Showing posts with label Cascade Failure. Show all posts
Showing posts with label Cascade Failure. Show all posts

Wednesday, 14 September 2011

Choosing the Post-Apocalyptic Rule-set

The third of a short series of posts on Post-Apocalypse gaming.

Now that I know what the main themes of my campaign will be, I need to pick a rule-set that will facilitate them all. Quickly skipping over the steps mentioned in my last post I can see that my themes include:
  • Religious, Nuclear and Viral apocalypse
  • Survival
  • Rebuilding
  • Advanced Technology
  • Mutation
  • Radiation
  • Supernatural Threats
  • Psionics
  • Intrigue
  • The Past-Becomes-The-Present.
A number of rules systems from an earlier Appendix N article (link) seem to be likely candidates. I'll deal with them in alphabetical order. There are plenty of other great game systems out there, including Sorcery and Super Science from Expeditious Press, Mutant Future from Goblinoid Games, After the Bomb, Teenage Mutant Ninja Turtles and loads more. These are the one's I actually have in my collection or (in the case of Urutsk) I have either played or am about to start playing. So lets begin:
  • Aftermath is a gritty game of survival, where even finding a handful of shotguns shells can make an entire table of players cheer loudly. On the down-side, it's designed for a modern day apocalyptic setting and doesn't deal lend itself well to the inclusion of “pulp” themes such as mutation, advanced tech and the supernatural.
  • All Flesh Must Be Eaten is a zombie-focused system with some rules for the Supernatural, including characters faith based magic. Such powers would be rare in my post-rapture landscape and while supplements for more hi-tech settings exist, I just don't like the system. So this is a no.
  • Armageddon is a mid-apocalypse game in the sense that the world is going-to-shit around you. The war between good and evil has spilled onto the earth, with demons and devils joining mortal armies on the battlefield. It's an interesting setting, but again it's a more-or-less modern day setting. The option of playing a being of near-godlike power also risks taking the system beyond the post-apoc genre and into the realms of super-hero RPG's.
  • Atomic Highway: A Mad-Max style setting that positively encourages vehicle combat. Has options for including mutants in the setting but lacks rules for the supernatural or advanced tech. Has possibilities but leans too much towards vehicle-based gaming for my Post-Rapture setting.
  • Cascade Failure is a rules-system deliberately constructed to be usable in almost any post-modern or sci-fi setting. It takes the best elements of old school 3D6 games and the D20 system and mixes them together into a wonderful infusion. It has more of an old school flare than the hated D20 Modern, including, thank the designer, actual character classes rather than the frankly awful "favorite stat" based character classes of D20 modern. It has it all – psionic's, races, mutations, various tech levels and, best of all, rules for figuring out what an unknown tech item is and how to make it work. Something that far too many post-apoc systems completely lack, in my opinion. All that's missing are supernatural elements and vehicle rules (something which is going to change very shortly). Cascade failure is a very fast paced game system that suits the gritty-but-not-too-realistic style I'm looking for. As an additional plus it's (superficial) similarity to the D20 system nevertheless ensures that it should be relatively simply to convert material from D20-based systems (such as Darwin's world) with minimal effort. The strongest contender so far.
    And best of all, it's free to download here (link).
  • Darwin's World: A beautifully detailed setting for a post-apocalypse game. It has rules for everything I want in my setting except the Supernatural. However, it's a D20-based system which, as I touched upon in the previous entry, has it's pros-and-cons. On the pro-side it means that bolting on elements from other D20 systems will be nice and easy. On the downside, well, it's basically the D20 system. That being said, I very much appreciate the game's take on character generation. First the player selects a “race” based on how many generations of mutation run in the character's bloodline and then combines that with a social background (such as feral or tribesman) and finally, a class. These rules are a strong possibility, but I'm not fond of D20 as a rule-system. It's excellent in the fantasy genre but my really my thing otherwise. It also has a bare handful of character classes, an area in which I find it somewhat lacking when compared to Cascade-Failure. On top of that, it's puts way-more emphasis on mutations than I want in my campaign. Even so, this remains my second favorite option so far, if only because the setting is so lovingly crafted.
  • Dead Reign: Another modern-day zombie-apocalypse game. This time from Palladium. It's supplements include excellent tips for survival in the post-apocalypse world, including discussing safe scavenging techniques, small-unit tactics and effective scouting habits. An early Zombie Survival Guide, in other words. On the downside, this information is scattered pretty haphazardly among three books. Although a modern setting,  the fact it uses the Palladium rules-set lets me bolt in supernatural and hi-tech elements from other Palladium games such as Nightbane, After the Bomb, Beyond the Supernatural and RIFTS. Alas, Palladium games use a rule-system that is widely (and accurately) regarded as broken. An opinion I find myself in agreement with. A contender nonetheless, albeit not a strong one.
  • Eclipse Phase: I own the books, but I'm not overly familiar with the rules. However, the setting seems more post-human than post-apocalypse. If I had time I would give it a closer look but I suspect it's post-human focus would rule it out.
  • Exodus is a D20 game. Clearly inspired by Fallout and it's sequels, it's a D20 based system with all the pros and cons that entails. Frankly, if I was going to go with a D20 based system, I would go with Darwin's World rather than Exodus (and then nick lots of tech and critters from Exodus).
  • Fallout RPG: Would seem almost tailor-made. It's based on the game that shifted my gamer ADD into post-apoc mode after all. However the rules have no Supernatural element built in and the system it uses just seems, well, clunky. I can't put my finger on why I don't like the system. I just don't. A contender none-the less.
  • Gamma World: Ah, the great-grand pappy of Post-Apocalyptic gaming. Gamma World truly does have it all. It's been around for more than 30 years and undergone innumerable rules variations and down-right re-writes over the years. It's onto it's sixth or seventh edition I believe (I've long-since lost count) and has just been re-released using 4th ed rules. My biggest gripes with the newest version are: the Alpha mutation cards (apparently your character is so special she/he can develop, use and loose multiple useful mutations in a matter of hours) and the way it handles high-tech salvage. Essentiall you decide what ten things you would like your character to find over the course of his or her career and every time you locate a cache, you get to randomly determine (via a card draw) which one you wind up with. Only one use per item of course. And, yes all these powers artefact's are available in collectible card form. What a surprise. Removing those card elements from the game would leave a pretty decent system. Even if it's character generation system (worthy of a whole post in itself) makes it damn near impossible to create non-mutants characters.
    My favourite edition of the Gamma World RPG is the one that borrowed the Alternity rules system (5th edition, I think). This is a class-based rule-set and, like Cascade-Failure, was specifically designed for easy adaptation to any modern or sci-fi setting. I like the gritty combat system, which has a real feel of danger to it. Additionally, I already have the Alternity books for  psionics, supernatural creatures and unfamiliar tech. Factor in the systems existing, fairly  expansive mutation rules and it's easy to see why this is such a strong contender.
    Earlier editions of Gamma World have a little too much in common with Old School Dungeons and Dragons. I like the 3D6 system, but Cascade Failure is clearly an improvement on those older 36 DGamma World systems while Alternity has strengths of it's own.
  • Living Steel: We come to the first post-apoc game on my list which is specifically set on another world. In this case the apocalypse is an alien invasion. Characters are released from cryogenic suspension in order to help rebuild civilisation after the destruction of the Alien ship. It has a lot going for it, such as rules for building and managing a settlement. It also positively encourages troupe style play (with everyone having a stable of multiple characters to choose from). However, there is no supernatural element and, despite being a sci-fi setting, very little tech is detailed. Finally, combat is just unbelievably slow, realistic and deadly. Don't get me wrong, I like the system personally, but I doubt my players will have the patience for it. Especially not when a single gun-shot wounds means they will have to spend the next 3 weeks of game time playing a secondary character while their main one recovers. Sometimes you can take realism in a game too far.
  • Rifts: An absolutely fantastic setting which has it all: Hi-tech, Low-Tech, Magic, Psionics, the Supernatural, Gods, Aliens, Dimensional Travellers, Demons, Undead Creatures. You name it, it's in there. Alas, that's the problem. Too many things that need removed from the rules system to make it workable for me. Still an invaluable source of ideas and inspiration with literally several million words of background information and fluff in print. But it's easier to add rules-elements in than take things out. Given that the rules (it's another Palladium system, like Dead Reign) are broken to begin with, it's just not worth the effort.
  • The End is built on the premise that, “the Meek will inherit the Earth,” wasn't a promise, but a warning. The whole idea of the Rapture as the Apocalypse Event was inspired by a mixture of this setting and Stephen King's "The Stand". However, as much as I like this setting,I'm not that familiar with the rules. Certainly not familiar enough to run a game with them.
  • The Morrow Project: Another wonderful game from which I've lifted an idea wholesale (the Morrow Project itself). It's a modern post-apocalyptic setting triggered by World War III. The combat system is almost as brutal as Living Steel's and doesn't lend itself well to incorporating other elements such as mutations, high technology or the Supernatural. Finally, the existing tech provided in the rules is already somewhat dated (the game was written well over a decade ago). Lots of interesting source material to take advantage of, however, including the concept of Prime Base itself.
  • Twilight 2000: Like The Morrow Project, this is an excellent post-nuclear game. The system is quite deadly but relatively simple as far as combat is concerned and it has extensive rules for foraging and survival in the post-apocalyptic wilderness. Again, the tech provided is somewhat dated now. While tech from the Traveller sci-fi setting can be bolted on, combat just wouldn't have the right “feel” to it. Too realistic for a science fantasy, rather than a science fiction, setting.
  • Urutsk : I am very regretful to say that I don't (yet) know much about this rule-system at all, though the setting itself looks amazing. I've been following Time Shadows Urutsk blog (link) for some time now. Like my own home-brewed fantasy setting of Zama, Timeshadow has been gaming in the world of Urutsk for twenty-odd years. Unlike me, she has taken her game world from techological epoch to technological epoch and back again. Wheras Zama has always been a fantasy setting Urutsk has been the setting of fantasy, near-modern-sci-fi, hi-tech-sci-fi and post-apocalypse campaigns in it's time. 

