Table #2.1 - Skill Resolution

Skill Experience + Aptitude Adversity Modifier
1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100
5 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 6 0 .9 .5 .3 .2 .2 .1 .1 .1 .1 .1 0 0 0 0 0 0 0
20 13 5 2 1 .8 .6 .4 .3 .2 .2 .2 .1 .1 .1 .1 .1 .1 .1 .1
30 19 10 3 3 2 1 .8 .6 .5 .4 .3 .3 .2 .2 .2 .2 .1 .1 .1
40 25 15 7 1 2 2 1 .9 .7 .6 .5 .4 .4 .3 .3 .2 .2 .2 .2
50 31 20 12 5 3 2 2 1 1 .8 .7 .6 .5 .4 .4 .3 .3 .2 .2
60 38 25 16 9 2 3 2 2 1 1 .8 .7 .6 .5 .4 .4 .3 .3 .3
70 44 30 21 13 6 3 2 2 1 1 1 .8 .7 .6 .5 .5 .4 .4 .3
80 50 35 25 17 9 3 3 2 2 1 1 1 .8 .7 .6 .5 .5 .4 .4
90 57 40 29 21 13 6 3 3 2 2 1 1 .9 .8 .7 .6 .6 .5 .4
100 63 45 34 25 17 10 3 3 2 2 1 1 1 .9 .8 .7 .6 .6 .5
200 69 50 38 29 21 13 6 3 2 2 2 1 1 1 .9 .8 .7 .6 .6
300 76 55 42 33 24 17 10 3 3 2 2 2 1 1 1 .9 .8 .7 .6
400 82 60 47 37 28 20 13 6 3 2 2 2 1 1 1 .9 .8 .7 .7
500 88 65 51 41 32 24 16 9 2 3 2 2 2 1 1 1 .9 .8 .7
600 94 70 56 45 35 27 19 12 5 3 2 2 2 1 1 1 1 .9 .8
700 101 75 60 48 39 30 23 15 8 2 2 2 2 2 1 1 1 .9 .8
800 107 80 64 52 43 34 26 19 11 5 3 2 2 2 1 1 1 1 .9
900 113 85 69 56 46 37 29 22 15 8 1 2 2 2 2 1 1 1 .9
1000 120 90 73 60 50 41 33 25 18 11 4 3 2 2 2 1 1 1 1
2000 126 95 77 64 54 44 36 28 21 13 7 0 2 2 2 1 1 1 1
3000 132 100 82 68 57 48 39 31 24 16 9 3 2 2 2 2 1 1 1
4000 139 105 86 72 61 51 42 34 27 19 12 6 2 2 2 2 1 1 1
5000 145 110 90 76 65 55 46 37 30 22 15 8 2 2 2 2 2 1 1
6000 151 115 95 80 68 58 49 41 33 25 18 11 4 2 2 2 2 1 1
7000 157 120 99 84 72 62 52 44 36 28 21 14 7 0 2 2 2 1 1
8000 164 125 104 88 76 65 56 47 39 31 24 17 10 3 2 2 2 2 1
9000 170 130 108 92 79 69 59 50 42 34 26 19 12 6 2 2 2 2 1
10000 176 135 112 96 83 72 62 53 45 37 29 22 15 8 2 2 2 2 1
20000 183 140 117 100 87 76 66 56 48 40 32 25 18 11 4 2 2 2 2
30000 189 145 121 104 91 79 69 59 51 43 35 28 20 13 7 2 2 2 2
40000 195 150 125 108 94 82 72 63 54 46 38 30 23 16 9 2 2 2 2
50000 202 155 130 112 98 86 75 66 57 49 41 33 26 19 12 5 2 2 2
60000 208 160 134 116 102 89 79 69 60 51 43 36 28 21 14 7 1 2 2
70000 214 165 139 120 105 93 82 72 63 54 46 39 31 24 17 10 3 2 2
80000 220 170 143 124 109 96 85 75 66 57 49 41 34 26 19 13 6 2 2
90000 227 175 147 128 113 100 89 78 69 60 52 44 36 29 22 15 8 2 2
100000 233 180 152 132 116 103 92 82 72 63 55 47 39 32 25 18 11 4 2
1. Add aptitude of skill to the experience in the category
2. Assign difficulty factor
-- According to skill descriptions for skills other than XENO
-- For Xeno skills % used power points of total
3. Calculate time by dividing base time be the percentage yielded by the skill.
4. For XENO to determine how well the skill is performed

