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| ===Weightlessness=== | | ===Weightlessness=== |
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− | In a weightless environment you are either in flight (requires a Pilot roll with suit jets), connected to a solid surface (Gecko boots, handhold, tether) or you are '''Floating'''.
| + | ====Walking and Jumping==== |
| + | Moving at your pace along a solid surface or between closely placed (less than 3 metres apart) handholds requires no roll. |
| + | 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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− | Failing the Pilot roll while flying with suit jets will give you the status '''Floating'''. In the case of a critical failure you have picked up a spin and are also '''Distracted'''. | + | ====Flight==== |
| + | 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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− | '''Floating'''
| + | 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 are not in reach of a handhold in a weightless environment your status is Floating. | + | 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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− | While Floating you are at -2 to use any trait linked to Agility.
| + | ====Prone==== |
− | | + | If a character would be knocked Prone they must make an immediate Athletics roll. On a failure they lose their handhold and start Floating. |
− | 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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− | If an effect would forcibly move you or knock you prone in a weightless environment you get the status Floating.
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| == Characters == | | == Characters == |
Revision as of 02:03, 13 May 2020
Threads
IC Thread
OOC Thread
Setting Rules
- Gear List
- Electronic Warfare
Weightlessness
Walking and Jumping
Moving at your pace along a solid surface or between closely placed (less than 3 metres apart) handholds requires no roll.
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.
Flight
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.
Floating
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.
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.
Prone
If a character would be knocked Prone they must make an immediate Athletics roll. On a failure they lose their handhold and start Floating.
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: 5
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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: 7
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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: 5
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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: 5
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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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