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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="PyroPhoenix" data-source="post: 7058239" data-attributes="member: 6874819"><p>First thing I want to say is that the attachment you posted is not working. Secondly, I wholly agree with you that ships with artificial gravity generally does make more problems then solutions; how I've sorted this out in my game is that any form of armour that is void safe (vacc safe, however you want to say it), are all equipped with:4 hours air supply; grav-boots (not mag, as no space faring vessel should be made of magnetic material, as it would be so easy to bring them down with giant space magnets), these boots can't allow you to walk up walls or ceiling and only really produce any function when in a zero-g environment or extremely low g environments, they would basically allow you to stay stuck to the "floor", however they are only strong enough to make sure that basic walking and running won't cause you to fly "upwards" (spatial awareness goes out the door when you are in zero-g environments), as walking and by extension running does produce a fair amount of upwards force, however you could still jump and then fly of into the "ceiling" if moving around inside a spaceship or into space if on an EVA excursion onto the surface of the spaceship (or whatever space objects like asteroids or whatever); all have a 5ft duracable with carabiner hook on the hip area so that you can attach yourself to the railing of the a space vessel and move about and what not; 2 attachment rails near the shoulders, for other duracable grapples to get attached to you; some more decent quality void suits are also fitted with with a winch backpack system, this has a 50ft rope of duracable attached to a grappler tag (refer back to comprehensive guide to see what those are again), so if you do find yourself floating away from your ship you can through your grappling line back towards the ship and hope that you hook on and then pull yourself back to the ship; really good quality void suits would have a jump jets pre-attached to them; another thing to note that on spaceships I've made it so that all airlocks have atleast one motorised heavy duty winch with 1km of duracable and a heavy duty carabiner clip (or other things depending on its use) for boarding procedures and anchoring.</p><p></p><p>Just these slight things make spaceships slightly more fleshed out. Also I have made sure that all members of the party are aware of the fact that if they forget to strap themselves in before the ship has to accelerate or while in ship combat, I will make them flail around inside the ship and take falling damage everytime they hit a wall, most likely brain damage and maybe death if the ship changes direction hard enough (which will be most of the time).</p></blockquote><p></p>
[QUOTE="PyroPhoenix, post: 7058239, member: 6874819"] First thing I want to say is that the attachment you posted is not working. Secondly, I wholly agree with you that ships with artificial gravity generally does make more problems then solutions; how I've sorted this out in my game is that any form of armour that is void safe (vacc safe, however you want to say it), are all equipped with:4 hours air supply; grav-boots (not mag, as no space faring vessel should be made of magnetic material, as it would be so easy to bring them down with giant space magnets), these boots can't allow you to walk up walls or ceiling and only really produce any function when in a zero-g environment or extremely low g environments, they would basically allow you to stay stuck to the "floor", however they are only strong enough to make sure that basic walking and running won't cause you to fly "upwards" (spatial awareness goes out the door when you are in zero-g environments), as walking and by extension running does produce a fair amount of upwards force, however you could still jump and then fly of into the "ceiling" if moving around inside a spaceship or into space if on an EVA excursion onto the surface of the spaceship (or whatever space objects like asteroids or whatever); all have a 5ft duracable with carabiner hook on the hip area so that you can attach yourself to the railing of the a space vessel and move about and what not; 2 attachment rails near the shoulders, for other duracable grapples to get attached to you; some more decent quality void suits are also fitted with with a winch backpack system, this has a 50ft rope of duracable attached to a grappler tag (refer back to comprehensive guide to see what those are again), so if you do find yourself floating away from your ship you can through your grappling line back towards the ship and hope that you hook on and then pull yourself back to the ship; really good quality void suits would have a jump jets pre-attached to them; another thing to note that on spaceships I've made it so that all airlocks have atleast one motorised heavy duty winch with 1km of duracable and a heavy duty carabiner clip (or other things depending on its use) for boarding procedures and anchoring. Just these slight things make spaceships slightly more fleshed out. Also I have made sure that all members of the party are aware of the fact that if they forget to strap themselves in before the ship has to accelerate or while in ship combat, I will make them flail around inside the ship and take falling damage everytime they hit a wall, most likely brain damage and maybe death if the ship changes direction hard enough (which will be most of the time). [/QUOTE]
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