Searle: You and the darkness are distinct from each other because darkness is an absence of something, it’s a vacuum. But total light… envelops you. It becomes you.
Sunshine, how can I present such a fantastic movie, a masterpiece of science-fiction.
With this movie, you understand why there were so many solar-cults among humanity, because it is not only a source of light and life, there are deep psychological effects, and the quote of Searle shows it.
I agree with Searle and understand why he surrendered to the Sun, to the power of light and heat. I like the fact that Capa succeeded to achieve the mission and gave back light to Earth, but, who could I have been in the course of this mission, I don’t know.
Sunshine is a science-fiction and philosophical movie, with a great soundtrack and a very good special effects. The actors are also great, everyone is useful, and as I already implied it, my favorite character is Searle.
For me, this movie is equal to Interstellar. Sunshine is about light, heat and stars, Interstellar is about black holes, darkness, time and the void. They are quite the opposite but complement one another. Both tell us space drives crazy our little human brains. In space we are like animals trapped in a very dangerous box, no more society or religion, only you, the void and some stars and planets along the way.
Sunshine, as Interstellar, is also poetic. Some astronauts sacrifice their lives to give again light and heat to Earth, and the more they are close to the Sun, the more they understand its importance for humanity.
We might see a spiritual message, the meeting with God.
You must watch this movie, even if you don’t like science-fiction, because it is also about humanity, philosophy, psychology and faith (in the mission or in the Sun)
I let you listen to one of the best music you can find in a movie, nearly equal to the theme of Interstellar, so, relax and enjoy 😉
You want to create a scenario which lead your players to get near a star, maybe some rules to handle psychological effects on the crew and damage to the spaceship can be useful.
It is nearly impossible to get near a star, no, it is impossible.
But a RPG is not about what is possible, it is about what is cool, and going near or even IN a star, is really cool.
A shuttle could have the toughness of a modern military aircraft: 16 (4)
A small spaceship: 24 (6)
A midsized one: 30 (8)
A big one: 40(10)
And a huge one (battleship for example): 60(14)
A huge heat shield like the one in the movie can halved the damage.
You can of course modify these stats according to your setting.
When the spaceship is 1AU from a star, nothing special happen.
At half the distance, 0.5AU (around Mercury), the GM rolls 3d8 damage.
At half the previous distance, 0.25AU, the GM rolls 4d8 damage.
At 0.10AU, the GM rolls 5d8 damage.
In the Corona area, the GM rolls 6d10 damage.
In the Photosphere, 7d10.
In the Convection zone, 8d10.
In the Radiative zone, 9d12.
And in the Core, 10d12.
The GM rolls one time the dice. If the spaceship stays a long time in a zone, he can roll a second time.
It works like the damage for the spaceship, except it concerns now directly the crew.
Each characters has 3 Mind Points and each loss impacts his personality:
-1 Mind point, the character worsen one of his psychological hindrance or add a new one, and suffers a -1 penalty to all his Trait tests.
-2 Mind points, the character is depressed, so is efficient 8 hours a day instead of 16 (no Trait tests during these 16 hours, the character sleeps or is too sad to act), and suffers a -2 penalty to all his Trait tests.
-3 Mind points, the character is now suicidal (every 4 hours he makes a Spirit roll, SR 4, with a failure, he commits suicide or try to kill someone if impossible), and suffers a -3 penalty to all his Trait tests.
1AU from the star: nothing happen.
0.5AU from the star: opposed Spirit roll, the GM rolls 1d4+1.
0.25AU, the GM rolls 1d6+1.
0.10AU, the GM rolls 1d8+1.
In the Corona area, the GM rolls 1d10+1.
In the Photosphere, 1d12+1.
In the Convection zone, 1d12+2.
In the Radiative zone, 1d12+3.
And in the Core, 1d12+4.
One opposed roll per zone. If the spaceship stays a long time in a zone, there can be a second opposed roll.