High Gravity

High gravity: 1.5G DC 12 each 10 minutes; 2G DC 15 each minute; 3G DC 20 each round or 1d4 non-lethal and fatigue; 4G+ DC 25 each round or unconscious.

Chapter 13: at 1.5G, movement is three-quarters speed, attacks and Reflex saves suffer -1, and Fortitude DC 12 each 10 minutes avoids fatigue. At 2G, movement is half speed, attacks and Reflex suffer -2, and Fortitude DC 15 each minute avoids fatigue. At 3G, movement is quarter speed, attacks and Reflex suffer -4, and Fortitude DC 20 each round avoids 1d4 non-lethal damage and fatigue. At 4G+, unaided movement, attacks and dodging are impossible; Fortitude DC 25 each round avoids unconsciousness. Powered armour negates movement penalties through 3G and halves attack and Reflex penalties; at 4G+ it keeps the wearer conscious. High-G fatigue ends 10 minutes after returning to normal gravity; an already fatigued character who fails another save becomes exhausted until rest.

Rules Reference

FieldValue
Duration / Default Formulauntil gravity is reduced or exited; ticks at interval
Duration / Typepersistent
Gravityhigh
Onset / Triggerentry
Onset / Typedelayed
Powered Keeps Conscioustrue
Prevented ByPowered armour (penalty mitigation; consciousness at 4G+)
Save / Dc12
Save / Interval10 minutes
Save / TypeFortitude
Stackingextend
Categoryhazard

Mitigation

description: Powered armour modifies movement and attack/Reflex penalties; at 4G+ it keeps the wearer conscious.

FieldValue
descriptionPowered armour modifies movement and attack/Reflex penalties; at 4G+ it keeps the wearer conscious.

description: Reduce gravity or move to a normal gravity area.

FieldValue
descriptionReduce gravity or move to a normal gravity area.

Severity Tiers

dc: 12

FieldValue
actions.attackModifier-1
actions.movementPercent75
actions.reflexModifier-1
dc12
poweredActions.attackModifier0
poweredActions.movementPercent100
poweredActions.reflexModifier0
saveInterval10 minutes
tier1.5G

effects[0]: modifier=fatigued; target=condition

dc: 15

FieldValue
actions.attackModifier-2
actions.movementPercent50
actions.reflexModifier-2
dc15
poweredActions.attackModifier-1
poweredActions.movementPercent100
poweredActions.reflexModifier-1
saveInterval1 minute
tier2G

effects[0]: modifier=fatigued; target=condition

dc: 20

FieldValue
actions.attackModifier-4
actions.movementPercent25
actions.reflexModifier-4
dc20
poweredActions.attackModifier-2
poweredActions.movementPercent100
poweredActions.reflexModifier-2
saveInterval1 round
tier3G

effects[0]: modifier=-1d4; target=nonlethal

effects[1]: modifier=fatigued; target=condition

dc: 25

FieldValue
actions.attacksBlockedtrue
actions.movementBlockedtrue
actions.reflexBlockedtrue
dc25
poweredActions.attacksBlockedtrue
poweredActions.movementBlockedtrue
poweredActions.reflexBlockedtrue
saveInterval1 round
tier4G+

effects[0]: modifier=unconscious; target=condition