Special Situations
Leaping and Vaulting. A character can leap up to 2 meters ho!izontally
without a running start. If the character can run 15 meters in a straight line
before leaping, he can leap up to 5 meters.
A character trying to leap across an obstacle must make a Strength check. A
character who fails the check has lost his balance and can not move for 1 turn.
A character who tries to leap farther than the distance has a -20 modifier on
his Strength check for each aWitional half-meter. Failure means the character
falls short of the distance.
A character with a 15 meter running start can vault over an obstacle that is
2 meters high, or grab something that is up to 4 meters above the ground.
Falling, Jumping and Diving. Characters who fall from buildings,
ledges or other heights suffer 1 d5 points of damage plus 1 point for every
meter they fall. For example, a character that falls 10 meters suffers 1 d5 +10
points of damage.
If a character suffers 15 or more points of damage in a fall, he has sprained
a leg. His movement speed is reduced by half. If the character suffers 25 or
more points of damage, he has broken a bone or a torn a muscle. The player
mustroll 1d10; on 1-8,the character injureda leg, on 9 or 10 he injured an arm.
A character with a broken leg can not move until the leg is splinted, and then
moves at half speed. A broken arm can not be used. (Dralasites can spend 10
minutes absorbing the old limb and growing a new one; this does not heal the
damage, but does remove the penalty.)
If a character suffers 30 or more points of damage, he may be knocked
unconscious. The player must rol I d 100; if the result is equal to or less than
the damage the character suffered, then the character is knocked unconscious for
1d10 minutes.
JUMPING. A character can jump down 5 meters without being hurt. If the
character jumps more than 5 meters, he will suffer injuries the same as if he
had fallen, but the distance is reduced by 5 meters.
Example: Lklekt (a Vrusk) jumps from a jetcopter that is hovering 15 meters
above the ground. He will suffer 1d5+10points of damage,the same as if he had
fallen 10 meters.
Swimming. All characters can swim 10 meters/turn, or 1 km/hour. After
swimming for one hour, characters start losing 5 Stamina points every 30 minutes
they continue swimming.
Characters can hold their breath for a number of turns equal to their Stamina
score divided by 5. A character who tries to hold his breath longer than this
takes 2d10 points of damage every turn.
Dralasites do not float naturally. They can swim, but if knocked unconscious
they will drown. A Dralasite can float if it spends 5 minutes forming an air
pocket in its body before entering the water.
Climbing. A character can climb a rope at a rate of 2 meters/turn. The
character must make a strength check with +30 modifier at the halfway point of
the climb and at the top. A roll of 96-00 is automatic failure. Failing the roll
means the character falls.
A character can climb a vertical surface at a rate of 1 meter/turn, if there
are handholds and footholds on the wall. He must make a Dexterity check with a
+30 modifier at the halfway point of the climb and at the top. A roll of 96-00
is automatic failure. Failing the roll means the character falls. These rolls
are not necessary if the surface the character is climbing slopes less than 60
degrees.
A character can climb a ladder at his normal walking speed.
Dangerous Movements. A character is making a dangerous movement if
slipping could cause injury: inching along a ledge and swinging on a rope across
a pit are two examples. A character must pass a Reaction Speed check to complete
a dangerous movement safely. Failing means the character slips. The referee must
decide whether the character has a chance to catch himself, and what happens if
he falls.
Doors. Open doors and doors that open automatically do not affect
movement. To move through a closed door, a character must stop next to the door.
On the next turn the character can move through the door at half speed. To open
a pressure door or hatch, a character must stand next to the door for two turns,
and can move through the door at half speed on the third turn. A character can
perform other actions while waiting for a pressure door to open, but can do
nothing else while opening a hatch.
Vehieles and Riding Animals. Getting into or out of a vehicle takes
half of a turn, and the vehicle must be stationary. Mounting or dismounting a
riding animal takes one complete turn, during which the character can do nothing
else.
Picking Up and Dropping Objects. Picking up an object that weighs more
than 10 kg takes one turn. Picking up an object that weighs 10 kg or less takes
half of a turn. Dropping an object takes no time at all.
Gravrty, Weight and Mass. The strength of gravity on a planet depends
on the planet's size. Increasing or decreasing gravity can affect characters
several ways. These effects are explained below. (This rule is optional.
Referees who do not want the added detail can ignore it and assume all
adventures happen on planets where gravity equals 1 g.)
For every tenth of a gravity (.1 g) less than 1.0
-- a character's
carrying capacity is increased 5 kg
-- the distance a character can leap and
vault is increased 5 m
-- the distance a character can jump aafely is
increased 1 m
-- the damage a character suffers in a fall is decreased 2
points
For every tenth of a gravity (.1 9) above 1.0
-- a character's carrying capacity is decreased 2 kg
-- the distance
characters can leap and vault is decreased .5 m
-- the distance a character
can jump safely is decreased 1 m
-- the damage a character suffers in a fall
is increased by 2
Weightless Movement. Moving in an area where there is no gravity is
different than normal movement. Handholds are built into the walls of most space
stations and spaceships, so characters can pull or push themselves along in
freefall. Once a character starts moving, he will not stop until he bumps into a
wall or grabs another handhold and stops himself. Characters moving this way can
move at walking speed. They must follow a wall or, if they move across an open
area, they must move straight at a constanl speed until they reach the opposite
wall. Some ships have velcro strips along the hallways, so characters wearing
special boots can walk normally. Characters walking this way can move at
one-half their usual walking speed.
Characters can move outside ships or space stations using space su its. Space
suits have magnetic boots so characters can walk on the metallic surface of the
ship or station at one-half their usual walking speed. Characters can connect
themselves to the ship with a tether, if they are knocked off the ship they can
simply pull themselves back along the tether.