The Environment
of Sting (Sword Wolds 0705)

Atmosphere

The atmosphere of Sting is composed of 22% oxygen (the same as Earth), but the overall pressure is only 0.7 atm at sea level. Thus the equivalent altitude on Earth (based on oxygen pressure) is 3km higher (i.e. there is the same amount of oxygen at 0km altitude on Sting as there is on Earth at 3km).

Temperature

The base temperature (for hex row N-4) is 13.9°C, but this is affected by a number of factors: axial tilt, eccentricity, and day and night. It can also be moderated by water (if a coastal area, adjust the temperature by 1d6° up or down towards 13.9°C). The ‘arctic circles’ lie at about 19° from the poles, and thus include hex row N-9 (and north from here) and S-9 (and south from here).

General Base Temperatures
(°C)
Hex RowSummer in
Northern
Hemisphere
(Day/Night)
Summer in
Southern
Hemisphere
(Day/Night)
N-11-16-18-47-49
N-10-10-12-41-43
N-9-4-6-35-37
N-820-39-31
N-786-23-25
N-6119-12-14
N-51412-1-3
N-4171598
N-320192018
N-226252624
N-132313230
S-132303221
S-226242625
S-320182019
S-4981715
S-5-1-31412
S-6-12-14119
S-7-23-2586
S-8-29-3120
S-9-35-37-4-6
S-10-41-43-10-12
S-11-47-49-16-18
Effects
DGP Grand Survey
description
T5 hits/min
when exposed
50°CUpper limit of human habitability1
37°CPhysical strain on human body
30°CUpper limit of human comfort
25°CUpper limit of optimal temperature (room temperature)
18°CLower limit of optimal temperature (room temperature)
15°CBase temperature for Terra
6°CMinimum for crop growing season
0°CLower limit of human comfort
-5°CCrop “killing frost” temperature on most worlds1
-20°CLower limit of human habitability1
-36°CHardy plants killed on most worlds4
-78°CCarbon dioxide solidifies to form dry ice16

Wind

Beaufort Scale
SeverityNameWind (kph)
0Calm1
1Light air1-5
2Light breeze6-11
3Gentle breeze12-19
4Moderate breeze20-28
5Fresh breeze29-38
6Strong breeze39-49
7Moderate gale50-61
8Fresh gale62-74
9Strong gale75-88
10Whole gale89-102
11Storm103-117
12+Hurricane117+

Events & Encounters

The world map shows “clear”, “mountain”, and “sea” terrain. Interpret “clear” land as follows:

  • From N-7 to N-11 use the tundra table
  • From S-7 to S-11 use the tundra table
  • From N-6 to S-6 and within 1d6 kilometres of the sea use the coast table
  • Other clear land in Arabia is 50% desert, 50% steppe
  • Other clear land elsewhere is 50% forest, 50% steppe

Roll 2d6 for every 50 km travelled in the predominant terrain to find the animal encounter or event if any.

Encounters/Events
(2d6)
SteppeForestMountainCoastDesertTundra
2Family HouseHuntersNo encounterNo encounterNo encounterHunters
3Hunters/FarmersNo encounterNo encounterNo encounterNo encounterNo encounter
4Carrion WormCarrion WormCarrion WormCarrion WormNo encounterNo encounter
5ScuttlebugScuttlebugBuletteSandhopperNo encounterNo encounter
6LäuferChipmunkSheepNo encounterNo encounterNo encounter
7DeerSieberDeerNo encounterNo encounterNo encounter
8Rat ThingMature SieberRat ThingRat ThingNo encounterNo encounter
9Sabre-toothed CatSkorpionMountain JigerNo encounterNo encounterDeer
10Event (Storm)Event (Storm)Event (Storm)Event (Storm)Event (Storm)Event (Storm)
11No encounterNo encounterEvent (Landslide)No encounterSnakeNo encounter
12Military UnitEvent (Forest Fire)Military UnitMilitary UnitMilitary UnitMilitary Unit

Family House: On a cleared and levelled patch of ground stands a 6d6 room mansion with attached garages, servant’s quarters, and power plant. How many of the residents are currently home depends on the time of day. There is a 50% chance that this is also a farm (with barns, animal pens/paddocks, and a pigsty or two).

