ZeroSpace 3e EN:GM Resources: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_2e_EN:Contents]] [[ZeroSpace_2e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_3e_EN:Contents]] [[ZeroSpace_3e_EN:Contents|Contents]]
{{TOC right}}
{{TOC right}}
This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.
This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.
Line 9: Line 9:
===Attribute Cost===
===Attribute Cost===


{| cellpadding="4" cellspacing="1"
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Extraordinary attribute cost
|+Table: Extraordinary attribute cost
|- class="h1row"
|-  
! class="aligncenter"|Value
! class="aligncenter"|Value
! class="aligncenter"|Incremental Cost
! class="aligncenter"|Cost Per Point
|- class="oddrow"
|-
| class="aligncenter"|1-3
| class="aligncenter"|1-3
| class="aligncenter"|1
| class="aligncenter"|1
|- class="evenrow"
|-
| class="aligncenter"|4-6
| class="aligncenter"|4-6
| class="aligncenter"|2
| class="aligncenter"|2
|- class="oddrow"
|-
| class="aligncenter"|7-9
| class="aligncenter"|7-9
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
|-
| class="aligncenter"|10-12
| class="aligncenter"|10-12
| class="aligncenter"|4
| class="aligncenter"|4
|- class="oddrow"
|-
| class="aligncenter"|13-15
| class="aligncenter"|13-15
| class="aligncenter"|5
| class="aligncenter"|5
|- class="evenrow"
|-
| class="aligncenter"|16-18
| class="aligncenter"|16-18
| class="aligncenter"|6
| class="aligncenter"|6
|- class="oddrow"
|-
| class="aligncenter"|19-20
| class="aligncenter"|19-20
| class="aligncenter"|7
| class="aligncenter"|7
|}
|}


===Brawn===
Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
{| cellpadding="4" cellspacing="1"
|+Table: Extraordinary Brawn
|- class="h1row"
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Standing<br />Long Jump
|- class="oddrow"
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="evenrow"
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="oddrow"
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
| class="alignright"|1 m
|- class="evenrow"
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|1 m
|- class="oddrow"
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
| class="alignright"|2 m
|- class="evenrow"
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
| class="alignright"|2 m
|- class="oddrow"
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
| class="alignright"|4 m
|- class="evenrow"
! class="aligncenter h2cell"|8
| class="alignright"|<span style="color: rgb(204,0,0)"><b>540 kg</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|- class="oddrow"
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|20 m
| class="alignright"|8 m
|- class="evenrow"
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|35 m
| class="alignright"|11 m
|- class="oddrow"
! class="aligncenter h2cell"|11
| class="alignright"|3,000 kg
| class="alignright"|62 m
| class="alignright"|20 m
|- class="evenrow"
! class="aligncenter h2cell"|12
| class="alignright"|5,400 kg
| class="alignright"|110 m
| class="alignright"|35 m
|- class="oddrow"
! class="aligncenter h2cell"|13
| class="alignright"|10 t
| class="alignright"|200 m
| class="alignright"|62 m
|- class="evenrow"
! class="aligncenter h2cell"|14
| class="alignright"|17 t
| class="alignright"|350 m
| class="alignright"|110 m
|- class="oddrow"
! class="aligncenter h2cell"|15
| class="alignright"|30 t
| class="alignright"|620 m
| class="alignright"|200 m
|- class="evenrow"
! class="aligncenter h2cell"|16
| class="alignright"|54 t
| class="alignright"|1,100 m
| class="alignright"|350 m
|- class="oddrow"
! class="aligncenter h2cell"|17
| class="alignright"|96 t
| class="alignright"|2 km
| class="alignright"|620 m
|- class="evenrow"
! class="aligncenter h2cell"|18
| class="alignright"|170 t
| class="alignright"|4 km
| class="alignright"|1,100 m
|- class="oddrow"
! class="aligncenter h2cell"|19
| class="alignright"|300 t
| class="alignright"|6 km
| class="alignright"|2 km
|- class="evenrow"
! class="aligncenter h2cell"|20
| class="alignright"|540 t
| class="alignright"|11 km
| class="alignright"|4 km
|}
#'''Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.


===Agility===
===Agility===


Agility determines a character's base [[ZeroSpace_2e_EN:Actions#Movement|movement speed]] (running, swimming, etc.). Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
Agility determines a character's base [[ZeroSpace_3e_EN:Actions#Movement|movement speed]] (running, swimming, etc.). Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.




Line 164: Line 48:
|-  
|-  
|
|
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Agility
! class="aligncenter"|Walk<br /> (Base Move)
! class="aligncenter"|Walk<br /> (Base Move)
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(kph)
! class="aligncenter"|Sprint<br />(km/h)
|- class="oddrow"
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|11 kph
| class="alignright"|11 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|24 m
| class="alignright"|14 kph
| class="alignright"|14 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|36 m
| class="alignright"|36 m
| class="alignright"|22 kph
| class="alignright"|22 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
| class="alignright"|25 kph
| class="alignright"|25 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|36 kph
| class="alignright"|36 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 kph</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 km/h</b></span>
|- class="oddrow"
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|19 m
| class="alignright"|19 m
| class="alignright"|38 m
| class="alignright"|38 m
| class="alignright"|114 m
| class="alignright"|114 m
| class="alignright"|68 kph
| class="alignright"|68 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|28 m
| class="alignright"|28 m
| class="alignright"|56 m
| class="alignright"|56 m
| class="alignright"|168 m
| class="alignright"|168 m
| class="alignright"|100 kph
| class="alignright"|100 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|41 m
| class="alignright"|41 m
| class="alignright"|82 m
| class="alignright"|82 m
| class="alignright"|246 m
| class="alignright"|246 m
| class="alignright"|150 kph
| class="alignright"|150 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|120 m
| class="alignright"|120 m
| class="alignright"|360 m
| class="alignright"|360 m
| class="alignright"|220 kph
| class="alignright"|220 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|89 m
| class="alignright"|89 m
| class="alignright"|178 m
| class="alignright"|178 m
| class="alignright"|534 m
| class="alignright"|534 m
| class="alignright"|320 kph
| class="alignright"|320 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
| class="alignright"|470 kph
| class="alignright"|470 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|190 m
| class="alignright"|190 m
| class="alignright"|380 m
| class="alignright"|380 m
| class="alignright"|1,140 m
| class="alignright"|1,140 m
| class="alignright"|680 kph
| class="alignright"|680 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|280 m
| class="alignright"|280 m
| class="alignright"|560 m
| class="alignright"|560 m
| class="alignright"|1,680 m
| class="alignright"|1,680 m
| class="alignright"|1,000 kph
| class="alignright"|1,000 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|410 m
| class="alignright"|410 m
| class="alignright"|820 m
| class="alignright"|820 m
| class="alignright"|2,460 m
| class="alignright"|2,460 m
| class="alignright"|1,500 kph
| class="alignright"|1,500 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|600 m
| class="alignright"|600 m
| class="alignright"|1,200 m
| class="alignright"|1,200 m
| class="alignright"|3,600 m
| class="alignright"|3,600 m
| class="alignright"|2,200 kph
| class="alignright"|2,200 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|890 m
| class="alignright"|890 m
| class="alignright"|1,780 m
| class="alignright"|1,780 m
| class="alignright"|5,340 m
| class="alignright"|5,340 m
| class="alignright"|3,200 kph
| class="alignright"|3,200 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|1,300 m
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|7,800 m
| class="alignright"|4,700 kph
| class="alignright"|4,700 km/h
|}
|}
|  
|  
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Agility
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(kph)
! class="aligncenter"|Swim Sprint<br />(km/h)
|- class="oddrow"
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|11 kph
| class="alignright"|11 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|11 kph
| class="alignright"|11 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 kph</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 km/h</b></span>
|- class="oddrow"
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|5 m
| class="alignright"|5 m
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|30 m
| class="alignright"|30 m
| class="alignright"|18 kph
| class="alignright"|18 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
| class="alignright"|25 kph
| class="alignright"|25 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|36 kph
| class="alignright"|36 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|13 m
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|78 m
| class="alignright"|47 kph
| class="alignright"|47 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|17 m
| class="alignright"|17 m
| class="alignright"|34 m
| class="alignright"|34 m
| class="alignright"|102 m
| class="alignright"|102 m
| class="alignright"|61 kph
| class="alignright"|61 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|22 m
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|132 m
| class="alignright"|79 kph
| class="alignright"|79 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|30 m
| class="alignright"|30 m
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|180 m
| class="alignright"|180 m
| class="alignright"|110 kph
| class="alignright"|110 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|240 m
| class="alignright"|140 kph
| class="alignright"|140 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|53 m
| class="alignright"|53 m
| class="alignright"|106 m
| class="alignright"|106 m
| class="alignright"|318 m
| class="alignright"|318 m
| class="alignright"|190 kph
| class="alignright"|190 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|71 m
| class="alignright"|71 m
| class="alignright"|142 m
| class="alignright"|142 m
| class="alignright"|426 m
| class="alignright"|426 m
| class="alignright"|260 kph
| class="alignright"|260 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|95 m
| class="alignright"|95 m
| class="alignright"|190 m
| class="alignright"|190 m
| class="alignright"|570 m
| class="alignright"|570 m
| class="alignright"|340 kph
| class="alignright"|340 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
| class="alignright"|470 kph
| class="alignright"|470 km/h
|}
|}
|}
|}




