Hazards

Table of Contents
Primary Item (H2)

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.

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