Hunters: A low-flying (or grounded) air/raft with 1d6 hunters. They’re armed with rifles and/or shotguns.

Farmers: Two low-flying (or grounded) air/rafts with 2d6 farmers. 1d6 farmers will be armed with shotguns.

Military Unit: A military unit marches through on a training exercise. For size roll 6 on 1d6 for platoon-sized, otherwise squad-sized. For transportation, roll 6 on 1d6 for grav vehicles (APCs, etc), otherwise on foot. They are armed with smallarms only.

Event (Storm): A heavy rainstorm with poor visibility and high gusting winds begins. Travel is difficult (flying is perilous, ground vehicles can become mired in mud/sand, foot travel is arduous). Storm lasts 1d6-3 days (min=1) and is severity 1d6+6 (reroll if total is 12).

If in a forest the wind causes a lot of noise but does not otherwise impede travel on the ground (but you still get wet).

If in a desert there is the added danger of flash flood (roll 6 on 1d6). And if in a desert near mountains, there is a chance that the storm is not local but in the mountains … and a flash flood may come (roll 3+ on 1d6)!

If in tundra, the storm is a snowstorm.

Event (Forest Fire): The forest is burning rapidly towards the adventurers. All animals on the forest table run blindly toward the group. Each animal will attack if blocked by an individual.

Event (Landslide): Roll 9+ on 2d6 for each character and/or vehicle to be hit by falling/rolling rocks. However …

To dodge a rockfall while on foot:

