Some locations are inherently
dangerous
to be in,
regardless of any enemies or other challenges they might contain. Such
environmental hazards might force your party to bring more equipment or
effectively put a timer on something you're trying to accomplish. All
are quantified in degrees, and the effects of each degree replace all
lesser degrees.
Heat
Hot environments put your characters at risk of
hyperthermia, and are quantified in 3 degrees of heat hazard. Note that
all heat hazard rules describe dangers much different than heat energy
damage; this heat is a gradual danger over time, and does not actually
burn your character. As such, energy shielding has no effect against
heat hazards.
| Degree |
Effect |
Examples |
| 0 |
None |
Comfortable
temperature |
| 1 |
You take 4
exhaustion every 4 hours |
Hot summer weather
in temperate realms; normal daytime weather in I'Gremsul |
| 2 |
You take 4
exhaustion every 30 minutes |
Midday weather in
the Nanic desert; some distance away from lava; some industrial
buildings |
| 3 |
You take 4
exhaustion every 20 seconds |
Near lava; inside a
burning building |
Effects of
Armor The above
chart assumes a character is not wearing
armor.
If wearing armor, a character takes 50% more exhaustion from heat
hazard (that is, 6 instead of 4 in the above effects). This rule does
not apply to Standux armor that is currently folded.A character wearing
cold weather gear treats heat hazards as 1 degree more severe.
Effects of Dehydration If a character currently has minimum exhaustion as a result of dehydration (see Water), they take double exhaustion from heat hazards.
Taking Shelter
Deploying one's camping
equipment
can allow a character to take shelter from hot weather while resting;
this allows a heat hazard below 3rd-degree to be treated as 1 degree
lower. The same rule can apply to characters without camping equipment
who are able to find substantial shade or natural shelter.
Aside from this rule, rest has no
special effect
against
heat hazards; a resting character will both remove exhaustion from
rest, and gain it from the heat hazard.
Different
Species & Heat Hazards
Anthrosaurs and dryads, though not cold-blooded,
are
resistant to
the heat of their home realm. When resolving heat hazard for these
species, consider a heat hazard below 3rd-degree to be 1 degree
lower. Animals
that hail from warmer climates will have similar reductions. This
reduction stacks with the reduction from camping equipment or shelter.
All non-organics are immune to heat
hazards.
Cold Cold environments put your characters at risk of
hypothermia, and
are quantified in 5 degrees of cold hazard. Note that all cold hazard
rules describe dangers much more gradual than frost energy damage. As
such, energy shielding has no effect against cold
hazards.
| Degree |
Effect |
Examples |
| 0 |
None |
Comfortable
temperature |
| 1 |
None |
Summer nights and
spring/fall days in temperate realms; summer days in Hal'Tayat; most
caves and ruins. |
| 2 |
You take 5 exhaustion every 4 hours | Most daytime
weather in Hal'Tayat; clear winter days, spring/fall nights, or rainy
days in temperate realms |
| 3 |
You take 5
exhaustion every 30 minutes |
Snowstorms or
severe thunderstorms with wind; most nights in Hal'Tayat; winter nights
in temperate realms |
| 4 |
You take 5
exhaustion every 1 minute |
Severe blizzard
with wind and snow; extremely cold air |
| 5 |
You take 5 exhaustion every 20 seconds | Swimming in
ice-cold water |
Effects of
Clothing & Equipment The above chart assumes a character is wearing normal adventuring
clothing for their species. Such clothing is assumed to be durable and
decently water-resistant. Additional clothing to endure colder
environments can
be found in General
Equipment, and is referred to as cold weather gear.
If a character is without clothing for some
reason, or if
their clothing is compromised in some way (for example, non-adventuring
formal wear that has gotten wet), they must treat any cold hazard as 1
degree higher. Species with fur (such as Koh-Trr, minotaurs, and Adlet)
ignore
this rule.
Armor has no effect on cold hazards.
Effects of Starvation If a character currently has minimum exhaustion as a result of starvation (see Food), they take 50% more exhaustion from cold hazards.
Taking Shelter Deploying one's camping
equipment
can allow a character to take shelter from cold weather while resting;
this allows a cold hazard below 5th-degree to be treated as 1 degree
lower. The same rule can apply to characters without camping equipment
who are able to find natural shelter. This reduction stacks with the
reduction from cold weather gear.
Aside from this rule, rest has no
special effect against cold hazards;
a resting character will both remove exhaustion from rest, and gain it
from the cold hazard.
Different
Species & Cold Hazards
Vitur Roc are fully immune to cold
hazards. Elves
are
highly resistant, and consider all cold hazards to be 2 degrees lower.
Animals that hail from colder climates have similar reductions. This
reduction stacks with the reductions from cold weather gear and camping
equipment.
All non-organics are immune to cold
hazards.
Fire Proximity to large fires puts characters in danger of the ignited status (see Status). It may also constitute a heat hazard, but a fire hazard describes a more immediately pressing concern than the slow exhaustion of high temperatures.
