House Jump Sickness Rules - Comments / Corrections Needed

Solomani666

Mongoose
Jump Sickness.

Jump sickness is usually checked for during jump space entry to and jump space exit. In the case of an accurate jump, sickness is checked for after the ship emerges from jump space. In the case of an inaccurate jump, the check is made 1d6 minutes before jump space emergence.
There are two elements to jump-sickness: susceptibility and severity.
Relief from jump sickness progresses in stages. A character with jump sickness severity 2, for example, will progress to severity level 1 after 1d6 minutes, and after 1d6x10 minutes will progress to level 0, etc.


Susceptibility:

The more susceptible to jump-sickness a character is, the more likely it is that the character will be affected by jump-sickness at any given opportunity. Inaccurate jumps and miss-jumps increase the chance for jump sickness.


Avoiding jump sickness on any given jump is a Routine (+2) Endurance-based task.

+4 Accurate jump
-1 Per level of jump inaccuracy
-2 If the character is susceptible to jump sickness
-4 If the character is highly susceptible to jump sickness



Severity:

Severity is a general indication of how incapacitating the symptoms are. Roll 1D6 and add the negative effect of the susceptibility roll. (i.e. -2 becomes a +2)

0 – Headache lasting 1d6x10 minutes. -1 to each task rolls if failing an endurance check is failed for each task.

1 – Dizziness lasting 1d6x10 minutes. -1 to all task rolls. Sporadic vomiting failing a Routine (+2) endurance check.

2 – Disorientation lasting 1d6 minutes. -2 to all task rolls. Uncontrollable vomiting failing an Average (+0) endurance check.

3 – Severe disorientation lasting 1d6 minutes. -3 to all task rolls. Uncontrollable vomiting failing a Difficult (-2) endurance check.

4 – Complete disorientation lasting 1d6x10 seconds. Character will be totally incoherent and may perform no tasks.

5 - Minor Seizure. Complete disorientation lasting 1d6 minutes.

6 - Major seizure. The character experiences severe, uncontrollable muscular spasms for 1d6x10 seconds.

7+ - Unconsciousness lasting 1d6 minutes.
 
Solomani666 said:
Jump Sickness.

Jump sickness is usually checked for during jump space entry to and jump space exit. In the case of an accurate jump, sickness is checked for after the ship emerges from jump space. In the case of an inaccurate jump, the check is made 1d6 minutes before jump space emergence.
There are two elements to jump-sickness: susceptibility and severity.
Relief from jump sickness progresses in stages. A character with jump sickness severity 2, for example, will progress to severity level 1 after 1d6 minutes, and after 1d6x10 minutes will progress to level 0, etc.


Susceptibility:

The more susceptible to jump-sickness a character is, the more likely it is that the character will be affected by jump-sickness at any given opportunity. Inaccurate jumps and miss-jumps increase the chance for jump sickness.


Avoiding jump sickness on any given jump is a Routine (+2) Endurance-based task.

+4 Accurate jump
-1 Per level of jump inaccuracy
-2 If the character is susceptible to jump sickness
-4 If the character is highly susceptible to jump sickness



Severity:

Severity is a general indication of how incapacitating the symptoms are. Roll 1D6 and add the negative effect of the susceptibility roll. (i.e. -2 becomes a +2)

0 – Headache lasting 1d6x10 minutes. -1 to each task rolls if failing an endurance check is failed for each task.

1 – Dizziness lasting 1d6x10 minutes. -1 to all task rolls. Sporadic vomiting failing a Routine (+2) endurance check.

2 – Disorientation lasting 1d6 minutes. -2 to all task rolls. Uncontrollable vomiting failing an Average (+0) endurance check.

3 – Severe disorientation lasting 1d6 minutes. -3 to all task rolls. Uncontrollable vomiting failing a Difficult (-2) endurance check.

4 – Complete disorientation lasting 1d6x10 seconds. Character will be totally incoherent and may perform no tasks.

5 - Minor Seizure. Complete disorientation lasting 1d6 minutes.

6 - Major seizure. The character experiences severe, uncontrollable muscular spasms for 1d6x10 seconds.

7+ - Unconsciousness lasting 1d6 minutes.

Susceptibility:
Who is and how do they determine the degree to this?

This would be a good play effect, and I am enjoying the idea of it. It is possiable to have a innaccurate jump travel 36 Parsecs in a missjump, you may want to increase the number of ill effects to your little chart up above. I would also add to like the 35+ or Higher - DEATH or somewhere depending on the chart.

you could do the following for example:

1 – 5 Dizziness lasting 1d6x(10x severity) in minutes. -1 to all task rolls. Sporadic vomiting failing a Routine (+2) endurance check every 2d6 minutes.

Which could make someone Dizzy for 6 x 50 minutes = 300 minutes (5 hours), with them potentially vomiting every 2d6 minutes for the duration.
 
Going by my new theory, you get sick because you're transitioning through two universes that are out of sync with each other.
 
Jacqual said:
Susceptibility:
Who is and how do they determine the degree to this?


Based on Endurance and the optional character traits "susceptible to jump sickness" and "highly susceptible to jump sickness"
 
Back
Top