Environments · Extraplanetary

Rift Breach

A failure in the boundary between the Prime Plane and another plane, at any scale from a hand's width to a system. Old breaches scar the ground around them permanently, and a new one has yet to fix which plane it connects to.

Extraplanetary

Exposure

  • 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.

  • Rift Flux

    Ambient Rift Energy at a high, unstable density, where channeling is stronger and less reliable.

    WIS save, DC 13. End of each hour. Your next spell attack roll has disadvantage, or the target of your next spell that forces a saving throw has advantage on it. Roll once on the Surge Table.

    • Dense field

      A spell cast here that deals damage or restores hit points adds its level to one of its damage or healing rolls, and a cantrip adds 1. A spell that does neither gains nothing. The bonus cannot be declined.

    • Unstable

      A natural 1 or 2 on a spell attack roll, a target's natural 19 or 20 on a saving throw against a spell, and any failed concentration save each roll on the Surge Table in the GM's Manual.

    • Instruments

      Anything calibrated against a stable Rift background reads wrong. Navigation, dating and detection checks that rely on one have disadvantage.

    • Warded

      A ward, a null field or a feature naming Rift density removes the save and the Surge rolls. The damage and healing bonus goes with them.

In play

  • Channeling

    Within 60 feet of a breach, spell attack rolls have advantage and creatures have disadvantage on saving throws against spells. 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.

  • Crossing

    A breach connects to one plane and only that one. What comes through arrives at the breach and stays within a distance the GM sets.

  • Scarring

    Ground within a mile of a breach older than a year is a Rift Scar. A creature in it makes a DC 12 Wisdom save once a day or gains a level of exhaustion.

Found here (102)