Professional Documents
Culture Documents
01-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91
92-93
94
95
96
97
98
99
00
Damage Table
1 - Inertial Dampers - Sudden Lurch
2 - Electrical - Lighting
3 - Electrical - Communications
4 - Plumbing - Water Lines
5 - Electrical - Computer Lines
6 - Temperature Control
7 - Plumbing - Steam Rupture
8 - Atmospheric Control - Ventilation Cut Off
9 - Plumbing - Chemical Lines
10 - Artificial Gravity Control
11 - Electrical - Power Failure : Main
12 - Atmospheric Control - Gas Leak
13 - Electrical - Power Failure : Main & Auxiliary
14 - Fire - Combustatory
15 - Fire - Electrical
16 - Radiation Shielding Failure / Leak
17 - Fire - Chemical
18 - Atmospheric Control - Pressure
19 - Cave-In
20 - Explosion
21 - Hull Breach - Small
22 - Hull Breach - Medium
23 - Hull Breach - Large
24 - Fire - Atmospheric
above skills
(secondary hand) cannot use this hand; -10% for performing
above skills
91-92 broken shoulder - 4d10 dmg; roll for which shoulder
(primary hand) cannot use this hand; -25% for performing
above skills
(secondary hand) cannot use this hand; -10% for performing
above skills
93-94 broken leg - 4d10 dmg; roll for which leg; only 2 m / turn
movement
95-96 broken arm - 3d10 dmg; roll for which arm
(primary hand) cannot use this hand; -25% for performing
above skills
(secondary hand) cannot use this hand; -10% for performing
above skills
97
concussion - 4d10 dmg; - 10 INT/LOG; -5 DEX/RS; 75% chance to be
unconscious for 1d10
hrs.
98
loose object strikes character - 1d10 dmg
99
large loose object strikes character - 3d10 dmg
00
large loose object breaks free and pins character - 5d10 dmg requires 2 people to
move or STR check at -20 to lift
(note: all performance penalties assume the injury is properly set and
splinted - if this is not the case, add another -20% penalty)
note: a successful RS check reduces result roll by 10
note: inertia screens and skein suits halve all damage
note: vrusk characters get a -10 modifier to their result roll
(note on crash landing: characters restrained by safety belts, etc. treat dmg
roll at -20)
2 - Electrical - Lighting
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all lighting except emergency auxiliary lights go out
- aux. lights are located along floor/deck plates and reduce light level
to dim visibility
- requires Machinery: Repair skill and a tech kit to restore power to lights
- repair time: 1d4 hours
3 - Electrical - Communications
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all c.a.s. panels, intercoms, and vidcams in this area go out, preventing any
shipwide communications
or use of c.a.s. readouts to or from this area
- requires Communication Devices: Repair skill and a tech kit to repair
- repair time: 1d4 hours
4 - Plumbing - Water Lines
(01-50) : blocked / backed up
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all plumbing work will begin to back up - no real damage but pretty gross
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
(51-00) : leaking
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- pipes in this room begin to rupture - 10% chance per turn for electrical
short until fixed
- roll d100 for one of the electrical failures
(01-50) lighting
(51-70) communications
(71-90) computer lines
(91-00) power failure: main
- if left unattended, leaking will entirely fill area in 2 hours for every
contiguous 5 m. x 5 m. area
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
5 - Electrical - Computer Lines
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all computers in this area go down and are no longer accessible from
outside computers
- requires Computers: Activate and Operate skill to temporarily activate each
terminals parabattery
reserve (if it has one or is directly linked to a mainframe within this
area that has one)
- repair time: 1d10 turns
- requires Computers: Interface skill and robcom kit to re-connect computers
to ships network as well
as to restore normal power to them - repair
time: 1d4 hours
6 - Temperature Control
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- requires Machinery: Repair skill and a tech kit to repair
- repair time: 1d4 hours
(01-50) : heat
- temperature will rise 1 degree celsius every minute in this area until
heating unit
breaks down at 160 degrees Fahrenheit/ 71 degrees Celsius conditions will be considered
