Terran (Arctic)
A rocky planet far enough out, or tilted hard enough, that ice covers most of it for most of the year. Liquid water lies under the sheet, and open water appears at the margin in summer, where life on the world is concentrated. Colonies are sited on the coast and supplied by sea in the warm half of the year and by tractor over the sheet in the cold half, and the date of the changeover governs a season's work.
Crossing it
- Navigate
- DC 15
- Forage
- DC 15
- Notice
- DC 12
Routes are seasonal. A chart drawn in summer is wrong in winter because the ice edge has moved.
Exposure
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Temperatures below about zero degrees Fahrenheit, or any water near freezing, made worse by wind.
CON save, DC 10, rising by 1 for each hour after the first. End of each hour. One level of exhaustion.
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Cold-weather gear
Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.
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Immersion
A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.
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Gear
Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.
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Adapted
A creature native to a cold world, or with resistance to cold damage, ignores the save.
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Wind, whiteout or downpour heavy enough to take away visibility and then footing.
CON save, DC 13. End of each hour in the open. One level of exhaustion.
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Obscured
The whole encounter is heavily obscured. Ranged attacks beyond 30 feet automatically miss and Perception by sight fails past that range.
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Wind
A Medium or smaller creature in the open makes a DC 13 Strength save at the start of its turn or is moved 1d4 x 5 feet downwind.
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No travel
A day spent traveling in it covers a quarter of the usual distance and still costs the hourly save.
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Shelter
A built shelter, a vehicle or a sealed suit removes the save. A Wisdom (Survival) check at DC 12 finds or improvises one where the terrain allows.
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Grounded
Nothing flies. A vessel caught airborne takes 4d6 bludgeoning damage per hour and its pilot makes a DC 15 check each hour to hold a heading.
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In play
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Ice margin
The ice edge advances and retreats hundreds of miles across the year. A settlement is either on the water or a hundred miles from it, depending on the month.
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Under the sheet
Liquid water sits under the ice across most of the world. It is reached through a bore, and native creatures know where the bores are.
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Long dark
For part of the year the sun does not rise. Wisdom (Perception) checks that rely on sight have disadvantage in the open, and a light source is visible for miles across flat ice.
Regions on it
- Alpine The zone above the snow line: rock, ice and thin air, on ground that has to be climbed.
- Arctic Permanent ice over land, flat to the horizon, with the ice flowing slowly underneath.
- Aurora The rings where a world's magnetic field funnels the star's wind into the upper air.
- Coastline The strip between high and low tide, which is different ground every six hours.
- Frozen Sea Ocean covered by a layer of sea ice that supports weight until it breaks, over water that stays liquid.
- Lake Standing fresh water that separates into layers, with a cold bottom that preserves what sinks into it.
- Lower Atmosphere The layer of a world's atmosphere where weather occurs: breathable, turbulent and home to flying creatures and vessels.
- Near Space The last of the atmosphere, thin enough to count as vacuum for every purpose except drag.
- Settlement Built ground, lived in or abandoned: close quarters, hard cover, and a jurisdiction attached to every encounter.
- Subterranean Everything under the surface, with no light, no weather, and a route set by what the rock allows.
- Taiga Conifer forest to the horizon over bog, with a winter that runs most of the year.
- Tundra Treeless ground over permafrost, open, cold, and without shelter from the weather.
- Upper Atmosphere The stratosphere and mesosphere, above the weather and below space, with no breathable air and little lift.
Terran (Arctic)