Exploration and Survival
Sustenance/ Exhaustion:
All player characters must consume food to avoid hunger and drink to avoid thirst. If you go a full day without drinking you receive the dehydrated debuff giving -2 to all stats. This stacks per day. On the end of the 3rd day without water you die.
If you go for 3 days without eating then you receive the malnutrition debuff giving -2 to all stats. This stacks every 3 days. At the end of the 3rd week you die.
Meals count as eating 3 food items and 1 drink in one sitting. They may also be ordered at restaurants. If a character eats a full meal then they get the well nourished buff which allows them to add +1 to a stat of their choice for the day. This buff doesn’t stack and can only be used once a day.
If you go for 1 night without sleep then you receive the Exhaustion debuff giving -1 to all stats. This stacks per day. Roll a psychology check of 10 after night 3 of no sleep. On a fail receive psychosis for a day. Continue this roll each night with the check increasing by 3 per night. On the 5th fail of this roll you die.
Long Travel can be summed up by estimating how far you are traveling per hour based on your Movement × 600 or per day
Movement × 1500. Then you can use Navigation Skills to determine what the players might encounter.
Psychosis- Every roll is rolled with disadvantage. The GM may have your character hallucinate. You may need to make random psychology rolls to do certain actions at your GM’s discretion.
O2: Most Characters can only survive for a short time without oxygen.
No Oxygen: Will fall unconscious after 1 Minute, after falling unconscious take 1D6 damage to the head every 12 seconds.
Very Low Oxygen: Will fall unconscious after 3 Minutes, after falling unconscious take 1D6 damage to the head every 20 seconds.
Low Oxygen: Will fall unconscious after 5 minutes, after falling unconscious take 1D6 damage to the head every 30 seconds.
Fall Damage: when falling 10 feet or more roll (MNVR + 1D20) against (1 for every 10 feet you fell + D20). If you fail the check roll a D10 to decide what limbs are affected (D1 = L-Leg, D2 = R-Leg, D3 = L-Arm, D4 R-Arm, D5 Head, D6 Both Legs, D7 Both Arms, D8 All Limbs but Head, D9 All Limbs, D10 make a last minute save and only take half damage) deals 5 Phy Dam for every 10 feet you fall up to 50ft which then deals 15 Dam and for every 10 ft fallen and you’ll be stunned. Only natural Phy Resist applies to fall damage.
The 10 feet rule only applies on planets with "Standard Gravity". multiply or divide the 10 as necessary for the gravity of the world you are on.
Example: If you were on a planet with ¼ of "Standard Gravity" you would replace 10ft with 40ft so you would do (1 for every 40ft you fall + D20) rolled against your MNVR. Then you would take 5 Phy Dam for every 40ft you fell up to 200ft then take 15 Dam and 5 Impact from every 40ft you fall, and you won't be able to survive a fall of 400+ft without a special technology of some kind.
Example 2: if you were on a planet with 2X "Standard Gravity" you would replace 10ft with 5ft so you (1 for every 5ft you fall + D10) rolled against your MNVR. Then you would take 5 Phy Dam for every 5ft you fell up to 25ft then taking 15 Dam from every 5ft you fall, and you won't be able to survive a fall of 50+ft without a special technology of some kind