Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Freefall [Dex; Armor Check Penalty; Gravity Check Modifier]

Use this skill to maneuver in a low- or zero-gravity environment. Even simple movements are challenging in these conditions, and you have to retrain your body to adjust to them.

Check

Any time you're trying to make any kind of complicated move or action in microgravity or zero gravity, you must make a Freefall check. Attacks with all but recoilless energy weapons (such as lasers and blasters) require this check, as do Reflex saving throws. The check does not determine your success or failure (though other skill checks, ability checks, attack rolls, or saving throws may). The Freefall check simply determines what happens to you after you attempt the maneuver. The skill check does not require an action, though the specific maneuver might.

If the check is successful, you're able to control your position and motion and can continue to act normally. The table below lists a variety of situations and corresponding DCs.

Freefall DCs
DC Example
10 Made a failed melee attack.
15 Made a successful melee attack.
15 Maneuver up to 20 feet as part of normal movement, without triggering attacks of opportunity. If you fail, you still move up to 20 feet, but you're subject to normal attacks of opportunity.
15 Struck by a melee attack. DC is adjusted for opponent's Strength modifier.
20 Made a ranged attack.
20 Struck by a ranged attack.
25 Maneuver up to 20 feet as part of normal movement, without triggering attacks of opportunity and while passing through areas occupied by foes. If you fail, you complete the move but are subject to normal attacks of opportunity.
-5 Braced solidly or anchored to something solid.

If you're struck by a spell, determine if it has any mass behind it. Many attack spells (such as magic missile or fireball) have a physical effect. These force a check just as if you'd been struck by a ranged attack. Other spells (such as inflict serious wounds) don't involve the target being struck by anything solid. Such spells don't incur a check, nor do any effects that only require a touch attack. Casting a spell never causes recoil, so you don't have to make a Freefall check for spellcasting.

If you fail a Freefall check, you spin out of control. On your next action, you can attempt to right yourself by making another Freefall check at the original DC. This is a move action that provokes attacks of opportunity. Of course, to stop yourself, you have to be able to find something to hold on to or have some means of propulsion (such as a thruster pack) to stabilize yourself. If no anchor or propulsion is available, you'll continue spinning until you hit something.

When you are out of control, you lose your Dexterity bonus to AC and opponents get a +4 circumstance bonus on attack rolls against you. You can take no move actions and cannot make attacks of opportunity, but you can still make normal attacks if there is a target in range. You suffer a -4 circumstance penalty on melee attacks and a -6 circumstance penalty on ranged attacks.

You must also make a successful Concentration check to be able to cast a spell. The DC for this check is equal to the DC of the original Freefall check. Even if this check is successful, any attack rolls still suffer the penalties outlined above.

To make any skill check based on Intelligence, Wisdom, or Charisma, you must make a Concentration check against the original DC. Otherwise, you suffer a -10 circumstance penalty.

Try Again

Yes, although only to regain control of yourself.

Special

This skill is only used in places where there is negligible gravity (0.1g or less). In any other environment, you should use Climb instead.

If you have at least 5 ranks in the Climb skill, you get a +2 synergy bonus when you're using a climbing motion to move—such as pulling yourself up or down a ladder or along a series of handholds.

If you have at least 5 ranks in Tumble, you get a +2 synergy bonus when you're attempting an acrobatic maneuver.