Environments · Regional environment

Cloud Deck

On a world with no ground, the atmosphere is the whole environment. Cloud organizes into bands that run at different speeds and in opposite directions, with shear between every pair, and a major storm can last for centuries. Temperature and pressure rise with every mile of depth until the gas stops behaving like gas, and there is no bottom.

Regional environment Aerial (air)
Atmospheric

Crossing it

Navigate
DC 15
Forage
DC 15
Notice
DC 13

Depth sets the limit. There is no bottom, so the limit is the vessel's hull rating.

Exposure

  • Extreme Weather

    Wind, whiteout or downpour heavy enough to take away visibility and then footing.

    CON save, DC 13. End of each hour in the open. One level of exhaustion.

    • Obscured

      The whole encounter is heavily obscured. Ranged attacks beyond 30 feet automatically miss and Perception by sight fails past that range.

    • Wind

      A Medium or smaller creature in the open makes a DC 13 Strength save at the start of its turn or is moved 1d4 x 5 feet downwind.

    • No travel

      A day spent traveling in it covers a quarter of the usual distance and still costs the hourly save.

    • Shelter

      A built shelter, a vehicle or a sealed suit removes the save. A Wisdom (Survival) check at DC 12 finds or improvises one where the terrain allows.

    • Grounded

      Nothing flies. A vessel caught airborne takes 4d6 bludgeoning damage per hour and its pilot makes a DC 15 check each hour to hold a heading.

  • Magnetic Disturbance

    A world's or star's magnetic field in upheaval, so that instruments give false readings and comms fail.

    • Instruments

      Navigation and comms fail beyond Long range. Any check made with electronic assistance has disadvantage.

    • Powered gear

      Powered weapons and cybernetics stutter: a natural 1 on an attack or a check using them means the item is unusable until the end of the next turn.

    • Induced current

      Long conductors take on induced current. Unshielded power and data runs fail, and a creature in contact with one takes 2d6 lightning damage.

    • Channeling

      On a world with an active Rift tether, a natural 1 on a spell attack roll, or a target's natural 20 on a saving throw against a spell, rolls on the Surge Table.

In play

  • No bottom

    Descent is limited by hull rating, not by ground. Below the rating a vessel takes 2d6 bludgeoning damage per minute, ignoring resistance.

  • Band shear

    Crossing between bands means a 300-knot change in wind. DC 15 Dexterity save from the pilot or the vessel is thrown 1d6 x 100 feet and takes 4d6 bludgeoning damage.

  • Buoyancy

    A vessel here holds altitude by lift instead of thrust. A lift failure is a fall with no ground to stop it.

  • Standing storms

    A major storm is a fixed feature, charted and named. A vessel can navigate around it, but its behavior cannot be forecast.

Variations

  • Upper deck

    Ammonia cloud, temperatures a suit handles, and where anything crewed operates.

  • Lower deck

    Hotter, denser, darker. Past the rating of anything not built for it.

Worlds it occurs on

  • Ionic A rocky world inside a field strong enough to hold a permanent ion storm across its surface and atmosphere.
  • Zephyr A gas world with no surface, crossed by fast bands of wind that run at different speeds.

Found here (1)