Environments · Extraplanetary

Derelict Hull

A derelict hull is a ship adrift with its power out. It is the most common extraplanetary environment in which a party fights. Salvage law holds that a hull under way belongs to its owner and a hull adrift belongs to whoever boards it, and the Axiom Combine's salvagers apply that rule loosely.

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.

  • Extreme Cold

    Temperatures below about zero degrees Fahrenheit, or any water near freezing, made worse by wind.

    CON save, DC 10, rising by 1 for each hour after the first. End of each hour. One level of exhaustion.

    • Cold-weather gear

      Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.

    • Immersion

      A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.

    • Gear

      Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.

    • Adapted

      A creature native to a cold world, or with resistance to cold damage, ignores the save.

  • Zero Gravity

    Free fall, where there is no down, no moving body stops on its own, and a missed handhold leaves a creature adrift.

    • Movement

      Moving requires a surface to push from. A creature with nothing in reach continues in the direction it last moved until it reaches something.

    • Changing course

      Changing direction mid-drift requires a DC 12 Dexterity (Acrobatics) check. On a failure the creature continues as it was.

    • Melee

      An unanchored melee attack has disadvantage and pushes the attacker 10 feet away from the target after it resolves.

    • No falling

      There is no up, no down and no falling damage. A creature cannot be knocked Prone, and the Prone condition does not apply.

    • 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

  • No power

    Doors are manual, lifts are open shafts and no alarms or announcements sound. Powered gear runs on its own cells.

  • Layout

    Corridors are Close range throughout and a boarding action is fought at that distance. Ranged weapons lose their advantage entirely.

  • Cause

    A derelict stopped for a reason. A DC 15 Investigation check on the bridge or in the log identifies it before the party meets it.

  • No light

    Heavily obscured. A creature without darkvision or a light source is Blinded, and a light source is visible to anything that can see at three times its own radius.

Built for this

Found here (46)