Low Gravity
Weight drops but inertia does not. A push that would be a step on a garden world crosses a compartment here and reaches the far bulkhead at the speed it left. Trained crews move in short pulls, and an untrained party spends the fight drifting.
In play
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Movement
Ground movement is normal, but any push-off sends the creature farther. A creature that Dashes continues an extra 10 feet in the same direction at the end of its turn unless it spends 5 feet stopping.
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Melee
A melee attack made without an anchor point pushes the attacker 5 feet away from the target after the attack resolves.
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Jumps and falls
Jump distances are tripled and falling damage is halved. A fall of under 40 feet does none.
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Carrying capacity
Carrying capacity is tripled. Mass is unchanged, so anything being carried is as hard to start and stop as it is at normal gravity.
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Mag boots
Magnetic boots or a tether remove every entry above while a ferrous surface is underfoot, at the cost of half movement.
Where it applies
Built for this
- Vacuum Trained Feat
- EVA Combat Boots Item
- EVA Combat Gloves Item
- EVA Combat Helmet Item
- EVA Combat Pants Item
- EVA Combat Suit Item
- EVA Suit Item
- Magnetic Boots Item
- Mech Pilot Subclass