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Zero Space : GM Ressources

This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.

Extraordinary Attributes

A character's attributes in ZeroSpace are normally ranked on a scale from 1 to 10. The tables below provide values for attributes above 10.

Attribute Cost

Table: Extraordinary attribute cost
ValueIncremental Cost
1-31
4-62
7-93
10-124
13-155
16-186
19-207

 

Brawn

Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in red.

 

Table: Extraordinary Brawn
BrawnLiftThrow
(25 kg)
Standing
Long Jump
137 kg1 m1 m
254 kg1 m1 m
379 kg2 m1 m
4120 kg2 m1 m
5170 kg4 m2 m
6250 kg5 m2 m
7370 kg8 m4 m
8540 kg11 m5 m
9960 kg20 m8 m
101,700 kg35 m11 m
113,000 kg62 m20 m
125,400 kg110 m35 m
1310 t200 m62 m
1417 t350 m110 m
1530 t620 m200 m
1654 t1,100 m350 m
1796 t2 km620 m
18170 t4 km1,100 m
19300 t6 km2 km
20540 t11 km4 km
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
  3. Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Agility

Agility determines a character's base movement speed (running, swimming, etc.). Peak human potential is marked in red.

 

Table: Extraordinary Agility
AgilityWalk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(kph)
12 m4 m12 m7 kph
22 m4 m12 m7 kph
33 m6 m18 m11 kph
44 m8 m24 m14 kph
56 m12 m36 m22 kph
67 m14 m42 m25 kph
710 m20 m60 m36 kph
813 m26 m78 m47 kph
919 m38 m114 m68 kph
1028 m56 m168 m100 kph
1141 m82 m246 m150 kph
1260 m120 m360 m220 kph
1389 m178 m534 m320 kph
14130 m260 m780 m470 kph
15190 m380 m1,140 m680 kph
16280 m560 m1,680 m1,000 kph
17410 m820 m2,460 m1,500 kph
18600 m1,200 m3,600 m2,200 kph
19890 m1,780 m5,340 m3,200 kph
201,300 m2,600 m7,800 m4,700 kph
AgilitySwim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(kph)
11 m2 m6 m4 kph
21 m2 m6 m4 kph
31 m2 m6 m4 kph
42 m4 m12 m7 kph
52 m4 m12 m7 kph
63 m6 m18 m11 kph
73 m6 m18 m11 kph
84 m8 m24 m14 kph
95 m10 m30 m18 kph
107 m14 m42 m25 kph
1110 m20 m60 m36 kph
1213 m26 m78 m47 kph
1317 m34 m102 m61 kph
1422 m44 m132 m79 kph
1530 m60 m180 m110 kph
1640 m80 m240 m140 kph
1753 m106 m318 m190 kph
1871 m142 m426 m260 kph
1995 m190 m570 m340 kph
20130 m260 m780 m470 kph

 

Power

If the character has alien traits or esoteric powers, the character's Power determines the potency of these powers.

 

Table: Extraordinary Power
PowerGeneral EffectMass
1137 kg
2154 kg
3279 kg
42120 kg
54170 kg
65250 kg
78370 kg
811540 kg
920960 kg
10351,700 kg
11623,000 kg
121105,400 kg
1320010 t
1435017 t
1562030 t
161,10054 t
172,00096 t
184,000170 t
196,000300 t
2011,000540 t

 

Hostile Environments

Table: Hostile environments
EnvironmentEffect
DarknessAttack and defense penalties
DehydrationLose one Endurance per day; penalty die on all tasks
ExposureLose one Endurance, from once per hour to once per six hours
FallingLose one Endurance for each five meters fallen
FireAction value depends on heat and intensity, once per round
PoisonsBrawn roll, from once per round to once per hour
PressureLose one Endurance, from once per round to once per minute
RadiationBrawn roll, once per week; penalty die on all tasks
Sleep DeprivationLose one Reason per day, then lose one Presence per day, then lose one Endurance per day
StarvationLose one Endurance per week; penalty die on all tasks
SuffocationLose one Endurance per minute
VacuumLose one Endurance, from once per round to once per minute

 

Darkness

Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

A character with the appropriate powers, or equipment permitting them to perceive normally, suffers no ill effects from darkness.