===Power===
===Brawn===
 
Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Extraordinary Brawn
|-
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Standing<br />Long Jump
|-
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|1 m
| class="alignright"|0 m
|-
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
| class="alignright"|4 m
|-
! class="aligncenter h2cell"|8
| class="alignright"|<span style="color: rgb(204,0,0)"><b>540 kg</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|-
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|20 m
| class="alignright"|8 m
|-
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|35 m
| class="alignright"|11 m
|-
! class="aligncenter h2cell"|11
| class="alignright"|3,000 kg
| class="alignright"|62 m
| class="alignright"|20 m
|-
! class="aligncenter h2cell"|12
| class="alignright"|5,400 kg
| class="alignright"|110 m
| class="alignright"|35 m
|-
! class="aligncenter h2cell"|13
| class="alignright"|10 t
| class="alignright"|200 m
| class="alignright"|62 m
|-
! class="aligncenter h2cell"|14
| class="alignright"|17 t
| class="alignright"|350 m
| class="alignright"|110 m
|-
! class="aligncenter h2cell"|15
| class="alignright"|30 t
| class="alignright"|620 m
| class="alignright"|200 m
|-
! class="aligncenter h2cell"|16
| class="alignright"|54 t
| class="alignright"|1,100 m
| class="alignright"|350 m
|-
! class="aligncenter h2cell"|17
| class="alignright"|96 t
| class="alignright"|2 km
| class="alignright"|620 m
|-
! class="aligncenter h2cell"|18
| class="alignright"|170 t
| class="alignright"|4 km
| class="alignright"|1,100 m
|-
! class="aligncenter h2cell"|19
| class="alignright"|300 t
| class="alignright"|6 km
| class="alignright"|2 km
|-
! class="aligncenter h2cell"|20
| class="alignright"|540 t
| class="alignright"|11 km
| class="alignright"|4 km
|}
#'''Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.
 
===Power Level===


If the character has alien traits or esoteric powers, the character's Power determines the potency of these powers.
If the character has alien traits or occult powers, the character's Power Level determines the potency of these powers.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Extraordinary Power
|+Table: Extraordinary Power Level
|- class="h1row"
|-  
! class="aligncenter"|Power
! class="aligncenter"|Power Level
! class="aligncenter"|General Effect
! class="aligncenter"|General Effect
! class="aligncenter"|Mass
! class="aligncenter"|Mass
|- class="oddrow"
! class="aligncenter"|Area
! class="aligncenter"|Range
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|1
| class="alignright"|1
| class="alignright"|37 kg
| class="alignright"|37 kg
|- class="evenrow"
| class="alignright"|1 m radius
| class="alignright"|14 m
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|1
| class="alignright"|2
| class="alignright"|54 kg
| class="alignright"|54 kg
|- class="oddrow"
| class="alignright"|2 m radius
| class="alignright"|20 m
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|2
| class="alignright"|3
| class="alignright"|79 kg
| class="alignright"|79 kg
|- class="evenrow"
| class="alignright"|3 m radius
| class="alignright"|28 m
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|2
| class="alignright"|4
| class="alignright"|120 kg
| class="alignright"|120 kg
|- class="oddrow"
| class="alignright"|4 m radius
| class="alignright"|40 m
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|4
| class="alignright"|6
| class="alignright"|170 kg
| class="alignright"|170 kg
|- class="evenrow"
| class="alignright"|6 m radius
| class="alignright"|56 m
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|5
| class="alignright"|8
| class="alignright"|250 kg
| class="alignright"|250 kg
|- class="oddrow"
| class="alignright"|8 m radius
| class="alignright"|80 m
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|8
| class="alignright"|11
| class="alignright"|370 kg
| class="alignright"|370 kg
|- class="evenrow"
| class="alignright"|11 m radius
| class="alignright"|110 m
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|11
| class="alignright"|16
| class="alignright"|540 kg
| class="alignright"|540 kg
|- class="oddrow"
| class="alignright"|16 m radius
| class="alignright"|160 m
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|20
| class="alignright"|22
| class="alignright"|960 kg
| class="alignright"|960 kg
|- class="evenrow"
| class="alignright"|22 m radius
| class="alignright"|220 m
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|35
| class="alignright"|32
| class="alignright"|1,700 kg
| class="alignright"|1,700 kg
|- class="oddrow"
| class="alignright"|32 m radius
| class="alignright"|320 m
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|62
| class="alignright"|44
| class="alignright"|3,000 kg
| class="alignright"|3,000 kg
|- class="evenrow"
| class="alignright"|44 m radius
| class="alignright"|440 m
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|110
| class="alignright"|64
| class="alignright"|5,400 kg
| class="alignright"|5,400 kg
|- class="oddrow"
| class="alignright"|64 m radius
| class="alignright"|640 m
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|200
| class="alignright"|88
| class="alignright"|10 t
| class="alignright"|10 t
|- class="evenrow"
| class="alignright"|88 m radius
| class="alignright"|880 m
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|350
| class="alignright"|130
| class="alignright"|17 t
| class="alignright"|17 t
|- class="oddrow"
| class="alignright"|130 m radius
| class="alignright"|1,300 m
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|620
| class="alignright"|180
| class="alignright"|30 t
| class="alignright"|30 t
|- class="evenrow"
| class="alignright"|180 m radius
| class="alignright"|1,800 m
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|1,100
| class="alignright"|260
| class="alignright"|54 t
| class="alignright"|54 t
|- class="oddrow"
| class="alignright"|260 m radius
| class="alignright"|2,600 m
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|2,000
| class="alignright"|360
| class="alignright"|96 t
| class="alignright"|96 t
|- class="evenrow"
| class="alignright"|360 m radius
| class="alignright"|3,600 m
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|4,000
| class="alignright"|520
| class="alignright"|170 t
| class="alignright"|170 t
|- class="oddrow"
| class="alignright"|520 m radius
| class="alignright"|5,200 m
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|6,000
| class="alignright"|720
| class="alignright"|300 t
| class="alignright"|300 t
|- class="evenrow"
| class="alignright"|720 m radius
| class="alignright"|7,200 m
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|11,000
| class="alignright"|1,000
| class="alignright"|540 t
| class="alignright"|540 t
| class="alignright"|1,000 m radius
| class="alignright"|10,000 m
|}
|}


