ACTIONS:
MAJOR ACTION: An action requiring substantial focus. A combatant may take only one (1) major action per turn.
MINOR ACTION: An action that can be performed somewhat subconsciously. A combatant may take two (2) minor actions per turn.
REACTION: A snap decision made by a combatant in response to a specific trigger. Often occurs on another combatant’s turn. A combatant may take only one (1) reaction per round of combat.
FREE ACTION: An action performed without any thought, seemingly automatic to a combatant. A combatant has no limit to the number of free actions they may take per turn.
BEAST: A lifeform lacking sentience, incapable of complex thought.
INDIVIDUAL: A lifeform, bot, or drone. Any target that moves or operates of its own accord.
BOT: A robotic individual capable of sentience and autonomy.
BREATHER: During a period of rest a crew may decide to take a Breather, allowing them to regain two (2) Injury Levels [IL] and adjust their Loadout.
CIVILIZATION [CIV]: A hub of lifeforms sovereign in its identity.
CLIMBING: A target may attempt to scale a wall. As long as there are sufficient climbable surfaces, a target may move up the wall at half their movement speed.
CONTESTED: Two targets make a roll and compare the results. A target succeeds a contested roll by achieving a higher result.
DAMAGE IMMUNITY: A target ignores damage of the listed type.
DAMAGE RESISTANCE: A target takes half damage (rounded down) from damage sources of the listed type.
DAMAGE THRESHOLD [DT]: A target’s ability to resist damage. This value is subtracted from damage before it is inflicted on Health Point [HP] total. Usually determined by an armor’s rating. An unarmored target’s Damage Threshold [DT] is calculated by rolling their endurance modifier each time they are hit by an attack (minimum of 0).
DAMAGE VULNERABILITY: A target takes double damage from damage sources of the listed type.
DARKNESS: The absence of light. A target in Darkness receives the BLIND status. In addition, when in Darkness, a target Gains the Edge on Tests and Resists made to remain HIDDEN.
DRONE: A robotic individual lacking sentience. Capable of carrying out complex orders independently. Considered an object.
FALLING: When a target falls two (2) units or more, they must make a reflex Resist when they land. The target takes 1d10 BALLISTIC damage for every two (2) units they fall or half as much (rounded down) on a success. Gravity alters the damage a target takes when falling. In low gravity, a target takes 1d10 BALLISTIC damage for every four (4) units they fall. In strong gravity, a target takes 1d10 BALLISTIC damage for every one (1) unit they fall.
FULL HEALTH: A target at full health is not missing any Health Points [HP] and has not suffered any Injury Levels [IL].
GAIN THE EDGE / LOSE THE EDGE: A target that has Gained The Edge may re-roll a die and take the higher result. A target that has Lost The Edge must re-roll its dice and accept the lower result. A target that has both Gained and Lost the Edge rolls the die as normal. A target may not have multiple cases of Gaining or Losing the Edge apply to the same roll.
GRAB: An individual may GRAB a target as a major action. If the target is a willing individual, they are Deployed. If the target is unwilling or is inanimate, the individual attempting to GRAB must take a strength Test. This Test is contested if the target is an individual or is being Deployed by another individual. On a success, the target is Deployed.
GRIT: A spacer may spend a point of Grit to reroll any Test or Resist and choose the better result.
HEALTH POINTS [HP]: A numerical representation of a target’s overall wellbeing. Most lifeforms and bots have twenty-five (25) HP.
IMPLEMENT [IT]: A program that allows the use of specialized devices, usually Programmed into a Rig. Using an Implement [IT] takes a major action and renders it INOPERABLE. If used outside of a Rig, the Implement [IT] is instead consumed. Implements [IT] come in three (3) categories: Medical [M-IT], Digital [D-IT], and Technical [T-IT].
INITIATIVE: A score calculated at the beginning of a combat encounter. Each participant makes a reflex Test to determine turn-order. Combat Rounds proceed by descending from the highest result to the lowest.
INJURY LEVEL [IL]: A numerical representation of a target’s accrued wounds. One (1) IL is equal to five (5) health points [HP]. When an individual suffers two (2) or more Injury Levels [IL] in a single instance of damage, they receive a MORTAL WOUND.
JUMP DISTANCE: As a minor action, a target may roll their strength modifier to jump a distance equal to the result. A target may not move further than their movement speed this way.
