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| “Cosmic rays” is a catchall term for various interstellar radiation | “Cosmic rays” is a catchall term for various interstellar radiation | ||
| effects. They use the same rules as [[# | effects. They use the same rules as [[# | ||
| - | Most habitable planets maintain atmospheres capable of | + | Most habitable planets maintain atmospheres |
| repelling these emissions. Such protected planets allow, at | repelling these emissions. Such protected planets allow, at | ||
| most, a low amount of radiation in infrequent bursts. Planets | most, a low amount of radiation in infrequent bursts. Planets | ||
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| immediately suffocate those within them. Regardless of whether | immediately suffocate those within them. Regardless of whether | ||
| or not they allow creatures to breathe, toxic atmospheres are | or not they allow creatures to breathe, toxic atmospheres are | ||
| - | threats to most living creatures, as they act as an inhaled poison | + | threats to most living creatures, as they act as an inhaled poison. |
| - | (see page 417). Though the specific type of poison varies, many | + | |
| + | Though the specific type of poison varies, many | ||
| toxic atmospheres act as existing poisons but with radically | toxic atmospheres act as existing poisons but with radically | ||
| different onset times and save DCs. Low-level toxic atmospheres | different onset times and save DCs. Low-level toxic atmospheres | ||
| can have onset times measured in hours or days, while heavily | can have onset times measured in hours or days, while heavily | ||
| toxic atmospheres have onset times measured in rounds. | toxic atmospheres have onset times measured in rounds. | ||
| - | =====BIOMES===== | + | |
| + | ======BIOMES====== | ||
| The following section includes information on a variety of | The following section includes information on a variety of | ||
| biomes found on planets. Some planets could be entirely made | biomes found on planets. Some planets could be entirely made | ||
| up of a single biome, such as desert or forest worlds, while other | up of a single biome, such as desert or forest worlds, while other | ||
| planets contain a mix of the following terrain types. | planets contain a mix of the following terrain types. | ||
| - | Aerial Terrain | + | ==== Aerial Terrain |
| On worlds where the atmosphere expands high above the | On worlds where the atmosphere expands high above the | ||
| physical boundaries of the surface, there exists a region of | physical boundaries of the surface, there exists a region of | ||
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| a vast atmosphere, held in place by a starlike core. The most | a vast atmosphere, held in place by a starlike core. The most | ||
| common rules sections to reference when using aerial terrain | common rules sections to reference when using aerial terrain | ||
| - | are Falling | + | are Falling, Gravity, Suffocation and Drowning, and Weather. |
| - | and Drowning | + | |
| The rules for flying with the Acrobatics skill are also critical for | The rules for flying with the Acrobatics skill are also critical for | ||
| many creatures operating in an aerial environment. | many creatures operating in an aerial environment. | ||
| - | Clouds | + | ====== |
| Most clouds are little more than condensed gas that obfuscates | Most clouds are little more than condensed gas that obfuscates | ||
| vision. Treat a cloud in an aerial environment using the same | vision. Treat a cloud in an aerial environment using the same | ||
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| of cloud exist, such as corrosive or toxic clouds, which operate | of cloud exist, such as corrosive or toxic clouds, which operate | ||
| in the same manner as those types of atmospheres (see above). | in the same manner as those types of atmospheres (see above). | ||
| - | Stealth and Detection in Aerial Terrain | + | ===== Stealth and Detection in Aerial Terrain |
| How far a character can see in the air depends on the presence | How far a character can see in the air depends on the presence | ||
| or absence of clouds. Creatures can usually see 5d8×100 feet if | or absence of clouds. Creatures can usually see 5d8×100 feet if | ||
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| concealment to hide within (though the hiding creature might | concealment to hide within (though the hiding creature might | ||
| have difficulty seeing out from its hiding place). | have difficulty seeing out from its hiding place). | ||
| - | Aquatic Terrain | + | ====== |
| Aquatic terrain can be one of the least hospitable to PCs | Aquatic terrain can be one of the least hospitable to PCs | ||
| because most can’t breathe underwater. The ocean floor holds | because most can’t breathe underwater. The ocean floor holds | ||
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| hundreds of feet below them don’t matter. The most common | hundreds of feet below them don’t matter. The most common | ||
| rules sections to reference when using aquatic terrain are | rules sections to reference when using aquatic terrain are | ||
| - | Suffocation and Drowning | + | Suffocation and Drowning and Underwater |
| - | Combat | + | Combat. The rules for swimming with the |