==Hostile Environments==


==Hostile Environments==


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hostile environments
|+Table: Hostile environments
|- class="h1row"
|-  
! class="alignleft"|Environment
! class="alignleft"|Environment
! class="alignleft"|Effect
! class="alignleft"|Effect
|- class="oddrow"
|-  
| class="alignleft"|Darkness
| class="alignleft"|Darkness
| class="alignleft"|Attack and defense penalties
| class="alignleft"|Attack and defense penalties
|- class="evenrow"
|-  
| class="alignleft"|Dehydration
| class="alignleft"|Dehydration
| class="alignleft"|Lose one Endurance per day; penalty die on all tasks
| class="alignleft"|Maximum Endurance reduced by one per day; penalty die on all tasks
|- class="oddrow"  
|-  
| class="alignleft"|Exhaustion
| class="alignleft"|Cumulative penalty dice
|-
| class="alignleft"|Exposure
| class="alignleft"|Exposure
| class="alignleft"|Lose one Endurance, from once per hour to once per six hours
| class="alignleft"|Maximum Endurance reduced, from one per hour to one per six hours
|- class="evenrow"
|-  
| class="alignleft"|Falling
| class="alignleft"|Falling
| class="alignleft"|Lose one Endurance for each five meters fallen
| class="alignleft"|Lose one Endurance for each five meters fallen
|- class="oddrow"
|-  
| class="alignleft"|Fire
| class="alignleft"|Fire
| class="alignleft"|Action value depends on heat and intensity, once per round
| class="alignleft"|Damage depends on heat and intensity, once per round
|- class="evenrow"
|-  
| class="alignleft"|Poisons
| class="alignleft"|Poisons
| class="alignleft"|Brawn roll, from once per round to once per hour
| class="alignleft"|Maximum Endurance reduced, from one per round to one per hour
|- class="oddrow"
|-  
| class="alignleft"|Pressure
| class="alignleft"|Pressure
| class="alignleft"|Lose one Endurance, from once per round to once per minute
| class="alignleft"|Maximum Endurance reduced, from one per round to one per minute
|- class="evenrow"
|-  
| class="alignleft"|Radiation
| class="alignleft"|Radiation
| class="alignleft"|Brawn roll, once per week; penalty die on all tasks
| class="alignleft"|Maximum Endurance reduced by one per week; penalty die on all tasks
|- class="oddrow"
|-  
| class="alignleft"|Sleep Deprivation
| class="alignleft"|Lose one Reason per day, then lose one Presence per day, then lose one Endurance per day
|- class="evenrow"
| class="alignleft"|Starvation
| class="alignleft"|Starvation
| class="alignleft"|Lose one Endurance per week; penalty die on all tasks
| class="alignleft"|Maximum Endurance reduced by one per week; penalty die on all tasks
|- class="oddrow"
|-  
| class="alignleft"|Suffocation
| class="alignleft"|Suffocation
| class="alignleft"|Lose one Endurance per minute
| class="alignleft"|Maximum Endurance reduced by one per minute
|- class="evenrow"
|-  
| class="alignleft"|Vacuum
| class="alignleft"|Vacuum
| class="alignleft"|Lose one Endurance, from once per round to once per minute
| class="alignleft"|Maximum Endurance reduced, from one per round to one per minute
|}
|}


Line 568: Line 616:
Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.
Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.


A character with the [[ZeroSpace_2e_EN:Esoteric_Orders#Ambient_Awareness|appropriate powers]], or equipment permitting them to perceive normally, suffers no ill effects from darkness.
A character with the [[ZeroSpace_3e_EN:Occult_Orders#Ambient_Awareness|appropriate powers]], or equipment permitting them to perceive normally, suffers no ill effects from darkness.


===Dehydration===
===Dehydration===
Line 574: Line 622:
A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.
A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.


Characters suffering from dehydration lose one Endurance per day until they are rehydrated. Additionally, the character incurs a penalty die on all rolls. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
If a character is suffering from dehydration, their maximum Endurance is reduced by one per day until they are rehydrated or until their maximum Endurance is reduced to zero. Additionally, the character incurs a penalty die on all rolls. Once the character is rehydrated, their maximum Endurance is restored at the same rate it was lost.
 
A character who is [[ZeroSpace_3e_EN:Aliens#Self-sustaining|self-sustaining]] is unaffected by dehydration.
 
===Exhaustion===
 
Most people need to rest after eight hours of strenuous activity. If they do not, they suffer a penalty die on all skill rolls until they do. If they go more than 24 hours without sleep, they suffer another penalty die until they get a solid night's rest.


A character who is [[ZeroSpace_2e_EN:Aliens#Self-sustaining|self-sustaining]] is unaffected by dehydration.
A character with [[ZeroSpace_3e_EN:Aliens#Self-sustaining|Self-sustaining]] is unaffected by exhaustion.


===Exposure===
===Exposure===


Extremes of heat and cold can be dangerous to those without adequate protection from the elements. Characters exposed to extreme temperatures gradually lose Endurance until they find shelter. How quickly they lose Endurance depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, causes the character to lose one Endurance every six hours or so: brutal, but not immediately life-threatening. The same character in a blazing hot desert or standing on a ridge above the frost plains of Ribos might lose one Endurance once per hour. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
Extremes of heat and cold can be dangerous to those without adequate protection. If a character is exposed to extreme temperatures, their maximum Endurance will be gradually reduced until they find shelter or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, would reduce their maximum Endurance by one every six hours or so: brutal, but not immediately life-threatening. If the same character were in a blazing hot desert or in the middle of a blizzard, their maximum Endurance would be reduced by one every hour. Once the character is no longer exposed to the extreme temperatures, their maximum Endurance is restored at the same rate it was lost.


A character native to [[ZeroSpace_2e_EN:Aliens#Frigian|sub-zero enviroments]] is unaffected by extreme cold, while a character native to [[ZeroSpace_2e_EN:Aliens#Infernal|fiery enviroments]] is unaffected by extreme heat. A character with [[ZeroSpace_2e_EN:Esoteric_Orders#Harmony|Harmony]] or suitable environmental gear is unaffected by either extreme.
A character native to [[ZeroSpace_3e_EN:Aliens#Frigian|sub-zero enviroments]] is unaffected by extreme cold, while a character native to [[ZeroSpace_3e_EN:Aliens#Infernal|fiery enviroments]] is unaffected by extreme heat. A character with [[ZeroSpace_3e_EN:Occult_Orders#Harmony|Harmony]] or suitable environmental gear is unaffected by either extreme.


===Falling===
===Falling===


A character who falls farther than they can jump takes damage based on the distance fallen. A character who falls and strikes a surface loses one Endurance for each five meters fallen (rounded down). Conventional forms of protection, such as armor and energy shields, are effective against this damage.
Falling is treated as a normal attack which inflicts Endurance damage. The power level (PL) of a fall depends on the distance fallen: +1 PL for each five meters fallen (rounded down), up to a maximum of PL 20. Particularly soft or yielding surfaces can reduce the power level of the fall by as much as half.


Particularly soft or yielding surfaces can reduce the damage of the fall by as much as half, while particularly unforgiving surfaces may double the damage.
===Fire===


===Fire===
Fire is treated as an attack which inflicts Endurance damage. The damage of a fire depends on its heat and intensity. Any power or equipment which provides protection from Endurance damage is effective against fire damage.