Each
degree of fire hazard lists both fire and smoke effects. For unusually
enclosed environments, or for certain dirty-burning
fuel types, the GM may use the smoke effect listed for the next-highest
degree. Non-organics are immune to smoke effects, as are
characters with Respirator devices. Each degree also lists a visual
range limit; characters can only see that far through the flames and
smoke, unless they have echolocation or another non-visual sense. This
is not considered a smoke effect (and is thus not blocked by
respirators), but may be varied by the GM like smoke effects. The final
degree limits sight to such an extent that 1 Hindrance is added to DEX
and movement rolls, and 2 Easing to rolls versus bright light; this is equivalent to and does not stack with the effect
of smoke grenades.
Fire hazards can be gradually ignited and spread naturally,
but they are also instantly created by some heat or electric AoEs and
ZAoEs; see Combat
for energy damage rules, and see below for how they create fire
hazards, as well as how fires spread based on the environment.
| Degree |
Fire Effect |
Smoke Effect | Visual Range Limit |
Examples |
| 0 |
None |
None | None |
No fire, or sufficient distance from one |
| 1 |
Characters have a 10% chance to be ignited every minute (12 rounds). |
Characters must either hold their breath, or add 1 Hindrance to all rolls on SPD due to coughing. | Long (1 zone) |
Drifting sparks, smoldering embers, scattered small flames |
| 2 |
Characters have a 30% chance to be ignited every 30 seconds (6 rounds). |
Characters must either hold their breath, or add 1 Hindrance to all rolls on SPD, DEX, and STR due to coughing. | Medium |
Scattered campfire-sized flames |
| 3 |
Characters have a 30% chance to be
ignited every 5 seconds (1 round). They must add 1 Hindrance in any DEX
roll to extinguish ignition. |
Characters take 1 Hindrance to all rolls on SPD, DEX, and STR,
regardless of whether they are holding breath. Characters not holding
breath take poison A5 every 5 seconds (1
round). | Short |
Area filled with small fires; scattered bonfire-sized flames |
| 4 |
Characters have an 80% chance to be ignited every 5 seconds (1 round). They must add 5 Hindrance in any DEX roll to extinguish ignition. | Characters cannot breathe, and take 2 Hindrance to all rolls on SPD, DEX, and STR. They take poison A5 every 5 seconds (1 round). | Engaged; 1 Hindrance to DEX and SPD rolls; 2 Easing to CON rolls to resist blinding due to bright light |
Total conflagration |
Size & Timing Fire hazards can be either engagement-sized or zone-sized. Engagement-sized fire hazards affect all characters within engagement range, even if they were not struck by an AoE that created the hazard. If combat rules are in use, ignition chances and visual range reductions happen at the beginning of the action phase, possibly giving characters a chance to leave the area during that round's movement phase.
Maximum Degree Any given area has a maximum possible fire hazard degree, based on how much flammable material is present. The maximum degrees and example environments are:
-0 degrees for areas devoid of flammable material, such as entirely stone ruin rooms, empty paved streets, sand dunes, or areas totally covered in snow or water.Some zone features may have a maximum degree different from the zone in general - for example, a wooden village hut in a zone that otherwise consists of stone streets.
Energy Damage & Fires
Fire hazards are unavoidably created by sufficiently powerful heat
damage
AoEs (both deliberate and overeffect) and ZAoEs, as well as electric
ones to a lesser extent. An AoE
will create an engagement-sized fire hazard, while a ZAoE will create a
zone-sized hazard. For AoEs, consider only the area damage, not impact
damage; for cluster or lesser point ZAoEs, use the average of their
high and low damage values. At least 60 heat damage or 120 electric
damage is sufficient to create a fire hazard of the environment's
maximum possible degree. If the maximum is greater than 1 degree, a
lesser amount of damage will cause a proportionally lesser degree. For
example, 30 heat damage would cause a 2nd-degree hazard if the maximum
is 4, or a 1st-degree hazard if the maximum is 2.
If any of these rules affect an area already containing a fire hazard, the hazard is increased by the called-for amount of degrees. Degrees stack, but damage contributions do not; repeating small damage amounts over multiple attacks will not add up to a degree.
The GM may modify these rules to make fires easier to start if carelessness or
deliberate preparations have occurred (for example, dousing an area in
lamp oil or gunpowder).
Spreading & Dying Without outside intervention, fire hazards are liable to spread, particularly in environments with high maximum degrees. After a fire hazard has burned for 1 minute, and once every minute thereafter, the GM will roll a die, the size depending on the maximum hazard degree for that zone or area: d4 for a 4th-degree maximum, d6 for 3rd, d8 for 2nd, or d12 for 1st. On a result of 3 or less, the fire itself will intensify by 1 degree (if allowed by its maximum). On a result of 2 or 1, an area fire will additionally spread to the rest of its zone, or a zone fire will spread to all neighboring flammable zones (starting their fires at 1st-degree, which will begin rolling separately). Any result higher than 3 will neither spread nor raise its degree.
