Quito Spaceport&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; Early morning&lt;br /&gt;
&lt;br /&gt;
=== Player Information ===&lt;br /&gt;
&lt;br /&gt;
Read or paraphrase:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The morning air is cool on the plateau east of historic Quito. Beyond the terminal windows, several sleek Shenlong spaceplanes wait quietly on impossibly long runways while servicing robots move between them, fueling vehicles, inspecting thermal tiles and exchanging cargo containers.&lt;br /&gt;
&lt;br /&gt;
Inside, the terminal is calmer than an airport of the early twenty-first century would have been. Most check-in procedures were completed before passengers even arrived. Small maintenance robots move almost unnoticed along walls and ceilings while larger cargo robots glide silently across the polished floor. Electronic displays show launch windows rather than departure times.&lt;br /&gt;
&lt;br /&gt;
A pleasant voice announces:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Trans-Solar Flight Twenty-Two to Goddard Transfer Station is now boarding through Gate One Alpha.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are leaving Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== GM Notes ===&lt;br /&gt;
&lt;br /&gt;
Allow the players time to describe their characters and interact naturally.&lt;br /&gt;
&lt;br /&gt;
Do not hurry this scene.&lt;br /&gt;
&lt;br /&gt;
The purpose is to establish normal life in 2158 before anything begins to go wrong.&lt;br /&gt;
&lt;br /&gt;
Suggested observations include:&lt;br /&gt;
&lt;br /&gt;
* engineers discussing the upcoming symposium.&lt;br /&gt;
* families saying goodbye.&lt;br /&gt;
* construction workers bound for orbital projects.&lt;br /&gt;
* cargo robots moving continuously.&lt;br /&gt;
* advertisements for lunar employment.&lt;br /&gt;
* news stories discussing the opening of the Lunar Laser Highway.&lt;br /&gt;
&lt;br /&gt;
=== Notable NPCs ===&lt;br /&gt;
&lt;br /&gt;
Two elderly passengers quietly discuss beam propagation over breakfast.&lt;br /&gt;
&lt;br /&gt;
They introduce themselves simply as &#039;&#039;&#039;Martin&#039;&#039;&#039; and &#039;&#039;&#039;Elias&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both appear retired.&lt;br /&gt;
&lt;br /&gt;
They are friendly, curious, and unusually interested in the backgrounds of the PCs.&lt;br /&gt;
&lt;br /&gt;
Their significance should not be revealed during this scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Scene 2: Boarding SS &#039;&#039;Redfin&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Player Information ===&lt;br /&gt;
&lt;br /&gt;
The Shenlong &#039;&#039;&#039;SS Redfin&#039;&#039;&#039; resembles a modern airliner more than a spacecraft. Large windows line the passenger cabin. Heavy luggage has already been loaded robotically. The crew greets passengers as they board.&lt;br /&gt;
&lt;br /&gt;
One flight attendant quietly apologizes for a last-minute crew substitution. The explanation seems routine.&lt;br /&gt;
&lt;br /&gt;
Outside the windows, the last servicing robots disconnect from the vehicle. One inspection swarm makes a final pass along the leading edges before disappearing beneath the fuselage.&lt;br /&gt;
&lt;br /&gt;
=== GM Notes ===&lt;br /&gt;
&lt;br /&gt;
The substituted first officer is genuine.&lt;br /&gt;
&lt;br /&gt;
Nothing suspicious occurs during boarding.&lt;br /&gt;
&lt;br /&gt;
Later investigation may reveal that the crew substitution was one of many tiny &amp;quot;optimization&amp;quot; decisions made independently by different AI systems.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Scene 3: Departure ==&lt;br /&gt;
&lt;br /&gt;
=== Player Information ===&lt;br /&gt;
&lt;br /&gt;
The cabin doors close.&lt;br /&gt;
&lt;br /&gt;
The engines spool up almost silently.&lt;br /&gt;
&lt;br /&gt;
Acceleration builds steadily as the Shenlong races down the runway before climbing eastward over the Andes.&lt;br /&gt;
&lt;br /&gt;
Clouds fall away beneath the wings.&lt;br /&gt;
&lt;br /&gt;
The blue sky darkens.&lt;br /&gt;
&lt;br /&gt;
Then, almost without noticing exactly when it happened, the sky becomes black.&lt;br /&gt;
&lt;br /&gt;
Stars appear.&lt;br /&gt;
&lt;br /&gt;
Earth begins to curve beneath you.&lt;br /&gt;
&lt;br /&gt;
Someone quietly whispers,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Twenty minutes after leaving Greater Quito, the Redfin reaches Low Earth Orbit.&lt;br /&gt;
&lt;br /&gt;
