Steampunk. When an enemy does an action here, they receive 1 level of exhaustion each time, and sleep cannot recover it. This trait only triggers when the pumping unit is on.
Oxy-Capacitor. Each recruit present gets +3 oxygen counters, but to recover these in the room will cost 1 constitution point. Small rests recover up to 3, long rests recover up to 8. One oxygen counter remedies 1 point of oxygen.
Manufacturing v2. Supply this monster with 1 piece of oil to recover 1 unit of exhaustion. This does not cost an action.
Pumping Unit. This monster can store up to 1500 pieces of coal, supplying anything within 15 miles. Everything covered may breathe, ignoring any terrain hazards for such, and is unaffected by anything temperature based. This can be toggled on/off freely.
Security Perimeter. If there's an enemy present where this is, you must challenge that enemy first in order to use this construct, either killing or converting them.
Iron Lung. Supported forces loose 3 constitution while it's active, unless they have an oxygen supply.
Description
This version is considerably better, adding respiration to the factors, but moving it requires heavy, bulky, connections, especially if it's lifted/sunk.
Lair and Lair Actions
Regional Effects
The region containing a hyperbaric turbine lair is quarantined, which creates the following effects:
- Every 65 minutes causes 1 unit of exhaustion, triple when heavy labor is used.
- Forces can do a light sleep for 5 oil, a heavy sleep for 15 oil each covering exhaustion.
If the Hyperbaric turbine dies, these effects fade over the course of 2d4 days.
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