LIFEFORM: An individual composed of organic material. Further categorized by their relationship to Human anatomy. Humanoid lifeforms have anatomical structures very similar to Humans. Insectoid, Reptilian, Avian, and Aquatic lifeforms are similar to insect, reptile, avian, and aquatic life from Earth. Alien lifeforms have anatomical structures entirely foreign to Earth biology.
LINE OF SIGHT: A target’s unobscured field of vision. Allows for the targeting of actions.
MAINFRAME: The central power and computation source of a location. Present at any location with electricity.
MODIFICATION [MOD]: The process of modifying a target using cyberware, firmware (in the case of bots and drones), or biomechanics (in the case of lifeforms). A spacer may have a number of Modifications [MOD] as their endurance score divided by five (5) (rounded down).
MORTAL WOUND: An injury resulting in lasting damage. When an individual receives a MORTAL WOUND, they roll on the MORTAL WOUND table in the Damage Types section of the Glossary.
NATURAL ROLL: A die result before the addition of modifiers.
OBJECT: An inanimate target, lacking independent autonomy.
PROGRAM: Moving Implements [IT] into and out of a Rig. Can only be performed outside of combat.
REGULAR GRAVITY: The force of gravity most similar to Earth. This value is equal to ten (10) units per second2. The first round a target free falls in Regular Gravity, they will plummet one-hundred (100) units, reaching Terminal Velocity.
REPUTATION [REP]: Reputation [REP] is the metric by which a crew’s favor with the different factions of Deadstar is tracked. These factions are the Hadiocrats, Nouvieux, Profiteers, Anarchists, and Unionists. Your starting Reputation [REP] is determined by your Credentials, then combined with the rest of your crew.
RIG: A suite of devices which can hold three (3) Implements [IT] at a time. There are nine (9) categories of Rigs, three (3) for each category of Implement [IT]. Requires an Implement [IT] of the corresponding category to be Programmed into it to be used.
RUNNING: Running lines of code to maintain a Digital Implement’s [IT] effect. A target may have one Digital Implement [D-IT] Running at a time. Whenever a target takes damage, if they have a Digital Implement [D-IT] Running, they must make a cool Resist against the amount of damage taken. On a failure, the target’s focus is lost and the Digital Implement [D-IT] stops Running.
SHIELD THRESHOLD [ST]: A target’s ability to negate certain damage types. This value is subtracted from the listed damage type’s total after subtracting DT. Any damage subtracted this way SHREDS Shield Threshold [ST].
SLOT: Moving items from Inventory to Loadout. Items within a target’s Loadout are considered “Slotted”. Slotting items can only be performed outside of combat.
STATUS IMMUNITY: A target cannot receive the listed status.
STATUS RESISTANCE: A target Gains the Edge on Resists against the listed status.
STATUS VULNERABILITY: A target Loses the Edge on Resists against the listed status.
TERMINAL VELOCITY: The maximum fall speed of a target in Regular Gravity. For all objects and entities, this is 1 mega unit per round.
THROW: As a major action, a target may throw any object they are Deploying. To do so, the target takes a strength Test, throwing the object a number of units equal to half the target’s strength statistic on a success. On a failure, the object is thrown one (1) unit. If the object is an individual, the target may only throw it a number of units equal to one fourth of their strength statistic (rounded down).
UNOCCUPIED SPACE: A unit containing no individuals.
VOID: The vacuum of space. The absence of all that could be. The crushing, imploding force of total nothingness.
ATTACK: As a major action, a spacer may make an attack against an individual or object. To hit, the spacer takes a perception Test (if attacking with a ranged weapon) or a reflex Test (if attacking with a melee weapon).
An attack hits a target outside of COVER on a result equal to or higher than the current Threat Level Threshold [TL] and hits a target within COVER on a result equal to or higher than the current Threat Level Threshold [TL] plus five (5).
On a hit, the target loses Health Points [HP] (if it is an individual) or Condition [CD] (if it is an object) equal to the weapon’s damage total minus the target’s Damage Threshold [DT] and Shield Threshold [ST] (in that order).
COUNTERATTACK: An attack made outside of an attack action.
CRITICAL HIT: Rolling a natural 20 on an attack results in a critical hit, dealing extra damage to the target equal to the result of the attack modifier.
CRITICAL MISS: Rolling a natural 1 on a d20 when making an attack results in a Critical Miss, causing a weapon to BUST.
COVER: An object or area that partially obscures a target from line of sight. A roll of 15 or higher is required to hit a target with cover.
