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===Falling Off Your Ship=== If you fall off, you rapidly descend away from the plane of gravity of your ship, which is for many vessels is the "water line" that a normal ship would possess. With luck, another ship's plane of gravity pulls you toward it. If you are unlucky, you begin to free float through wildspace. Gravity exists for you to make really cool jumps, and me to make you fall if you fail a jump check. If a ship is coming in at some god awful angle, it's so I can make neat things dive bomb you and you are able to use those boots of striding and springing you didn't buy to leap up Errol Flynn style and land on their crow's nest to the delight of your allies and rage of your enemies. Also, of course, if for example you are fired out of a bombard toward the sun, you need to know what happens. Outside of the envelope of a ship, wildspace is usually intolerably cold, and the powerful wind is full of tiny particles of grit and unseen force that tear and pull away at the poor sod who's been cast adrift. Wildspace outside of an air envelope subjects a cutter to frostbite, hypothermia, and cold conditions of anywhere between severe and unearthly, depending on how far from a fire body one is. Of course, if one is too close to a fire body, one is subjected to the rules for extreme heat. The moral of the story is to stay in the magic bubble.
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