    One thing that struck me more and more as I read through this list and wrote the above piece was how quickly I found myself comparing other rules-systems against Cascade Failure as my base-line. Having gone through the whole list, I'm convinced that Cascade Failure would be my best bet, though I intend to steal a lot of material from Exodus, Morrow Project and (most of all) Darwin's World. There's still a niggling voice in my head that whispers, "Alternity, Alternity," but the fact I enjoy Cascade failure so much (and knowing that Greg Christopher is working on a Cascade Failure based post-apoc system as wel speak) has swing me round. Who knows, perhaps Greg will even like some of what he in future blog posts enough to include the material in his new game. After all, I don't intend to leave-off doing any more post-apocalypse posts just because I haven't had a chance to game in my setting.

    Next: The Ruin at the End of the World


Thursday, 2 June 2011

Cruise of the Dead

As mentioned in my previous post, my OSRIC group came to a sudden end when the party failed to escape a dungeon. Thus, I'm now doing prep-work for a one-off zombie game using the Cascade Failure rules. We spent the balance of our last session coming up with character concepts for the PC's and a few dependants. So without further ado I give you the cast of "Cruise of the Dead"

  • Leon Suare: A tough New York Police Officer taking his sister Lara and her husband on the cruise of their life.
  • Lara Doe: Leon's non-combatant sister. A tasty morsel for any zombie who cares to look.
  • Dexter Doe: Lara's husband and Leon's brother-in-law. A medical doctor. Works the graveyard shift in the E.R
  • Cindy Sharp: A rich daddy's girl with expensive clothes, a knack for IT and a damned little yappy dog named Trixie.
  • Jason Green: One of the ship's engineers. Being a good looking lad with an education, he is often invited to host one of the passenger tables during formal dinners.
  • Hamid Hamza: Jason's bunk-mate. Works in the ship's laundry room. Does double duty as a waiter.
  • Joey Dante: Mafioso. A tough little mafia mamma's boy taking his dear old ma on a cruise.
  • Leona Dante: Abrasive but doting old mafia mom.
  • Little Bobby: Joey's bodyguard. "And I hope that...your first child... is a masculine child." Not the brightest tool in the engine room, but damn handy in a fight.
And finally, the most important character of all:
The S.S Ramirez
Three Swimming Pools, five elevators, great night life and a shit-load of zombies.

Tuesday, 31 May 2011

Game Over

Well, they didn't make it out of the dungeon, so it's out with the old campaign and in with the new. The guys have asked me to run a zombie-based one-off for them, and since none of my players are particularly interested in having to read any rulebooks, I'll be adapting Greg Christopher's Cascade Failure rules [link]. This has the advantage of using a rule-set similar to one they already know, and lets me try out a new system I've been wanting to play-test for a while.