DISENGAGE: When a target Disengages they may exit melee range without provoking an Opportunity Attack.
DEPLOY: As a minor action, a target may use a free hand to prime an object for use. If the Deployed object is an individual, they may make a strength Resist to break free of the target’s control as a major action.
HAZARDOUS: Terrain which costs double the movement speed to move through. Uneven ground, water, and mud are all considered HAZARDOUS.
HIDE: A target within cover may take a major action to make a reflex Test. On a success, they receive the HIDDEN status.
HOLD: As a major action, a target may Hold a Zone. When an enemy enters or exits a Held Zone the target Holding the Zone may use their reaction to make a counterattack against the target.
MELEE RANGE: A target in an adjacent unit is within melee range.
MOVEMENT: As a minor action, a target may move a number of units equal to their movement speed. A target may not move through units occupied by enemies unless the enemy is a size category smaller than the target.
OPPORTUNITY ATTACK: When an enemy exits melee range a
target may use their reaction to make a counterattack.
QUADRANT: A unit of measurement used in starship combat. A Quadrant is forty (40) cubic units.
RALLY: Once per Breather, a spacer may use a free action to take an additional major action on their turn.
REPLENISH SHIELDS: A target may take a minor action to restore their Shield Threshold [ST] to full. In a vehicle, this takes a major action.
ROUND: A full rotation of combatant turns. Lasts six (6) in-game seconds.
SPRINT: As a major action, a target may move their movement speed an additional time this turn.
TAKE COVER: As a major action, a target may find COVER in the unit they occupy. This action may only be performed with proper obscurity from line of sight (Star Guide’s [SG] discretion).
TAKEDOWN: A spacer may take a major action to take a strength Test contested by a target’s reflex Resist. On a success, the target is rendered UNCONSCIOUS. Can only be performed when HIDDEN from the target and only from one unit away.
UNARMED: Unarmed attacks made without a martial weapon Deployed deal damage equal to half the attacker’s strength statistic (rounded down).
ZONE: A three (3) unit cube.
ALTERATION [ALT]: A permanent upgrade to an item’s capabilities. Can only be performed by skilled individuals: a gunsmith for ballistic guns, an electrical engineer for blasters, a blacksmith for martial weapons, and an armorsmith for armor. The cost of labor varies person to person (i.e. a flat fee of 300¢, Star Guide’s discretion).
ATTACHMENT [ATCH]: An item that temporarily upgrades an item’s capabilities. Can be Slotted by anybody and be moved between items of the associated category.
BRICKED: A BRICKED item is INOPERABLE and cannot be repaired with Repair Kits.
BUST: When a weapon Busts, it deals its damage to its Condition [CD]. If the weapon is a gun, it also consumes twice the AMMO spent on the attack (if able).
CAPACITY (CAP): A numerical representation of a weapon’s ammo capacity. Each attack using a weapon with a CAP score requires its user to spend one point of CAP. Trained abilities require two points of CAP.
CONDITION [CD]: The numerical value of an object’s overall functionality. The lower the number, the closer the object is to breaking. At half Condition, an object receives the MALFUNCTION status. At zero (0) Condition, it is rendered INOPERABLE.
FX: An item’s special attribute. FX can include inherent properties as well as optional weapon attacks. FX weapon attacks are declared before an attack is made and require either half of a weapon’s base capacity [CAP] (rounded down, minimum of 1) be consumed if it is a gun or a minor action if it is any other item.
ATTACH: A score which dictates an armor’s ability to support attachments. Each attachment has an attachment rating listed in its description (See Armor section).
BLOWBACK: Pushes target two (2) units into unoccupied space (on a Critical Hit, applies the PRONE status).
CAMOUFLAGE: This item allows the user to adapt to their surroundings. The wearer Gains the Edge on Tests and Resists made to HIDE.
CLEAVE: Reduces the target’s movement speed by half OR make an attack against another enemy within range (on a Critical Hit, the target’s movement speed drops to 0).
CONCEALABLE: This item can easily be hidden beneath clothes, making it difficult to detect. The wearer Gains the Edge on Tests made to keep the item concealed. Unarmed weapons with the CONCEALABLE FX may be Deployed with another weapon in the same hand.
CONDUCTIVE: The user of this armor becomes vulnerable to SHOCK damage as long as this armor is Deployed.
CONE: Each target in a cone originating from the user must make an endurance Resist or take weapon damage. When a weapon attack is made using the Blowback FX and the Cone FX, on a failed Resist, all target(s) within the Cone are pushed one (1) unit into unoccupied space.