Table #2.2 - Xeno-discipline Focus

Experience Points (0–99) Experience Points (100s)
0 100 200 300 400 500
0 — 100 200 300 400 500
0 — 74 85 92 96 100
1 11 74 85 92 96 —
2 18 74 85 92 96 —
3 22 75 85 92 96 —
4 26 75 86 92 96 —
5 29 75 86 92 97 —
6 31 75 86 92 97 —
7 33 75 86 92 97 —
8 35 75 86 92 97 —
9 37 76 86 92 97 —
10 39 76 86 92 97 —
15 45 76 86 92 97 —
20 49 77 87 93 97 —
25 52 78 87 93 97 —
30 55 78 87 93 97 —
35 58 79 88 93 98 —
40 60 80 88 94 98 —
45 62 80 88 94 98 —
50 63 81 89 94 98 —
55 65 81 89 94 98 —
60 66 82 89 95 99 —
65 67 82 90 95 99 —
70 68 83 90 95 99 —
75 70 83 90 95 99 —
80 71 84 91 95 99 —
85 72 84 91 96 99 —
90 72 84 91 96 100 —
95 73 85 91 96 100 —
99 74 85 92 96 100 —

Table #2.3 - Casting Time

Power Points / Level Mental Control
5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
1 1.58 .79 .53 .39 .32 .26 .23 .20 .18 .16 .14 .13 .12 .11 .11 .10 .09 .09 .08 .08
5 .61 .31 .20 .15 .12 .10 .09 .08 .07 .06 .06 .05 .05 .04 .04 .04 .04 .03 .03 .03
10 .46 .23 .15 .11 .09 .08 .07 .06 .05 .05 .04 .04 .04 .03 .03 .03 .03 .03 .02 .02
15 .39 .20 .13 .10 .08 .07 .06 .05 .04 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02
20 .36 .18 .12 .09 .07 .06 .05 .04 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02
25 .34 .17 .11 .08 .07 .06 .05 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02
30 .32 .16 .11 .08 .06 .05 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02
35 .31 .15 .10 .08 .06 .05 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02
40-45 .29 .15 .10 .07 .06 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02 .01
50 .28 .14 .09 .07 .06 .05 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .01 .01
55-60 .27 .14 .09 .07 .05 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02 .01 .01
65-70 .26 .13 .09 .07 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .01 .01 .01
75-85 .25 .13 .08 .06 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01
90-100 .24 .12 .08 .06 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01
105-125 .23 .12 .08 .06 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01
130-160 .22 .11 .07 .06 .04 .04 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01
165-205 .21 .11 .07 .05 .04 .04 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01
210-275 .20 .10 .07 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01 .01
280-365 .19 .10 .06 .05 .04 .03 .03 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01 .01 .01
370-500 .18 .09 .06 .05 .04 .03 .03 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01 .01 .01

Table #2.4 - Spells

Spell Base Cost Level Alteration Multiplier
kino 5 1 – cha activation 2.5
labre 5 2 – ur duration 6.0
jeral 5 3 – par deactivation 1.5
marap 5 4 – aru combination 0
romie 5 5 – re conditional 3.0
pacre 5 6 – que — —
faran 5 7 – od — —
melap 5 8 – chi — —
lata 5 9 – hi — —
tlag 5 10 – acre — —
dagre 5 20 – urac — —
plere 5 30 – parac — —
abrac 5 40 – aruac — —
grah 5 50 – reac — —
nach 5 60 – queac — —
— — 70 – odac — —
— — 80 – chiac — —
— — 90 – hiac — —

Spell Definitions

Spell Meaning
kino heat
labre lift or force
jeral accelerate
marap detect
romie alter – physical
pacre alter – chemical
faran telepathy
melap increase attribute
lata produce illusion
tlag paralyze
dagre heal
plere infect
abrac read language
grach write
nach speak

Spell Formula & Syntax

Formula: [spell name]-[pp]-[aa]-[tt]-[dd]

