Zero-G skill is the knowledge of how things work outside of a planet's gravity-well, the problems it creates, and the ability to compensate for these changes. Any character from an Exploratory, Independent Trader, Ship Crew, Smuggler/Pirate, or Space Military Career (and especially those from a Zero-G background) will automatically have acquired the Zero-G skill at a level equal to the highest of their Space Crew skills at the time they leave that Career (characters from a Zero-G background have a minimum skill level of 1, even if they have no Space Crew skills).
To acquire a level of Zero-G skill: Difficult. (Unskilled). DET. Absolute (1 week). Referee: This allows established PCs without the Zero-G skill to attempt to acquire it by spending a week under weightless conditions.
To maintain control in zero-G after performing any sort of action involving movement (including melee & projectile weapon combat): Routine. Zero-G + DEX. Instant. Referee: Failure results in slipping off the surface moved across, spinning in place, etc.
To regain control in zero-G: Difficult. Zero-G + DEX. Instant. Referee: If the above task is failed, this one allows the character to get out of the mess they're in.
To don a Vacc Suit in zero-G: Difficult. (Unskilled). Vacc Suit + Zero-G + DEX. 20 seconds.
To make an unassisted one-kilometer leap to a ship (or other object) in zero-G: Difficult. Zero-G + DEX + Target Profile Modifier. Variable. Referee: 500 meters or less is Routine, 1+ to 2 km is Formidable, and 2+ to 4 is Impossible. Movement is 6D10 x (STR in zero-gravity/10) meters per 30-second combat turn (roughly one meter per second).
To safely stop at the end of a zero-G leap: Routine. (Hazardous). Zero-G + DEX. Instant. Referee: Failure results in bouncing off (at half the velocity of impact) in a random direction. The strike is Normal or Blunt Trauma damage (depending upon what was landed on) with a DPV = 0.3/100 meters of movement per 30-second combat turn. Unless a Total Mishap occurs (when the location is rolled randomly), this is always applied to the legs or arms. Wound severity is determined by the level of Mishap, with Minor Mishaps resulting in potential Light Wounds, Major in potential Serious Wounds, and Total in potential Kills.