CRIPPLE: On a hit, target Loses the Edge on its next attack (on a Critical Hit, applies STUNNED status).
CUBE: Each target in a cube within the weapon’s range must succeed on a reflex Resist or take weapon damage. When a weapon attack is made with the Graze FX and the Cube FX, on a successful Resist, a target within the cube takes damage equal to the attacker’s perception modifier.
CUMBERSOME: This item rattles and creates noise as the wearer moves. The user Loses the Edge on Tests and Resists made to remain HIDDEN.
DEMOLISH: Deals double BALLISTIC damage to objects. SHREDS Damage Threshold [DT] equal to damage dealt, if DT is reduced to 0 excess damage is dealt to target.
DETONATE: An item with this FX may be detonated by the user as a reaction, provided the user has a detonator. This does not cost additional Capacity [CAP].
DISRUPT: On a hit, the target loses The Edge on its next attack roll (on a Critical Hit, applies the STUNNED status)
DURABLE: An item with the DURABLE FX is immune to the SHREDDED status.
EXCRUCIATING: When a target is inflicted damage by a weapon with this FX, they must make a cool Resist against the Threat Level Threshold [TL] plus the amount of damage they received. On a failure, they receive the ROUTED status.
FLATTEN: On a hit, the target receives the PRONE status (on Critical Hit, drops the target's movement to speed to 0 until the attacker’s next turn).
GRAZE: When an attack against a target misses, the attacker may use the Graze FX to deal damage equal to their perception modifier.
HINDER: On a hit, reduces the target's movement speed by half (on critical drop movement to 0).
ILLUMINATION: The user removes DARKNESS in a nine (9) unit CONE originating from the user. This FX causes the user to Lose the Edge on Tests and Resists made to HIDE.
INSULATOR: This item provides the user a HEAT Shield Threshold [ST] and a CHILL Shield Threshold [ST] equal to its Insulator score.
KNOCKBACK: On a hit, pushes the target two (2) units into an unoccupied space (on a Critical Hit, DEMOLISHES the target).
MARK: The user may MARK a target as a minor action. When they do, the next attack the user makes against the target Gains The Edge. This does not cost additional Capacity [CAP].
NON-CONDUCTIVE: This item provides the user a SHOCK Shield Threshold [ST] equal to its Non-Conductive score.
NON-CORROSIVE: Provides a TOXIC Shield Threshold [ST] equal to its Non-Corrosive score.
QUIET: The user may make attacks with a weapon with the Quiet FX without losing the HIDDEN status. A target dealt damage by an attack with this weapon may make a perception Test against the attacker’s reflex Resist to reveal the attackers position. This does not cost additional Capacity [CAP].
RACK: A weapon with the Rack FX requires a major action to chamber ammo, meaning each attack requires one major action to Rack in order to be able to attack again. This does not cost additional Capacity [CAP].
SCAN: The user Gains the Edge on perception Tests and Resists made to detect a HIDDEN target.
SLAM: On a hit, the target receives the PRONE status OR the target is pushed two (2) units into an unoccupied space (on a Critical Hit, applies the STUNNED status).
STURDY: This item provides the user a BALLISTIC Shield Threshold [ST] equal to its Sturdy score.
TWO-HANDED: A weapon with the Two-Handed FX requires both hands to be empty in order to Deploy it. A weapon without this FX may be Deployed with one hand.
VOLATILE: When a weapon with the Volatile FX drops to 0 Condition [CD], it goes HAYWIRE.
ZOOM: This FX grants the user +5 range on their ranged weapon attacks (this does not stack with other instances of ZOOM).
HAYWIRE: When an item goes HAYWIRE, it deals its damage to the target Deploying it. In addition, all targets within a 1 unit radius must succeed on a reflex Resist or take the item’s damage as well. The item receives the INOPERABLE status.
INOPERABLE: An item with this status cannot be used until it is repaired. Shields with this status cannot be REPLENISHED.
LIFT: All equipable items and individuals have a LIFT score which corresponds to the minimum strength score a target must have in order to properly Deploy it. An individual's LIFT score is determined by their species or the armor they have Deployed, whichever is higher. If a target’s strength score is below the value of a weapon’s LIFT score, all attacks made with the weapon Lose the Edge and it cannot perform its FX. If it is lower by five (5) or more, they may instead not Deploy it. If a target’s strength score is below the value of an armor or individual’s LIFT score, they may not Deploy it.
