Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

EA = Environmental Adjustment, the number of categories above or below your native & acclimated level of whichever measure of the environment (gravity, pressure, etc.).

To-Do:

Pressure

Temperature

Radiation

MORE SHIT HERE: https://www.livescience.com/34128-limits-human-survival.html

Acclimatization

Advanced Check target is EAd6.

TN is EA*4.

Roll a Constitution (Endurance) check at TN 10+EA. If successful, add the Drama die total to your Advanced Check progress.

If Advanced Check incomplete, suffer EAS to degree described below.

  • DHAS
    • X Malus to Constitution, 
    • Fatigue
    • Dazed
  • PHAS
    • Roll for severity 1d6 - Malus to Strength and Dexterity 
    • Fatigue
    • Dazed

Acceleration

High-g acceleration has a punishing effect on relatively fragile human biology. The effective substantial increase in weight can cause fainting and bruising as blood pools or is pushed “downward.” More severely, acceleration can cause difficulty breathing, organ failure, stroke, or cardiac arrest. This usually involves a measure of damage based on the intensity of the acceleration; the drug cocktail known as “the juice” helps mitigate this and keep crew members conscious and able to function under high acceleration.

In action scenes, acceleration is usually a consequence of a challenge test (see Challenge Tests in Chapter 1), where a failed test results in a measure of damage from 1d6 to as much as 4d6 or more. Characters can use Fortune and conditions to keep this damage from taking them out, as usual. Characters using the juice can take fatigued and exhausted conditions to mitigate damage before having to take injured and wounded conditions. Acceleration may also be an effect of ship maneuvers (see Space Combat in Chapter 6) or long-term acceleration during an interlude. In the latter case, the GM may simply assign a fatigued or exhausted condition to the characters to reflect the arduous nature of their travel, or ask for a Constitution (Stamina) test, with the result determining the characters’ condition at the end of the trip.

Temperature

Characters must make periodic Constitution (Stamina) tests, starting at TN 9 with the difficulty escalating +1 per additional test. A failed test results in 1d6 damage. A character can take a fatigued or exhausted condition in place of the damage. Any character taken out by damage is unconscious and any further damage results in a dying condition. How often the Constitution (Stamina) test is required depends on the intensity of the exposure, ranging from every hour or so to every minute for fairly intense, but still terrestrial, hot or cold environments.

Gravity

Gravity

Level Effect
0.00 g Zero Gravity* Free-Fall; Moving may require Dexterity (Free-fall) TN 7-13, modified by EA
0.00 g - 0.25 g Micro-gravity* Free-Fall; Moving may require Dexterity (Free-fall) TN 7-13, modified by EA
0.25 g - 0.75 g Low Gravity  
0.75 g - 1.50 g Earthlike Gravity  
1.50 g - 3.00 g Heavy Gravity**  
3.00 g - 4.00 g Very Heavy Gravity**  
4.00 g + Crushing Gravity**  

 

Current EA

Effect

-6  
-5  
-4  
-3  
-2  
-1  
0  
+1 Constitution (Stamina) TN9++ to resist Fatigue per hour
+2 Hindered; Constitution (Stamina) TN9++ to resist Fatigue per minute 
+3 Restrained; 
+4 Restrained; 
+5  
+6  

Illness, Toxins, & Radiation

When characters come into contact with a potential infection, they must make a Constitution (Tolerance) test with a TN based on the virulence of the disease, ranging from TN 7 for a slight chance to TN 15 or more for direct exposure.

Generally, the course of an illness is a challenge test involving further Constitution (Tolerance) tests, with the potential for Intelligence (Medicine) tests to add to the success threshold. The time interval for the tests is based on the progress of the disease, usually a day or so, but some may be only hours. Consequences can include increased difficulty for further tests to resist or the development of advanced symptoms in the form of different Conditions. For a deadly disease, the major consequence is the patient acquiring the Dying condition. The same approach can be taken with some toxins and with radiation exposure: an initial Constitution (Tolerance) test to resist or mitigate the effect, followed by a challenge test measuring the course of the condition, with achieving the success threshold meaning the character’s condition stabilizes and the hazard has run its course. Some diseases, toxins, or radiation exposure may be able to achieve the success threshold for stabilization only with medical assistance; otherwise, it’s just a matter of time until the character suffers the worst consequence of the hazard.

Impact

Free-Fall Calculator

Fall Distance

Free-Fall Time

Equivalent Impact Velocity

Damage

Notes

0 m - 3 m

0.00 s - 0.75 s

0.00 m/s - 7.50 m/s

1d6

Not for free-falls, more for Unarmed throws or unexpected falls

3 m - 5 m

0.75 s - 1.00 s

7.50 m/s - 10.00 m/s

2d6

 

5 m - 20 m

1.00 s - 2.00 s

10.00 m/s - 20.00 m/s

4d6

 

20 m - 45 m

2.00 s - 3.00 s

20.00 m/s - 30.00 m/s

6d6

 

45 m - 81 m

3.00 s - 4.00 s

30.00 m/s - 40.00 m/s

8d6

 

81 m - 140 m

4.00 s - 5.00 s

40.00 m/s - 50.00 m/s

10d6

 

140 m +

5.00 s +

53.00 m/s (Terminal)

12d6  

An impact roughly equivalent to a short fall (3 to 4 meters) in 1 g is around 2d6 damage, while longer falls do more damage, up to 6d6.

In some situations, characters can make a Dexterity (Acrobatics) test to halve the damage from an impact by rolling with it and landing to absorb some of the shock.

Generally, acceleration couches mitigate this (although see Acceleration, previously) but someone who isn’t strapped in when a ship suddenly accelerates, decelerates, or maneuvers can suffer damage equivalent to a serious fall.

53 m/s is terminal human velocity

Dehydration

Humans can go without water for a day. After this, a TN 9 Constitution (Stamina) test is required to avoid acquiring the fatigued condition. An additional test is required for each hour without water, increasing the TN by +1 per test. A second failed test results in an exhausted condition, then unconscious, and finally dying, unless the character gets water before then.

Starvation

Likewise, a character can go without food for 3 days, after which they must make a TN 9 Constitution (Stamina) test, the same as for dehydration, except additional tests are once per day. The character cannot recover from the acquired conditions until they receive the necessary nutrition and hydration.

Suffocation

In the absence of breathable air, characters can hold their breath for a number of rounds equal to twice their Constitution score. After that, they must make a TN 9 Constitution (Stamina) test each round, with the TN increasing by +1 per round, to continue holding their breath. Failing the test means the character is unconscious. On the following round, the character’s condition becomes dying and the character cannot stabilize until they are able to breathe again. A character stabilized from dying due to suffocation is exhausted, rather than helpless, unconscious, and wounded, as usual.