One of the things that first struck me about this system when I first reviewed it [link] just over a month ago was how flexible it could be. So I don't imagine converting the rules to a modern setting should be too much trouble.

So in just over a weeks time (come the end of my night shift) or possibly longer depending on how much background I have to do (and the fact I need to read the rulebook again) we'll be enjoying some good old fashioned zombie mayhem on a Caribbean cruise.

In other news I met my painted miniatures quota for the month (pics to follow) though my goal of painting up the colonial marine platoon I've been collecting for tomorrows war was subverted by the need to paint more miniatures for fantasy gaming. I only managed four marines, but I take consolation in the thought that my army of evil gribblins has been expanded with the addition of four kobolds, six hobgoblins and ten skeletons. Add in the random collection of misc. figures and I painted 31 altogether in the month of may.

Pictures will follow just as soon as my dearly beloved gets her camera out for the lads.

Friday, 13 May 2011

Cascade Failure Sandbox: The Mozi of Xianyou

As before, astrographic data is from StarGen. Game Information, setting and background are all me.

XIANYAO (QAO-2)
{Insert Image}
Terrestrial. Earth Like. (N2, O2 - breathable)
Mass: 1.0 Earth Masses
Surface Gravity: 0.92 Earth G's
Surface Pressure: 0.934 Earth atmospheres
Surface temperature 14.26° Celcius (-0.6° C Earth temperature)
Normal Equatorial temperature range


Night

Day
9.8° C
49.78° F
-
19.1° C
66.3° F
Min

Max
-11.8° C
10.8° F
-
39.5° C
103.0° F


Equatorial radius: 6378.3 Km (1 Earth radii)
Density: 5.50 grams/cc (1 Earth densities)
Eccentricity of orbit: 0.001
Escape Velocity 11.2 Km/sec
Molecular weight retained 6.3 and above: N, O, CH4, NH3, H2O, Ne, N2, CO...
Axial tilt 19°
Planetary albedo 0.30
Exospheric Temperature: 1299.79° K (+26..79° C Earth temperature)
Length of year: 398.57 Earth days/ 618.67 Local days
Length of day: 15.46 hours
Boiling point of water: 98.3° Celcius/209.0° Fahrenheit
Hydrosphere percentage: 66.3%
Cloud cover percentage: 48.6%
Ice cover percentage: 1.8%


GAME TERMS:

Atmosphere: Breathable mix. High oxygen content proves dangerous to long-term health during prolonged exposure. Although unlikely, Pulmonary and ocular toxicity may result from exposure to the elevated oxygen levels found on Xianyao (they normally occur only when atmospheric oxygen concentration is greater than 50% at normal earth pressures). Symptoms may include disorientation, breathing problems, and vision changes such as myopia. Prolonged or very high oxygen concentrations can cause oxidative damage to cell membranes, the collapse of the alveoli in the lungs, retinal detachment, and seizures.

While the combination of increased oxygen concentrations in the planetary atmosphere and slightly reduced atmospheric pressure from earth norms should not prove hazardous to most visitors, those from worlds with an atmospheric pressure higher than earth norm (or departing ships where a higher pressure level is the norm) should endeavour to wear properly calibrated oxygen filters at all time. Long residents and Xianyao natives are not at risk from these atmospheric conditions.

Temperature Range: Close to Earth Normal

Biosphere: The garden-world of Xiangyao possessed a pre-existing, advanced eco-system similar to that found on earth, including higher (non-sentient) plant and animals forms. However, local biology's and Terran biology's are incompatible. While a life-from from the local biosphere will not poison a Terran bio-form which consumes it, neither will the Terran bio-form derive any sustenance or nutritional value from the meal (or vice versa).
The local and imported biospheres therefore offer one another only very limited competition and may be found co-existing in certain areas abandoned after the war. However, due to local cultural values, any interference with the worlds natural development is frowned upon and most Terran bio-forms (food animals, plants and the like) are cultivated or farmed under highly controlled conditions. Likewise, while local bio-forms can be consumed for the culinary taste, the local culture also frowns on this practice as an unnecessary and immoral waste of life. Consequently, even the consumption of local plant forms is a serious criminal offence.

Population and Tech Level:
One of the first earth-like “Garden Worlds' identified in the Verge, Xianyao was discovered, colonised and developed by Chinese adherents of a minority philosophical group known as the Mozi. Though a popular philosophy in China during the “Thousand Schools” epoch of the Early Warring States Period, it fell into disfavour during the Han dynasty, although much of the school's philosophical writings survived. In the years leading up to the Great Calamity, when for over a century the likelihood of a potentially catastrophic inter-stellar war became more apparent, a Mozi philosopher named Gee Li began gathering adherents to take the philosophy to the stars. Gee Li hoped that, by setting the foundations for a strong society modelled on the Mozi ideals of universal love and beliefs in the virtues of self-defense, the world of Xianyao might become a force for rebirth in post-collapse human space.
To this end, Gee-Li and his followers bought the rights to this newly discovered, albeit distant, paradise from the Chinese Government and began settlement in the year 83 pre-Calamity (pC). Even before the first colonist set foot on-world, Gee-Li, in keeping with the philosophical tenants he embraced, began making preparations for the worlds defence. The first colony transports were, in fact, decommissioned, re-purposed Chinese war-ships bought from the flagging Chinese state. As well as habitats, pre-fabbed food cultivation units and gene-labs for creation of a terran-friendly enclosed bio-sphere, the first colony fleet carried orbital defence platforms and auto-mine layers in it's holds. As well as scientists, ecologists and agricultural teams, the first batch of colonists included Mozi-trained military theorists, retired military personnel and even weapons-systems developers.
Although the Great Calamity occurred some seven years after Gee Li's death, the by then twelve million colonists on Xianyao were protected by the most in depth orbital and ground defence systems in existence anywhere in the Verge systems. Ironically, this very defensive preparedness made the world a prime target for combative forces from the very beginning of the war, yet the planetary government and it's Mozi schooled generals had anticipated this outcome. Xianyao
Today, the Mozi's have rebuilt their defences and buried their dead. Though the war cost more lives and material than even their grand strategists had anticipated, the people of Xianyao are already stretching out peace-loving hands to the other worlds of the Verge. Mozi scholars, known to the people of Xianyao as Zhizhe (wise councillors) but to the people of other worlds whom they serve simply as “The Mozi's”leave their world in small groups, bringing their philosophy, vital food and medical supplies and, most especially, their theories of defensive warfare, to small settlements throughout the Verge. Each desperately in need of the food, medicines and fighting techniques the Mozi bring. All across the Verge, dozens of small settlements, even whole moons, owe their lives and freedom from the tyrannical depredations of pirates, raiders and slavers, to the teachings of a small band of warrior-scholars from the distant garden-world of Xianyao.

