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Additional Rules

ADDITIONAL RULES

Zero Gravity Leap

Instead of a move action, PCs or NPCs may choose to make an acrobatics check (DC 15) and then 5 x (1d6 + acrobatics mod) to determine how many feet in the intended direction they float. Failing the check and gunshots (if currently floating) move the person 10ft backwards. After their initial jump, the floating person will continue to travel in that direction with that speed until redirected or stopped by a gun, or stopped by a wall.

Magical Checks

Refer to arcana checks as technology checks, and religion checks as computer/technology history/function.

Guns

Don't use range limitations (close OR far) for ranged weapons. Those rules suck and I don't like them.

Broken Helmets

If a PC is dropped to zero health, their helmet breaks. While the rest of their armor/space suits are self healing (meaning it will close any holes created in it), helmets are not. If it breaks in an area open to space, the player cannot be stabilized and fails a death save (and does not roll) each turn until the helmet is patched by another PC (DC 10 sleight of hand check).

Maps

MAPS

Open each these only if the DM allows

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