Hard Vacuum + Cold

Hard Vacuum + cold: hold breath CON rounds, then Fort saves vs ebullism (DC 15, 1d6/round + Sickened) and cold (DC 15, 1d6/round + Fatigued).

Hard Vacuum + cold zones are areas with no atmosphere and extreme cold -- deep space, a Derelict ship, or a cryo-chamber breach. Characters in these zones must hold their breath for a number of rounds equal to their Constitution (minimum 2). Each round beyond that, they make a Fortitude save (DC 15) or take 1d6 damage from ebullism and gain the Sickened condition. Additionally, they must make a Fortitude save (DC 15) each hour or take 1d6 cold damage and gain the Fatigued condition. Characters wearing sealed suits gain +4 resistance to these saves.

Rules Reference

FieldValue
Duration / Default Formulauntil re-pressurized or warmed; ticks each round/hour
Duration / Typepersistent
Onset / Triggerexposure
Onset / Typeimmediate
Prevented BySealed suit, Construct physiology (does not breathe)
PreventsSpeech, Sound-based communication
Recovery / Requires Warmthtrue
Save / Dc15
Save / Interval1 round (ebullism), 1 hour (cold)
Save / TypeFortitude
Stackingreplace
Categoryhazard

Effect

description: After held-breath rounds: 1d6 ebullism damage per failed Fort save.

FieldValue
descriptionAfter held-breath rounds: 1d6 ebullism damage per failed Fort save.
modifier-1d6
targethp

description: 1d6 cold damage per failed Fort save.

FieldValue
description1d6 cold damage per failed Fort save.
modifier-1d6
targethp

description: Gains Sickened while exposed (ebullism).

FieldValue
descriptionGains Sickened while exposed (ebullism).
modifiersickened
targetcondition

description: Gains Fatigued from cold exposure.

FieldValue
descriptionGains Fatigued from cold exposure.
modifierfatigued
targetcondition

description: Fail by 5+ = unconscious.

FieldValue
descriptionFail by 5+ = unconscious.
modifierunconscious
targetcondition

description: After CON + 2 rounds without air, suffocates and begins dying (COND-BLEEDING).

FieldValue
descriptionAfter CON + 2 rounds without air, suffocates and begins dying (COND-BLEEDING).
modifiersuffocate
targetcondition

Mitigation

description: Sealed suit grants +4 resistance.

FieldValue
descriptionSealed suit grants +4 resistance.

description: Patch a punctured suit with a Reflex save (DC 15) or Mechanics check.

FieldValue
descriptionPatch a punctured suit with a Reflex save (DC 15) or Mechanics check.

description: Re-pressurize the area or move into a pressurized compartment.

FieldValue
descriptionRe-pressurize the area or move into a pressurized compartment.

Severity Tiers

effect: Hold breath CON rounds, then Fort saves

FieldValue
effectHold breath CON rounds, then Fort saves
tierpartial

effect: 1d6 damage/round (ebullism) + 1d6/hour (cold), Sickened/Fatigued, suffocation after CON+2 rounds

FieldValue
effect1d6 damage/round (ebullism) + 1d6/hour (cold), Sickened/Fatigued, suffocation after CON+2 rounds
tierfull