Hazard

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There are dangerous things in the world other than weapons and enemies. Hazards may appear as part of encounters or during narration.

  • Acid: Acid deals burn damage, but mat not be reduced with a snap. If you discard apparel or armor you eliminate the burn but the item is destroyed.
  • Current: A current is a force pushing you in one direction. A current has a strength from 1 to 10, and on your turn you must use a defense check and roll against your strength score to resist it. If you fail (or don't use the defense) you are pushed a number of areas equal to your failure margin, up to a maximum of the current's strength. It is most common to experience currents in water, but strong winds can create currents on the ground as well.
  • Drowning: You drown any time you can't breathe, usually because you are underwater. Each round you can't breathe you lose a grit, plus grit equal to the number of rounds you've been drowning. As usual if you are out you take hits instead of grit. You might choose to start drowning on purpose, holding your breath to avoid an airborne toxin for instance. While you are swimming you begin drowning if you gain interference, and stop drowning if you make a successful agility check and move to the surface.
  • Falling: If you are forced off a ledge or gain interference where you could fall you teeter. You are holding onto the ledge and count as down. If you get interference while teetering (or are pushed) you fall. You fall 10 areas a round. When you hit the bottom you are down and take damage based on how far you fell: 1dE per area (maximum of 50 areas). Blue and red both deal hits, and stagger disables a limb for each multiple of your stamina. You can dive to subtract your jump speed from the distance fallen.
  • Fire: Fire deals burn dice, with more intense flames rolling more dice. If an object has more than 5 burn it stops at 5, but excess burn spreads to adjacent objects. More than 10 burn sets fire to the entire map segment. Anyone in the segment suffers 1 burn each round. The condition change at an exchange can spread or diminish the flames. If you can eliminate 10 or more burn the segment stops burning, though individual objects remain on fire.
  • Lava: Lava and other molten solids with extreme temperatures are treated as though they had 10 burn. Anything that enters lava's area (or anything in an area that lava enters) immediately takes 10 burn. You suffer half that for being adjacent, so 5 burn, and half again (round down) for each area out from there.
  • Vacuum: Space is a dire cold climate, with no air to breathe and ravaging low pressure. Unless specifically protected you begin to drown as soon as you enter vacuum, and also suffer 1 hit each round from the cold and pressure.

Climate

Climate extremes can harm you. A harsh climate may be hot or cold, and forces you to make an endurance check each day. If you fail, you become hot or cold, depending on the climate. An extreme climate is the same, but there is a penalty to the check. A dire climate immediately makes you hot or cold, and deals a hit each round you are unprotected. To eliminating hot or cold you must rest in a moderate (or the opposite) climate. If you gain hot or cold while you already have the state, you become exhausted instead, and then suffer 1 grit beyond that.

Disease

When you exposed to a disease you make a recover check against strength. If the check fails you become sick with the disease. While you are sick you can't regain grit or hits. If you succeed at a recovery check you are no longer sick, but you still have the disease and suffer any latent effects. A disease is only eliminated when its cure condition is met. Usually you can assume that the cure condition is met during a respite, but the referee may rule otherwise.

  • Intimacy: You exposed if you kiss a carrier.
  • Scratch: You exposed if you suffer hits from a carrier.
  • Contagion: Touching (or being touched by) anything in a location exposes you.
  • Airborne: Breathing the air in a location exposes you.

Toxin

Toxins are poisons with harmful properties. The duration of a toxin depends on whether it was contacted, injected, or imbibed. Keywords can affect the number of doses a hit delivers, penalize endurance checks to resist toxins, or enhance the effects a toxin rolls. If you are hit by multiple toxins, all doses and keywords stack, and you use the attack with largest number of effect dice. You may coat a weapon with toxin with an action. An attack delivers a contact dose and dealing hits delivers an injected dose instead. After any hit roll a die, and a red result means you must re-apply the toxin for it to have further effect. If you gain interference you suffer a contact dose yourself.

  • Contact occurs if you touch the toxin. You suffer the toxin effects once and there is no further effect.
  • Injected occurs if you suffer hits from an attack that delivers toxins. You gain the poisoned state. Roll an endurance check each turn, and if its success margin meets or beats the number of poisoned markers you remove one. Whether you succeed or fail you suffer the toxin's effects.
  • Imbibed occurs if you eat or drink the toxin while resting. You become sick and start a complication, checking against your endurance. With each check you suffer the toxin effects, plus you suffer them again as a consequence for each failure margin. The target for the complication is 10 times the number of doses you imbibed.

