Environments · Extraplanetary

Nebula

A cloud of gas and dust that is emptier than anything a hull can produce but blocks all sensors because of its extent. The Black Meridian sits inside one, and the Syndicate's independence rests on knowing the corridor through it.

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.

  • 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

  • Opaque

    Sensors, comms and targeting are limited to Close range throughout. No object inside can be detected from outside, and sensors inside cannot detect anything outside.

  • Charted corridors

    A route through a nebula is held as knowledge and has no marked lane. Without a navigator who holds it, a transit is a DC 22 check and a failure does not fail safe.

  • Ionization

    An ion nebula grounds a hull's charge unpredictably. Powered weapons misfire on a natural 1 and shields recharge at half rate.

  • 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.

Found here (13)