Culture:
The vast majority of the population are of Chinese descent, but regardless of arbitrary ethnic definitions, the entire world (with almost unique exceptions) embraces the Mozi way of life: universal love and developing the skills needed to defend it from a hostile world.
(click this link for more detailed information on Mozi culture and philosophy)
The world is governed by the Shengxian, a council of masters well-versed in both philosophy and the theory and practice of defensive warfare. Election (or rather, elevation) to the Shengxian is for life and each new master is chosen by the existing council. There is no theoretical limit on the number who may serve on the council at any one time. A person is either wise enough to be counted among the Shengxian or they are not. The Mozi see no need to impose artificial restrictions of the development of their brightest stars.
The population is dispersed throughout a number of major towns and cities all over the planetary surface, rather than concentrated in a small area as with most colony worlds in the Verge. Each settlement, from greatest city to the smallest farm, is protected by a network of anti-orbital, anti-atmospheric, anti-armour and ant-personnel emplacements. Only human habitations are found above ground, and these are both expansive and often very nearly open air, with painted rice-paper walls (steel plates fall into place should a dangerous predator or potential threat be detected by the homes auto-sensors).Verandas, picturesque gardens, art, balconies and orchards of cherry-trees. Architecture is universally inspired by ancient Chinese construction and design methods. Agricultural cultivations, work areas, and even manufacturing centres are all located underground in discrete but well protected locations accessed from the home. To an off-worlder, a busy farm might, from the surface, appear to be nothing more than an unusually well-defended and affluent summer home. The people of Xianyao prefer to perform their work and any potentially dirty, messy or odoriferous tasks underground and out of sight. The surface world is reserved for beauty and light.

The Sky from Kut:
Two small moons (little more than captured asteroids bristling with anti-ship weapons) orbit the world in geostationary orbits above each pole. At least one is always visible from the surface regardless of where one stands, an ever-present reminder of the need for vigilance and preparedness which, regardless of such ominous overtones, the people of Xianyao find strangely reassuring.

Outside Relations:
The People of Xianyao are the avowed enemies of any outside aggressor who would seek to impose his will on others -regardless of whether or not the said aggressor has any designs on Xianyao itself. Likewise, any world in need of aid who can contact Xianyao or one of it's wandering bands of Zhizhe is guaranteed to receive as mush aid as they need – but not necessarily as much as they would like. The Shengxian are not yet aware of CalCol's operations on Apanthi, but if they were they would be sure to take action. They would not, in keeping with their teachings, launch an attack on the slave-mining world, but they would almost certainly send a band of Zhizhe to organise and lead a revolt.

Imports: Nothing. Xianyao is perhaps the only entirely self-sufficient world in the Verge.

Exports:  Zhizhe, the Mozi philoophy, relief aid (food, medical supplies, emergency personnel, instructors etc)

Travel Advisory:
See the notes on Atmospheric pressure above. Also note that bad-manners are considered highly offensive and may result in expulsion from the world or temporary imprisonment. The locals are quite well aware of what swearing sounds like, in any language, and will not tolerate such crass and rude behaviour in their presence. Given that each and every citizens is trained in martial arts (including the use of modern weaponry) behaving badly can be very ill-advised indeed.
Finally, the Mozi are extremely stern where their continued security is concerned. Before entering the system or approaching within range of it's defences it is wise to perform maintenance on ones communications. When it comes to defending their home world against potential threats, the Xianyao Defence Forces take no chances.
Finally, the Xianyao day is 15 hours long. Customarily, Xianyao sleep for four hours during the night cycle and remain awake for the other 11. The Work Cycle is one local day of work followed by one local day of rest.  Four concurrent local rest days end every week of 14 local days.

QAO
5 Planets (size proportional to Sqrt(Radius))
Sun Rock Terrestrial Rock Sub-Jovian Jovian See
Key
Stellar characteristics
Stellar mass 0.92 solar masses
Stellar luminosity 0.45
Age 2.925 billion years
(17.383 billion left on main sequence)
Habitable ecosphere radius 0.675 AU (0.549 - 0.974 AU)

Planetary Overview
#TypeDist.MassRadius
1 Rock Rock 0.382 AU 0.216 EM 0.605 ER
2 Terrestrial Terrestrial 0.671 AU 0.792 EM 0.927 ER
3 Rock Rock 1.049 AU 0.050 EM 0.372 ER
4 Sub-Jovian Sub-Jovian 1.699 AU 18.835 EM 4.224 ER
5 Jovian Jovian 2.976 AU 21.451 EM 4.597 ER


QAO-1
Planet typeRockRock
Tidally Locked 1 Face
Low-G, Hot, Airless, 1-Face
Distance from primary star5.7E+07 KM0.382 AU
Mass1.3E+24Kg0.216 Earth masses
Surface gravity579.7 cm/sec20.59 Earth gees
Surface pressure 0 millibars0.000 Earth atmospheres
Surface temperature 83.6° Celcius
182.4° Fahrenheit
+69.6° C Earth temperature
+125.2° F Earth temperature
Normal temperature range
Min
Max
-221.5° C
-366.8° F
- 264.6° C
508.3° F
Equatorial radius3857.4 Km0.6 Earth radii
Density5.38 grams/cc0.97 Earth densities
Eccentricity of orbit0.078
Escape Velocity 6.7 Km/sec
Molecular weight retained54.4 and aboveSO2, SO3, Kr, Xe
Axial tilt12°
Planetary albedo 0.07
Exospheric Temperature3972.36° K+2699.36° C Earth temperature
Length of year89.66 Earth days1.00 Local days
Length of day2151.87 hours
Boiling point of water-273.1° Celcius
-459.7° Fahrenheit

Hydrosphere percentage 0.0
Cloud cover percentage 0.0
Ice cover percentage 0.0



  XIANYAO (QAO-2)
Planet typeTerrestrialTerrestrial
Earth-like (N2, O2 - breathable)
Distance from primary star1E+08 KM0.671 AU
Mass4.7E+24Kg0.792 Earth masses
Surface gravity903.9 cm/sec20.92 Earth gees
Surface pressure  1225.73 millibars1.21 Earth atmospheres
Surface temperature 9.8° Celcius