Difficult, Dex, Fateful and hazardous

Animals

Animal Table
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Bulette (1d6 for size)meshteethA1F8S1
1-3: 3 metres long1000 kg7/37
4-5: 4 metres long1300 kg9/49
6: 5 metres long1600 kg11/511
This large amphibious hunter looks like a marine shark with legs ... and armour! There is even a dorsal fin (but no tail). Fully grown bulettes are 3 to 5 meters in length. While not very fast (or very bright) they have great endurance and will pursue prey for hours. They will also tenaciously smash through simple stockades to reach their prey. They used to be found in coastal regions but have been hunted into extinction there by early settlers, the only specimens left are those that live in mountain lakes and rivers (emerging to hunt when there are no fish, or they sense easy prey).
QtyAnimalMassHitsArmourWoundsWeaponsReactions
(var)Carrion Worm1 kg1/0none1teethA9F3S1
This small snake is found all over Sting. Its superior sense of smell allows it to locate dead and dying animals. It is also attracted to dung and other waste products. The Carrion Worm is more common in steppe and forest terrain (Qty=2d6) than elsewhere (Qty=1).
QtyAnimalMassHitsArmourWoundsWeaponReactions
1Chipmunk1 kg1/0none1clawsF8A8S1
This tree-dwelling intermittent is common in Sting’s forests. It was named for its similarity to the Terran Chipmunk.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
2d6Deer400 kg7/2none4hornsF2A5S3
This grazer was brought from Old Earth by the original settlers for use as a source of meat. After some minor genetic adjustments for local conditions it was released into the wild. It is commonly hunted for food and sport.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Läufer100 kg3/7none1beakF3A8S4
This is an ostrich-like flightless bird that spends its time searching out and eating seeds of all kinds.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Mountain Jiger400 kg9/7none5teethA9F5S3
When Sting was first settled, this pouncer was mistaken for a Long-Toothed Jiger found on other worlds (hence its name) but it is actually completely unrelated. The Mountain Jiger is a 5m long cross between a leopard and a warthog with long sharp teeth and mottled leathery skin. Mountain Jigers are solitary, fiercely territorial, predators.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Rat Thing50 kg6/1none2teethF3A5S1
This giant rodent has chimpanzee-like intelligence and is usually nocturnal. Rat Things often have clubs or knives and have even been known to shoot firearms if they can get hold of them, but this has been determined to be mimicry of observed human behaviour rather than genuine reasoned intelligence. Rat Things often try to steal human artefacts and food and can be dangerous to unwary campers at night.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Sabre-toothed Cat25 kg3/3none2teethA2F10S2
This is a smaller relative of the Mountain Jiger ... but with a more feline face and fur. It is vicious but keeps the rodent population in check.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Sandhopper1 gr1/0none0teethA6F9S1
This cricket-like insect (commonly found along the beach) could normally be ignored if it weren’t for the fact that they sometimes carry disease. (This they pick up from feeding on diseased carcasses.) When encountering a number of sandhoppers make the ‘attack’ and ‘flee’ rolls separately for each individual ... and for any attacking sand hoppers roll 6 on 1d6 for the presence of “Sand Flu” (see below).
QtyAnimalMassHitsArmourWoundsWeaponsReactions
5d6Scuttlebug1 kg2/1none1teethA2F10S2
This gatherer is a recent (and accidental) addition to Sting’s ecosystem. It is considered a pest. It looks like a clawless lobster, multiplies like a rabbit, leaps about a lot, and can decimate local plant life and crops.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
3d6Sheep200 kg7/5none1teethF2A8S1
This grazer was brought from Old Earth by the original settlers for use as a source of meat. After some minor genetic adjustments for local conditions, some escaped into the wild and now thrive in mountain regions. Those raised for food are domesticated and live on plains farms.
QtyAnimalMassHitsArmourWoundsWeaponsReactions
SiebernoneacidA0F7S1
1d6... adolescent25 kg3/32
1... mature50 kg4/43
This tree dweller appears as a slow-moving sloth-like creature. It has a fan-like sticky tongue, often more than 2 meters long, which it dangles when in tree branches to snag passing insects. It can partially digest caught insects without ingesting them first and so will often leave its acid-covered tongue out for hours at a time. Anyone not paying attention when walking in a forest runs the risk of stumbling into a Sieber’s tongue (which some people claim can be mistaken for a vine).
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1Skorpion3 kg1/1jack2stingerA0F5S1
This aggressive tree-dwelling arachnoid hunts siebers and chipmunks (and anything that moves). It has a venomous sting which will 1d6 points of additional damage within 30 minutes of a strike (unless anti-venom is administered).
QtyAnimalMassHitsArmourWoundsWeaponsReactions
1d6Snake3 kg2/1jack1teethA2F7S2
This desert omnivore eats cacti (and other desert plants) for water and is cannibalistic for protein.
Sand Flu
Agent Type: Complete bacteria
Infectivity: High (40% to 75%)
Routes of Transmission: Insect or animal vector
Incubation Period: Days
Systems Affected: Haematological
Severity (Frequency): Automatic
Severity (Amount): Minor

To avoid infection per infected sand hopper bite:
Difficult, END -1

Symptoms after a 1d6 days incubation phase include fatigue, shortness of breath (anaemia), and prominent lymph nodes in neck, armpits and groin (if not immunosuppressed). In other words: reduce END by 2d6.

Without treatment, the disease lasts an additional 2d6 days then recovery is at 1 point of END per day thereafter.

Use normal medical rules for offworld medics. Diagnosis for local physicians is Routine, and targeted antibiotics are readily available. With treatment, recovery of 1 point of END per day begins immediately. If treated before the end of the incubation phase, then there are no symptoms.

Most locals are vaccinated annually: they can still get sand flu, but the infection task becomes “Average, END” and severity is halved. Having sand flu has a similar vaccinating effect for 1d6 years.

Recommended reading

101 Lifeforms by BITS
– the Long-Toothed Jiger is number 16
– the Scuttlebug is number 30

Medicine In Traveller by Robert O’Connor (Freelance Traveller)


Hemdian’s Notebook