Environments · Regional environment

Near Space

Air so thin that the few remaining molecules are hundreds of feet apart and thousands of degrees hot, a temperature that has no effect on a passing object. Drag does matter: an object in low orbit still touches the atmosphere here and loses altitude, so an uncorrected orbit decays. Above this layer the last molecules leak away into space.

Regional environment Aerial (air)
Atmospheric

Crossing it

Navigate
DC 12
Forage
Nothing to find
Notice
DC 8

Vacuum in every practical sense, with enough drag to end an orbit.

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.

  • 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

  • Vacuum

    Treat as vacuum for breathing, pressure and heat. The temperature figure for this layer describes individual molecules and has no effect on a suit.

  • Decay

    An uncorrected orbit here loses altitude and re-enters in 1d6 months. Anything abandoned in this layer comes down.

  • Ionized

    Radio through this layer is unreliable and worse in a solar storm. Treat comms as a Magnetic Disturbance during one.

  • Ionizing dose

    Unshielded, a creature gains a level of exhaustion each hour. A long rest does not clear it. A Medicine check at DC 12, a restorative spell or antiradiation drugs remove it. Rated shielding removes the effect, and most powered plate raises the interval to four hours.

Variations

  • Thermosphere

    Where low orbit sits and where an aurora forms.

  • Exosphere

    The outermost layer, where the last molecules leak away. It has no sharp boundary with space.

Worlds it occurs on

  • City A planet whose surface is entirely built over, with no open ground and all air, water and food imported.
  • Foundry World A world converted end to end into industrial plant, with an exhaust atmosphere and a day set by shifts.
  • Ore A world made of one material throughout, with no biosphere and no weather, mined under contract.
  • Rime A frozen world with a crystalline ice surface, cold enough that most of its atmosphere has condensed onto the ground.
  • Ruin A destroyed planet, now a cracked body or a drifting field of fragments.
  • Terran (Arctic) A rocky world covered in ice for most of the year but habitable, with open water at the margin in summer.
  • Terran (Arid) A hot, dry rocky world habitable at its edges, with dune seas across the interior.
  • Terran (Barren) Rock and wasteland with a thin atmosphere or none, habitable but sparsely settled.
  • Terran (Oceanic) A world of ocean from pole to pole, with land only where a volcano has kept up.
  • Terran (Verdant) A rocky world with liquid water, breathable air and a magnetic field to protect them, rare and the cause of most wars.
  • Zephyr A gas world with no surface, crossed by fast bands of wind that run at different speeds.