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== ENVIRONMENTAL SITUATIONS HOUSERULES ==
 
== ENVIRONMENTAL SITUATIONS HOUSERULES ==
These are only the most common environmental situations a runner might encounter. Z-gravity, the vacuum of space, etc. are really unlikely but see in Shadowrun but the basics are included in the rules.
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These are only the most common environmental situations a runner might encounter. Z-gravity, the vacuum of space, etc. are really unlikely but see other modern DnD5 for rules.
  
 
'''COLD WEATHER'''</br>
 
'''COLD WEATHER'''</br>
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Space includes temps below -100° F.</br>   
 
Space includes temps below -100° F.</br>   
  
'''EXCESSIVE HEAT'''</br>
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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, they may be tired and sunburned, but are in no immediate danger. 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 exhaustion can kill the creature.</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, they may be tired and sunburned, but are in no immediate danger. 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 exhaustion can kill the creature.</br>
 
In Space, without a spacesuit protection, causes a level of exhaustion every round automatically unless you have 'breathed out' the oxygen in your lungs (requires an Intelligence '''DC15''' save). You can ignore this exhaustion for a number of rounds equal to half your constition score. Physical activity, water and shade have no impact.</br>
 
In Space, without a spacesuit protection, causes a level of exhaustion every round automatically unless you have 'breathed out' the oxygen in your lungs (requires an Intelligence '''DC15''' save). You can ignore this exhaustion for a number of rounds equal to half your constition score. Physical activity, water and shade have no impact.</br>
  
'''PRESSURE'''</br>
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PRESSURE</br>
 
Pressure can come from being deep underwater or hard-g maneuvers in an atmosphere. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour, 10 minutes if exerting oneself. 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>
 
Pressure can come from being deep underwater or hard-g maneuvers in an atmosphere. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour, 10 minutes if exerting oneself. 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>
 
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 (these are recovered separately). 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).</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). 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).</br>
  
'''POLLUTION AND TOXIC CONTAMINANTS'''</br>
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POLLUTION AND TOXIC CONTAMINANTS</br>
 
In the Shadowrun timeline there are many contaminated zones where horrible industrial accidents happened created toxic zones and radioactive sites. Certain toxins and gaseous content of a hazardous zones do not support healthy life. Pollutions can include ingestion (drinking or eating contaminated animals or plants), inhaled or from skin contact. Creatures in a polluted environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. A creature without some kind of breathing apparatus must make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour or day or week depending on the level of pollution) or suffer 1d8 (or 1d6 or 1d4) points of toxic damage that reduces its hit point maximum by the same amount and one level of exhaustion. These level of exhaustion can kill the subject.</br>
 
In the Shadowrun timeline there are many contaminated zones where horrible industrial accidents happened created toxic zones and radioactive sites. Certain toxins and gaseous content of a hazardous zones do not support healthy life. Pollutions can include ingestion (drinking or eating contaminated animals or plants), inhaled or from skin contact. Creatures in a polluted environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. A creature without some kind of breathing apparatus must make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour or day or week depending on the level of pollution) or suffer 1d8 (or 1d6 or 1d4) points of toxic damage that reduces its hit point maximum by the same amount and one level 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 (these are recovered separately). Exhaustion levels lost due to pollution are not removed until you have restored you maximum hit points is returned to full.</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Exhaustion levels lost due to pollution are not removed until you have restored you maximum hit points is returned to full.</br>
  
'''RADIATION'''</br>
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RADIATION</br>
 
There are various degrees of radiation that causes damage and reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum are also reduced by the same 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 Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of necrotic 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 necrotic damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC18''' save but every round or suffer 3d6 hit points of necrotic 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.</br>
 
There are various degrees of radiation that causes damage and reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum are also reduced by the same 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 Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of necrotic 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 necrotic damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC18''' save but every round or suffer 3d6 hit points of necrotic 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.</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). The poisoned condition is not removed until you have restored you maximum hit points is returned to full.</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). The poisoned condition is not removed until you have restored you maximum hit points is returned to full.</br>

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