ZeroSpace 3e EN:GM Resources
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.
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.
Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in red.
|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|
- 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 determines a character's base movement speed (running, swimming, etc.). Peak human potential is marked in red.
If the character has alien traits or esoteric powers, the character's Power determines the potency of these powers.
|Darkness||Attack and defense penalties|
|Dehydration||Lose one Endurance per day; penalty die on all tasks|
|Exposure||Lose one Endurance, from once per hour to once per six hours|
|Falling||Lose one Endurance for each five meters fallen|
|Fire||Action value depends on heat and intensity, once per round|
|Poisons||Brawn roll, from once per round to once per hour|
|Pressure||Lose one Endurance, from once per round to once per minute|
|Radiation||Brawn roll, once per week; penalty die on all tasks|
|Sleep Deprivation||Lose one Reason per day, then lose one Presence per day, then lose one Endurance per day|
|Starvation||Lose one Endurance per week; penalty die on all tasks|
|Suffocation||Lose one Endurance per minute|
|Vacuum||Lose one Endurance, from once per round to once per minute|
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.
If a character is suffering from dehydration, their maximum Endurance is reduced by one per day until they are rehydrated or until their 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.
Extremes of heat and cold can be dangerous to those without adequate protection from the elements. If a character is exposed to extreme temperatures, their maximum Endurance will be gradually reduced until they find shelter or until their 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.
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.
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.
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.
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.
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 their maximum Endurance is reduced by one. 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 reduction of the character's maximum Endurance. This continues until the character successfully makes a 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 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.
A character with Immunity To Poison or suitable environmental gear is unaffected by poisons.
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.
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.
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 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.
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.
|3||Fallout from a recent nuclear explosion|
|6||Vial of plutonium|
|9||Interior of a nuclear reactor|
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 self-sustaining is unaffected by sleep deprivation.
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.
A character who is self-sustaining is unaffected by starvation.
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.
A character with Immunity to Suffocation or suitable environmental gear is unaffected by suffocation.
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.
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 Immunity To Suffocation or suitable environmental gear is unaffected by vacuum.
|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|
|avg human running||20 kph||5|
|max human running||40 kph||8|
|fast submarine||80 kph||10|
|fast bird, cheetah, sailfish||120 kph||11|
|wrist rocket||240 kph||12|
|land speeder||320 kph||13|
|fast land speeder||400 kph||14|
|F5 tornado wind||480 kph||14|
|terminal velocity||530 kph||15|
|bullet train||560 kph||15|
|air speeder||800 kph||16|
|fast air speeder||2,000 kph||18|