Environments · Planetary environment

Ore

An Ore world differentiated into a single material and retained no other. The material is usually nickel iron, with rarer materials on the bodies that are fought over. It is the stripped core of a larger body or a fragment that never finished forming, and the seam is at the surface, so no shaft is needed. No life exists on one, and anyone on the surface is there on a contract, usually one of Black Star Energy & Extractives' own.

Planetary environment

Crossing it

Navigate
DC 10
Forage
DC 20
Notice
DC 8

Every landmark is a mine working. No forage is available, and all supplies are shipped in.

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.

  • 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

  • Magnetic field

    The metallic body is its own magnet. Magnetic Storm applies across the surface, and a magnetic compass points at the nearest mass instead of a pole.

  • Surface seam

    The ore is the ground, so a mining check made on an Ore world succeeds on any roll except a 1. The economy of an Ore world is haulage.

  • No food

    There is no biosphere of any kind. A party relies on its own supplies from the moment it lands, and every installation posts its days of stores on the door.

Regions on it

  • Highland Mountain country below the snow line: long sightlines, slow going and fast-changing weather.
  • Near Space The last of the atmosphere, thin enough to count as vacuum for every purpose except drag.
  • Subterranean Everything under the surface, with no light, no weather, and a route set by what the rock allows.