  • pp = Number of power points used
  • aa = Area of effect
  • tt = Casting time base
  • dd = Duration of the spell
  • P = Permanent
  • I = Instantaneous

Table #2.5 - Life Generation System

Step Question Option / Classification Next Step
1 What does it eat? Organic matter Go to 4
1 What does it eat? Inorganic matter Go to 5
1 What does it eat? Energy Go to 6
2 Reproduce? Ovoviviparous (ovovapiviprous), Oviparous (ooviparous), or Viviparous (vaviporous) —
3 Respond? Nervous, Endocrine, or Combination —
4 What kind of organic matter does it eat? Plant matter Go to 7
4 What kind of organic matter does it eat? Animal matter Go to 8
5 What kind of inorganic matter does it eat? Rocks or Chemicals —
6 What kind of energy does it eat? UV light, White light, or IR radiation —
7 What kind of plants does this herbivore eat? Leaves, Twigs, Roots, or Berries —

Table #2.6 - Time Divisor Table

Skill Experience + Aptitude Difficulty Factor
´ 1 1´ 2 2´ 3 3´ 4 4´ 5 5´ 6 6´ 7 7´ 8 8´ 9 9´ 10
2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
10 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
15 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
20 .2 .2 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
25 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
30 .3 .3 .2 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
35 .4 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
40 .5 .4 .3 .2 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
45 .5 .4 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
50 .6 .5 .3 .3 .2 .1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
55 .6 .5 .4 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1 1
60 .7 .6 .4 .3 .2 .2 .1 1 1 1 1 1 1 1 1 1 1 1 1 1
65 .8 .6 .5 .4 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1 1 1
70 .8 .7 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1 1 1 1 1 1 1
75 .9 .7 .6 .5 .4 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1 1
80 1.0 .8 .6 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1 1 1 1 1 1
85 1.0 .8 .6 .5 .4 .3 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1 1
90 1.1 .9 .7 .6 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1 1 1 1 1
95 1.2 .9 .7 .6 .5 .4 .3 .3 .2 .1 1 1 1 1 1 1 1 1 1 1
100 1.2 1.0 .8 .6 .5 .4 .4 .3 .2 .1 .1 1 1 1 1 1 1 1 1 1
105 1.3 1.0 .8 .7 .6 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1 1 1 1
110 1.3 1.1 .9 .7 .6 .5 .4 .3 .3 .2 .1 .1 1 1 1 1 1 1 1 1
115 1.4 1.1 .9 .8 .7 .6 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1 1 1
120 1.5 1.2 1.0 .8 .7 .6 .5 .4 .3 .3 .2 .1 1 1 1 1 1 1 1 1
125 1.5 1.2 1.0 .8 .7 .6 .5 .4 .4 .3 .2 .1 .1 1 1 1 1 1 1 1
130 1.6 1.3 1.0 .9 .8 .7 .6 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1 1
135 1.7 1.3 1.1 .9 .8 .7 .6 .5 .4 .3 .3 .2 .1 .1 1 1 1 1 1 1
140 1.7 1.4 1.1 1.0 .8 .7 .6 .5 .5 .4 .3 .2 .2 .1 1 1 1 1 1 1
145 1.8 1.4 1.2 1.0 .9 .8 .7 .6 .5 .4 .3 .3 .2 .1 1 1 1 1 1 1