-0.6° C Earth temperature
Normal temperature range
Night
Day
9.8° C
49.78° F
- 19.1° C
66.3° F
Min
Max
-11.8° C
-10.8° F
- 39.5° C
103.0° F
Equatorial radius6378.3 Km1 Earth radii
Density5.50 grams/cc1 Earth densities
Eccentricity of orbit0.001
Escape Velocity11.2 Km/sec
Molecular weight retained 6.3 and aboveN, O, CH4, NH3, H2O, Ne, N2, CO...
Nitrogen 47.6%  
Oxygen 50.9% 


Argon  0.5% 

 
Axial tilt19°
Planetary albedo 0.30
Exospheric Temperature1299.79° K+26.79° C Earth temperature
Length of year398.57 Earth days618.67 Local days
Length of day15.46 hours
Boiling point of water98.3° Celcius209.0° Fahrenheit
Hydrosphere percentage66.3
Cloud cover percentage48.6
Ice cover percentage 1.8



QAO-3
Planet typeRockRock
Low-G, Cold, Airless
Distance from primary star1.6E+08 KM1.049 AU
Mass3E+23Kg0.050 Earth masses
Surface gravity354.0 cm/sec20.36 Earth gees
Surface pressure 0 millibars0.000 Earth atmospheres
Surface temperature-57.9° Celcius
-72.3° Fahrenheit
-71.9° C Earth temperature
-129.5° F Earth temperature
Normal temperature range
Night
Day
-89.4° C
-128.9° F
- -26.6° C
-15.9° F
Min
Max
-114.5° C
-174.2° F
- -1.7° C
29.0° F
Equatorial radius2374.4 Km0.37 Earth radii
Density5.33 grams/cc0.97 Earth densities
Eccentricity of orbit0.017
Escape Velocity 4.1 Km/sec
Molecular weight retained19.2 and aboveNe, N2, CO, NO, O2, H2S, Ar, CO2...
Axial tilt26°
Planetary albedo 0.07
Exospheric Temperature526.17° K-746.83° C Earth temperature
Length of year408.36 Earth days286.50 Local days
1.12 Earth years
Length of day34.21 hours
Boiling point of water-273.1° Celcius
-459.7° Fahrenheit

Hydrosphere percentage 0.0
Cloud cover percentage 0.0
Ice cover percentage 0.0



QAO-4
Planet typeSub-JovianSub-Jovian
Distance from primary star2.5E+08 KM1.699 AU
Mass1.1E+26Kg18.835 Earth masses
9.325 Earth masses dust
9.510 Earth masses gas
Equatorial radius26937.7 Km4.2 Earth radii
Density1.37 grams/cc0.25 Earth densities
Eccentricity of orbit0.213
Escape Velocity23.6 Km/sec
Molecular weight retained 0.2 and aboveH, H2, He, N, O, CH4, NH3, H2O...
Axial tilt26°
Planetary albedo 0.46
Exospheric Temperature200.72° K-1072.28° C Earth temperature
Length of year841.28 Earth days1589.26 Local days
2.30 Earth years
Length of day12.70 hours



QAO-5
Planet typeJovianJovian
Distance from primary star4.5E+08 KM2.976 AU
Mass1.3E+26Kg21.451 Earth masses
7.676 Earth masses dust
13.775 Earth masses gas
Equatorial radius29317.6 Km4.6 Earth radii
Density1.21 grams/cc0.22 Earth densities
Eccentricity of orbit0.094
Escape Velocity24.2 Km/sec
Molecular weight retained 0.1 and aboveH, H2, He, N, O, CH4, NH3, H2O...
Axial tilt21°
Planetary albedo 0.51
Exospheric Temperature 65.41° K-1207.59° C Earth temperature
Length of year1950.44 Earth days3613.22 Local days
5.34 Earth years
Length of day12.96 hours

Saturday, 30 April 2011

Cascade Failure Sandbox: Apanthi, Rogue Planetoid

Apanthi (Rogue Planetoid)

Apanthi. The Lost World. In Urdu the name means: "Wrong Road". Soaring through space without stellar companions of any kind. Once a world not unlike earth, Apanthi is now a ball of frozen gas hurtling alone through space. Alone- but not uninhabited.

 GAME TERMS:

Atmosphere:No breathable air or gasses of any kind. Once an inhabitable terrestrial-type world, in the milennia since it escaped the gravitational pull of it's star, all gasses have frozen solid. Consequently, the surface of Apanthi is coated by snow-like layers of various frozen gasses.
Temperature Range: Very very cold - as close to absolute zero is as likely to be found in nature. Light given off by distant stars combined with a tiny glimmer of life that remains in what was once the planetary core are the only natural sources of heat on this dead vagabond world.

Biosphere: None. No life exists permanently on the surface of Apanthi. Gas mining families in the employ of CalCol Corporation exist in temporary residences carved from the frozen gasses that coat the worlds surface, but these habitations are rarely occupied for more than a few weeks at a time.
Perhaps surprisingly, although a void suit is vital for survival, air supply is hardly a problem. When air stocks run low, it's a simple enough matter to dig down through the "snow" to the oxygen layer. A few scoops of frozen air shoved into the internally heated compartments of a specially modified "Apanthi Vacc Suit" will keep a grown adult alive and working hard for some considerable time.

Population and Tech Level:
As many as ten thousand people live a transitory existence between the surface of Apanthi and Tarri Penu, an orbital space station named after a Cythonic goddess placated by human sacrifice. All but a few hundred of these are miners descended from the original indentured workers brought to Apanthi by Calcutta Colonial Interests Inc some fifty years ago when the world was first settled. The original term of service was some seven years but, following the Great Calamity, indenture is now for life. While previously workers strove to earn enough pay pay to prchase transport and a home-stead on another world, now workers strive to earn enough money to pay for spare-parts, life-support and a brief stay on Tarri Penu. At least until their funds run out and they must return to the planet to earn more.
No more than a thousand such miners are allowed to join the Corporate "elites" - pilots, managers, accountants, engineers and so forth- on the space station at any given time. Stays of more than a few days within the stations artificial gravity field (provided by rotation rings) are rare for the miners and their families. Too brief to maintain muscle tissue at the standards required to operate normally at standard G. Thus ensuring that the miners who occupy berths on the station at any given time are too physically weak to cause much trouble for the corporate security and making any possibility of an eventual overthrow of this virtual slave-society extremely remote indeed.
The surviving tech level, both among the miners and the elite themselves, is remarkably high. As one of the main sources of cheap gasses in the sector, Apanthi (or rather, Tarri Penu) traffic control manages a great deal of traffic in the form of independant traders, CalCol ships and even military vessels from nearby systems. CalCol security takes great care to chase away 'claim jumpers" (referring to both freelance mining operations and slavers come to poach rather than sell), people-smugglers and vessels which openly practice piracy nearby, maintaining a small fleet of system cutters, frigates and corvettes to patrol nearby space around the system (always being careful to remain close to the planets weak gravity well).

