Rules For Black Holes In Starfinder?


General Discussion


Does Starfinder have rules for using black holes (as gravitational/spacetime singularities)? All I can seem to find via Google or searching the Paizo Starfinder forums are a few mentions of them being portals to the negative energy plane, and the Solarian ability called Black Hole. Can’t find anything about how their gravitational pull might affect space and relatively nearby objects.

I have a campaign I plan to run that heavily involves black holes in the story and was hoping Starfinder might have some rules I could use. Any help would be greatly appreciated.


1 person marked this as a favorite.

They're probably more of a plot driver than something they want one rule for, like for spaceship combat it moves you x squares towards it when you're y distance away , on a regular fight it makes you weightless, on a quickly rotating asteroid it alternates between heavy and light gravity etc. I wouldn't expect real world physics to enter into it cause thats just "yer dead"


1 person marked this as a favorite.

Rules: None I've seen.

Do you mean science or something planar/magical?

If the former, then I agree they're a plot device. (Or a small environmental effect if you keep far away in ship combat.) Black holes are just an absolute beast and not something you mess with.

If the latter, then it's anyone's game. They're not really negative energy in my mind - gravity and shadow aren't the same thing to me, but they could be to you. It'd be all house rule territory.


Starship, Stations and Salvage This has a section with hazards including black holes. A tier 10 black hole is no joke.


3 people marked this as a favorite.

I can't see the need for black hole rules, usually. They are just a setting justification for your pick of environmental rules. "This entire star system is a High Radiation zone. Why? Because its got a black hole at its center, that's why." Stuff like that.

Or "So what happens if I fly into the black hole?"

"You die."

"But how much damage do I take?"

"You don't take damage, you just die."

Dataphiles

After doing some checking of numbers, if I were to houserule the pull of a black hole, it'd be something around 23 hexes per turn pull. This is because the highest (I think) speed you can get in 1 starship turn is 28 hexes. And it feels like escaping from a black hole should require the best ship and crew.


That'd depend on how far away the black hole is surely Dr Cupi? A stellar-mass black hole wouldn't pull in hexes per turn if you were a few light-seconds out, though you might still be in danger from the radiation at that distance.

Dataphiles

1 person marked this as a favorite.

I appreciate minutia as much as the next person, especially if it has to do with physics. However, I was merely addressing the pull per the mechanics of starship combat. Now that I have the maximum number (28) of hexes per turn that is possible in the system, one could surely derive a series of zones emanating from the epicenter of the black hole with reasonable pulls based on the distance from the epicenter and based on the decided pull of the closest zone. How far a GM wants to delve into this is up to them, but my former post was mostly to inform those who cared what the maximum distance per turn is possible in Starfinder.

If you want to delve even further into gravitational shenanigans, the term 'pull' is not entirely accurate. But that is unnecessary.

The radiation that you speak of would probably have a similar mechanic, zone-wise, to the previously decided gravitational pull. If I were to construct a system based on the already in place rules, I would simply say that the radiation levels, per zone, are X+Y strong because your starship is reducing the actual radiation by Y amount and therefore X is what is getting through. Obviously the closer you go, as Y is a constant, the higher the levels of radiation you experience.

Now, if you wanted to really give yourself a lot of work you could attempt to derive Y based on both the quality of the armor and/or shields on the ship. After that derivation you then decide the relationship between X and Y. If you wanted to make it even more interesting, you could have the radiation slowly eat away at the ship's shields at either a single Z quantity per T time, or Z quantity per T time, where Z is multiplied by V value based on how close you are to the black hole. OR EVEN, Z isn't a set value but a percentage of their total shields, likely taking into account their ability to replenish their shields with engineering.

The rabbit hole is fairly endless. But, I would encourage any GM to decide on a fairly simple system that is easy enough for the players to grasp without having to spend the majority of a session explaining it to them. This is all assuming that the players have no desire to deal with such minutia. If they enjoy that kind of thing then I say go ham with the complexity! You could even give them their computer estimated readout of the zones with a light, color spectrum indicating the increasing levels of gravitation and/or radiation! ROYGBIV!


"Dr." Cupi wrote:
After doing some checking of numbers, if I were to houserule the pull of a black hole, it'd be something around 23 hexes per turn pull. This is because the highest (I think) speed you can get in 1 starship turn is 28 hexes. And it feels like escaping from a black hole should require the best ship and crew.

This is exactly how i treated black holes in my book. At tier 10, you have 0 chances to make a mistake. you better have a perfect roleset to make it clear at a 10 strength black hole.

The Exchange

It's just a large body of mass and is easily noticable by the large ring of debris/affect on other celestial bodies. You avoid it like you avoid flying into the sun.

There is life on the sun in starfinder.

The ferran homeworld entry hints life might exist in a black hole.

Some scientists think some black holes might be survivable.

My suggestion is to plan what protection is needed. How passage in and out is handled. And what scifantasy concepts you want to use.

1) time distortion is probably fun and important.2) Using the black hole as an energy source.3) powerful unknowable and indescribable extra planar beings "sleeping" deep inside and locals like it that way.


Isn't The Devourer a living black hole?

Community / Forums / Starfinder / Starfinder General Discussion / Rules For Black Holes In Starfinder? All Messageboards

Want to post a reply? Sign in.
Recent threads in Starfinder General Discussion