Once any given zone or area has rolled higher than 3 on any two of its
rolls (or when it has already reached its maximum degree and spread to
all neighboring flammable zones), no more rolling for that zone or area
is necessary. At this point, the fire begins dying down as
it exhausts its fuel; this generally happens at a rate of 1 degree
every 5 minutes, though this may be varied by the GM based on the
amount of flammable material. Flammable structures that 4th-degree fire for at least 2 minutes will collapse (see Demolition & Collapses).
Wildfires If an
outdoor fire hazard has reached 4th-degree and spread into many zones, the GM may rule that a wildfire has started.
Rather than continuing the roll for zone spreading, they will set an
effective mph speed for the fire's spread. They may base this on their
own judgment of the peculiarities of the environment, or simply roll
d12. If the party is unfortunate enough to still be in the area, they
must escape using travel
rules. Zones overtaken by the wildfire immediately burn at 3rd-degree,
reaching 4th-degree after 10 seconds (2 rounds). Characters might still
survive if they can immunize themselves to both smoke and ignition,
or perhaps find a less-flammable zone or body of water.
Extinguishing Fires
To extinguish fire hazards via conventional means - beating them out or
carrying water from a water source - characters may use a General Labor
process action, with a roll interval of 1 minute (roll before the
spread chances are rolled, if an extinguishing attempt begins
immediately). The exhaustion cost is 1 per roll. Point goals are
tracked by zone, or by
engagement-sized hazard for smaller fires. A zone-sized fire will have
its degree decreased by 1 for every 100 points, while an
engagement-sized one will have it decreased by 1 for every 20 points.
If at least half this many points (50 or 10) are contributed in a
single minute, that fire does not roll for spread or degree increase.
Water sources with an available means of transport (such as buckets or
pseudogravity)
are required for fires of 3rd-degree or higher, and cause double points
to apply toward 1st- and 2nd-degree fires. Pseudogravitic general labor
is usually valid, as it can either smother the fire with dirt or move
water.
Fires can also be extinguished by frost damage
AoEs and ZAoEs. For every 25 ZAoE damage or 125 AoE area damage, a
zone-sized fire is reduced by 1 degree. Engagement-sized fires are
reduced by 1 degree for every 25 damage of either kind. For cluster
ZAoEs, as well as lesser point ZAoEs targeting a zone fire, use the average of their high and low damage values. Unlike
fire-starting damage, fire-extinguishing damage can stack with all
previous damage over the previous 2 rounds (for example, multiple
attacks using smaller frost weapons to put out one degree). Some chemistry devices copy the extinguishing effects of frost damage, without actually risking the environment further with more damage.
Psychic hazard from any source is quantified in 3 degrees; see below the chart for rules specific to particular sources of hazard. If multiple areas overlap, consider only the more severe degree (they do not stack into a more severe one).
| Degree |
Effect |
Examples |
| 0 |
None |
Normal areas |
| 1 |
Roll d8 on WILL
upon first encountering the area, and for every 12 hours you stay; if you fail, you take trauma equal to the amount by which you failed. |
Draconic: Anywhere
within Eer'Kalla or Uuranoss, or inside a dragon's lair Dark: Within 8 miles of the Tennebris, or 1 mile of the Tennebris Guardian; in the company of a sorcerer |
| 2 |
Roll d12 on WILL
upon first encountering the area, and for every 4 hours you stay; if you fail, you take trauma equal to the amount by which you failed. |
Draconic: Districts
within Eer'Kalla or Uuranoss visited regularly by multiple dragons Dark: Within sight of the Tennebris or Tennebris Guardian; inside crypts of Atro Imætis or other Aterr shrines in Lur-Asko; sometimes near large numbers of Aterr |
| 3 |
Roll d20 on WILL
upon first encountering the area, and for every 30 minutes you stay; if you fail, you take trauma equal to the amount by which you failed. |
Draconic: Inside
the Most Sacred in Eer'Kalla; inside the Red Synod Chambers in Uuranoss Dark: Inside the Tennebris |
Radiation
The radiation used by particle weapons does not typically remain in the
environment, sickening only those it strikes. Likewise, the explosion
sites of the Nucleonic War have long since decayed into safety.
However, some ruined Alacrian industrial sites continue to emit
dangerous
radiation, and nucleonic weapons could theoretically be used outside
the range of the ancient nucleonic silencers placed throughout
Lur-Asko. Such environments risk afflicting characters with Alacrian
war fever (radiation sickness); see Disease.
| Degree |
Effect |
Examples |
| 0 |
None |
No unusual radiation |
| 1 |
Roll to avoid
contracting Alacrian war fever, with a longer contraction interval of
12 hours. |
Damaged Alacrian
industries; seasons-old nucleonic explosion sites |
| 2 |
Roll with 2
Hindrance to avoid contracting Alacrian war fever. |
Heavily damaged, highly exotic Alacrian industries; days-old nucleonic explosion sites |
| 3 |
Roll with 4 Hindrance to avoid contracting Alacrian war fever, with a shorter contraction interval of 1 minute. | Recent nucleonic
explosion sites |