Environments · Planetary environment

Terran (Barren)

The most common type of solid planet: silicate crust, a thin or thick atmosphere or none at all, and either no surface water or none that lasted. Anything living on one lives below the surface, so the regions worth mapping on a Barren world are subterranean. Istryx was classed here before the survey re-examined the dune seas, and the Istryxian lineages went underground, as lineages on any Barren world do.

Planetary environment

Crossing it

Navigate
DC 12
Forage
DC 20
Notice
DC 10

Sightlines are long and there is no food. Water limits every crossing.

Exposure

  • Extreme Cold

    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.

    • Cold-weather gear

      Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.

    • Immersion

      A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.

    • Gear

      Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.

    • Adapted

      A creature native to a cold world, or with resistance to cold damage, ignores the save.

  • 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

  • Atmosphere

    The atmosphere sets which exposure the world carries. Thin means Extreme Cold at night and an ionizing dose by day; thick means Extreme Heat and Contaminated Atmosphere throughout. Airless means Vacuum.

  • Underground

    Life on a Barren world is found below the surface, and the regions worth mapping are subterranean.

  • Regolith

    Dust is unweathered and abrasive. A suit worn on the surface for more than a day needs a DC 12 Technology check or loses its rating.

  • Ionizing dose

    Unshielded on an airless Barren world, a creature takes a level of exhaustion each hour that a long rest will not clear. It is removed by a DC 12 Medicine check, a restorative spell or antiradiation drugs. Rated shielding removes the effect, and most powered plate raises the interval to four hours.

Regions on it

  • Alpine The zone above the snow line: rock, ice and thin air, on ground that has to be climbed.
  • Ash Column An eruption column of ash and gas, and the abrasive, electrically charged fallout downwind of it.
  • Desert Dry ground that loses more water than it receives, mostly rock and scrub with some open dune.
  • Highland Mountain country below the snow line: long sightlines, slow going and fast-changing weather.
  • 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.
  • Storm Front Organized violent weather on the move, with high wind, whiteout and a visible advancing wall.
  • Subterranean Everything under the surface, with no light, no weather, and a route set by what the rock allows.
  • 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.
  • Volcanic Field Recently resurfaced ground of fresh rock and vented gas, with a surface that may not hold weight.

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