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Zero Space : Resourcen für Spielleiter

ThisDieses chapterKapitel providesbietet additionalzusätzliche informationInformationen forfür theSpielleiter, gamewie moderator,beispielsweise suchbewegungen asdie theüber movementMenschliche capabilitiesLimits ofhinausgehen, createsdie withMasse attributeshäufig farvorkommender beyondobjekte humanoder limits,generelle the mass of commonplace objects, and the speed of various creatures and vehicles.Geschwindigkeiten.

ExtraordinaryErweiterte AttributesAttribute

A character's attributesChrakterattribute in ZeroSpace arerangieren normallynormalerweise rankedauf oneiner aSkala scalevon from 1 to 1-10. TheDiese tablesTabellen belowzeigen providewerte valuesfür forhöhere attributes above 10.Attribute.

Attribute CostAttributskosten

Table: Extraordinary attribute costAttributskosten
ValueAttributswert IncrementalKosten Costpro Punkt
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7

 

BrawnKraft

BrawnKraft determinesbestimmt, howwelches muchgewicht aein characterCharakter canheben liftkann andund howwie farweit theyer candinge throwWerfen things.kann. PeakDie humanSpitze potentialmenschlichen isPotentials markedist in redRot.

 Markiert.

Table: Extraordinary BrawnKraftwerte
BrawnKraft LiftHeben ThrowWerfen
(25 kg)
StandingWeitsprung aus
Longdem JumpStand
1 37 kg 1 m 1 m
2 54 kg 1 m 1 m
3 79 kg 2 m 1 m
4 120 kg 2 m 1 m
5 170 kg 4 m 2 m
6 250 kg 5 m 2 m
7 370 kg 8 m 4 m
8 540 kg 11 m 5 m
9 960 kg 20 m 8 m
10 1,700 kg 35 m 11 m
11 3,000 kg 62 m 20 m
12 5,400 kg 110 m 35 m
13 10 t 200 m 62 m
14 17 t 350 m 110 m
15 30 t 620 m 200 m
16 54 t 1,100 m 350 m
17 96 t 2 km 620 m
18 170 t 4 km 1,100 m
19 300 t 6 km 2 km
20 540 t 11 km 4 km
  1. LiftHeben indicatesbeschreibt theden greatestgrößtmöglichen weightwert, thatden theein characterCharakter canvom "deadlift"Boden (pickauf upungefähr offHüfthöhe theanheben groundkann. toEin theCharakter levelder ofdas theMaximum hips).seiner AKapazität characterhebt carryingoder orTrägt supportingkann suchsich amaximal weightein canbis takezwei atSchritte mostpro onerunde orbewegen. twoNormale stepsBewegung perist round.möglich Amit characterGewichten, candie movesich normallymindestens whileeine carryingStufe aunter weightder correspondingMaximalstufe tobefinden. oneEin lessCharakter thanmit their Brawn. For example, a character with BrawnKraft 8 couldkönnte carryalso upProblemlos tobis 370zu kg370Kg andumhertragen sufferohne nodavon penaltiesEinschränkungen tozu their movement while doing so.haben.
  2. ThrowWerfen (25 kg) indicatesbeschreibt thedie farthestmaximale distancedistanz, thatdie aein characterCharakter couldein throwFestes aObjekt compactmit object25kg weighinggewicht 25werfen kg.kann. ToUm seezu howüberprüfen farwie aweit characterein canSchwereres throwGewicht heaviergeworfen objects,werden subtractkann, thesubtrahiere Brawndie requiredKraft, todie liftes thebenötigen objectwürde fromein theObjekt character'sanzuheben totalvom Brawn.gesammtwert Lookund upschlage thedann differenceden inWerfen thewert "Brawn"nach. column:Beispielsweise thiskönnte indicatesein howCharakter farmit the character can throw the object. For example, a character with BrawnKraft 8 couldein throwObjekt andas objectdem weighingGewicht 60eines kgMenschen (such80 askg) agleichkommt cooperativeetwa slender2m human)weit upwerfen to(80 5Kg meters.ist im bereich 79 bis 120 also Kraft 4, grundkraft ist 8, 8-4 sind 4, wurfweite bei Kraft 4 sind 2 meter).
  3. JumpsSprung indicatesbeschreibt thedie character'sStrecke standingdie longein jump.Charakter Withaus adem runningStand longohne jump,Anlauf thespringen character'skann. groundMit movementanlauf isaddiert addedman toden theirBasisbewegungswert longzum jumpSprung distance.hinzu.