Culture: 
The majority of the CalCol elite (including it's security forces) are of high-caste Indian origin and belong to Hindu families. The worker population is extremely mixed both ethnically and religiously. Most of the original miners were males of Indian extraction, yet after the Great Calamity when it became apparent that the Miner population would have to become self-sustaining, a large number of (mostly female) workers were "procured" from various shady sources in order to replace miners lost through (understandably quite high) natural "wastage'. Which, of course, in this context, refers to death in the line of duty.
As a result of what the CalCol elite refer to as this "cultural contamination" the miner population has become even more contemptible in their eyes. Almost as many miners now die while aboard Tarri Penu (executed for even miner misdemeanours) as die on the surface from exploding gasses and the like. So much so that many miners now feel that staying longer "on world" before returning to the station is preferable to spending more time there.
The CalCol elite exist in considerable -almost paranoid- fear of their miners, which in part accounts for the sheer brutality of their rule. They are terrified about the prospect of sabotage, given that their own station (and therefore they themselves) are so literally reliant on trade for survival. However, what they fail to appreciate is that the miners themselves cannot afford to cut their own throats by sabotaging their own production efforts let alone by conducting grand sabotage against the station itself. No, what the CalCol elite fail to appreciate is that they should be more concerned with is the very real threat of revolution. Recent "acquisitions' of mining personnel have not been screened as carefully as they would like to believe.
The mining population now includes a small but significant core of recent arrivals (whose physical prowess have yet to deteriorate overmuch from Apanthi's pathetic gravity) with scientific, engineering and even military backgrounds - and not one has anything to lose except their lives.

The Sky from Kut:
Other than a tiny and relatively bright spec in the night sky that orbits the world every thirteen hours, (Terri Panu itself) there is nothing to be seen save the distant light of stars. On Apanthi there is no dawn, no star-light and no moon. Only the ever present, threatening void of space above ones head.

Outside Relations:
Although the miners are intentionally kept ignorant of just who comes and goes above their heads, ships arrive hourly from all over the sector to offload vital imports and even luxury items in return for stocks of frozen water, oxygen, nitrogen, carbon, methane and -vital for space travel- the chlorine, fluorine, hydrogen and other gasses necessary for modern interplanetary (but not  FTL) spaceflight.

Imports:
Medical Supplies, Electronics, Life Support, Food, Alcohol, Recreational Drugs, Slaves, Weapons, Munitions, Spare Parts, Interplanetary shuttles, Space Craft

Exports: 
Water, Frozen Gas.

Travel Advisory:
Due to the extremely high number of violent incidents reported daily in the miner-restricted residential pleasure and residential areas of Tarri Pen, travellers are advised to refrain from entering these areas. There have been occasional reports of crewmen and traders from visiting ships being abducted by slavers for re-sale as miners in recent months. Travelling alone or when inebriated or in the company of strangers is not recommended. CalCol security operatives are know to be brutal and swift in the application of violence against trouble-makers -many of whom find themselves sentenced to the mines below. Discretion is advised.


Apanthi
Planet typeRockRock
Low-G, Cold, Airless
Distance from primary starN/ARogue Planetoid
Mass1.3E+23Kg0.0 Earth masses
Surface gravity149.0 cm/sec20.15 Earth gees
Surface pressure0 millibars0.000 Earth atmospheres
Surface temperature-235.7° Celcius
-392.3° Fahrenheit
-249.7° C Earth temperature
-449.5° F Earth temperature
Normal temperature range








Night
Day
-241.7° C
-403.1° F
- -229.6° C
-381.3° F
Min
Max
-254.1° C
-425.4° F
- -216.9° C
-358.4° F
Equatorial radius2400.2 Km0.38 Earth radii
Density2.22 grams/cc0.4 Earth densities
Eccentricity of orbit0.043
Escape Velocity2.7 Km/sec0.27 Earth Gravity
Molecular weight retained0.1 and aboveH, H2, He, N, O, CH4, NH3, H2O...
Axial tilt54°
Planetary albedo0.15
Exospheric Temperature0.53° K-1272.47° C Earth temperature
Length of yearN/AN/A
Length of day39.26 hours
Boiling point of water-89.7° Celcius
-129.5° Fahrenheit

Hydrosphere percentage0.0
Cloud cover percentage0.0
Ice cover percentage0.0

Tuesday, 26 April 2011

Cascade Failure Sandbox: The Auqlan A System

Here it is, the first article in my new Cascade Failure sandbox series. You'll note that I'm producing entries for individual systems long before I've even designed the sector map. Don't worry, it's deliberate. I'll be able to start constructing the map once I have an idea of how various systems relate to one another - politically, economically, militarily, etc.

Star and planetary information obtained from Star Gen and thereafter modified. The entry on the settled moon of Kut that preceeds it is all me.

More importantly (for me at least) this is my last ever blog article as a single man. As of the 28th, I'll no longer be able to call myself a bachelor.  That same day, the lass I've been calling my missus for the last four years really does get to become my missus.

I'll be back in a few days. Until then, enjoy.

KUT (Terrestrial Moon of Auqlan A-6)
Mass: 0.7 Earth Mass
Surface Gravity: 0.88 G
Surface Pressure: 0.528
Surface temperature 8.3° Celcius (-5.7° C Earth temperature)
Normal Equatorial temperature range



Night

Day
1.0° C
33.8° F
-
15.2° C
59.4° F
Min

Max
-23.6° C
-10.5° F
-
38.5° C
101.4° F

Equatorial radius: 5649.3 Km (0.89 Earth radii)
Density: 5.46 grams/cc (0.99 Earth densities)
Eccentricity of orbit: 0.036
Escape Velocity 9.9 Km/sec
Molecular weight retained 7.4 and above: N, O, CH4, NH3, H2O, Ne, N2, CO...
Axial tilt 22°
Planetary albedo 0.22
Exospheric Temperature: 1187.55° K (-85.45° C Earth temperature)
Length of year: (orbiting planet) 222.85 Earth days 283.81 Local days
Length of day: 18.85 hours
Boiling point of water: 83.4° Celcius/182.1° Fahrenheit
Hydrosphere percentage: 69.3%
Cloud cover percentage: 32.2%
Ice cover percentage: 4.3%

GAME TERMS:

Atmosphere: Breathable Mix. Air pressure lower than comfortable human norms

Temperature Range: Temperate. Somewhat colder than that found on earth at equivalent latitudes and elevation.

