User Tools

Site Tools


srb:environments

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
srb:environments [2020/04/08 04:49]
weby
srb:environments [2020/07/23 18:54] (current)
weby
Line 28: Line 28:
 “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 [[#radiation]]. effects. They use the same rules as [[#radiation]].
-Most habitable planets maintain atmospheres capable of+Most habitable planets maintain atmospheres and magnetic fields capable of
 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
Line 214: Line 214:
 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
Line 229: Line 229:
 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 ====+====== Clouds ======
  
 Most clouds are little more than condensed gas that obfuscates Most clouds are little more than condensed gas that obfuscates
Line 236: Line 236:
 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
Line 244: Line 244:
 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 ======
  
 Aquatic terrain can be one of the least hospitable to PCs Aquatic terrain can be one of the least hospitable to PCs
Line 258: Line 258:
 Athletics skill  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
Line 267: Line 267:
 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
Line 280: Line 280:
 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 ====== 
 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.
Line 908: Line 912:
 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+====== 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
Line 915: Line 920:
 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+====== 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
Line 935: Line 941:
 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+====== 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
Line 948: Line 955:
 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
Line 954: Line 962:
 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+====== 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 10 feet on a side. After that time, the+cubic chamber measuring 3 meters on a side. After that time, the
 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
Line 965: Line 974:
 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 cube, they are also+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
srb/environments.1586346569.txt.gz · Last modified: 2020/04/08 04:49 by weby