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=== THE ENVIRONMENT === In DragonStar and many sci-fi setting the environment can be as dangerous as an enemy. ATMOSPHERE</br> Most major life forms of the setting breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic).</br> '''Vacuum''': The void of space contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), every round it suffers 1d6 hit points of damage and must make a '''DC15''' Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a '''DC15''' Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).</br> The victim recovers back hit points and exhaustion per regular means in normal atmosphere.</br> '''Thin''': Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized void suits or rebreathers to operate safely in a Thin atmosphere. Creatures without a this protection require a '''DC15''' Constitution save every 5 minutes of exposer. Heavy activity can increase save to every minute or every round of combat like activity. Failure causes a level of exhaustion. This can lead to death.</br> The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure.</br> '''Normal''': Standard atmospheres have no special effects. Types between Normal and Thin or Dense may also exist. Use whatever condition is closest but either extend the time before requiring a save and/or decrease the '''DC''' of the save. Also a maximum of 4 levels of exhaustion can be caused from these lower conditions.</br> '''Dense''': A Dense atmospheres have a higher pressure than standard and are generally not as difficult time breathing as in a thin atmospheres. A being must wear some sort of breathing apparatus or make a '''DC15''' Constitution save every 30 minutes or 5 minutes with heavy activity. Failure results in one level of exhaustion. This exhaustion can kill the subject.</br> Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.</br> '''Hazardous''': Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or toxic wastelands (both natural and from pollution, etc.) or do to some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus and/or biosuit to protect their skin must make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Any failed Constitution save also imposes the '''''Poisoned''''' condition onto the target. This condition is not removed until all of the subject’s exhaustion levels have been removed.</br> Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes. GRAVITY</br> Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. Being in higher gravity inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.</br> In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They can still suffer disadvantage on Strength and Dexterity saves. * ''Super-Heavy G''': Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base). * ''Heavy G'': Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base). * ''Low G'': Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal. * ''Micro-G'': Carrying capacity, lifting, leaping distances and Speed are doubled over normal. However, when firing non-recoilless weapons in micro-g environments when not braced (same as Zero-G, but a failed check knocks the attacker prone instead of tumbling). ''Zero-G Effects'': Movement and combat in zero-g is tricky due to momentum and disorientation. When not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Firing non-recoilless weapons in a zero-g environment automatically sends a target tumbling and is at disadvantage. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature attempts a '''DC15''' Dexterity (Acrobatics) skill check to ‘right’ itself (at disadvantage). Success means it is no longer tumbling. A creature can spend its Action and make a '''DC12''' Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface or with a DC15 if firing a non-recoilless weapon using burst fire or autofire weapon features. Magnetic books can latch onto a metal hull as a bonus action and with no check required. Being anchored in this way allows normal Strength and Dexterity based skills checks and attack rolls that will not send you tumbling. However your speed that round is 0. '''OTHER HAZARDS'''</br> COLD WEATHER</br> Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a '''DC15''' Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing normal winter clothing (or a wetsuit if underwater). If not increase the '''DC20'''. Advanced arctic suits ignore the basic condition and grant advantage on the save below 0° F down to around -40° F then standard saves and finally at disadvantage on saves below -80° F.</br> Below -100° F (uncommon except in space) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute. EXCESSIVE HEAT</br> Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day (for a typical Medium sized creature; half that for a Small and double for a Large sized creature), they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make '''DC15''' Constitution check every four hours, add +2 to the '''DC''' if the creature has half the water needed, add +5 to the '''DC''' if less than half. Add +1 to the '''DC''' for every 5 degrees above 90 the temperature is. However lower the '''DC''' by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.</br> The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this. PRESSURE</br> Pressure can come from dense atmospheres on some alien worlds or being deep underwater or hard-g maneuvers in an atmosphere. Dense atmospheric pressure requires a '''DC10''' Constitution saving throw every hour, 10 minutes if exerting oneself.</br> Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to '''DC15''' each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.</br> Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15''' Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a '''DC20''' or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.</br> You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking). RADIATION</br> There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.</br> ''Dangerous'' levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of radiation damage and also a reduction of the creatures maximum hit point total by the same amount. ''Extreme'' levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of radiation damage (½ if you saved) an also a reduction of the creatures maximum hit point total by the same amount. ''Deadly'' levels of radiation require a '''DC15''' save but every round or suffer 3d6 hit points of radiation damage (½ if you saved) and a reduction of the creatures maximum hit point total by the same amount. For all levels a failed Constitution save also imposes the '''''Poisoned''''' condition onto the subject.</br> You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The poisoned condition is not removed until you have restored you maximum hit points to full first.</br> The void of space is considered to have a Dangerous levels of radiation.
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