AgilityGeschick

AgilityGeschick determinesbestimmt adie character'sBewegungsgeschwindigkeit baseeines movementCharakters. speedDer (running,Höhepunkt swimming,des etc.).menschlichen PeakPotentials humanist potentialRot is marked in redmarkiert..

 

Table: Extraordinary AgilityGeschick
km/h)
AgilityGeschick Walk
GehenRennenSprintenSprinten (Base Move) Run
(Double Move)
Sprint
(All-out Move)
Sprint
(kph)
1 1 m 2 m 6 m 4 kphkm/h
2 2 m 4 m 12 m 7 kphkm/h
3 3 m 6 m 18 m 11 kphkm/h
4 4 m 8 m 24 m 14 kphkm/h
5 6 m 12 m 36 m 22 kphkm/h
6 7 m 14 m 42 m 25 kphkm/h
7 10 m 20 m 60 m 36 kphkm/h
8 13 m 26 m 78 m 47 kphkm/h
9 19 m 38 m 114 m 68 kphkm/h
10 28 m 56 m 168 m 100 kphkm/h
11 41 m 82 m 246 m 150 kphkm/h
12 60 m 120 m 360 m 220 kphkm/h
13 89 m 178 m 534 m 320 kphkm/h
14 130 m 260 m 780 m 470 kphkm/h
15 190 m 380 m 1,140 m 680 kphkm/h
16 280 m 560 m 1,680 m 1,000 kphkm/h
17 410 m 820 m 2,460 m 1,500 kphkm/h
18 600 m 1,200 m 3,600 m 2,200 kphkm/h
19 890 m 1,780 m 5,340 m 3,200 kphkm/h
20 1,300 m 2,600 m 7,800 m 4,700 kphkm/h
km/h)
AgilityGeschick SwimSchwim
men
Schnell SchwimmenSprint SchwimmenSprint Schwimmen
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(kph)
1 1 m 2 m 6 m 4 kphkm/h
2 1 m 2 m 6 m 4 kphkm/h
3 1 m 2 m 6 m 4 kphkm/h
4 2 m 4 m 12 m 7 kphkm/h
5 2 m 4 m 12 m 7 kphkm/h
6 3 m 6 m 18 m 11 kphkm/h
7 3 m 6 m 18 m 11 kphkm/h
8 4 m 8 m 24 m 14 kphkm/h
9 5 m 10 m 30 m 18 kphkm/h
10 7 m 14 m 42 m 25 kphkm/h
11 10 m 20 m 60 m 36 kphkm/h
12 13 m 26 m 78 m 47 kphkm/h
13 17 m 34 m 102 m 61 kphkm/h
14 22 m 44 m 132 m 79 kphkm/h
15 30 m 60 m 180 m 110 kphkm/h
16 40 m 80 m 240 m 140 kphkm/h
17 53 m 106 m 318 m 190 kphkm/h
18 71 m 142 m 426 m 260 kphkm/h
19 95 m 190 m 570 m 340 kphkm/h
20 130 m 260 m 780 m 470 kphkm/h

 

PowerMacht

IfFalls theein characterCharakter hasüber alienAußerirdische traitsEigenschaften oroder esotericEsoterische powers,Kräfte theverfügt, character'sdie PowerMacht determineseines theCharakters potencybestimmt ofdie theseStärke powers.

dieser

 Kräfte.

