Phase | Event | Mechanic | Effect | Player Options |
1.Proximity Warning |
As the ship nears the neutron star, sensors detect increasing gravitational gradient. |
DC 15 INT or WIS check |
On a fail: PCs underestimate gravity differentials. Disadvantage on next maneuver. |
Boost sensor calibration; adjust trajectory early. |
2.Initial Tidal Stress |
Fore and aft experience uneven gravity; hull begins to flex. |
Hull Stress = (Differential Distance in km) × Gravity Gradient × Ship Modifier |
Every round within the roche limit adds d4 cumulative damage per zone. |
Activate structural bracing; redistribute internal mass. |
3. Perceptual Dissonance |
Crew feels differential acceleration (feet heavier than head) |
DC 13 CON save every round |
On a fail: Stunned or incapacitated for 1 round. Accumulates exhaustion over time. |
Secure into gravity seats; inject anti-inertial serum or acceleration fluid activates (if available). |
4. System Overload |
Inertial compensators strain to maintain cohesion. |
System Check: DC (17 + INT mod) DEX |
On a fail: 1 system (nav, comms, or dampers) malfunctions for d4 rounds. |
Re-route power; manual system override. |
5. Structural Shear |
Frame integrity breaches imminent. |
Every 10 seconds: Roll d6 per hull section. On a 1: Breach occurs. |
Breach causes decompression and equipment loss. Crew in breached areas take 3d6 damage (ignore armour). |
Emergency welds or vacuum suits required within 2 rounds. |
6. Escape Maneuver |
Course correction needed to escape tidal trap. |
Pilot Check: DC 20 INT save |
On a fail: trajectory worsens, doubling gravity stress and causing +1 system failure. |
Dump mass; slingshot maneuver |
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