Environments · Extraplanetary

Asteroid Belt

A ring of rubble that never accreted, usually between an inner and an outer world. Bodies average hundreds of thousands of kilometers apart, so a belt is far emptier than the popular picture of a hazard course. The danger in a belt is that a powered-down vessel hiding among the bodies is almost impossible to find.

Extraplanetary

Exposure

  • Vacuum

    No pressure and no air to breathe, with survival measured in rounds.

    • Countdown

      Without a seal, a creature holds out for a number of rounds equal to its Constitution modifier, minimum 1. At the end of that time its hit points drop to -1, unless they are already lower, and it is dying. It cannot be stabilized or regain hit points until it can breathe.

    • Decompressed

      Exposure inflicts the Decompressed condition, which a return to pressure does not by itself remove.

    • Holding your breath

      Holding a breath in vacuum ruptures the lungs. A creature that does so takes 2d6 damage on the first round and gains no benefit from the attempt.

    • Sound

      Sound does not travel. Verbal spell components, shouted orders and Perception by hearing all fail across open vacuum. Suit comms and touch are the only channels.

    • Unfiltered light

      Without air to filter it, the star's output arrives unreduced. An hour of unshielded exposure in direct sunlight counts as a failed Contaminated Atmosphere save against radiological dose.

  • Low Gravity

    Gravity below about 0.4g, where a push-off sends a creature farther than expected and stopping takes planning.

    • Movement

      Ground movement is normal, but any push-off sends the creature farther. A creature that Dashes continues an extra 10 feet in the same direction at the end of its turn unless it spends 5 feet stopping.

    • Melee

      A melee attack made without an anchor point pushes the attacker 5 feet away from the target after the attack resolves.

    • Jumps and falls

      Jump distances are tripled and falling damage is halved. A fall of under 40 feet does none.

    • Carrying capacity

      Carrying capacity is tripled. Mass is unchanged, so anything being carried is as hard to start and stop as it is at normal gravity.

    • Mag boots

      Magnetic boots or a tether remove every entry above while a ferrous surface is underfoot, at the cost of half movement.

In play

  • Empty

    Crossing a belt poses no piloting hazard. Bodies sit too far apart to matter unless someone has arranged them close together.

  • Hidden vessels

    Sensor checks to locate a powered-down vessel among the bodies have disadvantage and fail entirely beyond Long range.

  • Claims

    Each rock is claimed individually by filing, with no physical boundary. Most belt violence is over the filing.

Built for this

Found here (6)