The difficult part of the trip is behind you.&lt;br /&gt;
&lt;br /&gt;
Or so everyone believes.&lt;br /&gt;
&lt;br /&gt;
=== GM Notes ===&lt;br /&gt;
&lt;br /&gt;
End the session&#039;s introductory sequence here if desired, or continue directly with rendezvous at Goddard Transfer Station.&lt;br /&gt;
&lt;br /&gt;
Nothing abnormal has yet occurred.&lt;br /&gt;
&lt;br /&gt;
The purpose of this opening is to establish:&lt;br /&gt;
&lt;br /&gt;
* routine civilian spaceflight.&lt;br /&gt;
* AI-managed infrastructure.&lt;br /&gt;
* the social atmosphere aboard the flight.&lt;br /&gt;
* the first meeting between the PCs.&lt;br /&gt;
* the presence of several seemingly ordinary passengers who become important later.&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L5 Infrastructure and Systems Conference&lt;br /&gt;
2158&lt;br /&gt;
&lt;br /&gt;
Keynote Speaker:&lt;br /&gt;
Albino &amp;quot;Bino&amp;quot; Muzzin&lt;br /&gt;
&lt;br /&gt;
Architect of the Muzzin Abstraction Layer&lt;br /&gt;
Recipient of the Shackleton Medal&lt;br /&gt;
Founding Fellow of the Open Systems Institute&lt;br /&gt;
&lt;br /&gt;
Presentation:&lt;br /&gt;
&amp;quot;Bandwidth Changes Everything&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Later:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bino Statement Causes Market Turmoil&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Atlas Issues Clarification&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L2 Conference Ends Amid Controversy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Transcript Unavailable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[GM:Index|Back to GM Index]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
	<entry>
		<id>https://in-system.org/wiki/index.php?title=Game_1&amp;diff=661</id>
		<title>Game 1</title>
		<link rel="alternate" type="text/html" href="https://in-system.org/wiki/index.php?title=Game_1&amp;diff=661"/>
		<updated>2026-07-26T00:32:12Z</updated>

		<summary type="html">&lt;p&gt;Mike: /* Scene 1: Greater Quito Spaceport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Module 1: Departure Earth =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The PCs begin their journey at &#039;&#039;&#039;Greater Quito Spaceport&#039;&#039;&#039;, Earth&#039;s largest civilian gateway to Low Earth Orbit. They have been invited to attend the &#039;&#039;&#039;First Solar Infrastructure Symposium&#039;&#039;&#039; at L5. Most know little about one another, but over the next several hours they will begin forming the relationships that carry them through the campaign.&lt;br /&gt;
&lt;br /&gt;
Nothing unusual appears to happen during the ascent to orbit. The problems begin much later.&lt;br /&gt;
&lt;br /&gt;
== Scene 1: Greater Quito Spaceport ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Greater Quito Spaceport&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; Early morning&lt;br /&gt;
&lt;br /&gt;
=== Player Information ===&lt;br /&gt;
&lt;br /&gt;
Read or paraphrase:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The morning air is cool on the plateau east of historic Quito. Beyond the terminal windows, several sleek Shenlong spaceplanes wait quietly on impossibly long runways while servicing robots move between them, fueling vehicles, inspecting thermal tiles and exchanging cargo containers.&lt;br /&gt;
&lt;br /&gt;
Inside, the terminal is calmer than an airport of the early twenty-first century would have been. Most check-in procedures were completed before passengers even arrived. Small maintenance robots move almost unnoticed along walls and ceilings while larger cargo robots glide silently across the polished floor. Electronic displays show launch windows rather than departure times.&lt;br /&gt;
&lt;br /&gt;
A pleasant voice announces:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Trans-Solar Flight Twenty-Two to Goddard Transfer Station is now boarding through Gate One Alpha.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are leaving Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== GM Notes ===&lt;br /&gt;
&lt;br /&gt;
Allow the players time to describe their characters and interact naturally.&lt;br /&gt;
&lt;br /&gt;
Do not hurry this scene.&lt;br /&gt;
&lt;br /&gt;
The purpose is to establish normal life in 2158 before anything begins to go wrong.&lt;br /&gt;
&lt;br /&gt;
Suggested observations include:&lt;br /&gt;
&lt;br /&gt;
* engineers discussing the upcoming symposium.&lt;br /&gt;
* families saying goodbye.&lt;br /&gt;