Biosphere: Chemical and Biological weapon releases into the upper atmosphere during the Great Calamity devestated the imported Terran biosphere. Only limited numbers of sealed biosphere facilities survived the war.Atmospheric pressure is somewhat low. Visitors are advised to wear breathing apparatus until fully acclimitised.

Human survivors have begun to repopulate the biosphere outside these facilities, but occasional construction has on occasion released fresh stores of weaponized bacterial spores into the atmosphere. Limited progress has been made towards developing new plant and animal strains resistant to these toxins although a human vaccination has been developed. Thus the remaining biosphere is very fragile. Ecological diversity remains very limited even inside controlled, sealed-environment conditions.

Surviving animal species are limited to Humans, Dogs, Cats, Goats, Rats and Cattle. Remaining plant species include several types of cereal, wheat, hops, turnips, carrots, beat-root, onions, peppers, grasses, flowering plants and apples. Some terrestrial insect life is also extant.

Population and Tech Level:
As little as 5% of the planetary population survived the Great Calamity, the majority of whom were either military or civic government personnel housed in bunkers or else agricultural scientists and farmers operating out of sealed biospheric environments.

Several hundred small farms and research facilities are scattered across the planet, clustered on the long, equatorial continent of “Myr”. The combined efforts of these facilities continue to feed and clothe the inhabitants of the three main “bunker cities” of Muscat, Abu Dhabi and Tehran. Each bunker city houses approximately 3000 inhabitants. The local farming and research sites provide the bunker cities with food and fresh water and, in return, are provided with manufactured goods and atmosphere scrubbers produced in the re-tooled bunker recycling centres using freshly mined minerals from the expanding corridors.

Hi-Tech items such as computers and modern weapons require difficult, expensive to produce components and are rare outside the cities. Perhaps the populations greatest asset is it's retention of a hi-tech skill base. Although the planetary populations grip on survival is tenuous at best, it is able to produce a small surplus of food and manufactured goods for trade with passing ships at the Tehran space-terminus.

As the only surviving bunker facility with space-port facilities, Tehran remains the “senior partner” of the three. Despite some recent tensions over trade tariffs, the three cities (though ruled by separate military junta's advised by Shi'a religious leaders) exist in a state of peaceful co-operation, despite frequent military posturing by all party's.

Note that none of the three bunker cities have anything approaching inter-planetary flight capability. A few hover-cars and air-cars remain functional, but that is all. The moon is completely dependant on foreign vessels for interplanetary trade but, due to the small amounts of surplus materials available, rarely receives more than one or two visits a year from traders.

Culture:
Settled by a consortium of Shi'a families from the Arabian Peninsular, faith remains a strong cultural bond between the three bunker-cities, who would otherwise be natural competitors. Though previously ruled in accordance with a corporate model, since the Great Calamity the former Myr corporation's security branch took control of each respective bunker. The three surviving cities each maintained a complete comm's black for several years, explaining why these three facilities survived the war where more than a dozen others did not. Contact between all three bunkers was finally established some 22 years ago. Each city has been ruled by it's own military (or "Public Safety") council since the years of silence. The three councils each send a single representative to sit in the ruins of the old Colony Capitol building (the Al Jalali) for six weeks at the beginning of every year, to discuss matters of common interest.

Gulf Arabic is the only language spoken with any frequency. Several settlers (particularly those who work at the space port) are fairly fluent in either English or Mandorin, but their numbers are few. They are reluctant to teach these languages to outsiders or even to other locals. This ensures that a handful of individuals retain a virtual monoploy on off-world trade.

The Sky from Kut:
At any given time either the Gas Giant (primary day) or the distant sun (night) or several moons (twilight) are visible in the sky of Kut. With more than fifteen other moons orbiting the gas giant however, reflective light is persistent. Even during the “night” cycle, light levels rarely fall below what would be considered twilight on earth.

Outside Relations:
Kut is an isolated world on the fringes of known human space. Other than the infrequent arrival of a few trade vessels from nearby worlds and supply ships from the S.S Ascendant Aurora, it has had no off-world contact of note since the Great Calamity.

Imports:
Medical Supplies, Seed Grain, Building Materials, Power Packs, Electronics, Tools

Exports: 
Food. Small quantities of muniitions.

Travel Advisory:
Due to the extreme number of moons and the influence of the gas giant itself, sea travel (or indeed, travel in coastal areas) is to be avoided. Tidal activity is unpredictable at best and suge tides of up to a kilometre in height are not unknown in some coastal areas. Finally, those who insist on sea-travel should be advised that the waterways remain full of biological sludge and waste from the Great Calamity. Engine failure on surface vessles due to clogged intakes is a common hazard.














Auqlan A
6 Planets (size proportional to Sqrt(Radius))


Stellar characteristics
Stellar mass
1.09 solar masses
Stellar luminosity
1.60
Age
4.079 billion years
(2.733 billion left on main sequence)
Habitable ecosphere radius
1.265 AU (1.029 - 1.826 AU)















Planetary Overview
#
Type
Dist.
Mass
Radius
Rock
0.319 AU
0.074 EM
0.423 ER
Rock
0.426 AU
0.205 EM
0.594 ER
Rock
0.665 AU
0.029 EM
0.312 ER
Venusian
0.763 AU
1.044 EM
1.014 ER
Sub-Jovian
1.347 AU
0.019 JM - 5.926 EM
2.806 ER
Jovian
2.617 AU
0.949 JM - 301.811 EM
9.332 ER
















Auqlan A-1 (Wasqah)
Planet type
Rock
Resonant Spin Locked
Low-G, Hot, Airless, 1-Face
Distance from primary star
4.8E+07 KM
0.319 AU
Mass
4.4E+23Kg
0.1 Earth masses
Surface gravity
402.8 cm/sec2
0.41 Earth gees
Surface pressure
0 millibars
0.000 Earth atmospheres
Surface temperature
261.6° Celcius
502.8° Fahrenheit
+247.6° C Earth temperature
+445.6° F Earth temperature
Normal temperature range













