Exploration
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Environments
This is list of common altered environments.
Aquatic
- Disoriented 1 unless using swim speed
- bludgeoning attacks deal half damage and have disadvantage
- energy and gas-based attacks have disadvantage and deal half damage but also automatically damage the user and everything else in the same melee
Falling
- Falling Speed Round 1 you fall at 50kph/30mph, round 2 you fall 100kph/60mph, and thereafter you fall at 200 kph/120 mph.
- Landing Falling damage is 1d10 + yards/meters fallen (max +200) - Dexterity (Acrobatics) check result (minimum 0). If you take damage you fall prone.
- Size +1d10 per size larger than medium. Small take 1/2 falling damage, tiny 1/3, diminutive 1/4, fine 1/8.
- Jump Down If you intentionally jump, you can make Strength (Athletics) check instead.
High Gravity
- falling damage doubled
- -1 maneuverability
- -1 acceleration
- -1 max speed
- Disoriented 1
- -5 Str and Dex-based rolls and DCs
Low Gravity
- falling damage/speed halved
- -1 maneuverability
- +1 acceleration
- +1 max speed
- Disoriented 1
- +5 Brawn (but not damage or DCs)
Obstacles
Obstacles include things like climbing, hurdles, tight ropes, swimming, and other precarious terrain that hinders your movement. All obstacles have a DC for a check you must make to move into, out of, past, over, under, or through them.
- Critical Success You overcome the obstacle unscathed.
- Success You interact with the obstacle suffering only half its normal damage or conditions. Unless noted otherwise, this means you're Slowed 1 for 1 round.
- Failure You suffer the obstacles conditions. Unless noted otherwise, this means you're Slowed 2 for 1 round.
- Critical Failure You suffer the obstacles conditions but worsen them by 1 tier (ex. Slowed 3 instead of Slowed 2).
Zero Gravity
- falling damage/speed halved
- automatic feather fall with Dex (Acrobatics) check
- -1 maneuverability
- +1 acceleration
- +1 max speed
- Disoriented 2
- +10 Brawn (but not damage or DCs)
- pushing up against anything such as making an attack or maneuver causes you to go in the opposite direction 1d6 spaces (costs you no additional action, counts as forced movement).
- if you move, you continue to move in that direction at the same speed at the start of your next turn automatically unless you grab a ledge to stop moving
Hazards
When exposed to a hazard, a timer begins and keeps ticking until the interval is up or you are no longer exposed to the hazard. At the end of that interval, if still exposed to the hazard, you make a saving throw against the ill effects of the hazard. Every interval you remain in the hazard, the DC to resist it increases by 1.
Damage types and ill effects may vary. Resting and recovering from a hazard requires you not to be exposed from it for the duration of the rest. Some exposures may have an onset time, meaning you must be exposed for the onset time before the hazard begins to affect you. Leaving the hazard for even one round allows you to reset the onset time.
Unless noted otherwise, hazards are as follows:
Damage: 1d6 + level
Conditions: cannot heal naturally until the target ceases to be exposed to the hazard
DC: 10 + number of intervals exposed. You must fully recover from a hazard for the DC to return to the base DC.
Ailments function as hazards except that they affect you additional times within the same interval if you're exposed multiple times such as being dosed with poison.