Dehydration

A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.

Characters suffering from dehydration lose one Endurance per day until they are rehydrated. Additionally, the character incurs a penalty die on all rolls. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character who is self-sustaining is unaffected by dehydration.

Exposure

Extremes of heat and cold can be dangerous to those without adequate protection from the elements. Characters exposed to extreme temperatures gradually lose Endurance until they find shelter. How quickly they lose Endurance depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, causes the character to lose one Endurance every six hours or so: brutal, but not immediately life-threatening. The same character in a blazing hot desert or standing on a ridge above the frost plains of Ribos might lose one Endurance once per hour. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character native to sub-zero enviroments is unaffected by extreme cold, while a character native to fiery enviroments is unaffected by extreme heat. A character with Harmony or suitable environmental gear is unaffected by either extreme.

Falling

A character who falls farther than they can jump takes damage based on the distance fallen. A character who falls and strikes a surface loses one Endurance for each five meters fallen (rounded down). Conventional forms of protection, such as armor and energy shields, are effective against this damage.

Particularly soft or yielding surfaces can reduce the damage of the fall by as much as half, while particularly unforgiving surfaces may double the damage.

Fire

The action value of a fire depends on its heat and intensity. Any power or equipment that provides protection from Endurance damage, such as armor and energy shields, is effective against fire damage.

 

Table: Fire
FireAction
Value
Campfire, torch3
Burning building6
Molten lava9


Very cool and very hot fires are outside of this range. A lit spice-stick can cause painful burns, for example, but it's less damaging than action value 3. On the other hand, the surface of a star is far beyond even action value 9.

Fire has a reduced effect on a character native to fiery environments or a character with Harmony: their effective defense value is doubled.

Poisons

Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.

Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Brawn roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn roll is not successful, the character has succumbed to the poison, and they immediately lose one Endurance. Periodically thereafter, the character must attempt another Brawn roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Brawn roll results in another loss of Endurance. This continues until the character successfully makes a Brawn roll, or they are administered the appropriate antidote (if one exists). Once the character successfully makes a Brawn roll against the poison or is administered the appropriate antidote, they stop losing Endurance and begin to heal normally.

Some poisons and pathogens have effects other than or in addition to Endurance damage, such as blindness or paralysis.

Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from poisoning, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character with Immunity To Poison or suitable environmental gear is unaffected by poisons.

Pressure

Characters exposed to extreme atmospheric pressure lose Endurance until they return to their natural atmosphere or their internal and external pressure is equalized (generally through the use of an air supply specifically designed for use at that pressure). How quickly they lose Endurance depends on how prepared they are and the severity of the conditions. A trained diver 30 meters under water would lose one Endurance per minute: life threatening, but not immediately fatal. The same character 300 meters under water (approximately 30 atmospheres, or 3040 kPa) would lose one Endurance per round unless they had specialized breathing apparatus designed to maintain a constant pressure inside their bodies. At higher pressures, even specialized breathing apparatus is not enough to protect the body from the structural failure of tissue, not to mention the pressure on unprotected nerves causing them to stop transmitting impulses.

Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to extreme pressure, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character wearing an exosuit designed for extreme pressure environments or who is native to deep sea environments is unaffected by high pressure, as is a character with Harmony.

Radiation

Radioactivity is caused by the decay of the atomic nucleus of an unstable atom. Living things exposed to high amounts of ionizing radiation develop acute radiation syndrome (ARS), also known as radiation poisoning or radiation sickness. Acute radiation syndrome is an umbrella term for a variety of symptoms which occur within 24 hours of exposure and which may last for several months.

The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal disorders and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.

Twenty-four hours after exposure, a character exposed to radiation must make a successful Brawn roll against the action value of the radiation. Failure indicates that the character has developed acute radiation syndrome and they immediately lose one Endurance. Each week thereafter, the character must attempt another Brawn roll. Each failed Brawn roll results in another one Endurance lost. Additionally, the character incurs one penalty die for every week that the character has been suffering from acute radiation syndrome. This continues until the character dies or successfully makes the Brawn roll. Once the character successfully makes the Brawn roll against the action value of the radiation, they stop losing Endurance and may begin to heal normally.

