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Occurrence Border Random Encounters
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===Gravity Issues=== "Down" relative to the ship is a direction of 180° and facing the prow of the ship - IE, 0° would be pulling 'up,' 180° is normal, 90° would put your feet on the starboard bulkhead, and 270 would put you on the port bulkhead. Many areas on the Occurence Border have some gravitational issues associated with them. If the DM wants to establish a different 'norm' in an area than usual, he may consider rolling 1d100+130 to generate a gravitational pull which averages to the usual but can vary wildly. For a number which will be statistically closer to the norm of 180 but can still vary significantly, consider rolling 4d10+158. Notes: Results of 1-45 are applied cumulatively. If the gravity shifts suddenly and abruptly, everyone, from the lowliest Rating to a Daemon Prince, finds this very disorienting. Everyone is at a -10 penalty to all actions, unless the gravity suddenly shifts 45° or more in one go, in which case they are at a -30 penalty.<br> Results of 46-80 are applied abruptly. This is highly disorienting, causing everyone to take a -30 penalty in the round in which the gravity strength changes, cumulative in addition to any penalties they would be suffering for the new gravitational pull. Gravity's a bitch, and the bigger you are, the harder it pulls.<br> If a result of 81-95 is rolled, continue to re-roll and apply effects. The Gravity... * 01-20: Pulls in the wrong direction at normal strength. ** 01-05: Is offset -45°. Under otherwise normal conditions, this orients to 135° (Down-Starboard.) ** 06-10: Is offset +45°. Under otherwise normal conditions, this orients to 225° (Down-Port.) ** 11-15: Is offset -20° Fore-Aft. Under otherwise normal conditions, moving towards the bow is an uphill hike. ** 16-20: Is offset +20° Fore-Aft. Under otherwise normal conditions, moving towards the stern is an uphill hike. * 21-45: Shifts cardinally in the wrong direction, at normal strength. ** 21-25: Is offset -90°. Under otherwise normal conditions, this orients to 90°. The starboard wall is now the deck. ** 26-30: Is offset +90°. Under otherwise normal conditions, this orients to 270°. The port wall is now the deck. ** 31-35: Is offset 180°. Under otherwise normal conditions, this orients to 360°. The ceiling is now the deck. ** 36-40: Is offset -90° Fore-Aft. Under otherwise normal conditions, the aft wall is now the deck. ** 41-45: Is offset +90° Fore-Aft. Under otherwise normal conditions, the fore wall is now the deck. ** 46-80: Has strength issues. ** 46-55: Is between 0.5g and 0.75g. Low Gravity Modifiers (Pages 38 and 116, Core) are in effect. ** 56-60: Is between 0.17g and 0.25g. Triple the effects of Low Gravity. ** 61-70: Is between 1.5g and 2g. High Gravity Modifiers (Pages 38 and 116, Core) are in effect. ** 71-75: Is between 3g and 3.5g. Triple the effects of High Gravity, and this is -30 arduous terrain (Page 253, Core). ** 76-80: Is less than 0.08g. There is effectively no gravity whatsoever - treat as zero gravity (Pages 38 and 116, Core). This is -10 difficult terrain (Page 253, Core). * 81-90: Has two distinct problems. Roll twice on this chart. * 91-95: Has three distinct problems. Roll thrice on this chart. * 96-100: Gravity shifts frequently. ** Every round in combat (or every narratively-relevant interval of non-combat time,) roll again on this table. Roll at the start of combat rounds. Rolls of 96-100 indicate the problem is getting worse; roll an additional time on the table for each time this result is reached. Should this reach the point where the GM would be rolling more than three times per round, the poor overloaded gravity generators give out, leaving the entire compartment in microgravity. Frankly, this may come as something of a relief.
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