Table: Extraordinary PowerMacht
PowerMacht GeneralGenereller EffectEffekt MassMasse
1 1 37 kg
2 1 54 kg
3 2 79 kg
4 2 120 kg
5 4 170 kg
6 5 250 kg
7 8 370 kg
8 11 540 kg
9 20 960 kg
10 35 1,700 kg
11 62 3,000 kg
12 110 5,400 kg
13 200 10 t
14 350 17 t
15 620 30 t
16 1,100 54 t
17 2,000 96 t
18 4,000 170 t
19 6,000 300 t
20 11,000 540 t

 

HostileStatus Environmentsund Umgebungseffekte

Table:Status- Hostileund environmentsUmgebungseffekte
EnvironmentEffekt EffectFolge
DarknessDunkelheit AttackAngriffs andund defenseVerteidigungs penaltiesStrafwürfel
DehydrationDurst LoseVerliere oneein EnduranceAusdauer perpro day;Tag, penaltyStrafe diefür onalle all tasksAufgaben
ExposureWettereffekte (Kälte, Hitze, etc) LoseVerliere ein AusdauerLose one Endurance, from once per hour to once per six hours
FallingSturz Lose one Endurance for each five meters fallen
FireFeuer Action value depends on heat and intensity, once per round
PoisonsGift Brawn roll, from once per round to once per hour
PressureDruck Lose one Endurance, from once per round to once per minute
RadiationStrahlung Brawn roll, once per week; penalty die on all tasks
Sleep DeprivationSchlafentzug Lose one Reason per day, then lose one Presence per day, then lose one Endurance per day
StarvationHunger Lose one Endurance per week; penalty die on all tasks
SuffocationErsticken Lose one Endurance per minute
VacuumVakuum Lose 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
Fire Action
Value
Campfire, torch 3
Burning building 6
Molten lava 9


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 value Radiation
3 Fallout from a recent nuclear explosion
6 Vial of plutonium
9 Interior 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
Item Mass Brawn + Power (to lift)
medium dog, full suitcase 20 kg 1
full pony keg of beer, small sea turtle 45 kg 2
slender adult, large dog 65 kg 3
full keg of beer 75 kg 3
typical adult, small floor safe 90 kg 4
heavy adult 125 kg 4
racing motorcycle, refrigerator 150 kg 5
weapon locker, gun safe, large sea turtle 200 kg 6
large brown bear, dolphin, lion, large predator 225 kg 6
motorcycle, medium floor safe, tiger, a Twinkie 11 meters long 300 kg 7
grizzly bear, touring motorcycle, large predator 400 kg 8
polar bear, empty light wagon 500 kg 8
riding animal, cow, horse, small sailboat 600 kg 9
small civilian helicopter 700 kg 9
compact car, loaded light wagon 900 kg 9
medium missile, empty heavy wagon 1,000 kg 10
full size car, large herbivore, hippopotamus 2 t 11
small military helicopter, Humvee 3 t 11
armored Humvee 4 t 12
elephant, empty dump truck, loaded heavy wagon, huge herbivore 5 t 12
light jet fighter plane 7 t 13
large military helicopter, empty tractor-trailer 9 t 13
jet fighter plane 10 t 13
international marijuana shipment, Polaris missile 20 t 15
loaded dump truck 20 t 15
private jet plane, empty train car 30 t 15
empty C-130 cargo plane, loaded tractor-trailer 40 t 16
Easter Island stone head, loaded tanker truck, bank vault 50 t 16
suburban house, Trident missile, M1 Abrams tank 50 t 16
loaded C-130 cargo plane 80 t 17
blue whale 90 t 17
loaded train car 100 t 18
locomotive, fishing trawler 200 t 19
empty 747 passenger plane 300 t 19
typical train 400 t 20
loaded 747 passenger plane 400 t 20

Speed

Table: Item speeds
Item Speed Agility
avg human swimming 3 kph 2
max human swimming 9 kph 7
avg human running 12 kph 2
max human running 45 kph 9
fast submarine 80 kph --
fast bird, cheetah, sailfish 120 kph --
armored land speeder 320 kph --
civilian land speeder 400 kph --
speeder bike 560 kph --
air speeder 800 kph --
star fighter 1,900 kph --