Suitable treatment grants a bonus die on the victim's Brawn roll. Small doses of radiation are treated with blood transfusions and antibiotics, while greater doses of radiation require exotic treatments such as bone marrow transplants. Large doses of radiation are invariably fatal to normal human beings.

Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from acute radiation syndrome, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character with Harmony or suitable environmental gear, or who is native to fiery climates is unaffected by ionizing radiation.

 

Table: Radiation
Action valueRadiation
3Fallout from a recent nuclear explosion
6Vial of plutonium
9Interior of a nuclear reactor

 

Sleep Deprivation

A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.

A character suffering from sleep deprivation loses one Reason per day until their Reason equals zero. Once the character's Reason is reduced to zero, the character loses one Presence per day until their Presence equals zero. Once the character's Presence is reduced to zero, the character loses one Endurance per day until their Endurance is reduced to zero. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from losing consciousness, they will eventually die. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of sleep deprivation, nor is rapid healing, such as that provided by Meditation and Regeneration.

A character who is self-sustaining is unaffected by sleep deprivation.

Starvation

A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.

Characters suffering from starvation lose one Endurance per week until they eat something. Additionally, the character incurs a penalty die on all rolls. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of starvation, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character who is self-sustaining is unaffected by starvation.

Suffocation

A character who needs to breath but is unable to do so, such as someone drowning or suffocating, loses one Endurance per minute until they can breathe freely again. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character with Immunity to Suffocation or suitable environmental gear is unaffected by suffocation.

Vacuum

Characters exposed to vacuum lose Endurance until they return to their natural atmosphere. How quickly they lose Endurance depends on how prepared they are and the rapidity of the loss of atmosphere. A trained astronaut who is exposed to a loss of atmosphere over the course of a minute would lose one Endurance per minute: life threatening, but not immediately fatal. The same character exposed to a vacuum without warning would lose one Endurance per round.

Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to vacuum, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.

A character with Immunity To Suffocation or suitable environmental gear is unaffected by vacuum.

Mass

XXX working

Table: Item mass
ItemMassBrawn + Power (to lift)
medium dog, full suitcase20 kg1
full pony keg of beer, small sea turtle45 kg2
slender adult, large dog65 kg3
full keg of beer75 kg3
typical adult, small floor safe90 kg4
heavy adult125 kg4
racing motorcycle, refrigerator150 kg5
weapon locker, gun safe, large sea turtle200 kg6
large brown bear, dolphin, lion, large predator225 kg6
motorcycle, medium floor safe, tiger, a Twinkie 11 meters long300 kg7
grizzly bear, touring motorcycle, large predator400 kg8
polar bear, empty light wagon500 kg8
riding animal, cow, horse, small sailboat600 kg9
small civilian helicopter700 kg9
compact car, loaded light wagon900 kg9
medium missile, empty heavy wagon1,000 kg10
full size car, large herbivore, hippopotamus2 t11
small military helicopter, Humvee3 t11
armored Humvee4 t12
elephant, empty dump truck, loaded heavy wagon, huge herbivore5 t12
light jet fighter plane7 t13
large military helicopter, empty tractor-trailer9 t13
jet fighter plane10 t13
international marijuana shipment, Polaris missile20 t15
loaded dump truck20 t15
private jet plane, empty train car30 t15
empty C-130 cargo plane, loaded tractor-trailer40 t16
Easter Island stone head, loaded tanker truck, bank vault50 t16
suburban house, Trident missile, M1 Abrams tank50 t16
loaded C-130 cargo plane80 t17
blue whale90 t17
loaded train car100 t18
locomotive, fishing trawler200 t19
empty 747 passenger plane300 t19
typical train400 t20
loaded 747 passenger plane400 t20

Speed

Table: Item speeds
ItemSpeedAgility
avg human swimming3 kph2
max human swimming9 kph7
avg human running12 kph2
max human running45 kph9
fast submarine80 kph--
fast bird, cheetah, sailfish120 kph--
armored land speeder320 kph--
civilian land speeder400 kph--
speeder bike560 kph--
air speeder800 kph--
star fighter1,900 kph--