150 1.8 1.5 1.2 1.0 .9 .8 .7 .6 .5 .4 .4 .3 .2 .1 .1 1 1 1 1 1
155 1.9 1.5 1.3 1.1 .9 .8 .7 .6 .5 .5 .4 .3 .2 .2 .1 1 1 1 1 1
160 2.0 1.6 1.3 1.1 1.0 .9 .8 .7 .6 .5 .4 .3 .3 .2 .1 .1 1 1 1 1
165 2.0 1.6 1.3 1.2 1.0 .9 .8 .7 .6 .5 .4 .4 .3 .2 .1 .1 1 1 1 1
170 2.1 1.7 1.4 1.2 1.1 .9 .8 .7 .6 .5 .5 .4 .3 .2 .2 .1 1 1 1 1
175 2.2 1.7 1.4 1.2 1.1 1.0 .9 .8 .7 .6 .5 .4 .3 .3 .2 .1 .1 1 1 1
180 2.2 1.8 1.5 1.3 1.1 1.0 .9 .8 .7 .6 .5 .4 .4 .3 .2 .2 .1 1 1 1
185 2.3 1.8 1.5 1.3 1.2 1.0 .9 .8 .7 .6 .6 .5 .4 .3 .3 .2 .1 1 1 1
190 2.3 1.9 1.6 1.4 1.2 1.1 1.0 .9 .8 .7 .6 .5 .4 .3 .3 .2 .1 .1 1 1
195 2.4 1.9 1.6 1.4 1.2 1.1 1.0 .9 .8 .7 .6 .5 .4 .4 .3 .2 .2 .1 1 1
200 2.5 2.0 1.7 1.4 1.3 1.1 1.0 .9 .8 .7 .6 .6 .5 .4 .3 .3 .2 .1 1 1
205 2.5 2.0 1.7 1.5 1.3 1.2 1.1 .9 .8 .8 .7 .6 .5 .4 .4 .3 .2 .1 .1 1
210 2.6 2.1 1.7 1.5 1.4 1.2 1.1 1.0 .9 .8 .7 .6 .5 .5 .4 .3 .2 .2 .1 1
215 2.7 2.1 1.8 1.6 1.4 1.2 1.1 1.0 .9 .8 .7 .6 .6 .5 .4 .3 .3 .2 .1 .1
220 2.7 2.2 1.8 1.6 1.4 1.3 1.2 1.0 .9 .8 .8 .7 .6 .5 .4 .4 .3 .2 .1 .1
225 2.8 2.2 1.9 1.6 1.5 1.3 1.2 1.1 1.0 .9 .8 .7 .6 .5 .5 .4 .3 .2 .2 .1
230 2.9 2.3 1.9 1.7 1.5 1.3 1.2 1.1 1.0 .9 .8 .7 .6 .6 .5 .4 .3 .3 .2 .1
235 2.9 2.3 2.0 1.7 1.5 1.4 1.3 1.1 1.0 .9 .8 .7 .7 .6 .5 .4 .4 .3 .2 .1
240 3.0 2.4 2.0 1.8 1.6 1.4 1.3 1.2 1.1 1.0 .9 .8 .7 .6 .5 .5 .4 .3 .2 .2
245 3.0 2.4 2.0 1.8 1.6 1.5 1.3 1.2 1.1 1.0 .9 .8 .7 .6 .6 .5 .4 .3 .3 .2
250 3.1 2.5 2.1 1.8 1.6 1.5 1.4 1.2 1.1 1.0 .9 .8 .7 .7 .6 .5 .4 .4 .3 .2
260 3.2 2.6 2.2 1.9 1.7 1.6 1.4 1.3 1.2 1.1 1.0 .9 .8 .7 .6 .6 .5 .4 .3 .3
270 3.4 2.7 2.3 2.0 1.8 1.6 1.5 1.4 1.2 1.1 1.0 .9 .9 .8 .7 .6 .5 .5 .4 .3
280 3.5 2.8 2.4 2.1 1.9 1.7 1.5 1.4 1.3 1.2 1.1 1.0 .9 .8 .7 .7 .6 .5 .4 .4
290 3.6 2.9 2.4 2.2 1.9 1.8 1.6 1.5 1.4 1.3 1.1 1.1 1.0 .9 .8 .7 .6 .5 .5 .4
300 3.7 3.0 2.5 2.2 2.0 1.8 1.7 1.5 1.4 1.3 1.2 1.1 1.0 .9 .8 .8 .7 .6 .5 .4
310 3.9 3.1 2.6 2.3 2.1 1.9 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1.0 .9 .8 .7 .6 .6 .5
320 4.0 3.2 2.7 2.4 2.2 2.0 1.8 1.7 1.5 1.4 1.3 1.2 1.1 1.0 .9 .9 .8 .7 .6 .5
330 4.1 3.3 2.8 2.5 2.2 2.0 1.9 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1.0 .9 .8 .7 .7 .6
340 4.2 3.4 2.9 2.6 2.3 2.1 1.9 1.8 1.7 1.5 1.4 1.3 1.2 1.1 1.0 1.0 .9 .8 .7 .6
350 4.4 3.5 3.0 2.6 2.4 2.2 2.0 1.9 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1.0 .9 .8 .8 .7
360 4.5 3.6 3.0 2.7 2.5 2.3 2.1 1.9 1.8 1.7 1.5 1.4 1.3 1.2 1.1 1.1 1.0 .9 .8 .7
370 4.6 3.7 3.1 2.8 2.5 2.3 2.1 2.0 1.8 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1.0 .9 .9 .8
380 4.7 3.8 3.2 2.9 2.6 2.4 2.2 2.0 1.9 1.8 1.7 1.5 1.4 1.3 1.2 1.2 1.1 1.0 .9 .8
390 4.9 3.9 3.3 3.0 2.7 2.5 2.3 2.1 2.0 1.8 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1.0 .9 .9
400 5.0 4.0 3.4 3.0 2.8 2.5 2.3 2.2 2.0 1.9 1.8 1.7 1.5 1.4 1.3 1.3 1.2 1.1 1.0 .9
450 5.6 4.5 3.8 3.4 3.1 2.9 2.7 2.5 2.3 2.2 2.1 1.9 1.8 1.7 1.6 1.5 1.4 1.3 1.2 1.1
500 6.3 5.0 4.3 3.8 3.5 3.2 3.0 2.8 2.6 2.5 2.3 2.2 2.1 2.0 1.9 1.8 1.7 1.6 1.5 1.4

