Gravity

Gravitational differences between planets have the potential to hinder characters or make them superheroes—and sometimes both at the same time. Most planets habitable by humanoids have a gravity level defined as standard, which makes them similar enough that trying to arbitrate the difference isn’t necessary. Others, however, require special consideration. For planets with gravities that aren’t quite standard but don’t fall into the exact categories below, the GM might decide to assume the effects are proportional. For example, a planet with half standard gravity allows player characters to jump twice as high, whereas one with 1-1/2 standard gravity cuts jump heights by a third. In all cases, these effects last until the PCs adjust to the gravity (a process that typically takes about a month of living under such conditions). See Flying on page 259 for information about flying on planets with high or low gravity.

Source

Core Rulebook pg. 401

A planet where the gravity is at least five times as strong as standard gravity is extremely dangerous to most creatures. In addition to the limitations of high gravity (see below), a creature in this environment takes an amount of nonlethal bludgeoning damage per round (at least 1d6, but potentially more, depending on the intensity of the gravity). Once a character takes sufficient nonlethal damage to be reduced to 0 Hit Points, any further damage from extreme gravity is lethal bludgeoning damage.

Source

Core Rulebook pg. 402

On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.

Source

Core Rulebook pg. 402

Low-gravity worlds are liberating to most species acclimated to standard-gravity worlds. Such characters’ muscles are far more effective than normal. On a low-gravity world, where the gravity is no greater than a third of standard gravity, PCs can jump three times as high and as far and lift three times as much. (Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.) Thrown weapons have their range categories tripled.

Source

Core Rulebook pg. 402

Standard-gravity worlds have gravity approximately the same as that of lost Golarion, which is identical to Earth’s gravity.

Source

Core Rulebook pg. 402

Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.

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Source

Core Rulebook pg. 402

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