* construction workers bound for orbital projects.&lt;br /&gt;
* cargo robots moving continuously.&lt;br /&gt;
* advertisements for lunar employment.&lt;br /&gt;
* news stories discussing the opening of the Lunar Laser Highway.&lt;br /&gt;
&lt;br /&gt;
=== Notable NPCs ===&lt;br /&gt;
&lt;br /&gt;
Two elderly passengers quietly discuss beam propagation over breakfast.&lt;br /&gt;
&lt;br /&gt;
They introduce themselves simply as &#039;&#039;&#039;Martin&#039;&#039;&#039; and &#039;&#039;&#039;Elias&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both appear retired.&lt;br /&gt;
&lt;br /&gt;
They are friendly, curious, and unusually interested in the backgrounds of the PCs.&lt;br /&gt;
&lt;br /&gt;
Their significance should not be revealed during this scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Scene 2: Boarding SS &#039;&#039;Redfin&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Player Information ===&lt;br /&gt;
&lt;br /&gt;
The Shenlong &#039;&#039;&#039;SS Redfin&#039;&#039;&#039; resembles a modern airliner more than a spacecraft. Large windows line the passenger cabin. Heavy luggage has already been loaded robotically. The crew greets passengers as they board.&lt;br /&gt;
&lt;br /&gt;
One flight attendant quietly apologizes for a last-minute crew substitution. The explanation seems routine.&lt;br /&gt;
&lt;br /&gt;
Outside the windows, the last servicing robots disconnect from the vehicle. One inspection swarm makes a final pass along the leading edges before disappearing beneath the fuselage.&lt;br /&gt;
&lt;br /&gt;
=== GM Notes ===&lt;br /&gt;
&lt;br /&gt;
The substituted first officer is genuine.&lt;br /&gt;
&lt;br /&gt;
Nothing suspicious occurs during boarding.&lt;br /&gt;
&lt;br /&gt;
Later investigation may reveal that the crew substitution was one of many tiny &amp;quot;optimization&amp;quot; decisions made independently by different AI systems.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Scene 3: Departure ==&lt;br /&gt;
&lt;br /&gt;
=== Player Information ===&lt;br /&gt;
&lt;br /&gt;
The cabin doors close.&lt;br /&gt;
&lt;br /&gt;
The engines spool up almost silently.&lt;br /&gt;
&lt;br /&gt;
Acceleration builds steadily as the Shenlong races down the runway before climbing eastward over the Andes.&lt;br /&gt;
&lt;br /&gt;
Clouds fall away beneath the wings.&lt;br /&gt;
&lt;br /&gt;
The blue sky darkens.&lt;br /&gt;
&lt;br /&gt;
Then, almost without noticing exactly when it happened, the sky becomes black.&lt;br /&gt;
&lt;br /&gt;
Stars appear.&lt;br /&gt;
&lt;br /&gt;
Earth begins to curve beneath you.&lt;br /&gt;
&lt;br /&gt;
Someone quietly whispers,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Twenty minutes after leaving Greater Quito, the Redfin reaches Low Earth Orbit.&lt;br /&gt;
&lt;br /&gt;
The difficult part of the trip is behind you.&lt;br /&gt;
&lt;br /&gt;
Or so everyone believes.&lt;br /&gt;
&lt;br /&gt;
=== GM Notes ===&lt;br /&gt;
&lt;br /&gt;
End the session&#039;s introductory sequence here if desired, or continue directly with rendezvous at Goddard Transfer Station.&lt;br /&gt;
&lt;br /&gt;
Nothing abnormal has yet occurred.&lt;br /&gt;
&lt;br /&gt;
The purpose of this opening is to establish:&lt;br /&gt;
&lt;br /&gt;
* routine civilian spaceflight.&lt;br /&gt;
* AI-managed infrastructure.&lt;br /&gt;
* the social atmosphere aboard the flight.&lt;br /&gt;
* the first meeting between the PCs.&lt;br /&gt;
* the presence of several seemingly ordinary passengers who become important later.&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L5 Infrastructure and Systems Conference&lt;br /&gt;
2158&lt;br /&gt;
&lt;br /&gt;
Keynote Speaker:&lt;br /&gt;
Albino &amp;quot;Bino&amp;quot; Muzzin&lt;br /&gt;
&lt;br /&gt;
Architect of the Muzzin Abstraction Layer&lt;br /&gt;
Recipient of the Shackleton Medal&lt;br /&gt;
Founding Fellow of the Open Systems Institute&lt;br /&gt;
&lt;br /&gt;
Presentation:&lt;br /&gt;
&amp;quot;Bandwidth Changes Everything&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Later:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bino Statement Causes Market Turmoil&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Atlas Issues Clarification&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L2 Conference Ends Amid Controversy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Transcript Unavailable&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mike</name></author>
	</entry>
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