Night

Day
-162.0° C
-259.5° F
-
479.3° C
894.7° F
Min

Max
-176.8° C
-286.3° F
-
483.3° C
902.0° F
Equatorial radius
2697.7 Km
0.42 Earth radii
Density
5.34 grams/cc
0.97 Earth densities
Eccentricity of orbit
0.169

Escape Velocity
4.7 Km/sec

Molecular weight retained
570.1 and above

Axial tilt
12°

Planetary albedo
0.07

Exospheric Temperature
20050.77° K
+18777.77° C Earth temperature
Length of year
62.95 Earth days
1.41 Local days
Length of day
1074.10 hours

Boiling point of water
-273.1° Celcius
-459.7° Fahrenheit

Hydrosphere percentage
0.0

Cloud cover percentage
0.0

Ice cover percentage
0.0

















Auqlan A-2 (Hartum)
Planet type
Rock
Tidally Locked 1 Face
Low-G, Hot, Airless, 1-Face
Distance from primary star
6.4E+07 KM
0.426 AU
Mass
1.2E+24Kg
0.2 Earth masses
Surface gravity
569.3 cm/sec2
0.58 Earth gees
Surface pressure
0 millibars
0.000 Earth atmospheres
Surface temperature
189.2° Celcius
372.6° Fahrenheit
+175.2° C Earth temperature
+315.4° F Earth temperature
Normal temperature range













Min

Max
-206.7° C
-340.0° F
-
396.3° C
745.3° F
Equatorial radius
3790.5 Km
0.59 Earth radii
Density
5.37 grams/cc
0.97 Earth densities
Eccentricity of orbit
0.006

Escape Velocity
6.6 Km/sec

Molecular weight retained
160.5 and above

Axial tilt
23°

Planetary albedo
0.07

Exospheric Temperature
11212.46° K
+9939.46° C Earth temperature
Length of year
97.35 Earth days
1.00 Local days
Length of day
2336.31 hours

Boiling point of water
-273.1° Celcius
-459.7° Fahrenheit

Hydrosphere percentage
0.0

Cloud cover percentage
0.0

Ice cover percentage
0.0

















Auqlan A-3 (Dahilah)
Planet type
Rock
Tidally Locked 1 Face
Low-G, Hot, Airless, 1-Face
Distance from primary star
9.9E+07 KM
0.665 AU
Mass
1.8E+23Kg
0.0 Earth masses
Surface gravity
296.1 cm/sec2
0.30 Earth gees
Surface pressure
0 millibars
0.000 Earth atmospheres
Surface temperature
97.1° Celcius
206.7° Fahrenheit
+83.1° C Earth temperature
+149.5° F Earth temperature
Normal temperature range













Min

Max
-225.6° C
-374.1° F
-
282.2° C
539.9° F
Equatorial radius
1988.8 Km
0.31 Earth radii
Density
5.33 grams/cc
0.97 Earth densities
Eccentricity of orbit
0.005

Escape Velocity
3.4 Km/sec

Molecular weight retained
241.8 and above

Axial tilt
28°

Planetary albedo
0.07

Exospheric Temperature
4607.38° K
+3334.38° C Earth temperature
Length of year
189.67 Earth days
1.00 Local days
Length of day
4552.15 hours

Boiling point of water
-273.1° Celcius
-459.7° Fahrenheit

Hydrosphere percentage
0.0

Cloud cover percentage
0.0

Ice cover percentage
0.0

















Auqlan A-4 (Qina)
Planet type
Venusian
Hot, Arid, Cloudy, Boiling ocean, Unbreathably thick atmosphere
Distance from primary star
1.1E+08 KM
0.763 AU
Mass
6.2E+24Kg
1.0 Earth masses
Surface gravity
995.2 cm/sec2
1.01 Earth gees
Surface pressure
141897 millibars
140.041 Earth atmospheres
Surface temperature
918.0° Celcius
1684.4° Fahrenheit
+904.0° C Earth temperature
+1627.2° F Earth temperature
+787.0° C greenhouse effect (GH)
Normal temperature range













Min

Max
907.5° C
1665.5° F
-
918.8° C
1685.9° F
Equatorial radius
6469.3 Km
1 Earth radii
Density
5.50 grams/cc
1 Earth densities
Eccentricity of orbit
0.053

Escape Velocity
11.3 Km/sec

Molecular weight retained
16.9 and above
NH3, H2O, Ne, N2, CO, NO, O2, H2S...
Axial tilt
28°

Planetary albedo
0.52

Exospheric Temperature
3494.87° K
+2221.87° C Earth temperature
Length of year
233.36 Earth days
269.73 Local days
Length of day
20.76 hours

Boiling point of water
315.1° Celcius
599.2° Fahrenheit

Hydrosphere percentage
0.0

Cloud cover percentage
100.0

Ice cover percentage
0.0

















Auqlan A-5 (Rana)
Planet type
Sub-Jovian
Distance from primary star
2E+08 KM
1.347 AU
Mass
3.5E+25Kg
5.9 Earth masses
0.0 Jovian masses
72.0% dust, 28.0% gas
Equatorial radius
17895.6 Km
2.8 Earth radii
Density
1.48 grams/cc
0.27 Earth densities
Eccentricity of orbit
0.151

Escape Velocity
16.3 Km/sec

Molecular weight retained
2.6 and above
He, N, O, CH4, NH3, H2O, Ne, N2...
Axial tilt
21°

Planetary albedo
0.54

Exospheric Temperature
1122.03° K
-150.97° C Earth temperature
Length of year
547.13 Earth days
871.75 Local days
1.50 Earth years
Length of day
15.06 hours

















Auqlan A-6 (Ganin)
Planet type
Jovian
Distance from primary star
3.9E+08 KM
2.617 AU
Mass
1.8E+27Kg
301.8 Earth masses
0.9 Jovian masses
10.8% dust, 89.2% gas
Equatorial radius
59517.6 Km
9.3 Earth radii
Density
2.04 grams/cc
0.37 Earth densities
Eccentricity of orbit
0.246

Escape Velocity
63.6 Km/sec

Molecular weight retained
0.1 and above
H, H2, He, N, O, CH4, NH3, H2O...
Axial tilt
24°

Planetary albedo
0.55

Exospheric Temperature
297.29° K
-975.71° C Earth temperature
Length of year
1480.91 Earth days
5068.88 Local days
4.05 Earth years
Length of day
7.01 hours