The action value of a fire depends on its heat and intensity. Any power or equipment that provides protection from Endurance damage, such as armor and energy shields, is effective against fire damage.
A character with [[ZeroSpace_3e_EN:Aliens#Infernal|Infernal]] gains a defense bonus against the fire.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Fire
|+Table: Fire
|- class="h1row"
|-  
! class="alignleft"|Fire
! class="alignleft"|Fire
! class="aligncenter"|Action<br />Value
! class="aligncenter"|PL
|- class="oddrow"
|-
| class="alignleft"|Campfire, torch
| class="alignleft"|Campfire, torch
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
|-
| class="alignleft"|Burning building
| class="alignleft"|Burning building
| class="aligncenter"|6
| class="aligncenter"|6
|- class="oddrow"
|-
| class="alignleft"|Molten lava
| class="alignleft"|Molten lava
| class="aligncenter"|9
| class="aligncenter"|9
Line 612: Line 666:




Very cool and very hot fires are outside of this range. A lit spice-stick can cause painful burns, for example, but it's less damaging than action value 3. On the other hand, the surface of a star is far beyond even action value 9.
Very cool and very hot fires are outside of this range. A lit spice-stick can cause painful burns, for example, but it's less damaging than PL 3. On the other hand, the surface of a star is far beyond even PL 9.


Fire has a reduced effect on a character native to [[ZeroSpace_2e_EN:Aliens#Infernal|fiery environments]] or a character with [[ZeroSpace_2e_EN:Esoteric_Orders#Harmony|Harmony]]: their effective defense value is doubled.
Fire has a reduced effect on a character native to [[ZeroSpace_3e_EN:Aliens#Infernal|fiery environments]]: the character receives a bonus die on their defense roll.


===Poisons===
===Poisons===
Line 620: Line 674:
Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.
Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.


Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Brawn roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn roll is not successful, the character has succumbed to the poison, and they immediately lose one Endurance. Periodically thereafter, the character must attempt another Brawn roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Brawn roll results in another loss of Endurance. This continues until the character successfully makes a Brawn roll, or they are administered the appropriate antidote (if one exists). Once the character successfully makes a Brawn roll against the poison or is administered the appropriate antidote, they stop losing Endurance and begin to heal normally.
Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Survival (Brawn) roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Survival (Brawn) roll is not successful, the character has succumbed to the poison, and their maximum Endurance is reduced by one. Periodically thereafter, the character must attempt another Survival (Brawn) roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reduction of the character's maximum Endurance. This continues until the character successfully makes a Survival (Brawn) roll, or they are administered the appropriate antidote (if one exists), or their maximum Endurance is reduced to zero. Once the character successfully makes a Survival (Brawn) roll against the poison or is administered the appropriate antidote, their maximum Endurance is restored at the same rate it was lost.
 
Some poisons and pathogens have effects other than or in addition to Endurance damage, such as blindness or paralysis.


Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from poisoning, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
Some poisons and pathogens have additional effects, such as blindness or paralysis.


A character with [[ZeroSpace_2e_EN:Aliens#Immunity_To_Poison|Immunity To Poison]] or suitable environmental gear is unaffected by poisons.
A character with [[ZeroSpace_3e_EN:Aliens#Immunity_To_Poison|Immunity To Poison]] or suitable environmental gear is unaffected by poisons.


===Pressure===
===Pressure===


Characters exposed to extreme atmospheric pressure lose Endurance until they return to their natural atmosphere or their internal and external pressure is equalized (generally through the use of an air supply specifically designed for use at that pressure). How quickly they lose Endurance depends on how prepared they are and the severity of the conditions. A trained diver 30 meters under water would lose one Endurance per minute: life threatening, but not immediately fatal. The same character 300 meters under water (approximately 30 atmospheres, or 3040 kPa) would lose one Endurance per round unless they had specialized breathing apparatus designed to maintain a constant pressure inside their bodies. At higher pressures, even specialized breathing apparatus is not enough to protect the body from the structural failure of tissue, not to mention the pressure on unprotected nerves causing them to stop transmitting impulses.
If a character is exposed to extreme atmospheric pressure, their maximum Endurance will be gradually reduced until they return to their natural atmosphere, or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on how prepared they are and the severity of the conditions. If a trained diver were 30 meters under water (approximately 3 atmospheres, or 30 decibars), their maximum Endurance would be reduced by one per minute: life threatening, but not immediately fatal. If the same character were 300 meters under water (approximately 30 atmospheres, or 300 decibars), their maximum Endurance would be reduced by one per round. Once the character is no longer exposed to the extreme atmospheric pressure, their maximum Endurance is restored at the same rate it was lost.
 
Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to extreme pressure, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.


A character wearing an exosuit designed for extreme pressure environments or who is native to [[ZeroSpace_2e_EN:Aliens#Aquatic|deep sea environments]] is unaffected by high pressure, as is a character with [[ZeroSpace_2e_EN:Esoteric_Orders#Harmony|Harmony]].
A character wearing an exosuit designed for extreme pressure environments or who is native to [[ZeroSpace_3e_EN:Aliens#Aquatic|deep sea environments]] is unaffected by high pressure, as is a character with [[ZeroSpace_3e_EN:Occult_Orders#Harmony|Harmony]].


===Radiation===
===Radiation===
Line 642: Line 692:
The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal disorders and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.
The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal disorders and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.


Twenty-four hours after exposure, a character exposed to radiation must make a successful Brawn roll against the action value of the radiation. Failure indicates that the character has developed acute radiation syndrome and they immediately lose one Endurance. Each week thereafter, the character must attempt another Brawn roll. Each failed Brawn roll results in another one Endurance lost. Additionally, the character incurs one penalty die for every week that the character has been suffering from acute radiation syndrome. This continues until the character dies or successfully makes the Brawn roll. Once the character successfully makes the Brawn roll against the action value of the radiation, they stop losing Endurance and may begin to heal normally.
Twenty-four hours after exposure, a character exposed to radiation must make a successful Survival (Brawn) roll against the radiation. Failure indicates that the character has developed acute radiation syndrome and their maximum Endurance is immediately reduced by one. Each week thereafter, the character must attempt another Survival (Brawn) roll against the radiation. Each failed Survival (Brawn) roll results in the character's maximum Endurance being reduced by one. This continues until the character successfully makes the Survival (Brawn) roll, or until their maximum Endurance is reduced to zero. Once the character successfully makes the Survival (Brawn) roll against the radiation, their maximum Endurance is restored at the same rate it was lost.
 
Suitable treatment grants a bonus die on the victim's Brawn roll. Small doses of radiation are treated with blood transfusions and antibiotics, while greater doses of radiation require exotic treatments such as bone marrow transplants. Large doses of radiation are invariably fatal to normal human beings.


Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from acute radiation syndrome, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
A character suffering from acute radiation syndrome incurs a penalty die on all rolls. However, suitable treatment grants a bonus die on the victim's Survival (Brawn) roll. Small doses of radiation are treated with blood transfusions and antibiotics, while greater doses of radiation require exotic treatments such as bone marrow transplants. Large doses of radiation are invariably fatal to normal human beings.