| - | Athletics skill (see page 137) are also critical for many creatures | + | Athletics skill are also critical for many creatures |
| operating in an aquatic environment. | operating in an aquatic environment. | ||
| - | Deep Water | + | ===== Deep Water ===== |
| Lakes and oceans simply require a swim speed or successful | Lakes and oceans simply require a swim speed or successful | ||
| Athletics checks to move through (typically, DC 10 in calm | Athletics checks to move through (typically, DC 10 in calm | ||
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| underwater, characters can move in any direction, including up | underwater, characters can move in any direction, including up | ||
| and down. | and down. | ||
| - | Extreme Depths | + | ===== Extreme Depths |
| At certain depths, the pressure of the surrounding water | At certain depths, the pressure of the surrounding water | ||
| becomes so great that characters might be affected as if they | becomes so great that characters might be affected as if they | ||
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| river. It is hard to find cover or concealment to hide underwater | river. It is hard to find cover or concealment to hide underwater | ||
| (except along the sea floor). | (except along the sea floor). | ||
| - | Desert Terrain | + | |
| + | FIXME onward | ||
| + | |||
| + | ====== | ||
| Desert terrain exists in cold, temperate, and warm climates, | Desert terrain exists in cold, temperate, and warm climates, | ||
| but all deserts share one common trait: very little precipitation. | but all deserts share one common trait: very little precipitation. | ||
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| the penalty to saving throws against effects that cause the | the penalty to saving throws against effects that cause the | ||
| asleep condition increases to –2. | asleep condition increases to –2. | ||
| - | Smoke Effects | + | ====== |
| A character who inhales heavy smoke must attempt a Fortitude | A character who inhales heavy smoke must attempt a Fortitude | ||
| save each round she’s within the smoke (DC = 15 + 1 per previous | save each round she’s within the smoke (DC = 15 + 1 per previous | ||
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| damage. Smoke obscures vision, giving concealment (20% miss | damage. Smoke obscures vision, giving concealment (20% miss | ||
| chance) to characters within it. | chance) to characters within it. | ||
| - | Starvation and Thirst | + | ====== |
| Characters might find themselves without food or water and | Characters might find themselves without food or water and | ||
| with no means to obtain them. In normal climates, Medium | with no means to obtain them. In normal climates, Medium | ||
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| recovered until the character gets food or water, as needed—not | recovered until the character gets food or water, as needed—not | ||
| even magic that restores Hit Points heals this damage. | even magic that restores Hit Points heals this damage. | ||
| - | Suffocation and Drowning | + | ====== |
| A character who has no air to breathe can hold her breath for | A character who has no air to breathe can hold her breath for | ||
| a number of rounds equal to twice her Constitution score. If a | a number of rounds equal to twice her Constitution score. If a | ||
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| she is no longer stable and begins dying (see page 275). In the | she is no longer stable and begins dying (see page 275). In the | ||
| third round, she suffocates and dies. | third round, she suffocates and dies. | ||
| + | |||
| An unconscious character must begin attempting | An unconscious character must begin attempting | ||
| Constitution checks immediately upon losing air supply (or | Constitution checks immediately upon losing air supply (or | ||
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| she immediately drops to 0 Hit Points and is dying (see page | she immediately drops to 0 Hit Points and is dying (see page | ||
| 275). On the following round, she suffocates and dies. | 275). On the following round, she suffocates and dies. | ||
| - | Slow Suffocation | + | ====== |
| A Medium creature can breathe easily for 6 hours in a sealed | A Medium creature can breathe easily for 6 hours in a sealed | ||
| - | cubic chamber measuring | + | cubic chamber measuring |
| creature takes 1d6 nonlethal damage every 15 minutes. | creature takes 1d6 nonlethal damage every 15 minutes. | ||
| Each additional Medium creature or significant fire source | Each additional Medium creature or significant fire source | ||
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| station whose life support systems have completely failed | station whose life support systems have completely failed | ||
| will run out of breathable air in a similar fashion; while these | will run out of breathable air in a similar fashion; while these | ||
| - | structures are often larger than a 10-foot | + | structures are often larger than a 3m cube, they are also |
| often occupied by several creatures. On average, a crew of four | often occupied by several creatures. On average, a crew of four | ||
| in a Medium starship without a source of fresh air can breathe | in a Medium starship without a source of fresh air can breathe | ||