unlivable and reduce any skill rolls and Logic and Intuition rolls by
-10 or 1 column shift
(51-00) : cold
- temperature will drop 1 degree celsius every minute in this area until
conditions reach -30 degrees
Fahrenheit/ -35 degrees Celsius conditions will be considered unlivable and reduce any skill
rolls and Logic and Intuition rolls by -10 or 1 column shift
- between 0 and - 20 C characters take 1 Stamina point damage per
hour in normal clothing
- below - 20 C characters take 6 Stamina points damage per hour in
normal clothing
7 - Plumbing - Steam Rupture
- yellow alert - no locks engaged - warning will appear in bridge, life
support, and engineering
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- room is engulfed in billowing clouds of steam, obscuring vision completely
and rendering
infrared equipment useless (10% chance each will be permanently
damaged)
- characters roll RS check each turn or be burned for 4d10 pts burn dmg
- conditions will be considered unlivable and reduce any skill rolls and Logic
and Intuition
rolls by -10 or 1 column shift
- asbestos suits and spacesuits protect; inssuits, environmental, and hazmat
suits halve damage
- repair time: 1d4 hours
8 - Atmospheric Control - Ventilation Cut Off
- yellow alert - no locked doors
- air supply to affected section is halted - air supply will last for one hour
per 5 m. x 5 m. section of
room, divided by the number of creatures breathing in that space
- during this time characters in this area will experience symptoms of
Hypoxia (oxygen shortage)
- decrease in judgement, sensory perception, self-appraisal, memory,
motor control
(-20% penalty to DEX/RS & INT/LOG scores) as well as a tranquilizing
effect, in which the
character is unaware and disinterested in the danger of the situation
(roll modified LOG score to
see if character notices)
- once the air is depleted, characters will experience symptoms of Anoxia,
suffering 1 pt. of Stamina
damage per turn
- if doors are left open to unaffected areas, these effects can be temporarily
ignored
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
9 - Plumbing - Chemical Lines
- yellow alert - no locks engaged - warning will appear in bridge, life
support, and engineering
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
- roll for result:
(01-50) : flammable chemical
- although this has no immediate effect, there is a 10% chance
per turn that a spark
will occur within this area and cause a chemical fire ; see Fire
Chemical
- dousing this area with foam will deter this threat
(51-75) : irritant chemical
- chemical will cause 1d10 pts. damage to any living creature in
this area with exposed
skin or normal clothing, considered burn damage - to be treated
with salgel
- space suits, environemental suits, hazmat suits will protect
(76-00) : corrosive chemical
- chemical is highly corrosive and will cause 2d10 pts. damage
to any living creature in
this area unless protected by asbestos suits - all other suits w
ill
leak within 1d10
turns
10 - Artificial Gravity Control
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- requires Machines: Repair skill plus tech kit or Engineering spacer skill plus
engineers toolkit to
repair
- repair time: 1d4 hours
(01-50) : artificial gravity spike
- roll d100 for result:
(01-70) : 2 gs - 2x normal earth gravity
- standing erect, can be withstood w/ difficulty
- all DEX checks at -20, all movement at 1/2 normal
(71-85) : 3 gs - impossible to remain standing
- walking and climbing are impossible; crawling is difficult (1/
4
speed)
- visual functions difficult - "graying out"
(86-95) : 4 gs - crawling is impossible - movement itself possible only
with
great effort
- sitting position possible
(96-00) : 5 gs - only slight movements of arms and head are possible
(51-00) : artificial gravity drop
- all gravitational control is lost in the immediate area - all unsecure
d
objects and persons
will float freely - see weightless combat section in AD rule boo
k
11 - Electrical - Power Failure : Main
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all power for lights, gravity, temperature, computers, and ventilation is cut
off from
immediate area including all adjoining doors and hatches
- aux. power will maintain emergency lights, pressure control, and
communications (intercom only)
- manual controls next to each door must be used to open them - hatches