A character with [[ZeroSpace_2e_EN:Esoteric_Orders#Harmony|Harmony]] or suitable environmental gear, or who is native to [[ZeroSpace_2e_EN:Aliens#Infernal|fiery climates]] is unaffected by ionizing radiation.
A character with [[ZeroSpace_3e_EN:Occult_Orders#Harmony|Harmony]] or suitable environmental gear, or who is native to [[ZeroSpace_3e_EN:Aliens#Infernal|fiery climates]] is unaffected by radiation.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Radiation
|+Table: Radiation
|- class="h1row"
|-  
! class="aligncenter"|Action value
! class="aligncenter"|PL
! class="alignleft"|Radiation
! class="alignleft"|Radiation
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Fallout from a recent nuclear explosion
| class="alignleft"|Fallout from a recent nuclear explosion
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Vial of plutonium
| class="alignleft"|Vial of plutonium
|- class="oddrow"
|-
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|Interior of a nuclear reactor
| class="alignleft"|Interior of a nuclear reactor
|}
|}
===Sleep Deprivation===
A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.
A character suffering from sleep deprivation loses one Reason per day until their Reason equals zero. Once the character's Reason is reduced to zero, the character loses one Presence per day until their Presence equals zero. Once the character's Presence is reduced to zero, the character loses one Endurance per day until their Endurance is reduced to zero. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from losing consciousness, they will eventually die. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of sleep deprivation, nor is rapid healing, such as that provided by Meditation and Regeneration.
A character who is [[ZeroSpace_2e_EN:Aliens#Self-sustaining|self-sustaining]] is unaffected by sleep deprivation.


===Starvation===
===Starvation===
Line 680: Line 719:
A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.
A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.


Characters suffering from starvation lose one Endurance per week until they eat something. Additionally, the character incurs a penalty die on all rolls. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of starvation, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
Each 7 days a character goes without eating, their maximum Endurance is reduced by one, until their maximum Endurance equals zero. Additionally, the character incurs a penalty die on all rolls. Once the character has resumed a normal diet, their maximum Endurance is restored at the same rate it was lost.


A character who is [[ZeroSpace_2e_EN:Aliens#Self-sustaining|self-sustaining]] is unaffected by starvation.
A character who is [[ZeroSpace_3e_EN:Aliens#Self-sustaining|self-sustaining]] is unaffected by starvation.


===Suffocation===
===Suffocation===


A character who needs to breath but is unable to do so, such as someone drowning or suffocating, loses one Endurance per minute until they can breathe freely again. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
If a character needs to breath but is unable to do so, such as someone drowning or suffocating, their maximum Endurance is reduced by one per minute until they can breathe freely again, or until their maximum Endurance equals zero. Once the character is able to breathe normally, their maximum Endurance is restored at the same rate it was lost.


A character with [[ZeroSpace_2e_EN:Aliens#Immunity_To_Suffocation|Immunity to Suffocation]] or suitable environmental gear is unaffected by suffocation.
A character with [[ZeroSpace_3e_EN:Aliens#Immunity_To_Suffocation|Immunity to Suffocation]] or suitable environmental gear is unaffected by suffocation.


===Vacuum===
===Vacuum===


Characters exposed to vacuum lose Endurance until they return to their natural atmosphere. How quickly they lose Endurance depends on how prepared they are and the rapidity of the loss of atmosphere. A trained astronaut who is exposed to a loss of atmosphere over the course of a minute would lose one Endurance per minute: life threatening, but not immediately fatal. The same character exposed to a vacuum without warning would lose one Endurance per round.
If a character is exposed to vacuum, their maximum Endurance will be gradually reduced until they return to their natural atmosphere, or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on how prepared they are and the rapidity of the loss of atmosphere. If a trained astronaut were exposed to a loss of atmosphere over the course of a minute, their maximum Endurance would be reduced by one per minute: life threatening, but not immediately fatal. If the same character were exposed to a hard vacuum without warning, their maximum Endurance would be reduced by one per round. Once the character has returned to their natural atmosphere, their maximum Endurance is restored at the same rate it was lost.
 
Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to vacuum, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.


A character with [[ZeroSpace_2e_EN:Aliens#Immunity_To_Suffocation|Immunity To Suffocation]] or suitable environmental gear is unaffected by vacuum.
A character with [[ZeroSpace_3e_EN:Aliens#Immunity_To_Suffocation|Immunity To Suffocation]] or suitable environmental gear is unaffected by vacuum.


