Setting Rules
Gravity (Optional Rule)
The strength of gravity on a planet depends on the planet's size. Increasing or decreasing gravity can affect characters several ways.These effects are explained below. (This rule is optional. Referees who do notwant the added detail can ignore it and assume all adventures happen on planets where gravity equals 1 g.) Disregarding gravity rules will obviously make the Zero-G Tolerance Edge and Space Sickness Hindrance pointless in the campaign. Referees must inform the players at character creation if this is going to be the case for the campaign. For every 0.1g less than 1.0g
- A character's load isincreased to the next die type (Example: a Str of d4 would increase to d6 for purposes of load calculation)
- The distance a character can jump from a standstill is increased by 1". A running jump, increased by 2".
- Fallingdamage is reduced to 1d6 for every 20 feet (4"). For every 0.1g above 1.0g
- A character's load is decreased to the next die type (Example: a Str of d6 woulddecrease to d4 for purposes of load calculation) If a character's Str would reduce below a d4, a light load would be considered a medium load, medium becomes heavy etc.
- The distance a character can jump from a standstill is decreased by 1". A running jump is also decreased by 1".
- Falling damage is increased to 1d6 for the first 10 feet (2") and 1d6 for every 5 feet (1") thereafter.
Weightless Movement
Moving in an area where there is no gravity (Zero-G) is different than normal movement. Handholds are built into the walls of mostspace stations and spaceships, so characters can pull or push themselves alongin free-fall. Once a character starts moving, he will not stop until he bumps into a wall or grabs another handhold and stops himself.
Characters moving thisway can move at walking speed (their normal
Pace). They must follow a wall or, if they move across an open area, they must move straight at a constant speed until they reach the opposite wall. Some ships have velcro strips along the hallways, so characters wearing special footy's can walk normally. Characters walking this way can move at one-half their normal
Pace and may not run. Characters can move outside ships or space stations using space suits. Space suits have magnetic boots so characters can walk on the metallic surface of the ship or station at 1/2 their normal
Pace and also may not run. Characters can connect themselves to the ship with a tether, if they are knocked off the ship they can simply pull themselves back along the tether. The rate is 1/2 their normal
Pace.
Weightless Combat
Whenever a character in free-fall attacks with eithera ranged or melee weapon, he must make an Agility roll. If he fails the roll, the character has lost his balance and is spinning out of control. A spinning character can do nothing until he regains control. To regain control, the character must pass another Agility roll. The character can make a check at the beginning of every round, starting on the round after he loses control.
Note: the Zero-G Tolerance edge grants a bonus to one's Agility roll.
Making an Agility roll to regain control is considered an action. If the character passes the check, he/she has regained control and can move and attack on the same roundwith the usual multi-action penalty. Characters who are wearing magnetic or velcro footys.
Note: characters who are firing gyrojet or laser weapons never lose control.