Kentoras
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| 1 person marked this as FAQ candidate. |
Good evening, I have a small question about armor's boots and zero G.
Zero G move is explained in page 402 of the core book. But in page 196 says that the armor's boots allow you to orient yourself or return to normal footing in zero-G.
Does this mean:
A) I can stand still with the armor's boots but if I want to move I have to stop using the armor's boots and start floating using page 402 rules?
B) While in a surface using the armor's boots I can walk normally but if I want to jump or there is no more surface I have to use page 402 rules?
| quindraco |
a1) You can stand still without the boots. In fact, because Starfinder by and large has no concept of recoil, you can float in zero-g and freely emit particles with both mass and velocity without imparting any velocity to yourself (although you can emit a particle with enough Bulk to let you automatically fix off-kilter, where the Bulk amount becomes undefined if you are Large). The closest we come to anything like that is that if a creature collides with you in zero-g, you need to make a check to avoid becoming off-kilter, and the boots provide a bonus on this check while clamped (see page 402). However, an object of arbitrarily large bulk colliding with you will not cause this check, a creature will cause the check no matter how small its mass or volume, and none of these effects cause movement.
b) You can't walk normally - we have no rules for that. In fact, the mag-boots don't even help you climb walls in zero-g.
House rules for this (which shouldn't even be in the Rules forum) would need to depend on how much complexity you want, versus realism. A quick and easy way to implement the mag-boots as advertised would be to let them grant you Climb speed equal to some fraction (probably base/2) of your Land speed, noting that you don't need anything but your feet touching the climbing surface for this to work, but they only work on magnetic surfaces (GM discretion), provide +4 to KAC against Trip attempts while turned on against a magnetic surface (but reducing your Land speed while appropriate if you attempt to walk with them on), and have no particular interactions with zero-g above and beyond this aside from the listed bonus against becoming off-kilter.
Note that most spaceships are made predominantly out of some combination of alumninum and polycarbonate, neither of which is magnetic.