Environments · Extraplanetary

Stellar Corona

The corona is hotter than the surface below it and thin enough that a rated hull can survive the heat transfer. Its radiation is lethal, and the Sun Fish and the Star Sharks are both adapted to it in ways not yet explained.

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.

  • Extreme Heat

    Temperatures above about 100 degrees Fahrenheit in shade, or anywhere near a working vent.

    CON save, DC 10, rising by 1 for each hour after the first. End of each hour. One level of exhaustion.

    • Sealed and armored

      A creature in medium or heavy armor, or in a sealed suit without active cooling, has disadvantage on the save.

    • Water

      A creature with its full water ration has advantage on the save. One without any fails automatically.

    • Cooled

      Active cooling, a Rift effect naming heat, or Resistance to fire damage removes the save.

  • 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.

  • 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

  • Rated approach

    A vessel states its closest approach. Inside it, Hard Radiation checks come each minute instead of each hour.

  • Sensors

    Sensor, comms and targeting checks made inside the corona fail automatically, and attacks with ship weapons have disadvantage.

  • Flares

    At the end of each hour inside the corona, the GM rolls a d20. On a 15 or higher, a mass ejection crosses the vessel's position. The pilot makes a DC 15 Piloting check to turn the shielded side of the hull into it. On a failure, each creature and object in the plume that is not behind rated shielding takes 3d6 fire damage and 3d6 radiant damage.

  • 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.

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