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A tabletop RPG set in an ominous space station, home to millions, where stories of struggle and survival are written on a daily basis.
A tabletop RPG set in an ominous space station, home to millions, where stories of struggle and survival are written on a daily basis.
558 backers pledged £27,224 to help bring this project to life.

Nibiru Update #15 - Gravity, Part 2

Posted by Federico Sohns (Creator)


We are now officially halfway through the campaign, and—BAM! Second stretch goal unlocked! Roll in the fifth stretch goal. Dum-durum-duuuuum...

...which means all pledges containing regional adventures (Vagabonds and up) get a physical copy as well as the PDF. Awesome, ain't it? :)

This will also affect the Regional Adventure add-on, which means it'll go from being "PDF" to "Physical and PDF". The adventures are short enough that (unless you buy a tonne of them!) they won't push up your shipping costs.

With that said, lets talk about them Gravity mechanics.

When a Nibiru story kicks off, unless specified otherwise, your Vagabond will be acclimatized to the locale they are in. In your character sheet, you'll find a scale that determines your character's tolerance to their region's gravity. It looks kinda like this (since this is just a draft for playtesting purposes):

The idea is that you'll generally remain in your stable zone, except when you travel far from your region. This is where the map you've just unlocked comes in :)

The map is separated in several concentric regions, which go up in increments of 0.2G. So, if I travel from a city-state in the 0.8 region, via an Ascendant, to a settlement in the 1.6 region, I can check the map and see that I've moved four regions away from the Core. I then change the little mark from "Stable Zone" to the fourth space in the scale. This means that the character will now suffer a -1 to all their rolls related to interaction with the environment.

At the end of each session, if the deems it appropriate, the mark will go back one space towards the stable zone, signifying that the Vagabond's body slowly adapting to their new environment. There are situations in which this might not be the case (which we discuss in the Narrator's chapter in the book), but the mechanics are supposed to convey the ideas we spoke about in part 2.

Krajj, which has a big part in the setting, is also given consideration. Krajj is a greyish paste that can be burned and inhaled, which helps regulate your body's functions in the face of pressure changes. It was one of the main factors that made the colonization of Penumbra and Umbra a reality. 

Ascendants (which we mention before as being the elevators used to travel in a matter of minutes from Antumbra an Penumbra) have to, by law, pump large amounts of Krajj into their traveler compartments to make sure people do not pass out/suffer from internal hemorrhage/experience other nasty stuff due to the fast artificial gravity switch.

That's all for today! I'll be back on Monday with the next update. Until then, let's make the weekend count, get us over 300 backers (wow!) and push onward to nail that mysterious, high-quality, shiny cuneiform dice set... 

See you soon Vagabonds!

Mitchell Wallace, Zaarin, and 4 more people like this update.


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