Hazards
Environmental dangers.
cold
Every hour you’re exposed to freezing cold, roll a chilly roll. No skill is added. Add the warmth of your worn items.
- Sub-zero cold: -2.
- Smoking: +1.
- Strong alcohol: +2, but -2 next roll
If you have +6 or better, you can opt to gain 1 Chilly every 4 hours instead of rolling every hour. Extreme or unnatural cold reduces this timeframe to 1 Chilly every 3 hours. Especially cold locations, such as unnaturally cold caves or cold bodies of water, provoke a Chilly roll immediately upon entering them.
Frostbite
If you have 3 Chilly stress, you are at risk of frostbite.
Effectively, you begin burning at an intensity of d12. For each of the following that’s true, the intensity decreases by one die size:
- Skin exposed to air
- Alcohol in bloodstream
- Subzero temperatures
- Unnatural cold
Roll the severity die every hour. If you roll a 1, you suffer a frostburn wound to an extremity. If a frostburn wound is already present, each one is upgraded to the next severity level. Areas frostburned beyond a level 3 wound are destroyed or cause death.
Frostburn wounds are functionally burn wounds, but inflict no pain until rewarmed.
darkness
Poor light imposes a penalty on rolls reliant on sight:
- Dim light: -2: Moonlight, candlelight.
- Darkness: -4: A cloudy night/night in the woods/unlit room.
- Pitch darkness: Succeed Perception -4. If you succeed, roll your intended action at -4.
If your target is lit differently than you, you’re affected by its penalty, not your own. As such, attacking from darkness into light is advantageous, and attacking from light into darkness is not.
Notably, penalties from low light apply to Perception rolls to keep watch if the watcher is looking out into darkness.
Light Sources
In open spaces, light sources cast an equal measure of dim light outside their radius.
- Candle: 2 meter radius, duration varies by size
- Torch: 6 meter radius, duration of 1 hour
- Lamp: 4-6 meter radius, duration of 6-12 hours
falling
Falls exceeding 1 meter inflict 1d4 + [meters fallen] bludgeoning damage split between d4 - 1 body areas (0 = harmless fall.)
You can roll Agility to tumble at the end of a fall. If you succeed, halve fall damage and ignore any falling damage to your head.
fire
For every part of you that’s on fire, get a burn die. Roll it at end of turn. On a 1, it inflicts a Burn stress and a Pain stress.
- Burning clothes or hair: intensity d8
- Burning fuel/accelerant on body: intensity d6
- Incendiary munitions or powerful sorceries: intensity d4
In peril, you can spend 2 actions (your entire turn) to extinguish yourself by dropping and rolling or smothering the burn with material/water. If you do this, your intensity dice extinguish if they don’t roll a 1 at end of turn. This doesn’t work if you’re burning due to radiation. Alternatively, you can spend this time stripping burning armor, up to 2 armor items.
Armor protects you from burning—briefly.
- Soft armor items ignite. Burn stresses convert to wear until the armor is destroyed.
- Metallic armor items extinguish d8 intensity burn dice and allow you to ignore the first burn stress from higher intensity burns.
Saturating burns, such as from acid or boiling water, ignore armor. You must remove saturated armor to remove a burn die.
heat
Every hour spent in a hot (80°F/26°C) environment, roll a swelter roll. No skill is used. Subtract the warmth of your worn items.
- Extreme heat (≥100°F/38°C) or humidity: -4
- Drink 1 unit (.5 liter) water: +4
- Portable shade (parasol, desert cloak:) +2
- Resting in shade: +4
Failure incurs a Weary stress and 1 Parch stress if you didn’t drink a unit of water.
obstacles
Challenging or unusual terrain costs double the usual movement to traverse. Unstable or slippery terrain requires an Agility roll to avoid stagger or knockdown.
Corpses are obstacles, as are steep stairs, gravel, and deep snow.