Table #2.7 - Gravity Modifiers

Gravity Difference Strength Constitution Agility
–3.0 +12 –6 +18
–2.5 +10 –5 +15
–2.0 +8 –4 +12
–1.5 +6 –3 +9
–1.0 +4 –2 +6
–0.5 +2 –1 +3
+0.5 –2 +1 –3
+1.0 –4 +2 –6
+1.5 –6 +3 –9
+2.0 –8 +4 –12
+2.5 –10 +5 –15
+3.0 –12 +6 –18
Note: The gravities for each inhabited world are given in the Planetary Data Files beginning on page [ ? ].

Table #2.8 - Racial Age Variance

Race / Species Child Youth Adult Middle Old Venerable Lifespan
Aracnians 5 molt 14 35 65 90 140
Faborians 2 5 12 21 30 40 40
Fenbin 5 30 70 110 200 — 230
Low Kaa 10 20 35 55 75 95 95
Gliffs — — — — — — —
Krane 3 n/a 15 25 40 55 50
Sooaacoli — — — — — — —
Tanaians — — — — — — 400
Terrans (Humans) 7 16 30 60 90 140 150
Vjesperé 5 12 35 75 115 155 170
Mahendoshi 10 20 35 55 75 95 95
Eebek 10 20 40 70 100 135 145
Tsoegorthin — — — — — — —

