Extreme Climates (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

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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.

Extreme Cold


This includes temperatures well below freezing, such as 0°F or -20°C.
  At the end of each phase or shift you spend in extreme heat, there's a chance you must succeed on a mark 10 Grit save or lose a carry slot.
  You needn't make this save if any of the following apply:


Extreme Heat


This includes sweltering temperatures, such as above 100°F or 40°C.
  At the end of each phase or shift you spend in extreme heat, there's a chance you must succeed on a mark 10 Grit save or lose a carry slot.
  You needn't make this save if any of the following apply:


Miasma


Miasma is an area of patchy foul-colored fog filled, often with flying insects. It is particularly common in swamps or polluted urban areas, and in some cases it can stretch for miles.
  At the end of each phase or shift you spend in miasma, there's a chance you must succeed on a mark 10 Grit save or become Poisoned until you either finish a shift of camping or a day of downtime. If already Poisoned this way when you fail this save, you instead lose a carry slot.
  You needn't make this save if any of these apply:


Thin Air


It can be difficult to breathe at high altitudes and in ventilation-deprived caves, among other locations.
  At the end of each phase or shift you spend in thin air, there's a chance you must succeed on a mark 10 Grit save or lose a carry slot.
  You needn't make this save if any of these apply:

  • You have no need to breathe.
  • You have a feature saying you can consistently hold your breath for 10 minutes or longer.
  • You camped this shift, or spent this phase taking a break.




  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
  • Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].