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
| Field | Value |
|---|---|
| Duration / Default Formula | until gravity is reduced or exited; ticks at interval |
| Duration / Type | persistent |
| Gravity | high |
| Onset / Trigger | entry |
| Onset / Type | delayed |
| Powered Keeps Conscious | true |
| Prevented By | Powered armour (penalty mitigation; consciousness at 4G+) |
| Save / Dc | 12 |
| Save / Interval | 10 minutes |
| Save / Type | Fortitude |
| Stacking | extend |
| Category | hazard |
Mitigation
description: Powered armour modifies movement and attack/Reflex penalties; at 4G+ it keeps the wearer conscious.
| Field | Value |
|---|---|
description | Powered armour modifies movement and attack/Reflex penalties; at 4G+ it keeps the wearer conscious. |
description: Reduce gravity or move to a normal gravity area.
| Field | Value |
|---|---|
description | Reduce gravity or move to a normal gravity area. |
Severity Tiers
dc: 12
| Field | Value |
|---|---|
actions.attackModifier | -1 |
actions.movementPercent | 75 |
actions.reflexModifier | -1 |
dc | 12 |
poweredActions.attackModifier | 0 |
poweredActions.movementPercent | 100 |
poweredActions.reflexModifier | 0 |
saveInterval | 10 minutes |
tier | 1.5G |
effects[0]: modifier=fatigued; target=condition
dc: 15
| Field | Value |
|---|---|
actions.attackModifier | -2 |
actions.movementPercent | 50 |
actions.reflexModifier | -2 |
dc | 15 |
poweredActions.attackModifier | -1 |
poweredActions.movementPercent | 100 |
poweredActions.reflexModifier | -1 |
saveInterval | 1 minute |
tier | 2G |
effects[0]: modifier=fatigued; target=condition
dc: 20
| Field | Value |
|---|---|
actions.attackModifier | -4 |
actions.movementPercent | 25 |
actions.reflexModifier | -4 |
dc | 20 |
poweredActions.attackModifier | -2 |
poweredActions.movementPercent | 100 |
poweredActions.reflexModifier | -2 |
saveInterval | 1 round |
tier | 3G |
effects[0]: modifier=-1d4; target=nonlethal
effects[1]: modifier=fatigued; target=condition
dc: 25
| Field | Value |
|---|---|
actions.attacksBlocked | true |
actions.movementBlocked | true |
actions.reflexBlocked | true |
dc | 25 |
poweredActions.attacksBlocked | true |
poweredActions.movementBlocked | true |
poweredActions.reflexBlocked | true |
saveInterval | 1 round |
tier | 4G+ |
effects[0]: modifier=unconscious; target=condition