Table #2.9 - Encumberance Level

Movement (Time hh:mm:ss) Encumbrance Weight
1 2 3 4 5 10 20 30 40 50 100 200 300 400 500 1000 2000
1 02:24:00 01:12:00 01:48:00 01:36:00 00:29:48 00:14:24 00:07:12 00:05:48 00:04:36 00:03:53 00:01:26 00:01:43 00:00:29 00:00:22 00:00:17 00:00:09 00:00:04
2 04:48:00 02:24:00 02:36:00 01:12:00 01:58:36 00:29:48 00:14:24 00:10:36 00:07:12 00:06:46 00:03:53 00:01:26 00:01:58 00:01:43 00:01:35 00:00:17 00:00:09
3 07:12:00 04:36:00 02:24:00 02:48:00 01:26:24 01:43:12 00:22:36 00:14:24 00:11:48 00:09:38 00:04:19 00:02:10 00:01:26 00:01:05 00:01:52 00:00:26 00:00:13
4 09:36:60 05:48:00 03:12:60 02:24:00 02:55:12 01:58:36 00:29:48 00:19:12 00:14:24 00:12:31 00:06:46 00:03:53 00:02:55 00:01:26 00:01:09 00:01:35 00:00:17
5 12:00:00 06:00:00 04:00:00 03:00:00 02:24:00 01:12:00 01:36:00 00:24:00 00:18:00 00:14:24 00:07:12 00:04:36 00:02:24 00:02:48 00:01:26 00:01:43 00:00:22
6 14:24:00 07:12:00 05:48:00 04:36:00 03:53:48 01:26:24 01:43:12 00:29:48 00:22:36 00:17:17 00:09:38 00:04:19 00:03:53 00:02:10 00:02:44 00:01:52 00:00:26
7 16:48:00 08:24:00 06:36:60 04:12:00 03:22:36 02:41:48 01:50:24 01:34:36 00:25:12 00:20:10 00:10:05 00:05:02 00:03:22 00:03:31 00:02:01 00:01:00 00:01:30
8 19:12:60 10:36:60 06:24:60 05:48:00 04:50:24 02:55:12 01:58:36 01:38:24 00:29:48 00:23:02 00:12:31 00:06:46 00:04:50 00:03:53 00:02:18 00:01:09 00:01:35
9 21:36:60 11:48:60 07:12:00 05:24:60 04:19:12 02:10:36 01:05:48 01:43:12 01:32:24 00:26:55 00:13:58 00:06:29 00:04:19 00:03:14 00:03:36 00:01:18 00:01:39
10 24:00:00 12:00:00 08:00:00 06:00:00 05:48:00 02:24:00 01:12:00 01:48:00 01:36:00 00:29:48 00:14:24 00:07:12 00:05:48 00:04:36 00:03:53 00:01:26 00:01:43
20 48:00:00 24:00:00 16:00:00 12:00:00 10:36:60 05:48:00 02:24:00 02:36:00 01:12:00 01:58:36 00:29:48 00:14:24 00:10:36 00:07:12 00:06:46 00:03:53 00:01:26
30 72:00:00 36:00:00 24:00:00 18:00:00 14:24:00 07:12:00 04:36:00 02:24:00 02:48:00 01:26:24 01:43:12 00:22:36 00:14:24 00:11:48 00:09:38 00:04:19 00:02:10
40 96:00:00 48:00:00 32:00:00 24:00:00 19:12:60 10:36:60 05:48:00 03:12:60 02:24:00 02:55:12 01:58:36 00:29:48 00:19:12 00:14:24 00:12:31 00:06:46 00:03:53
50 120:00:00 60:00:00 40:00:00 30:00:00 24:00:00 12:00:00 06:00:00 04:00:00 03:00:00 02:24:00 01:12:00 01:36:00 00:24:00 00:18:00 00:14:24 00:07:12 00:04:36
60 144:00:00 72:00:00 48:00:00 36:00:00 29:48:00 14:24:00 07:12:00 05:48:00 04:36:00 03:53:48 01:26:24 01:43:12 00:29:48 00:22:36 00:17:17 00:09:38 00:04:19
70 168:00:00 84:00:00 56:00:00 42:00:00 34:36:00 17:48:00 08:24:00 06:36:60 04:12:00 03:22:36 02:41:48 01:50:24 01:34:36 00:25:12 00:20:10 00:10:05 00:05:02
80 192:00:00 96:00:00 64:00:00 48:00:00 38:24:60 19:12:60 10:36:60 06:24:60 05:48:00 04:50:24 02:55:12 01:58:36 01:38:24 00:29:48 00:23:02 00:12:31 00:06:46
90 216:00:00 108:00:00 72:00:00 54:00:00 43:12:60 22:36:60 11:48:60 07:12:00 05:24:60 04:19:12 02:10:36 01:05:48 01:43:12 01:32:24 00:26:55 00:13:58 00:06:29
100 240:00:00 120:00:00 80:00:00 60:00:00 48:00:00 24:00:00 12:00:00 08:00:00 06:00:00 05:48:00 02:24:00 01:12:00 01:48:00 01:36:00 00:29:48 00:14:24 00:07:12

