A special modifier to the Archery, Combat Rifleman, Heavy Weapons, Sidearms, and Thrown Weapons skills when they are used aboard crafts with spin gravity. None of these skills may be used at a higher level than Spin Operations, and Spin Operations may never be greater than one level above the highest of these skills. Skill in any of the above listed weapons gives a Spin Operations Skill Level of 0. Note that lasers, plasma guns, and sonic stunners are unaffected by spin gravity, due to their speed. Misses by any other type of weapon will deviate:
[(Range in meters/10m) X (20 seconds/rotation rate of the spin module in seconds)] meters.
in the direction opposite the station's spin (Antispinward), in addition to the normal deviation. EXAMPLE: A miss at 100 meters range with a bow, on a space station rotating once per minute (clockwise) will deviate [(100m/10m) X (20 seconds/60 seconds)] meters = 10 X 1/3 meters = 3 1/3 meters counterclockwise, plus the normal deviation.
Any character with an Exploratory, Independant Trader, Ship Crew, Smuggler/Pirate, or Space Military Career will automatically receive a Spin Operations skill with a level equal to the highest level of weapons skill they have obtained at the time they leave that career. If Jon Blacque leaves the Space Military to become a Field Agent when his Sidearms skill is 2, and then raises it to 5 in his new Career, he will have Spin Operations 2. Characters from Zero-G backgrounds will have this skill at the same level.
To hit a target at a weapon's stated range when aboard a craft with spin gravity: Difficult. The lower of (Spin Operations and the appropriate weapons skill). Absolute (1 action). Referee: Range and damage are as per usual, and see the above note on deviation, and weapons which are unaffected by spin gravity.
To improve Spin Operations: Routine. (Unskilled). DEX. Instant. Referee: May be attempted once, after each shot/throw with a projectile or thrown weapon used in spin gravity, whether the shot hit or missed, and success will increase the Spin Operations skill level by one. Any failure, up to and including a Minor Mishap, will cause no change in skill level. A Major Mishap causes it to decline by one, to a minimum of 0. Once a character's Spin Operations skill is one level greater than the highest of their weapons skills, no further increase is possible, and this task no longer needs to be rolled for (until they raise their highest weapons skill(s), again).
To determine whether gravity is Spin or Normal, or to orient yourself with respect to "Spinward"/"Anti-Spinward": Simple. Spin Operations. 1 second. Referee: This is done by facing a wall, and twisting the head to one side or the other. In Normal gravity, this has little effect. In Spin gravity, this produces the "floor-tilt" effect. If facing spinward (the direction the spin habitat is rotating in), the wall to the left will momentarily seem to "drop", while the one to the right will "rise". If facing anti-spinward, the wall to the left will "rise", and the one to the right will "drop". If facing perpendicular to (Anti-)Spinward, the floor will seem to "rise" to spinward, and "drop" to antispinward.
To avoid motion sickness: Difficult. (Unskilled & Hazardous). Spin Operations + END. Instant. Referee: Upon failure, Superficial Mishaps result in momentary queasiness, Minor Mishaps indicate vertigo, Major Mishaps indicate the "I wish I was dead" syndrome, and Total Mishaps result in 1D10 days of "hanging over the rail" until the following task is accomplished. Note that this task may be used for sea-sickness, motion-sickness, etc.
To recover from motion sickness: Difficult. (Unskilled). Spin Operations + END. 2 hours. Referee: This task may be attempted once per day. Success allows you to keep food down, again, and allows you to roll 2D6 on the Mishaps Table to see how bad you feel for the remaining days (see the above task for results).