==Mass==
==Mass==


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Item mass
|+Table: Item mass
|- class="h1row"
|-  
! class="alignleft"|Item
! class="alignleft"|Item
! class="aligncenter"|Mass
! class="aligncenter"|Mass
! class="aligncenter"|Brawn (to lift)
! class="aligncenter"|Brawn (to lift)
|- class="oddrow"
|-
| class="alignleft"|medium dog, full suitcase
| class="alignleft"|medium dog, full suitcase
| class="alignright"|20 kg
| class="alignright"|20 kg
| class="aligncenter"|1
| class="aligncenter"|1
|- class="evenrow"
|-
| class="alignleft"|full pony keg of beer, small sea turtle
| class="alignleft"|full pony keg of beer, small sea turtle
| class="alignright"|45 kg
| class="alignright"|45 kg
| class="aligncenter"|2
| class="aligncenter"|2
|- class="oddrow"
|-
| class="alignleft"|slender adult, large dog
| class="alignleft"|slender adult, large dog
| class="alignright"|65 kg
| class="alignright"|65 kg
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
|-
| class="alignleft"|full keg of beer
| class="alignleft"|full keg of beer
| class="alignright"|75 kg
| class="alignright"|75 kg
| class="aligncenter"|3
| class="aligncenter"|3
|- class="oddrow"
|-
| class="alignleft"|typical adult, small floor safe
| class="alignleft"|typical adult, small floor safe
| class="alignright"|90 kg
| class="alignright"|90 kg
| class="aligncenter"|4
| class="aligncenter"|4
|- class="evenrow"
|-
| class="alignleft"|heavy adult
| class="alignleft"|heavy adult
| class="alignright"|125 kg
| class="alignright"|125 kg
| class="aligncenter"|4
| class="aligncenter"|4
|- class="oddrow"
|-
| class="alignleft"|racing speeder bike, refrigerator
| class="alignleft"|racing speeder bike, refrigerator
| class="alignright"|150 kg
| class="alignright"|150 kg
| class="aligncenter"|5
| class="aligncenter"|5
|- class="evenrow"
|-
| class="alignleft"|weapon locker, gun safe, large sea turtle
| class="alignleft"|weapon locker, gun safe, large sea turtle
| class="alignright"|200 kg
| class="alignright"|200 kg
| class="aligncenter"|6
| class="aligncenter"|6
|- class="oddrow"
|-
| class="alignleft"|large brown bear, dolphin, large predator
| class="alignleft"|large brown bear, dolphin, large predator
| class="alignright"|225 kg
| class="alignright"|225 kg
| class="aligncenter"|6
| class="aligncenter"|6
|- class="evenrow"
|-
| class="alignleft"|speeder bike, medium floor safe, tiger
| class="alignleft"|speeder bike, medium floor safe, tiger
| class="alignright"|300 kg
| class="alignright"|300 kg
| class="aligncenter"|7
| class="aligncenter"|7
|- class="oddrow"
|-
| class="alignleft"|riding animal, grizzly bear, large desk
| class="alignleft"|riding animal, grizzly bear, large desk
| class="alignright"|400 kg
| class="alignright"|400 kg
| class="aligncenter"|8
| class="aligncenter"|8
|- class="evenrow"
|-
| class="alignleft"|polar bear, empty light cargo skiff
| class="alignleft"|polar bear, empty light cargo skiff
| class="alignright"|500 kg
| class="alignright"|500 kg
| class="aligncenter"|8
| class="aligncenter"|8
|- class="oddrow"
|-
| class="alignleft"|small pleasure skiff
| class="alignleft"|small pleasure skiff
| class="alignright"|600 kg
| class="alignright"|600 kg
| class="aligncenter"|9
| class="aligncenter"|9
|- class="evenrow"
|-
| class="alignleft"|compact land speeder, loaded light cargo skiff
| class="alignleft"|compact land speeder, loaded light cargo skiff
| class="alignright"|900 kg
| class="alignright"|900 kg
| class="aligncenter"|9
| class="aligncenter"|9
|- class="oddrow"
|-
| class="alignleft"|civilian air speeder, medium missile, empty heavy cargo skiff
| class="alignleft"|civilian air speeder, medium missile, empty heavy cargo skiff
| class="alignright"|1,000 kg
| class="alignright"|1,000 kg
| class="aligncenter"|10
| class="aligncenter"|10
|- class="evenrow"
|-
| class="alignleft"|full size land speeder, large herbivore
| class="alignleft"|full size land speeder, large herbivore
| class="alignright"|2 t
| class="alignright"|2 t
| class="aligncenter"|11
| class="aligncenter"|11
|- class="oddrow"
|-
| class="alignleft"|small military air speeder
| class="alignleft"|small military air speeder
| class="alignright"|3 t
| class="alignright"|3 t
| class="aligncenter"|11
| class="aligncenter"|11
|- class="evenrow"
|-
| class="alignleft"|armored military land speeder
| class="alignleft"|armored military land speeder
| class="alignright"|4 t
| class="alignright"|4 t
| class="aligncenter"|12
| class="aligncenter"|12
|- class="oddrow"
|-
| class="alignleft"|loaded heavy cargo skiff, huge herbivore
| class="alignleft"|loaded heavy cargo skiff, huge herbivore
| class="alignright"|5 t
| class="alignright"|5 t
| class="aligncenter"|12
| class="aligncenter"|12
|- class="evenrow"
|-
| class="alignleft"|light star fighter
| class="alignleft"|light star fighter
| class="alignright"|7 t
| class="alignright"|7 t
| class="aligncenter"|13
| class="aligncenter"|13
|- class="oddrow"
|-
| class="alignleft"|large military air speeder, empty cargo hauler
| class="alignleft"|large military air speeder, empty cargo hauler
| class="alignright"|9 t
| class="alignright"|9 t
| class="aligncenter"|13
| class="aligncenter"|13
|- class="evenrow"
|-
| class="alignleft"|star fighter
| class="alignleft"|star fighter
| class="alignright"|10 t
| class="alignright"|10 t
| class="aligncenter"|13
| class="aligncenter"|13
|- class="oddrow"
|-
| class="alignleft"|spice shipment, large missile
| class="alignleft"|spice shipment, large missile
| class="alignright"|20 t
| class="alignright"|20 t
| class="aligncenter"|15
| class="aligncenter"|15
|- class="evenrow"
|-
| class="alignleft"|loaded dump truck
| class="alignleft"|loaded dump truck
| class="alignright"|20 t
| class="alignright"|20 t
| class="aligncenter"|15
| class="aligncenter"|15
|- class="oddrow"
|-
| class="alignleft"|empty train car
| class="alignleft"|empty train car
| class="alignright"|30 t
| class="alignright"|30 t
| class="aligncenter"|15
| class="aligncenter"|15
|- class="evenrow"
|-
| class="alignleft"|empty cargo shuttle, loaded cargo hauler
| class="alignleft"|empty cargo shuttle, loaded cargo hauler
| class="alignright"|40 t
| class="alignright"|40 t
| class="aligncenter"|16
| class="aligncenter"|16
|- class="oddrow"
|-
| class="alignleft"|stone monolith, bank vault
| class="alignleft"|stone monolith, bank vault
| class="alignright"|50 t
| class="alignright"|50 t
| class="aligncenter"|16
| class="aligncenter"|16
|- class="evenrow"
|-
| class="alignleft"|suburban house, battle tank
| class="alignleft"|suburban house, battle tank
| class="alignright"|50 t
| class="alignright"|50 t
| class="aligncenter"|16
| class="aligncenter"|16
|- class="oddrow"
|-
| class="alignleft"|loaded cargo shuttle
| class="alignleft"|loaded cargo shuttle
| class="alignright"|80 t
| class="alignright"|80 t
| class="aligncenter"|17
| class="aligncenter"|17
|- class="evenrow"
|-
| class="alignleft"|blue whale
| class="alignleft"|blue whale
| class="alignright"|90 t
| class="alignright"|90 t
| class="aligncenter"|17
| class="aligncenter"|17
|- class="oddrow"
|-
| class="alignleft"|loaded train car
| class="alignleft"|loaded train car
| class="alignright"|100 t
| class="alignright"|100 t
| class="aligncenter"|18
| class="aligncenter"|18
|- class="evenrow"
|-
| class="alignleft"|locomotive, fishing trawler
| class="alignleft"|locomotive, fishing trawler
| class="alignright"|200 t
| class="alignright"|200 t
| class="aligncenter"|19
| class="aligncenter"|19
|- class="oddrow"
|-
| class="alignleft"|empty passenger shuttle
| class="alignleft"|empty passenger shuttle
| class="alignright"|300 t
| class="alignright"|300 t
| class="aligncenter"|19
| class="aligncenter"|19
|- class="evenrow"
|-
| class="alignleft"|typical train
| class="alignleft"|typical train
| class="alignright"|400 t
| class="alignright"|400 t
| class="aligncenter"|20
| class="aligncenter"|20
|- class="oddrow"
|-
| class="alignleft"|loaded passenger shuttle
| class="alignleft"|loaded passenger shuttle
| class="alignright"|400 t
| class="alignright"|400 t
Line 851: Line 888:




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Item speeds
|+Table: Item speeds
|- class="h1row"
|-  
! class="alignleft"|Item
! class="alignleft"|Item
! class="aligncenter"|Speed
! class="aligncenter"|Speed
! class="aligncenter"|Agility
! class="aligncenter"|Agility
|- class="oddrow"
|-
| class="alignleft"|avg human running
| class="alignleft"|avg human running
| class="alignright"|20 kph
| class="alignright"|20 km/h
| class="aligncenter"|5
| class="aligncenter"|5
|- class="evenrow"
|-
| class="alignleft"|max human running
| class="alignleft"|max human running
| class="alignright"|40 kph
| class="alignright"|40 km/h
| class="aligncenter"|8
| class="aligncenter"|8
|- class="oddrow"
|-
| class="alignleft"|fast submarine
| class="alignleft"|fast submarine
| class="alignright"|80 kph
| class="alignright"|80 km/h
| class="aligncenter"|10
| class="aligncenter"|10
|- class="evenrow"
|-
| class="alignleft"|fast bird, cheetah, sailfish
| class="alignleft"|fast bird, cheetah, sailfish
| class="alignright"|120 kph
| class="alignright"|120 km/h
| class="aligncenter"|11
| class="aligncenter"|11
|- class="oddrow"
|-
| class="alignleft"|wrist rocket
| class="alignleft"|wrist rocket
| class="alignright"|240 kph
| class="alignright"|240 km/h
| class="aligncenter"|12
| class="aligncenter"|12
|- class="evenrow"
|-
| class="alignleft"|land speeder
| class="alignleft"|land speeder
| class="alignright"|320 kph
| class="alignright"|320 km/h
| class="aligncenter"|13
| class="aligncenter"|13
|- class="oddrow"
|-
| class="alignleft"|fast land speeder
| class="alignleft"|fast land speeder
| class="alignright"|400 kph
| class="alignright"|400 km/h
| class="aligncenter"|14
| class="aligncenter"|14
|- class="evenrow"
|-
| class="alignleft"|F5 tornado wind
| class="alignleft"|F5 tornado wind
| class="alignright"|480 kph
| class="alignright"|480 km/h
| class="aligncenter"|14
| class="aligncenter"|14
|- class="oddrow"
|-
| class="alignleft"|terminal velocity
| class="alignleft"|terminal velocity
| class="alignright"|530 kph
| class="alignright"|530 km/h
| class="aligncenter"|15
| class="aligncenter"|15
|- class="evenrow"
|-
| class="alignleft"|bullet train
| class="alignleft"|bullet train
| class="alignright"|560 kph
| class="alignright"|560 km/h
| class="aligncenter"|15
| class="aligncenter"|15
|- class="oddrow"
|-
| class="alignleft"|air speeder
| class="alignleft"|air speeder
| class="alignright"|800 kph
| class="alignright"|800 km/h
| class="aligncenter"|16
| class="aligncenter"|16
|- class="evenrow"
|-
| class="alignleft"|sound
| class="alignleft"|sound
| class="alignright"|1,200 kph
| class="alignright"|1,200 km/h
| class="aligncenter"|17
| class="aligncenter"|17
|- class="oddrow"
|-
| class="alignleft"|fast air speeder
| class="alignleft"|fast air speeder
| class="alignright"|2,000 kph
| class="alignright"|2,000 km/h
| class="aligncenter"|18
| class="aligncenter"|18
|}
|}