MALFUNCTION: All Tests made using a MALFUNCTIONING object Lose The Edge until it is repaired.
RELOAD: A target may take a minor action to refill a weapon’s capacity [CAP].
REPAIR: During a Breather a spacer may consume a Repair Kit and make an aptitude Test to restore half of an item’s maximum Condition. On a failed aptitude Test the item is BRICKED. Alternatively a spacer may purchase the necessary materials to fully restore Condition level.
TRAINED/TRAINING: A target Trained in a weapon is highly familiar with wielding it, unlocking special weapon FX.
VOLATILE: When a weapon with this status drops to 0 Condition it goes HAYWIRE.
ADHERED: Two targets are connected to one another. They may not be separated except by a successful strength Test.
If the targets are two hand-held objects, they may be Deployed together.
If one target is an individual and the other is a surface, the individual is HALTED.
If both targets are individuals and are the same size, both targets must succeed on a strength Resist or receive the STRAINED status. Otherwise, if one individual is a larger size than the other, the smaller individual is HALTED and the larger individual must succeed on a strength Resist or receive the STRAINED status. When one target uses their movement the other target is brought with them.
BLEED OUT: When this status is applied and at the beginning of each of a target’s turns, its max Health Points [HP] are reduced by one Injury Level [IL]. Receiving healing of any kind ends this status. Max Health Points lost through BLEED OUT may only be restored by taking a Breather. When a target’s max Health Points [HP] are reduced to zero (0), they receive the NATURAL DEATH status (if it is a lifeform) or the BRICKED status (if it is a bot).
BLIND: Target cannot draw line of sight and Loses The Edge on all rolls made requiring vision.
BURNED: At the end of a BURNED target’s turn, it receives one d6 of HEAT damage. This damage ignores Damage Threshold [DT]. This status ends by using a major action to treat the burn, or from the target regaining any health points.
DISRUPTED: A DISRUPTED target’s next attack roll Loses the Edge.
DOWNED: This status is automatically applied when a spacer’s Health Points [HP] are reduced to CRITICAL (final Injury Level [IL]). A DOWNED spacer cannot take actions and receives the BLEED OUT status. If instead a spacer’s Health Points [HP] are reduced to zero (0) they are rendered UNCONSCIOUS (if they are a lifeform) or INOPERABLE (if they are a bot).
HALTED: Reduces movement speed to zero (0). As a major action you may take a strength or reflex Test to break free, ending the status on a success.
HIDDEN: A Hidden target is fully obscured from line of sight and cannot be the target of attacks. Attacks made while HIDDEN Gain The Edge. This status is broken when: the target loses cover, the target makes an attack, the target uses an Implement [IT] , or the target takes damage. A target moving between points of cover may remain HIDDEN by succeeding a reflex Resist against an enemy’s perception Test.
IRRADIATED: Whenever a target is dealt radiation damage, its max Health Points are reduced by the damage dealt. Max Health Points [HP] lost through Radiation Damage may only be restored by taking drugs, Medical Implements [M-It], or via Medical Hibernation.
OBLITERATED: Whenever a target is dealt Void damage it receives the BLEED OUT status. Max Health Points [HP] lost through Void damage may only be restored by a Medical Hibernation.
FROZEN: At the beginning of each of their turns, the target must make an endurance Resist. On a failure, the target may take only 1 major action or 1 minor action on their turn. This status ends by receiving any HEAT damage or taking a Breather.
MEDICAL HIBERNATION: A medically-induced suspended animation designed to regenerate cells, tissues, and nerves. Available at any adequate medical facility, for a price.
NATURAL DEATH: A lifeform is unresponsive and no longer performs bodily functions. This status may only be removed with the UNNATURAL LIFE gimmick.
POISONED: At the end of a POISONED target’s turn, it receives one d6 of TOXIC damage. This damage ignores Damage Threshold [DT]. It may then make an Endurance Resist, ending this status on a success. Receiving any healing also ends this status.
PRONE: The target’s movement speed is halved and it Gains The Edge on perception modifiers for ranged weapon attacks. A PRONE target Loses The Edge on attacks made with martial weapons. Attacks against the target within melee range Gain The Edge. The target may take a minor action to stand, ending this status.
PSYCHOSIS: On its turn, a target must use a minor action to move away from the source of this status and a major action to attack the nearest target. At the end of each of its turns it may make a cool Resist, ending this status on a success.
