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Environmental Events & Effects

Different environments will give the players benefits and burdens. Some produce dangerous events every few seconds while others have persistent effects that reach everywhere.  

Gravity Effects

The different types of gravities are present in all areas of the game system. The normal gravity type is the standard Earth gravity. The numerical measurement of gravity is often avoided, with these types used instead. They have different effects depending on which one is present. Zero Gravity is considered a type of gravity.  
Gravity Types Effects
Zero Gravity
  • A creature's normal speed becomes 0.
  • Kinetic Weapons have no limit to their range.
  • All weight becomes 0.
  • Fall damage is ignored.
  • A Full Rest doesn't recover hit points.
  • A Full Rest doesn't recover Ability Scores.
Low Gravity
  • Difficult terrain
  • All weight is reduced by 1/2.
  • Fall damage is reduced by 1/2.
  • A Full Rest only recovers one ability score's lost points.
  • When taking a Full Rest a player heals to their maximum hit points.
Normal Gravity
  • Full Rests take 6 hours instead of 8.
  • When taking a Full Rest a player heals to their maximum hit points.
  • When taking a Full Rest player Ability Scores heal to their usual.
High Gravity
  • Difficult terrain
  • All weight is multiplied by 2.
  • Fall damage is multiplied by 2.
  • A Full Rest takes 12 hours.

Atmosphere Effects

Every environment has an atmosphere type, some even have more than one. These types come with benefits and burdens. In most cases, a pressure suit can ignore atmosphere effects. A vacuum is an atmosphere type of space.  
Types Effects
Vacuum
  • Creatures can survive in a vacuum for a number of seconds equal to their constitution score multiplied by 10. They receive the unconscious condition after this time.
  • Every 6 seconds a creature is unconscious in a vacuum one of its ability scores becomes 0.
Thin Air
  • Creatures can survive in thin air for a number of seconds equal to their constitution score multiplied by 30. They receive the unconscious condition after this time.
Toxic
  • Creatures receive 1 point of toxic damage every 6 seconds in this atmosphere.
Irradiate
  • Creatures receive 1 point of radiation damage every 6 seconds in this atmosphere.
Frigid
  • Creatures receive 1 point of cold damage every 6 seconds in this atmosphere.
Scorching
  • Creatures receive 1 point of fire damage every 6 seconds in this atmosphere.
Energetic
  • Radio communication is reduced to 100ft.

Environment Types

Worlds, ships, and stations have environments that affect the player. Depending n the environment travel can be slowed or even dangerous.
Type Effect
Molten
  • Movement on the surface deals 1 point of fire damage every 6 seconds.
Rough  
  • Movement on the surface has difficult terrain applied.
 
Hazardous
  • Movement on the surface deals 1 point of kinetic damage every 6 seconds.
   

Environmental Events

Environmental events are often caused by the GM in combat or the weather of an environment. These events are not attacks. They don't always occur but they can often add an extra bit of interest to a fight. The ones below are examples but making a new event is relatively easy.  

Gas Leak

Through a natural or unnatural source, a puff of toxic fumes spews into the air. The GM chooses a point to be the source of this gas leak.   Each creature within a 20ft radius of the source needs to roll an Immunity Skill Challenge of 9 or higher. With a failure, the creature takes 1d6 toxic damage and half the total with a success.

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