Chaldfont
First Post
So I'm working on a loose conversion of Star Frontiers to D20 Future. The starships in SF make use of an FTL plot device that allows objects to slip into "the void" when they reach 1% of light speed. When in the void, ships can travel vast distances in small amounts of time.
But the ships still need to accelerate to 0.01c to enter the void and, after leaving it, need to decelerate to their destination. Usually, ships accelerate at 1g. But in emergencies you might want ships to accelerate at much higher rates. How does this affect the characters?
Cursory googling indicates that humans can handle up to 3g acceleration over time. They might be able to handle up to 10g in sci-fi liquid tanks and even higher if they breathe oxygenated fluids.
How would this work mechanically? I'm thinking of keeping it simple, and just doing it with Con damage. Say 1 point of Con damage per g of accleration per day over 1g. Maybe special equipment could reduce this damage.
For combat during flight, one can use the "high gravity rules" in D20 Future for up to 3g. Characters are immobilized while accelerating faster than 3g.
What do you think?
But the ships still need to accelerate to 0.01c to enter the void and, after leaving it, need to decelerate to their destination. Usually, ships accelerate at 1g. But in emergencies you might want ships to accelerate at much higher rates. How does this affect the characters?
Cursory googling indicates that humans can handle up to 3g acceleration over time. They might be able to handle up to 10g in sci-fi liquid tanks and even higher if they breathe oxygenated fluids.
How would this work mechanically? I'm thinking of keeping it simple, and just doing it with Con damage. Say 1 point of Con damage per g of accleration per day over 1g. Maybe special equipment could reduce this damage.
For combat during flight, one can use the "high gravity rules" in D20 Future for up to 3g. Characters are immobilized while accelerating faster than 3g.
What do you think?