Latest revision as of 21:03, 7 November 2021

Arrow up 16x16.png Contents

This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.

Extraordinary Attributes

A character's attributes in ZeroSpace are normally ranked on a scale from 1 to 10. The tables below provide values for attributes above 10.

Attribute Cost

Table: Extraordinary attribute cost
Value Cost Per Point
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7


Agility

Agility determines a character's base movement speed (running, swimming, etc.). Peak human potential is marked in red.


Table: Extraordinary Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(km/h)
1 2 m 4 m 12 m 7 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 6 m 12 m 36 m 22 km/h
6 7 m 14 m 42 m 25 km/h
7 10 m 20 m 60 m 36 km/h
8 13 m 26 m 78 m 47 km/h
9 19 m 38 m 114 m 68 km/h
10 28 m 56 m 168 m 100 km/h
11 41 m 82 m 246 m 150 km/h
12 60 m 120 m 360 m 220 km/h
13 89 m 178 m 534 m 320 km/h
14 130 m 260 m 780 m 470 km/h
15 190 m 380 m 1,140 m 680 km/h
16 280 m 560 m 1,680 m 1,000 km/h
17 410 m 820 m 2,460 m 1,500 km/h
18 600 m 1,200 m 3,600 m 2,200 km/h
19 890 m 1,780 m 5,340 m 3,200 km/h
20 1,300 m 2,600 m 7,800 m 4,700 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 1 m 2 m 6 m 4 km/h
3 1 m 2 m 6 m 4 km/h
4 2 m 4 m 12 m 7 km/h
5 2 m 4 m 12 m 7 km/h
6 3 m 6 m 18 m 11 km/h
7 3 m 6 m 18 m 11 km/h
8 4 m 8 m 24 m 14 km/h
9 5 m 10 m 30 m 18 km/h
10 7 m 14 m 42 m 25 km/h
11 10 m 20 m 60 m 36 km/h
12 13 m 26 m 78 m 47 km/h
13 17 m 34 m 102 m 61 km/h
14 22 m 44 m 132 m 79 km/h
15 30 m 60 m 180 m 110 km/h
16 40 m 80 m 240 m 140 km/h
17 53 m 106 m 318 m 190 km/h
18 71 m 142 m 426 m 260 km/h
19 95 m 190 m 570 m 340 km/h
20 130 m 260 m 780 m 470 km/h


Brawn

Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in red.


Table: Extraordinary Brawn
Brawn Lift Throw
(25 kg)
Standing
Long Jump
0 25 kg 1 m 0 m
1 37 kg 1 m 1 m
2 54 kg 1 m 1 m
3 79 kg 2 m 1 m
4 120 kg 2 m 1 m
5 170 kg 4 m 2 m
6 250 kg 5 m 2 m
7 370 kg 8 m 4 m
8 540 kg 11 m 5 m
9 960 kg 20 m 8 m
10 1,700 kg 35 m 11 m
11 3,000 kg 62 m 20 m
12 5,400 kg 110 m 35 m
13 10 t 200 m 62 m
14 17 t 350 m 110 m
15 30 t 620 m 200 m
16 54 t 1,100 m 350 m
17 96 t 2 km 620 m
18 170 t 4 km 1,100 m
19 300 t 6 km 2 km
20 540 t 11 km 4 km
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
  3. Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Power Level

If the character has alien traits or occult powers, the character's Power Level determines the potency of these powers.


Table: Extraordinary Power Level
Power Level General Effect Mass Area Range
1 1 37 kg 1 m radius 14 m
2 2 54 kg 2 m radius 20 m
3 3 79 kg 3 m radius 28 m
4 4 120 kg 4 m radius 40 m
5 6 170 kg 6 m radius 56 m
6 8 250 kg 8 m radius 80 m
7 11 370 kg 11 m radius 110 m
8 16 540 kg 16 m radius 160 m
9 22 960 kg 22 m radius 220 m
10 32 1,700 kg 32 m radius 320 m
11 44 3,000 kg 44 m radius 440 m
12 64 5,400 kg 64 m radius 640 m
13 88 10 t 88 m radius 880 m
14 130 17 t 130 m radius 1,300 m
15 180 30 t 180 m radius 1,800 m
16 260 54 t 260 m radius 2,600 m
17 360 96 t 360 m radius 3,600 m
18 520 170 t 520 m radius 5,200 m
19 720 300 t 720 m radius 7,200 m
20 1,000 540 t 1,000 m radius 10,000 m

Hostile Environments

Table: Hostile environments
Environment Effect
Darkness Attack and defense penalties
Dehydration Maximum Endurance reduced by one per day; penalty die on all tasks
Exhaustion Cumulative penalty dice
Exposure Maximum Endurance reduced, from one per hour to one per six hours
Falling Lose one Endurance for each five meters fallen
Fire Damage depends on heat and intensity, once per round
Poisons Maximum Endurance reduced, from one per round to one per hour
Pressure Maximum Endurance reduced, from one per round to one per minute
Radiation Maximum Endurance reduced by one per week; penalty die on all tasks
Starvation Maximum Endurance reduced by one per week; penalty die on all tasks
Suffocation Maximum Endurance reduced by one per minute
Vacuum Maximum Endurance reduced, from one per round to one per minute


Darkness

Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

A character with the appropriate powers, or equipment permitting them to perceive normally, suffers no ill effects from darkness.

Dehydration

A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.

If a character is suffering from dehydration, their maximum Endurance is reduced by one per day until they are rehydrated or until their maximum Endurance is reduced to zero. Additionally, the character incurs a penalty die on all rolls. Once the character is rehydrated, their maximum Endurance is restored at the same rate it was lost.

A character who is self-sustaining is unaffected by dehydration.

Exhaustion

Most people need to rest after eight hours of strenuous activity. If they do not, they suffer a penalty die on all skill rolls until they do. If they go more than 24 hours without sleep, they suffer another penalty die until they get a solid night's rest.

A character with Self-sustaining is unaffected by exhaustion.

Exposure

Extremes of heat and cold can be dangerous to those without adequate protection. If a character is exposed to extreme temperatures, their maximum Endurance will be gradually reduced until they find shelter or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, would reduce their maximum Endurance by one every six hours or so: brutal, but not immediately life-threatening. If the same character were in a blazing hot desert or in the middle of a blizzard, their maximum Endurance would be reduced by one every hour. Once the character is no longer exposed to the extreme temperatures, their maximum Endurance is restored at the same rate it was lost.

