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