open normally but auto servos are down so they will not close automatically
in the event of sudden vaccuum
- 20% chance for each person in area to be shocked for 5d10 pts. damage by
stray arcs of electricity
(only applies to people present at time of damage)
- gauss screens protect; a-s implants halve damage
- requires Machinery: Repair and tech kit to restore main power
- repair time: 1d4 hours
12 - Atmospheric Control - Gas Leak
- yellow alert - doors lock at lvl 1
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
(01-35) : O2 saturation
- no immediate effect, but every 5 turns another 5 m. x 5 m. area will
contain an unhealthy
amount of pure oxygen, risking Oxygen Toxicity - characters in the
area at this time will
experience dizziness, tingling, heat sensation, blurry vision, or muscle
spasms and must pass a
14 - Fire - Combustatory
- yellow alert - doors lock at lvl 1
- combustible materials catch fire, causing a blaze to spring up suddenly
somewhere in this area
- roll d100 :
-(01-50) : small fire : 1-2 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
25% initial chance for characters to be caught by sudden fire
-(51-75) : med. fire : 1d6 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
50% initial chance for characters to be caught by sudden fire
-(76-00) : large fire : 1d10 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
75% initial chance for characters to be caught by sudden fire
- as the fire spreads, there is a 10% cumulative chance each turn for
characters to be caught by
spreading fire
- characters caught by flames suffer 4d10 pts. damage each turn in fire until
they pass a RS check
- characters caught by flames run a 35% chance of catching fire, meaning
they will continue to
suffer 1d10 pts. damage per turn until extinguished
- asbestos suits fully protect; space suits protect for 10 turns then fail
- characters can manually activate a ships fire foam system by hitting the
fire alarm on any c.a.s.
panel in the area - foam will extinguish
the
fire in 3 turns for every 5 m. x 5 m. area
affected
- one hand-held fire extinguisher will douse one 5 m. x 5 m. area of fire
- foam grenades will extinguish up to three characters on fire or one 3 meter
x 3 meter area
15 - Fire - Electrical
- yellow alert - doors lock at lvl 1
- electrical system in walls and equipment short and explode, causing
randoms burst of sparks and
flames
- roll d100 :
-(01-50) : small fire : 1-2 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
25% initial chance for characters to be caught by sudden fire
-(51-75) : med. fire : 1d6 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
50% initial chance for characters to be caught by sudden fire
-(76-00) : large fire : 1d10 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
75% initial chance for characters to be caught by sudden fire
- as the fire spreads, there is a 10% cumulative chance each turn for
characters to be caught by
spreading fire
- characters caught by flames suffer 3d10 pts. damage each turn in fire until
they pass a RS check
- characters caught by flames run a 35% chance of catching fire, meaning
they will continue to
suffer 1d10 pts. damage per turn until extinguished
- 25% chance / turn for ea. character in area to be hit by electrical arcs or
dangling wires
- 2d10 pts electrical damage that turn only
24 - Fire - Atmospheric
- yellow alert - doors lock at lvl 1
- fire engulfs entire area, fueled by pure oxygen from the life support
system
- characters in this area cannot see and move at 1/2 normal speed
- characters in this area suffer major trauma and must be treated
immediately
- 4d10 pts. damage suffered per turn while in this area - unavoidable
- asbestos suits fully protects - must have breathing tank
- space suit fully protects for 10 turns then fails
- RS check to avoid 'gasping' and sucking in fiery gas otherwise:
- STA check or black out
- 2d10 pts internal burn dmg + 1d10 damage per turn afterwards
- requires Medical Treatment: Wounds IV to treat
- life support will automatically spray fire-retardant foam and suck out air
to
extinguish fire in 2 turns/ ea. 5 m. x 5 m. section of room
- STA check on last turn sucking out or go unconscious
- l.s. will reinject air after one turn, taking another 2 turns/
ea. 5 m. x 5 m. section of room
- area rendered useless until repaired at space station facilities