A character native to sub-zero enviroments is unaffected by extreme cold, while a character native to fiery enviroments is unaffected by extreme heat. A character with Harmony or suitable environmental gear is unaffected by either extreme.

Falling

Falling is treated as a normal attack which inflicts Endurance damage. The power level (PL) of a fall depends on the distance fallen: +1 PL for each five meters fallen (rounded down), up to a maximum of PL 20. Particularly soft or yielding surfaces can reduce the power level of the fall by as much as half.

Fire

Fire is treated as an attack which inflicts Endurance damage. The damage of a fire depends on its heat and intensity. Any power or equipment which provides protection from Endurance damage is effective against fire damage.

A character with Infernal gains a defense bonus against the fire.


Table: Fire
Fire PL
Campfire, torch 3
Burning building 6
Molten lava 9


Very cool and very hot fires are outside of this range. A lit spice-stick can cause painful burns, for example, but it's less damaging than PL 3. On the other hand, the surface of a star is far beyond even PL 9.

Fire has a reduced effect on a character native to fiery environments: the character receives a bonus die on their defense roll.

Poisons

Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.

Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Survival (Brawn) roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Survival (Brawn) roll is not successful, the character has succumbed to the poison, and their maximum Endurance is reduced by one. Periodically thereafter, the character must attempt another Survival (Brawn) roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reduction of the character's maximum Endurance. This continues until the character successfully makes a Survival (Brawn) roll, or they are administered the appropriate antidote (if one exists), or their maximum Endurance is reduced to zero. Once the character successfully makes a Survival (Brawn) roll against the poison or is administered the appropriate antidote, their maximum Endurance is restored at the same rate it was lost.

Some poisons and pathogens have additional effects, such as blindness or paralysis.

A character with Immunity To Poison or suitable environmental gear is unaffected by poisons.

Pressure

If a character is exposed to extreme atmospheric pressure, their maximum Endurance will be gradually reduced until they return to their natural atmosphere, or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on how prepared they are and the severity of the conditions. If a trained diver were 30 meters under water (approximately 3 atmospheres, or 30 decibars), their maximum Endurance would be reduced by one per minute: life threatening, but not immediately fatal. If the same character were 300 meters under water (approximately 30 atmospheres, or 300 decibars), their maximum Endurance would be reduced by one per round. Once the character is no longer exposed to the extreme atmospheric pressure, their maximum Endurance is restored at the same rate it was lost.

A character wearing an exosuit designed for extreme pressure environments or who is native to deep sea environments is unaffected by high pressure, as is a character with Harmony.

Radiation

Radioactivity is caused by the decay of the atomic nucleus of an unstable atom. Living things exposed to high amounts of ionizing radiation develop acute radiation syndrome (ARS), also known as radiation poisoning or radiation sickness. Acute radiation syndrome is an umbrella term for a variety of symptoms which occur within 24 hours of exposure and which may last for several months.

The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal disorders and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.

Twenty-four hours after exposure, a character exposed to radiation must make a successful Survival (Brawn) roll against the radiation. Failure indicates that the character has developed acute radiation syndrome and their maximum Endurance is immediately reduced by one. Each week thereafter, the character must attempt another Survival (Brawn) roll against the radiation. Each failed Survival (Brawn) roll results in the character's maximum Endurance being reduced by one. This continues until the character successfully makes the Survival (Brawn) roll, or until their maximum Endurance is reduced to zero. Once the character successfully makes the Survival (Brawn) roll against the radiation, their maximum Endurance is restored at the same rate it was lost.

A character suffering from acute radiation syndrome incurs a penalty die on all rolls. However, suitable treatment grants a bonus die on the victim's Survival (Brawn) roll. Small doses of radiation are treated with blood transfusions and antibiotics, while greater doses of radiation require exotic treatments such as bone marrow transplants. Large doses of radiation are invariably fatal to normal human beings.

A character with Harmony or suitable environmental gear, or who is native to fiery climates is unaffected by radiation.


Table: Radiation
PL Radiation
3 Fallout from a recent nuclear explosion
6 Vial of plutonium
9 Interior of a nuclear reactor

Starvation

A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.

Each 7 days a character goes without eating, their maximum Endurance is reduced by one, until their maximum Endurance equals zero. Additionally, the character incurs a penalty die on all rolls. Once the character has resumed a normal diet, their maximum Endurance is restored at the same rate it was lost.

A character who is self-sustaining is unaffected by starvation.

Suffocation

If a character needs to breath but is unable to do so, such as someone drowning or suffocating, their maximum Endurance is reduced by one per minute until they can breathe freely again, or until their maximum Endurance equals zero. Once the character is able to breathe normally, their maximum Endurance is restored at the same rate it was lost.

A character with Immunity to Suffocation or suitable environmental gear is unaffected by suffocation.

Vacuum

If a character is exposed to vacuum, their maximum Endurance will be gradually reduced until they return to their natural atmosphere, or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on how prepared they are and the rapidity of the loss of atmosphere. If a trained astronaut were exposed to a loss of atmosphere over the course of a minute, their maximum Endurance would be reduced by one per minute: life threatening, but not immediately fatal. If the same character were exposed to a hard vacuum without warning, their maximum Endurance would be reduced by one per round. Once the character has returned to their natural atmosphere, their maximum Endurance is restored at the same rate it was lost.

A character with Immunity To Suffocation or suitable environmental gear is unaffected by vacuum.

Mass

Table: Item mass
Item Mass Brawn (to lift)
medium dog, full suitcase 20 kg 1
full pony keg of beer, small sea turtle 45 kg 2
slender adult, large dog 65 kg 3
full keg of beer 75 kg 3
typical adult, small floor safe 90 kg 4
heavy adult 125 kg 4
racing speeder bike, refrigerator 150 kg 5
weapon locker, gun safe, large sea turtle 200 kg 6
large brown bear, dolphin, large predator 225 kg 6
speeder bike, medium floor safe, tiger 300 kg 7
riding animal, grizzly bear, large desk 400 kg 8
polar bear, empty light cargo skiff 500 kg 8
small pleasure skiff 600 kg 9
compact land speeder, loaded light cargo skiff 900 kg 9
civilian air speeder, medium missile, empty heavy cargo skiff 1,000 kg 10
full size land speeder, large herbivore 2 t 11
small military air speeder 3 t 11
armored military land speeder 4 t 12
loaded heavy cargo skiff, huge herbivore 5 t 12
light star fighter 7 t 13
large military air speeder, empty cargo hauler 9 t 13
star fighter 10 t 13
spice shipment, large missile 20 t 15
loaded dump truck 20 t 15
empty train car 30 t 15
empty cargo shuttle, loaded cargo hauler 40 t 16
stone monolith, bank vault 50 t 16
suburban house, battle tank 50 t 16
loaded cargo shuttle 80 t 17
blue whale 90 t 17
loaded train car 100 t 18
locomotive, fishing trawler 200 t 19
empty passenger shuttle 300 t 19
typical train 400 t 20
loaded passenger shuttle 400 t 20

Speed

Table: Item speeds
Item Speed Agility
avg human running 20 km/h 5
max human running 40 km/h 8
fast submarine 80 km/h 10
fast bird, cheetah, sailfish 120 km/h 11
wrist rocket 240 km/h 12
land speeder 320 km/h 13
fast land speeder 400 km/h 14
F5 tornado wind 480 km/h 14
terminal velocity 530 km/h 15
bullet train 560 km/h 15
air speeder 800 km/h 16
sound 1,200 km/h 17
fast air speeder 2,000 km/h 18