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Mechanics for Lifting/Carrying, Jumping, Movement, Aging and Life Expectancy, Healing Rates and Poison, Disease and Environmental Hazard

Lifting/Carrying Chart

Roll Strength + Might

# of successesMax. pounds lifted or carried
150
2150
3250
4350
5450
6800
71150
81500
91850
102200
116160
1210120
1314080
1418040
1522000
1628600
1735200
1841800
1948400
2055000
2166000
2277000
2388000
2499000
25110000
26132000
27154000
28176000
29198000
30220000
Each additional success+22000

Jumping

Roll Strength + Athletics

  1. of successes = vertical height in yards
  2. of successes x2 = horizontal distance in yards

Movement

Walk = Dex x2 yards per turn OR Dex x2 miles per hour

Run = Dex x5 yards per turn OR Dex miles per hour

Sprint (requires a Dexterity + Athletics roll) = successes x12 yards per turn OR successes x2.5 miles per hour

  • All movement rates are normally halved when swimming.
  • Certain non-bipedal limb configurations might raise the multiplier on Run and Sprint by 1 or 2. Acquatic animals do not halve their speed when swimming.
  • Walking for 2 hours without rest requires a difficulty 1 Stamina + Resistance roll. Every two hours after the first two call for a new roll, with the difficulty rising by one each time.
  • Running for 1 hour without rest requires a difficulty 2 Stamina + Resistance roll. Every hour after the first calls for a new roll with the difficulty rising by two each time.
  • Sprinting for 1 hour requires a difficulty 3 Stamina + Resistance roll. Every hour after the first calls for a new roll with the difficulty rising by three each time.
  • The difficulty of Sprint rolls and all Resistance rolls related to walking, running and sprinting may be increased due to the presence of rough or problematic terrain.
  • Several powers and effects may reduce the difficulty of long-term movement, or eliminate the need for periodic Resistance rolls all together.

Zeta Aging and Life Expectancy

All Luminaries (Daredevils, Psions, Novas and Exalts) become nearly ageless at the moment of their Erruption/Inspiration/Awakening/Exaltation. They still posess of limited lifespan, and will die of old age eventually, but they endure, seemingly in the prime of their lives, until the very end of that span. Those who appear elderly either reached an advanced age before becoming Zetas, or are near the very end of their (usually long-extended) lifespans, or, in a few rare cases, have chosen such an appearance for themselves.

  • Daredevils have life expectancies in the very upper limits of the Baseline range (100-110 years). Certain Parahuman Knacks (such as Optimized Metabolism) can increase this lifespan considerably.
  • Psions and Novas have life expectancies roughly two and a half times as long as is possible for Baselines (250-300 years). Several powers and effects (such as the Adaptation Mode for Psions and Mega-Stamina for Novas) can increase this lifespan considerably, while others (Vitakinesis for Psions and the Age Alteration technique of Time Manipulation for Novas) can actually turn back the clock.
  • Exalts have life expectancies of 2000-3000 years. Certain charms (such as Extended Life Prana) can increase this lifespan considerably.

Healing Rates

⚠ <b>Bashing⚠ </b>

Wound levelBaselineZeta
Any12 hours3 hours

⚠ <b>Lethal⚠ </b>

Wound levelBaselineZeta
-01 day6 hours
-11 week2 days
-22 weeks4 days
-41 month1 week
Incapacitated1 month1 week

⚠ <b>Aggravated⚠ </b>

Wound levelBaselineZeta
AnyCan't healAt Baseline Lethal rate

Poison, Disease and Environmental Hazard

Poisons have the following qualities:

  • Tolerance: All poisons have a Tolerance rating - this is the number of doses that characters may have in their systems without being subject to its effects, followed by the amount of time the poison will stay in a character's system. Many particularly dangerous poisons have not Tolerance rating at all: just one dose is enough.
  • Damage: All poisons have a Damage rating, and most also have a time interval (turn, minute, hour, day, etc.) listed afterward. Time-interval poisons do not roll their damage all at once: damage is rolled one die at a time on each interval until the total damage has been rolled (thus, additional doses of the same poison add their damage values together, extending the number of times that damage is rolled, but not the frequency of those rolls). Poisons that lack a time interval roll all of their damage at once. A few poisons do not roll damage at all, but deal automatic levels.
  • Toxicity: Damage from poisons cannot be soaked, but each time that damage is rolled, the poisoned character makes a reflexive Stamina + Resistance roll against a difficulty equal to the poison's Toxicity rating. Success reduces the type of damage by one category (first removing the "auto-matic levels" quality from the poison, if it has such, then reducing damage from Aggravated to Lethal, Lethal to Bashing, or eliminating Bashing damage entirely). In the case of dramatic success, each multiple by which the difficulty was exceeded (6 successes is enough to beat difficulty 3 twice, for instance) decreases the damage by another level.
  • Penalty: All poisons have a Penalty (though this Penalty may be 0) applied as an internal (dice) penalty imposed by pain, hallucination or other such effect of the poison. A poison's Penalty is never applied to the Resistance roll against its Toxicity. This penalty lasts until the last die of damage is rolled, or for one hour, whichever comes last. If the Resistance roll against the poison's Toxicity is successful, the Penalty is halved (rounding down) for the rest of that interval. Should the Resistance roll be so successful as to prevent the damage entirely, the Penalty is instead ignored for that interval.

Environmental Hazards have a similar, though simpler mechanic, having no Tolerance or Penalty rating and replacing Toxicity with Trauma. Hazards have a set damage value, inflicted at a given interval (this is not a single die counting up to a set limit, as with poisons, but a set number of dice triggered every interval for as long as a character is exposed to the threat). Character's roll Stamina + Resistance against the Trauma rating of a hazard just as they would against the Toxicity rating of a poison, but if damage results, it may be soaked as normal.

Diseases are slightly similar to poisons mechanically, having the following qualities:

  • Virulence: When a character is exposed to a disease, they reflexively roll Stamina + Resistance against this difficulty, with failure indicating that they contracted the disease. The difficulty may be adjusted by as much as +/-2, depending on the length and intensity of exposure.
  • Incubation: The interval between when the diseas is caught and when it becomes an immediate threat. This rating may be 0. Incubation may carry a -1 or -2 penalty for Baselines, but never for Zetas.
  • Malignancy: This is the difficulty of a second reflexive Stamina + Resistance roll, made at the end of the Incubation period, with failure indicating the onset of the disease's effects. Those who survive long enough may make further Resistance rolls against Malignancy every day, with success indicating the disease' end. Malignancy is also the difficulty of any Medicine roll to treat the disease. Those who are being successfully treated for a disease add 2 auto-successes to their Resistance rolls.
  • Symptoms: These are the effects of a disease, usually involving some internal (dice) penalty, damage rolled at set intervals, or the like.

All Zetas subtract 4 from the Virulence of all non-Telluric diseases, and 2 from the Toxicity of all non-Telluric poisons. They also double their Tolerance against all non-Telluric poisons (or at least, those that have them). This renders Zetas naturally immune to nearly all non-Telluric diseases, and immune to many and resistant to most non-Telluric poisons. Zetas, as a class, enjoy no special resistance to environmental hazards.