Extreme Climates (PSR Supplement)
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Common Hazards
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Venturing for hours through inhospitable climates can test a creature’s mettle in ways encounters might not. At the end of each phase or shift, there's a chance you need to make a saving throw against the climate you're enduring. See the "danger d6" rules in phases or shifts. When time is broken into phases, the area tends to be more dangerous and protags are under much greater stress, reflected in these saves occurring much more often than in shifts.
Typically when this save is a mark 10 Grit save, and on a failure you lose a carry slot. Different circumstances about different climates are detailed below, though your campaign may feature other climates.
Acclimation. If a creature is “acclimated” to any extreme climate, it never needs to make saves for working in that climate. Creatures encountered in that climate are almost always acclimated to it.
Becoming Acclimated? Some features may specifically grant you acclimation. Otherwise, your narrator decides whether protags can acclimate to an environment or not. Realistic acclimation would take a month or more, if it’s even possible at all.
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