Movement in Space

From Gempunks

When in a zero-gravity space, movement becomes more about how fast you can go and more about how quickly you can change where you're going.

In freefall, you track your momentum as a vector (line sticking out of your position, with some distance and direction) for your current momentum, and when something accelerates you, you move the end point of that line that distance. At the end of your turn, you move to wherever that line was pointing, and the line moves with you.

If the space has an atmosphere but no gravity, then your momentum is capped at 900 meters per round.

If you crash into something with high momentum, the falling damage rules apply, using one third of your momentum as the fall distance, but with no upper limit to the maximum number of doublings.

Land Speed

Land speeds don't work normally, as a traditional gait will cause you to push off the surface of whatever you're walking on and drift gently into space.

However, climbing works fine, and the DCs for climbing are decreased by 3, and you don't need to take breaks.

Jumping allows you to accelerate yourself off of a surface, giving yourself a momentum vector of up to 10 times your jump distance as you push off the object.

Burrow Speed

Burrowing is unaffected, but you still need some material to burrow through.

Swim Speed

Swimming is unaffected, but you still need some liquid to swim in, and sink distance no longer does anything.

Fly Speed

Fly speeds do not function without an atmosphere. If there is an atmosphere but no gravity, then there is no limit to how much altitude you can gain based on aerobatics distance.

Space Speed

A space speed only functions in a zero-gravity space. Change your momentum by up to that many meters as a move action.