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  • spacer+no vulnerability
    • self-propulsion, increased speed
    • zero-g combat, no spinout, no counterthrust
    • space adapted: zero-g lifestyle, vacuum-proof
    • personal gravity

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Spacer Mastery in space.
caret-right Currenteer Constant small free moves.
Enterprises Spacer School

Spacer

Movement plus-circlePrecision Pushoff: When you push off a solid surface in a zero-gravity environment, you always travel in precisely the direction you please and no longer have a chance of going askew. The Spacer ability only removes the possibility of pushoff mishaps; once you start floating in a given direction you still can't stop until you run into/grab another solid object that can arrest your movement.
Protection plus-circleSpace Defense: Attacks made against you while in zero-gravity no longer deal +2 bonus damage.
Sidebar: Space
Zero-G Awkwardness: All attacks made against creatures floating in zero-gravity deal +2 damage.

Zero-G Movement: When you're in zero-gravity, you can move in one of two different ways: crawling along a solid surface (move with two impairments) or push off a solid surface. Pushing off costs an action and allows you to move a distance up to your speed in a chosen direction. Roll a trigger die when pushing off; if the result is 1-2 you accidentally push off a hex's deviation to the left of your intended path and if 3-4 you are a hex's deviation off to the right instead.

Continued Momentum: Momentum is not lost in space. After pushing off, you continue traveling the same direction at the same speed as before at the beginning of each new round before taking actions. This additional movement costs you nothing and happens whether you want it to or not. You cannot stop or change directions except by running into another solid object.

Vector Addition: If you gain more velocity while moving in space, it is added to the velocity you already had. For example, if you were traveling 1 meter/round straight forward and then something happened to make you move 1 meter/round to the right, your new velocity moves you one meter forward AND one meter to the right every round. Adding velocity in the exact opposite direction that you are already traveling simply cancels out- 1 meter/round forward and 1 meter/round backwards means you don't move at all.

Inertia: While nothing has any weight in zero-gravity, more massive objects are still more difficult to move and manipulate. If you could carry an object in normal gravity without it giving you an impairment, you can simply throw it around in zero gravity as an action (imparting a velocity of up to 10 meters per round to it). Objects large enough to give you an impairment to movement speed can also be shoved where you want them to go, but doing so confers a maximum velocity of 1 meter per round. Throwing or pushing things also propels you 1 meter per round in the opposite direction.

Zero-G Combat: When making attacks in zero-gravity and the trigger die is 1-3, you spin out of control and gain a failure chance of 6 with all further attacks until you get the chance to stabilize yourself against something solid. Stabilizing yourself takes an action.

Vacuum Effects: Vacuum is an airless environment, imposing an unrecoverable Choking condition to those who enter it for as long as they stay just like other airless environments. Vacuum's harsh blend of depressurization, intense chill and background radiation also has the effect of removing 1 point of Flesh per round from those who enter it without any sort of protection.

Space Degeneration: Living long-term in zero gravity has bad effects on creatures meant for an environment with gravity in it- bones become fragile, muscle mass decreases, and various other problems can arise such as balance disorders. After every day of life in continuous zero gravity, a creature must roll a trigger die. If the result is a 1, their maximum Flesh is immediately reduced by 1 point. This can reduce a creature's maximum Flesh to 1 but not below 1. To regain lost maximum Flesh, the subject must spend a full week in a normal-gravity environment for every such point lost.

Currenteer

Movement plus-circleConstant Motion: Everything you do serves to get you where you want to go. Every time you take any action (attacking, recovering, using an ability, moving, whatever) while in water or underwater, you may move 1 meter in any direction immediately after the action is complete.

minus-circleNot Free Twice: Only standard actions taken during your turn count for purposes of Currenteer movements. Free actions gained by whatever means do not.

Enterprises

Spacer School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
spacer.1585504763.txt.gz · Last modified: 2020/03/29 11:59 by kyle