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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
So, I'm playing an Earth-native character in a campaign where visiting Earth is strictly optional within the context of the main plot. So I might as well take a close look upon the adaptations that are relevant. But, while on-topic, I figured I might as well explore the issues of adaptation in both directions. So, here goes: First, 'mag boots'. Yes, I know that real astronauts don't use those because magnets can cause all sorts of trouble. However, surely THS has a good way of producing a gadget that is effectively Clinging (only below 0.2G)? I know some bioroid designs have the trait, but what about the gadget? I haven't seen it listed in the books (maybe I missed it). Should it provide any benefits aside from being able to walk in freefall? Particularly in terms of DX modifiers / Freefall rolls? Second, G-Experience. The station we live on has rotary gravity ranging from negligible to Lunar. Caine, being used to Terran gravity, had to buy G-Experience (Lunar) as one of the first things upon adapting. -2 DX in Lunar gravity is unpleasant, but not game-changing for someone not relying on /DX skills. Still, I find it somewhat unpleasant that one can only halve the penalty for non-native gravity. Am I missing some way of maintaining full 'fluency' with two (or more) gravity fields? Third, minor point: the ease of going up. Space Adaptation Syndrome is kinda bad, but you can get better after a few rolls. I suspect the intent was to make the Freefall roll HT-based instead of DX-based for purposes of adaptation. Also, being a bioroid/bioshell, lalala, No Bone Degeneration in Zero G. Except that it's kinda a waste of a point, since proper drugs can achieve the same effect, and are likely subsumed into CoL (IIRC they're cheap). Fourth: the difficulty of going down. We have a Tennin. Tennin have a native gravity of 0G as a 0-point Feature. For that, they get to never roll for SAS, even after spending time in the well. On the downside, in Earth gravity they get -5 DX (-2 with G-Experience), -2 IQ, -2 HT & FP. Sounds brutal in exchange for what they get from their 0-point feature. Fifth: Tennin and spacecraft. I just looked up how the two interact. Tennin have a native gravity of zero, and so they consider anything starting at ¼G and up to be High Acceleration, requiring a HT roll against FP loss and/or blackout. That neat HEDM shuttle they gave us? A small step of 2G at full thrust, not even requiring a roll from a human; for a Tennin, a big leap of HT-6. On a Chemical Rocket, they'd be slightly worse off, but at least the human would need to make a HT+0 roll too. Again, brutal. Overall, I get the impression that Tennin as written are more of a project for the wide-eyed idealists than for pragmatic spacers. Or to be more precise, they're perfectly practical as long as you stick to the dark void and never engage in high-G manoeuvring. Comments? Thoughts? Additions? Thanks in advance! Last edited by vicky_molokh; 04-03-2013 at 11:35 AM. |
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| different gravity, high acceleration, space, tennin |
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