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− | ===Distance===
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− | in space distances are in metres. One tabletop inch (2yds) is 1.8 metres so Pace 6" is 10 metres.
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− | ===Weightlessness===
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− | ====Walking and Jumping====
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− | Moving at your pace along a solid surface or between closely placed (less than 3 metres apart) handholds requires no roll.
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− | Jumping from one handhold to another requires an Athletics roll. If the distance to the next handhold is greater than the character’s Pace, they make the roll at -2, if it is more than twice their Pace it is at -4 etc. A success means they arrived safely, a failure indicates they missed their handhold, and they are now Floating.
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− | ====Flight====
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− | Flying requires suit jets and allows movement up to twice Pace with a simple Piloting roll, up to three times Pace at -2 to the roll. Failing the Pilot roll will give you the status '''Floating'''. In the case of a critical failure you have picked up a spin and are also '''Distracted'''.
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− | ====Floating====
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− | If you are not in reach of a handhold in a weightless environment your status is Floating. While Floating you are at -2 to use any trait linked to Agility.
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− | If you have suit jets you can remove the status Floating by making a Pilot roll as a move action. This roll does not suffer the -2 penalty.
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− | ====Prone====
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− | If a character would be knocked Prone they must make an immediate Athletics roll. On a failure they lose their handhold and start Floating.
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| == Characters == | | == Characters == |
Revision as of 05:13, 1 June 2020
Introduction and Background
Cheap, powerful ion drives opened up the solar system, bringing in ores from the asteroid belt and scattering mankind across the system.
Better yet, it looked as if Kemmler Compression would open up the stars, but crews sent on the longer jumps never returned, though some probes did.
Whether something about the drive caused the rash of emerging psy talents that followed the first tests or it whether it was just happenstance was never clear. The Ascendents were brilliant and almost all of them meant well, wanted to make the world better but their plans and the shock of their sudden emergence caused chaos.
The revolt against Psy Ascendancy almost trashed the planet. Ruthless and indiscriminate nano-tech attacks wiped out the Ascendants, anyone holding those genes and many other genetic heritages.
You cannot go home. So you work in space.
The “Compass Rose” is a sturdy, ugly ion-drive tug, hand-to-mouthing it around the outer system. Following a lead you have come upon the haul of a lifetime: a state-of-the-art science vessel, tumbling silently in the blackness far beyond the orbit of Jupiter….
Threads
IC Thread
OOC Thread
Setting Rules
The game runs using Savage Worlds Adventure Edition rules. Characters start as Novice and are either crew of the Compass Rose or survivors on the Kaine. People playing survivors can take the hindrances Pattern Sickness level 1 (minor The only Arcane Background is Psionics, which makes you an Ascendant, hunted and reviled and needs me to sign off on it.
- Gear List
- Electronic Warfare
- Movement in Zero-G
Characters
Erin "Mac" MacAran
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Traits
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Hindrances:Curious (M); Small (m)
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Pace: 6; Size: -1; Parry: 4; Toughness: 6(1)
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Attributes: Agility d8; Smarts d8; Spirit d6; Strength d4; Vigor d6
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Skills: Athletics* d4; Common Knowledge* d4; Electronics d6; Fighting d6; Hacking d6; Notice* d8; Persuasion* d4; Repair d8; Stealth* d6; Thievery d4
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Edges: (Professional): McGyver [N, Sm 6, Repair 6, Notice 8] Quickly create improvised devices from scraps.
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Gear: Basic Armor ($100) +Air Boost [d8] ($50), +Darkvision* ($50), +Gecko Boots ($50); Modular Repair Kit ($100); Integration Rig ($100); Longknife ($25)
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Played by: Kokopelli
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Jimmy "Spuds" McConnell
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Traits
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Hindrances: Driven (Minor; being the best team player he can be), Impulsiveness (Major), Loyal (Minor)
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Pace: 6; Size: +1; Parry: 5; Toughness: 8(1)
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Attributes: Agility d6; Smarts d6; Spirit d6; Strength d8; Vigor d8
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Skills: Athletics* d6; Common Knowledge* d6; Electronics d6; Fighting d6; Intimidate d4; Notice* d6; Persuasion* d4; Pilot d4, Repair d6; Science d4, Stealth* d4
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Edges: (Background) Brawny (Toughness +1, Size +1, +1 step to encumbrance 80lbs)
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Gear: Standard Spacesuit ($100, Wt. 1lb; $100), Air Tank (d8, +0.5lbs; +$50), Gecko Boots (+0.5lbs; +$50), Cutting Edge Modular Repair Kit (Wt. 0.5lbs; +1 to Electronics and Repair; $200), Survival Knife (Str+d4, Wt. 0.5lb; $50); Remaining Cash $50
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Played by: Karl Green
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Hudson "Doc" Joubert
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Traits
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Hindrances: Secret (M); Habit (alcoholism) (M)
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Pace: 6; Size: 0; Parry: 5; Toughness: 6(1)
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Attributes: Agility d6; Smarts d8; Spirit d8; Strength d4; Vigor d6
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Skills: Athletics d6, Common Knowledge d4, Notice d6, Persuasion d4, Stealth d4, Academics d4, Fighting d6, Healing d8, Research d4, Science d8, Taunt d6
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Edges: Healer (+2 to Healing rolls)
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Gear: Healing tools ($100); Science tools ($100); Basic Armor [$100] + Air Boost d8 [$50] + Gecko Boots ($50); Switchblade [Surgical Scalpel] ($10) (STR+d4); Longknife ($25)
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Played by: Iustum
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Simon "Stormy" Tourmaline
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Traits
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Hindrances: Arrogant (M); Loyal (m); Quirk: Neat and Polite (m)
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Pace: 6; Size: 0; Parry: 5; Toughness: 7(2)
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Attributes: Agility d6; Smarts d8; Spirit d8; Strength d6; Vigor d6
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Skills: Academics d4, Athletics d6; Common Knowledge d4; Fighting d6; Gambling d6; Notice d8; Persuasion d6; Shooting d6; Stealth d4; Taunt d4
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Edges: Calculating (Ignore 2 points of penalties when action card is 5 or less)
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Gear: EVA suit (bonus 2, weight 3, Air d8, Jets d8); Flechette pistol (damage 2d4, range 12/24/48, weight 0.5, +2 damage vs unarmored); Flechette carbine (damage 2d6, range 20/40/80, weight 1, +2 damage vs unarmored); knife (damage Str + d4, weight 1); $50
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Played by: Talisman
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