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== THE ENVIROMENT HOUSERULES == '''ATMOSPHERE TYPES'''</br> '''Vacuum''': Vacuums 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), then 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). :The victim recovers back hit points and exhaustion per regular means in normal atmosphere. '''Thin''': Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized space suits to operate safely in a Thin atmosphere. Creatures without a space suit 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. :The victim recovers back exhaustion lost every 10 minutes in standard atmospheric pressure. '''Normal''': Standard atmospheres have no special effects. Types in-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. Up to a max of 4 levels of exhaustion. '''Dense''': 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. :Victims recover this exhaustion every 10 minutes if returned to standard atmospheric pressure. '''Hazardous''': Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or wastelands or some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus or make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments) or suffer an exhaustion level that can lead to death. Any failed save also imposes the ''Poisoned'' condition onto the target. This condition is not removed until all of the subject’s exhaustion have been removed. :Victims recover this exhaustion every 10 minutes if returned to standard atmospheric pressure. '''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. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws. In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations. * '''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. '''Zero-G Effects''': Movement and combat in zero-g is tricky due to momentum and disorientation. First, 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. A creature can spend its Action and make a '''DC12''' Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface. Unless a creatures is anchored in this or some other way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage. When attacking with non-recoilless weapons when not anchored the creature is sent tumbling. 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 can attempt a '''DC15''' Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling. <font size=3>'''OTHER HAZARDS'''</br></font size> '''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 0° F or below, this save is at disadvantage. These rolls assume the creature is wearing winter clothing or all-weather cloak or a wetsuit if underwater. If not increase to '''DC20'''. Advanced arctic suits ignore the basic condition and grant advantage on the save between 0° F to -40° F then standard saves and finally at disadvantage on saves down to -80° F.</br> Below this, without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute. The Void of space is colder but this value works. '''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 32° C 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, 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 (an all-weather cloak grants advantage with this save), 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° over 90° F. 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. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour or suffer a level of exhaustion. Extreme pressure, such as from high-g maneuvers in flight, increase this to DC15 each round. Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15'''. Failure results in 1d6 damage that also reduces the subject’s maximum hit point total. Taking ½ the safe time is a '''DC20''' or suffer 3d6 damage (½ if you saved) that also reduces your maximum hit point total and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage (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. :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 one level per long rest. '''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. Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC15''' save but every round or suffer 3d6 hit points of damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the ''Poisoned'' condition onto the subject. :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. The void of space is considered to have a Dangerous levels of radiation.
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