Ionic
A world inside a field strong enough to strip its own upper atmosphere and hold the result in place. It is a body of rock in a shell of charged gas: sheet lightning passes between the clouds and the ground at irregular intervals, aurora appears at every latitude, and the surface holds a static charge that a suit has to discharge or withstand. Few Ionic worlds have been surveyed, because unshielded equipment fails quickly on them.
Crossing it
- Navigate
- DC 18
- Forage
- DC 20
- Notice
- DC 15
Instruments read the storm instead of the ground. Navigation is by eye where there is light to do it.
Exposure
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A world's or star's magnetic field in upheaval, so that instruments give false readings and comms fail.
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Instruments
Navigation and comms fail beyond Long range. Any check made with electronic assistance has disadvantage.
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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.
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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.
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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.
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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.
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Obscured
The whole encounter is heavily obscured. Ranged attacks beyond 30 feet automatically miss and Perception by sight fails past that range.
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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.
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No travel
A day spent traveling in it covers a quarter of the usual distance and still costs the hourly save.
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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.
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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.
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In play
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Charged air
Magnetic Storm applies across the whole world. Instruments, communication and anything powered work at a DC 15 Technology check each hour, and a failure leaves them dark for an hour.
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Strike
Once per hour in the open, a creature carrying more than 20 pounds of metal makes a DC 14 Dexterity save or takes 4d8 lightning damage. Grounded armor and a discharge line remove the save.
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Ion tide
The field rises and falls on a cycle of hours. At its peak all lightning damage on the world is doubled and no unshielded vessel flies.
Regions on it
- Aurora The rings where a world's magnetic field funnels the star's wind into the upper air.
- Cloud Deck The banded weather of a Zephyr, with no surface beneath it and winds running opposite ways a mile apart.
- Jet Stream A narrow band of air moving two hundred knots in one direction at the top of the weather.
- Storm Front Organized violent weather on the move, with high wind, whiteout and a visible advancing wall.
- Upper Atmosphere The stratosphere and mesosphere, above the weather and below space, with no breathable air and little lift.
Ionic