Difference between revisions of "Hazard"

From AF wiki
Jump to: navigation, search
(Created page with "__NOTOC__ 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 da...")
 
Line 10: Line 10:
  
 
==Climate==
 
==Climate==
Climate extremes can harm you. A '''harsh''' climate may be hot or cold, and forces you to make a [[fortitude]] 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.
+
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==
 
==Disease==
Line 20: Line 20:
  
 
==Toxin==
 
==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 fortitude 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 larger number of effect dice. You may coat a weapon with up to 5 doses of toxin with an action. An attack delivers a contact dose and dealing hits delivers an injected dose instead, either uses up one of the doses on the weapon. If you gain interference you suffer a contact dose yourself.  
+
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 larger number of effect dice. You may coat a weapon with up to 5 doses of toxin with an action. An attack delivers a contact dose and dealing hits delivers an injected dose instead, either uses up one of the doses on the weapon. 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.
 
*'''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 a fortitude 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.
+
*'''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 fortitude. 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.
+
*'''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==
 
==Trap==

Revision as of 18:06, 15 November 2015

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 doused normally and won't spread. If you discard apparel or armor you eliminate burn, but the item is destroyed. If the item has incomplete coverage check it, and if it fails you only eliminate half your burn, rounding down. Some chemicals may eliminate acid burn, or convert it to immediate regular damage.
  • 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 when 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 move check on the surface.
  • Falling: If you are forced off a ledge or gain interference where you could fall you teeter. You may use a successful physical defense (if you have one) to hold onto the ledge and remain down, otherwise you start falling. Each time you pass a ledge you may try another defense to stop your fall. While you are holding a ledge you can use a snap to recover from being down, but you must make a successful lift check to pull yourself up. If you fail you remain down. If you gain interference while teetering 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: 1 hit and 2 grit per area (maximum of 50 areas). You can dive, and if you succeed you 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 10 burn at the end of an exchange, next exchange the condition should change to spread the fire to the entire map segment. Anyone in the segment suffers 1 burn each round. Next exchange that increases to 2 burn each round, and may spread to adjacent segments. If you can eliminate 10 or more burn the segment will deal one less burn instead.
  • 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.
  • 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 and gain the disease. While you are sick you can't regain grit or hits. If you succeed you are no longer sick, but you still have the disease and suffer its 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, or deem that a respite isn't possible while you are afflicted with the disease.

  • 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 larger number of effect dice. You may coat a weapon with up to 5 doses of toxin with an action. An attack delivers a contact dose and dealing hits delivers an injected dose instead, either uses up one of the doses on the weapon. 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. On a green result you do not trigger the trap, although someone else may. On a blue result you happen upon the trap, and make a single check to avoid the trigger. On a red result you happen upon the trap and suffer a penalty on the check to avoid the trigger. A trap should force one check, either to detect it or avoid trigger before it springs. What you check depends on the trigger. If multiple characters are in the same location they all check and the worst result happens upon the trigger first. A trigger may set off a timer (in rounds or checks) instead of immediately springing a trap.

  • Pressure. Triggered when you ground move into a specific area or put weight on a specific spot. May be avoided with a move 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 a move 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 study 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 too.
  • 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 less than 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 survive check to avoid consequences from a cyclone suffers penalties equal to the rating as well. You may have to endure exchanges equal to the rating if you can't find shelter in time, and a cyclone is usually preceded by 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 several exchanges of drowning.
  • 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 20dE 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. Rather than a target they last for 1 or 2 exchanges. You check against survive, 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, allowing you to stop participating.
  • Wind: Strong winds might add a penalty for ranged attacks. Extreme winds (like those in a cyclone or strong storm) add a current from 1 to 5.

See Also



Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!