Additonal Sci-Fi Rules#
Ballistic Weapons In Space#
Zero-Gravity Knockback: Full-auto ballistic weapons fired in zero gravity enviroments push the user back at a rate of 5ft per round until they can steady themselves with a larger object.
Heat Dissipation: Optional rules: Ballistic weapons fired in a vaccum quickly warp due to trapped heat. For futuristic space-faring settings, heat dissipation technology can solve this issue. For GMs that wish to include this effect, it is recommended to apply to the entire ballistic tag for ease of reference, and include a new tag on space-worthy ballistic weapons.
Extreme Environments#
Extreme Environments#
Sci-Fi Module Additon
The core Environmental Effects rules cover weather and conditions that wear characters down over time. Extreme environments — the surface of a volcanic moon, the vacuum of space, the ruins of a breached reactor — skip the slow buildup entirely. In these instances, at the end of each exposure interval an unprotected character suffers 1 VIT loss. No FORT check is made — the environment is beyond what the body can resist.
The GM sets the interval based on proximity and intensity: 1 round for direct contact or close proximity, 1 minute for ambient exposure, or longer for low-level hazards like residual radiation.
Wounds are applied normally when VIT thresholds are met. When VIT reaches 0 the, rules for lethal damahe often apply.
Resistance — Extreme and exposure effects bypasses partial resistance. Full resistance is immune to exposure effects, and halves extreme damage. Howevever, resistance can be bypassed if both an extreme exposure event and a damaging event of the same type occure.In practice, this means characters using special heat shielded suits to protect themselves on a volcanic moon would be protected from the extreme exposure, but if lava erupted below them they would still be subject to damage. Damage Resistance for more on resistances.
Extreme Hazard Reference#
The table below summarizes each hazard type. All follow the same core rule above — the differences are in damage type and associated conditions.
| Hazard | Damage Type | Common Conditions | Notes |
|---|---|---|---|
| Extreme Heat | Burn | Shaken | Survival tent cannot withstand extreme heat. |
| Extreme Cold | Cold | Shaken | Cold injuries are treated as burn wounds (frostbite). |
| Vacuum | Cold + Asphyxiating | Asphyxiating, Shaken | See Vacuum below. |
| Radiation | Radiation | Sick, Fatigued | Radiation may is often undetectable without equipment. |
Vacuum#
The hazards of a vacuum deserve special mention because it combines multiple items simultaneously. A character exposed to the vacuum of space without a sealed, pressurized suit immediately gains the asphyxiating condition and suffers extreme cold exposure.
Decompression — Sudden decompression (such as a hull breach) may also cause physical trauma. The size of the breach determines the amount of force and the amount of area affected by a decompression. Typically, Characters a within a radius equal to twice the size of the breach must succeed on a target 10 FORT check or suffer 1 VIT loss and a minor wound (typically a contusion or sprain). The GM may increase the target for explosive decompression.
Equipment — A pressurized suit prevents asphyxiation and decompression trauma but provides no thermal protection. A full space suit handles all three — asphyxiation, decompression, and cold resistance — but oxygen is still limited (1 hour for most suits, 5 hours for the EVA Suit). When oxygen runs out, asphyxiating begins regardless of suit integrity.
Radiation#
Radiation also warrants a note beyond the table. Unlike heat and cold, radiation exposure may not be immediately obvious to the characters. The GM may track radiation damage privately and reveal symptoms — the sick or fatigued conditions, unexplained burns — as they accumulate. Characters with detection equipment such as a Hazard HUD would know they are in danger. Low-level radiation zones may use longer intervals of 10 minutes or more, while active reactor breaches and similar sources use intervals of 1 round to 1 minute.
Specialized Equipment#
Standard space suits, pressurized suits, and field medical supplies like ARA-5 are designed for the expected hazards of space travel. Extreme environments push beyond what standard equipment is built for. GMs are encouraged to introduce specialized gear — thermal shielding, hardened radiation suits, cryo-rated armor — when the adventure calls for it. Such equipment might be purchased, salvaged, modified, or improvised, and its availability can drive meaningful preparation and decision-making at the table.
New Equipment Types#
Energy Shields#
Energy shields create temporary semi-transparent barriers that are fully resistant to all types of damage, however they can only reduce a certain amount of damage before dispersing. Objects and creatures cannot pass through an energy shield while it is active, offering full cover to those on opposite sides, however the shield can still be targeted. Even if an energy shield has only one point of damage reduction left, it will protect from the full force of the attack that depletes the shield. Due to the high energy demand, energy shields often have few uses.
Heads Up Displays (HUDs)#
Heads Up Displays, or HUDs, are helmet upgrades that add a display layer to a visor, screen, or lense. They occupy a sublet of the head body slot — Head [HUD] — and as such can be paired with other helmet upgrades that do n ot occupy the [HUD] slot, such as com units. A HUD can be paired with any kind of helmet that has a visor, lenses, screen, or other viewport that the display system can overlay. Primary hardware and necessary sensors are integrated directly into the helmet, usually including a small camera to intake relative data.