Environments · Extraplanetary

Ring System

Debris inside a world's Roche limit, where tides tear a body apart faster than it can reassemble. A ring is a dense, thin sheet that damages vessels crossing it, and it is the standard place to lose a pursuer.

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.

  • Low Gravity

    Gravity below about 0.4g, where a push-off sends a creature farther than expected and stopping takes planning.

    • Movement

      Ground movement is normal, but any push-off sends the creature farther. A creature that Dashes continues an extra 10 feet in the same direction at the end of its turn unless it spends 5 feet stopping.

    • Melee

      A melee attack made without an anchor point pushes the attacker 5 feet away from the target after the attack resolves.

    • Jumps and falls

      Jump distances are tripled and falling damage is halved. A fall of under 40 feet does none.

    • Carrying capacity

      Carrying capacity is tripled. Mass is unchanged, so anything being carried is as hard to start and stop as it is at normal gravity.

    • 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

  • Debris

    Inside the ring plane, a vessel takes 1d10 hull damage per round unless a DC 15 Piloting check is made. Crossing the plane perpendicularly takes one round.

  • Cover

    The ring plane blocks sensors completely. A vessel inside it cannot be found and cannot see out.

  • Shepherds

    Small moons hold the gaps open. The gaps are the only safe lanes, and they are charted.

  • 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.