Environment
Each of the environments presented in this section uses the terrain rules in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate and natural disasters. Many places have the traits of multiple environments; a snowcovered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even difficult terrain).
The Environmental Features table (see below) lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature while also providing a rough estimate of the danger or complexity of the feature.
Environmental Damage
| Category | Damage |
|---|---|
| Minor | 1d6–2d6 |
| Moderate | 4d6–6d6 |
| Major | 8d6–12d6 |
| Massive | 18d6–24d6 |
Aquatic
Currents and Flowing Water
Underwater Visibility
Arctic
Ice
Snow
Desert
Rubble
Sand
Forest
Canopies
Trees
Mountain
Chasms
Rubble
Slopes
Swamp
Bogs
Underground
Urban
Airlocks
Catwalks
Wide catwalks are easy to move across and commonly appear in warehouses, engineering bays, and other large spaces. Narrow catwalks are common in starship interiors and other places where spaces are cramped, and they're difficult terrain. Unstable catwalks and narrow catwalks that lack railings likely require creatures to Balance to cross safely. Creatures that fall off or are pushed off a catwalk take falling damage.
Characters on a catwalk can usually Take Cover. Depending on the catwalk's construction material and rails, as well as the positioning of creatures, catwalks could provide cover automatically.
Crowds
A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it's slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd.
Doors
Automatic doors don't require an Interact action to open and instead operate based on proximity. Many automatic doors have control panels and are keyed to a security feature, such as an ID card or retinal scan. Such security features can usually be bypassed using Disable a Device.
Elevators
Prying open the door to an elevator shaft when the elevator isn't present or opening the ceiling hatch in an elevator car often requires 2 or more Interact actions to open. Often, the doors must be Forced Open or the hatch must be unlocked using Disable Device or Pick a Lock. Elevator shafts are equipped with ladders to ascend or descend. Creatures in an elevator shaft run the risk of falling or being crushed by an elevator car.
Floors
Maintenance Tunnels
Rooftops
Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between. A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up.
Security
Most buildings, structures, and space stations have security measures, typically including surveillance cameras or observation drones. Security guards often monitor these surveillance systems in designated rooms or buildings, or authorize remotely controlled drones or robots to defend a facility. Traps such as sentry turrets, laser turrets, and laser webs are also common security features.
Sewers
Sewer Gas
Stairs
Streets
Street signs and lights direct traffic along roads, streetlamps cast light along their length, and sidewalks flank both sides of the street for pedestrians. Intersections, crosswalks, corridors, underground tunnels, and raised platforms enable pedestrians to cross thoroughfares safely. Breaking traffic laws is likely to draw the attention of local law enforcement and increases the threat of vehicular accidents.
Walls
Weird
Outer Space
Cosmic Radiation
Drift Beacons
Solar Flares
Vacuum
Decompression
Atmosphere
Normal Atmosphere
Corrosive Atmosphere
Thick Atmosphere
Thin Atmosphere
Toxic Atmosphere
Climate
Fog
Precipitation
Visibility
Fatigue
Thunderstorms
Temperature
Appropriate cold-weather gear can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.
| Category | Temperature | Fatigue | Damage |
|---|---|---|---|
| Incredible cold | –80°F or colder | 2 hours | Moderate cold every minute |
| Extreme cold | –79°F to –20°F | 4 hours | Minor cold every 10 minutes |
| Severe cold | –21°F to 12°F | 4 hours | Minor cold every hour |
| Mild cold | 13°F to 32°F | 4 hours | None |
| Normal | 33°F to 94°F | 8 hours | None |
| Mild heat | 95°F* to 104°F* | 4 hours | None |
| Severe heat | 105°F* to 114°F | 4 hours | Minor fire every hour |
| Extreme heat | 115°F to 139°F | 4 hours | Minor fire every 10 minutes |
| Incredible heat | 140°F or warmer | 2 hours | Moderate fire every minute |
| * Adjust temperatures down by 15° in areas of high humidity. | |||
Wind
Moving in Wind
Even on the ground, particularly strong winds might require a creature to succeed at an Athletics check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty.
Gravity
Extreme Gravity
High Gravity
Normal Gravity
Low Gravity
Zero Gravity
Movement in Zero Gravity
Radiation
Radiation and Technology
Radiation Sickness
Natural Disasters
Acid Rain
Avalanches
An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.
Burial
Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-foot-by-5 foot square every 4 minutes with a successful Athletics check (or every 2 minutes on a critical success). Using shovels or other proper tools halves the time.
Blizzards
Collapses
Earthquakes
Fissures
Soil Liquefaction
Tremors
Floods
Gravity Wells
Magnetic Storms
Psystorms
Sandstorms
Tornadoes
Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster.
Tsunamis
Volcanic Eruptions
Ash
Lava Bombs
Lava Flows
Pyroclastic Flows
Vents
Vortex
Wildfires
Flames
Heat
Smoke
| Feature | Proficiency DC Band |
|---|---|
| Airlocks | Untrained–trained |
| Atmosphere | — |
| Avalanches | Expert–legendary |
| Blizzards | — |
| Bogs | Untrained–trained |
| Catwalks | Untrained-trained |
| Canopies | Trained–master |
| Chasms | — |
| Collapses | Expert–legendary |
| Cosmic Radiation | Expert–legendary |
| Crowd | Trained–master |
| Currents | Trained–master |
| Decompression | Untrained–expert |
| Doors | — |
| Earthquakes | Trained–legendary |
| Elevators | — |
| Floods | Expert–legendary |
| Floors | Untrained–expert |
| Fog | — |
| Gravity | — |
| Gravity Wells | Trained–master |
| Ice | Trained–master |
| Lava | Expert–legendary |
| Magnetic Storm | Trained–master |
| Maintenance Tunnels | Untrained–expert |
| Precipitation | — |
| Psystorms | Expert–legendary |
| Radiation | — |
| Rooftops | Trained–master |
| Rubble | Untrained–expert |
| Sand | Untrained–expert |
| Sandstorms | Trained–master |
| Security | — |
| Sewers | — |
| Slopes | Untrained–trained |
| Snow | Untrained–expert |
| Stairs | Untrained–trained |
| Streets | Untrained–trained |
| Temperature | — |
| Tornadoes | Master–legendary |
| Trees | Untrained–master |
| Tsunamis | Master–legendary |
| Underwater Visibility | — |
| Vacuum | Untrained–trained |
| Volcanic Eruptions | Trained–legendary |
| Vortex | Expert–legendary |
| Walls | See entry |
| Wildfires | Expert–legendary |
| Wind | Untrained–legendary |