Table #2.10 - Heat

Degrees (°C) Move Perception (PER) AIM BRAWL H₂O Consumption
0℃ — — — — —
5℃ –5% — — — —
10℃ –10% –5% — — —
15℃ –15% –10% –5% — —
20℃ –20% –15% –10% –5% —
25℃ –25% –20% –15% –10% × 0.5
30℃ –30% –25% –20% –15% × 1.0
35℃ –35% –30% –25% –20% × 1.5
40℃ –40% –35% –30% –25% × 2.0
45℃ –45% –40% –35% –30% × 2.5
50℃ –50% –45% –40% –35% × 3.0
55℃ –55% –50% –45% –40% × 3.5
60℃ –60% –55% –50% –45% × 4.0
65℃ –65% –60% –55% –50% × 4.5
70℃ –70% –65% –60% –55% × 5.0
75℃ –75% –70% –65% –60% × 5.5
80℃ –80% –75% –70% –65% × 6.0
85℃ –85% –80% –75% –70% × 6.5
90℃ –90% –85% –80% –75% × 7.0
95℃ –95% –90% –85% –80% × 7.5
100℃ N/M –95% –90% –85% × 8.0
Legend Description
DEGREES The modified perceived temperature SEE Daily perceived base calculation and Modifiers
MOVE Movement adjustment the percent of normal movement which is subtracted from the character's movements points when exposed to the specified temperature.
PER The PERCEPTION and reaction adjustment for the character.
AIM The percent modifiers that is subtracted for the character's AIM.
BRAWL The BRAWL adjustment.
H2O The factor by which the consumption of water is multiplied. The normal consumption of water is racially specific and listed in the race descriptions.

Table #2.11 - Daily Heat Exposure

TEMP = Die Roll °C + 1/2% - x°C
(depends on planet humidity racial temperature see planet files)

Modifier (°C) Condition
+15 When wearing armour
+10 When wearing heavy clothing
+2.5 When wearing moderate clothing
–5 When wearing light clothing
–25 When wearing a CHIL suit
–50 When wearing a VAC-suit
+10 In combat or under stress
+5 For every PS/5 kg of mass carried (not including clothing)
–2.5 When coated with 0.5 L of water
–5 When coated with 0.5 L of alcohol
–5 For every 10 km/h of wind
–5 When under light shade (up to 10 m²)
–10 When under deep shade (up to 100 m²)

Continued Heat

Any character perceiving a heat of 40°C or higher for 30 min. or longer must save against Constitution (CO), every fifteen minutes, until the condition dissipates. Failure means that the (CO) gains a -15 cumulative modifier, if the roll succeeds only a -5 modifier is taken.

NOTE: If any of the characters is anything but an Aracnian, Mahendoshi, or a Tanaian, salt intake can lower the effects of heat. 1 standard salt tablet per hour (2 for Krane) will add + 15 back onto the save. If reduced, effectively, below a 15 constitution the character will become disoriented and confused. At 0 (CO) the being falls unconscious and if not cooled below 25°C perceived temperature the character will die in 10:sd10 minutes.

Effects

-10% to hit with projectiles at targets over 100m away 30°C + check against Wisdom for any hallucinations for each character in party per hour. Light coloured surfaces looked at for over 15 minutes have a 10% chance of causing blindness. It can be prevented with polarizing eye wear or special goggles or light ampu-factors. perishable food spoils with 30% chance (cumulative / day) at 20°C. +10% chance for every 10°C over that.

Burns

In areas of intense radiation there is a base 10% chance of contracting a burn for every hour flesh is exposed (5% IF FLESH IS EXSO-SKELETON).

Roll (d100) Location Penalties & Effects
01–25 Head, face Trouble eating, AP –5, IN –5, PR –5
26–50 Arms, hands Lifting, AIM –5, –10
51–75 Torso, back Bending, stretching, BRAWL –10, –15
76–00 Legs, feet Movement –10, –20

Burns are cumulative: 1 * 10% for 1 intensity. Intensity 2.3 would be 23% , etc. Burns take an average of 5 days ES to heal (per severity)

Example:

Out character, Bixx ,is crossing a hinded plain on Tahri. The actual air temperature that day is 43℃ and the humidity is 71%. Bixx's perceived temperature base is 43 + «(71) and -20, Because Bixx is human.
The result is 58.5 °C. Fortunately Bixx is wearing light clothing (-5) and there is a 30 Km/hr wind (-15), Also he is covered with some small shade and is rubbing on alcohol for maxium effect ( -5 and -5 ), These modifiers bring his total down to 28.5°C. Equally as fortunate he is only carrying 10kg of equipment (+5) and is walking (0).

Bixx's final perceived total is 33.5°C,
The effects of which are:

  • Movement -35%
  • Reaction and perception -30
  • AIM -25
  • BRAWL -20
  • H₂O x1.5 = 1.5 litres/hr