RESTRICTED: A target may not Deploy any items and Loses the Edge on all Tests and Resists involving the use of their limbs. This includes Tests and Resists made to end the RESTRICTED status.
ROUTED: A target must use a minor action on its turn to move away from the source of this status. At the end of each of its turns it may make a cool Resist, ending this status on a success.
SHREDDED: The target’s Damage Threshold [DT] or Shield Threshold [ST] is reduced by the amount of damage Shredded until Repaired or Replenished. If a vehicle’s Shield Threshold [ST] is reduced to zero (0) the shield receives the INOPERABLE status.
STRAINED: A STRAINED target’s movement speed is halved until the status ends. At the end of each of its turns, the target may make a cool Resist, ending this status on a success.
STUNNED: The target may take no actions or reactions. While this status is in effect all attacks made against the target Gains The Edge. This status is removed at the end of the target’s turn.
UNCONSCIOUS: The target automatically fails all Tests and Resists, cannot speak, cannot perceive and can take no actions. The target may still receive healing but this status may only be removed by taking a Breather. This status can be applied to oneself voluntarily (sleep). This status may be removed by another target using a major action to shake the target awake or when the target takes damage.
BALLISTIC [B]: Damage dealt by physical contact with high-velocity solid objects.
ENERGY [E]: Damage dealt by focused lasers. This damage type ignores Damage Threshold [DT].
HEAT [H]: Damage dealt by extreme high temperatures or plasma.
TOXIC [T]: Damage dealt by caustic acids, chemical inhalants, poisons, etc. Targets that receive Toxic damage may gain the POISONED status when specific weapons or attacks are used.
SHOCK [S]: Electrical or sonic damage that deals double damage to drones and bots, but is non-lethal to lifeforms. Lifeforms DOWNED by Shock damage do not suffer the BLEED OUT status.
CHILL [C]: Damage dealt by extreme low temperatures.
NERVE [N]: Damage relating to the nervous system and/or cerebral functions. Targets that take Nerve damage must succeed a cool Resist or receive the STRAINED status.
RADIATION [R]: Damages cells or electronics on the molecular level. This damage ignores Damage Threshold [DT]. Targets that take Radiation damage gain the IRRADIATED status.
VOID [V]: The vacuum of space. The absence of all that could be. The crushing imploding force of total nothingness. Targets that take Void damage receive the OBLITERATED status.
UNIVERSAL [U]: Counts as all other damage types, usually only applies to Shield Thresholds [ST].
MEASUREMENTS:
The size of objects in DEADSTAR are measured in units, roughly equivalent to one (1) real-world cubic meter or five (5) real-world cubic feet.
A Quadrant is used to measure large distances, often used in navigation and starship combat, and is equivalent to forty (40) cubic units (40 units3)
Mass is measured using mass units [MU]. The mass of an average humanoid lifeform is between 0.5 MU and 1 MU. The mass of one (1) unit of steel is one (1) mega mass unit [MMU].
100 nano units = 1 unit =.01 mega unit
100 nano mass units = 1 mass unit = .01 mega mass unit
An object’s size and materials can help inform its Condition (CD) and Damage Threshold [DT]:
MATERIALS:
PSEUDOPHLEX® - DT 30: Psuedophlex® is a proprietary material developed by scientists at the Human Verity Project. It is exceedingly light, exceptionally strong, and extremely expensive.
SOLID - DT 20: Solid objects are made of rigid materials made to survive the Void (i.e. hardened-glass, metals and other alloys).
PLASTIC - DT 10: Plastic objects are made of light and pliable materials causing them to have half (½) the Health Points [HP] of an object the same size made with different materials.
POROUS - DT 5: Porous objects are made of materials not built to survive in the Void (i.e. concrete, limestone and plaster).
FIBROUS - DT 0: Fibrous objects are made of laminated materials or organic cellular structures (i.e. wood, skin and paper).
OBJECT CONDITION
An object typically has twenty (20) Condition [CD] per nano unit [NU] of thickness. (i.e a 1 NU thick gun would have 20 CD, a 10 NU thick wall would have 200 CD).
SIZE CATEGORIES
All objects and entities in DEADSTAR have a size category corresponding to the number of units it inhabits.
MICRO = less than ½ unit
SMALL = between ½ unit and 1 unit
MEDIUM = between 1 unit and 2 units
LARGE = between 2 units and 8 units
MEGA = between 8 units and 45 units
GIGA = between 45 units and 125 units
TERA = greater than 125 units