Trap

A trap is triggered by characters, and have different purposes: alerts, hindrances, and damage. An alert trap makes opponents aware that someone is there. A hindering trap may capture you, slow you down, or otherwise prevent you from reaching an objective quickly. A damage trap will try to harm or kill you to prevent you from reaching an objective at all. Some traps may fulfill multiple purposes. Unless traps are used in an encounter and tied to specific areas, roll an effect die for luck. On a green result you do not trigger the trap, although someone else may. On a blue result you trigger the trap. On a red result roll and add as usual, with an eventual green die spotting the trap, and a blue die giving you penalties to avoid the effects of the trigger. A trap trigger should force one check to either detect it or avoid it before it springs. What you check depends on the trigger.

  • Pressure. Triggered when you ground move into a specific area or put weight on a specific spot. May be avoided with an agility check.
  • Sensor. Triggered when you move into an area by any means, or pass a specific spot. May be avoided with a perception check.
  • Tripwire. Triggered when you disturb an area. May be avoided with an agility check or a perception check (your choice).
  • Use. The trap is triggered when an item is equipped or used. This can include pulling levers, opening doors, or even picking locks. May be avoided with a subterfuge check.

If a trap is avoided above, you discover it and may either continue to avoid it, or attempt to disable it with an operate check. If you gain interference in the same location as a trap you trigger it.

  • Alarm. Any unaware guards become aware, and all uses of sneak have a penalty until the alarm is disabled.
  • Barrier. The trap triggers a barrier, such as a sliding wall or closing door. A barrier that fills an area is a Dropcrush in addition to being a barrier. Barriers will have an armor and strength, or possibly a success margin to lift.
  • Blades. The trap springs blades that slash or impale. Treat blades like a sword, spear, or more with a strength based on the trap mechanism. Blades may also have toxins.
  • Deadfall. The trap has a depth, and you suffer falling effects. Usually the deadfall does have a ledge at the top you may attempt to grab and teeter on. Some deadfalls have blades at the bottom that change red results to kill.
  • Detonation. The trap explodes, centering on the area. Treat like a grenade or more. Anyone with a blue or red result is close enough to be in the blast if anyone triggers the trap.
  • Dropcrush. Something large falls or rolls onto the area of the trap. Treat like a slam rolling 10 effect dice per area of material falling. The dropcrush will continue doing effects until you can get out from under it. A dropcrush may also roll at a set speed along a track, usually with a speed of 5.
  • Gas. The trap fills the area with an airborne contact toxin. You begin drowning and suffer the contact effect, or breathe and suffer the injected effect. If you are out, you start to breathe.
  • Snare. The trap locks you, usually with a net, lasso, or other mechanism. The snare has an armor and strength, and opposes any attempt to escape with its strength. Snares may be barbed, and deal hits equal to your failure margin.

Weather

Weather may be a direct hazard, or may simply affect other hazards. Regions will usually have a default weather pattern, or extremes that can occur as blue events or escalating conditions after an exchange.

  • Cyclone: A cyclone is an especially powerful storm, rated from 1 to 5. The winds become currents with a strength equal to the rating. Your wilderness check to avoid consequences from a cyclone suffers penalties equal to the rating as well. You may have to endure an exchange equal to the rating if you can't find shelter in time, and the consequences are usually hits equal to the rating. A cyclone is usually preceded and followed by a storm.
  • Dust: Walls of dust may accompany winds, cutting visibility to 5 or even 0 areas.
  • Flood: A flash flood moves at the same speed as its current strength. You might attempt a chase to get out of its path in time, or have to survive an exchange of drowning with with penalties equal to the current rating.
  • Lightning: In very open spaces lightning can be a threat. Interference from a storm's survive check can draw a bolt rather than the usual effects. Treat lightning as a 12dE slam.
  • Rain: Light rain is similar to mist, giving a visibility penalty beyond 10 areas. Heavy rain is like fog, forcing the visibility penalty beyond 5 areas. Rain may turn a climate harsh and cold, and heavy rain may be a prelude to a flood.
  • Storm: - Storms have rain and wind, plus they may do damage if you aren't protected. Storms are usually a complication that require participation for an exchange. You check against wilderness, and the consequence for failure is hits. If you take hits from a storm you are automatically exhausted afterward. A storm may offer a target to find or build shelter in time and avoid participation.
  • Wind: Strong winds add a penalty for ranged attacks. Extreme winds (like those in a cyclone or strong storm) add a current from 1 to 5, and a penalty to ranged attacks equal to the current rating.

See Also



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